The Prosperity Station Resident's Briefing StarDate 3202.075
The Story So Far. . .
The shift was just coming to an end.
The duty operations officer yawned and stretched.
"Thank the Ideal this shift will soon be over" he said
to his co-worker across the control room. "Fancy a drink after work,
Joe?"
His co-worker did not respond.
"Joe?" He swivelled his command chair, intending to attract
his friends attention.
Joe was sitting transfixed by the sight on his view screen.
From where he was sitting he could clearly see the eight
very large blips on edge of the space traffic control radar. The
blips were slowly getting closer.
"Are we expecting a visit?"
"No" said Joe, in a distant voice "you know it cant
be a company re-supply the last one just left"
"Well what do you get when you ping their transponders?"
"No response."
"So that means
."
"Yes we have a fight on our hands
"
Shaking himself out of shocked paralysis, the duty officer
was galvanised into action, launching himself across the room towards
the big red button marked EMERGENCY ONLY.
In seconds, the whole station was echoing to the sound
of the alarm sirens.
Prosperity Station was about to go to war.
Introduction
Players in this game will be either the square-jawed honest asteroid
miners defending their essential mining base, or teams of scruffy,
dishonourable and ruthless space pirates.
The mining base is organised into teams with a variety of functional
roles, some combat, some technical, some non-combat. All are essential
to the running of the station and have their part to play.
The setting for the game is taken from The Universe (of
Starship Marine), and you can find out far more about the background
than you probably want to know by browsing the web pages associated
with this on: www.pastpers.co.uk/universe
The Teams
The
Asteroid Miners ('Belters')
The belters as a class are of mostly ancient earth stock.
Their ancestors were the first to live and raise families in space
in the asteroid belt of the home Solar System centuries ago - and
they represent a very hard breed of humans.
Belters have spread throughout human space, and their expertise
in asteroid mining and living and working in marginal environments
is legendary.
It is said of the belters that they can 'eat rock and breathe
vacuum'.
Prosperity Station Management
The station was built by, and is owned by, the Solar Mining
Corporation. The Corporation's local managers are responsible
to Head Office for the safety of the station and it's continued
profitability.
Government Officials
Prosperity station is in a system controlled by the Martian Association.
It therefore has to have official government representation to keep
an eye on things. These are representatives of central government
and the rule of law. They do not own the station, however, and have
to work closely with the Station management.
Space Pirate Crews
The crew of the independent traders or perhaps
more accurately, space pirates - are organised on a sort of functional
basis.
Obviously, the Captain is the most influential member of the crew,
but each of the officers has their own set of loyalists.
All Officers are represented by players, so a typical crew will
be composed of 4 to 6 Officers. These are the scum of the spaceways
- untrustworthy, violent and evil smelling. Avoid.
Game Control
The tactical game system will be the Starship Marine rules
(see separate copy or the website)
The main role of game control is to keep the game moving.
The players will operate all the rules, referring only to Game
Control when there are problems defining what can or cannot be seen,
interpretation of the rules or generally when the players need help.
Game Control is the last word on interpretation.
Do not go around asking several Game Controllers until you get
the interpretation you want. This will be frowned upon.
Game Layout
This is a semi-closed game. The defenders of the station will
be able to conceal the movement and location of their forces until
such time as the pirates' figures can see them. Game control will
advise in the event of doubt about what can or cannot be seen.
Pirates will be in view at all times (i.e. internal cameras and
sensors give away their positions).
Each of the eight segments of the station will be on a separate
table. The defenders will have smaller maps of each segment to mark
on hidden movement.
To keep things manageable, all 'innocent civilians' will be placed
on the maps in full view (i.e. their rescue transponders can be
detected by both sides).
Game Timetable
| 1030-1100 |
Reception and Booking in |
| 1100-1115 |
Opening Briefing |
| 1115-1230 |
The Station organises itself. Station
personnel conduct a station defence exercise to familiarise
themselves with the game system |
| 1230 |
The attack on Prosperity Station
Starts. |
| 1230-1700 |
The miners desperately defend the
station against a horde of unwashed pirates. |
| Approx. 1700 |
Arrival of the Meo Star Guard warships
to rescue the station. |
| Approx. 1730 |
Game Debrief and clearing up. |
Troop Types
For a more detailed explanation of equipment, see the Starship
Marine rules, which explain the weapons and equipment
in use.
Officer: This is the players personal figure. They
will always have their own space armour and sidearm. The only officers
are players so if you want more officers on the team, you
must somehow recruit more players.
Combat Capable Civilian (3C): A civilian with some military
training or experience capable of using ex-marine armour and weaponry,
who has smuggled their own military-style kit aboard the station.
The standard kit on all 3Cs consists of
- Armour
- SCA2
- 4 grenades
- 2 demo charges
There are not many of these, since the possession of military
class combat armour and weaponry is technically illegal. On the
whole Belters dont trust the Government to protect them, so
arming themselves, if possible, is a natural consequence.
Miner: These are the largest element of the population
of Prosperity Station. They only have normal unarmoured spacesuits
- but are very agile and tough fighters. Few have SCAs - these are
generally frowned upon by the Authorities. All have access to mining
equipment, tools, iron bars, gadgets etc. This makes them very dangerous
in hand to hand combat.
Special Rules for Miners:
Miners are Unarmoured targets
Miners can move as fast as armoured marines, and count as marines
in hand to hand combat.
Technicians (of various sorts): A specialist in their field
(Armourer, Robot Tec, Medic etc). Standard equipment is a spacesuit
and no weapon (all the suits hard points being taken up with
equipment etc).
Shuttle Pilot: Actually flies a shuttle. Only pilots can
fly shuttles. Pilots are hands-on flyers and can do things like
planetary landing and take-off (PLATO) etc.
Standard equipment for a shuttle pilot is a Spacesuit and SCA1.
Mining Support Systems Robots
The MSS is a multi-purpose robot designed to operate a range of
equipment in micro or zero-g environments. Like a combat robot it
has limited (Loyal Pet Class) intelligence. These are all
unarmoured non-humanoid robots.
MSS-C: Cargo and stores lifter - Treat as a TRUC robot
(see SM rules)
MSS-B: Plasmatic Boring Device Carrier - Carries a PBD
which can cut through anything (this means walls, hull, space pirates
etc)
| SPECIAL MSS-B RULES
Anti-personnel - treat as an SCAIII, range up to 2" - must
be in sight of a friend to work.
Doors take one turn to destroy
Walls take three turns to make a 1" wide hole (the other
side will show indications from turn 2 onwards - glowing patch
etc)
Hull takes 10 turns to penetrate.
|
MSS-S: Surveyor - designed to take surface samples and
act as a remote viewer. In tactical situation can be used to observe.
Combat Robots, TRUCs, and Close Support Robots are explained
in the main rules. There are not many of these on Prosperity Station.
Start Situation
Each Player has a set of figures representing themselves and a
number of people who they manage or lead.
This will vary slightly according to role.
In the case of the Station Officials and Station manager, this
is pre-set by the scenario.
In the case of Miner foremen and Construction Foremen, there is
some choice about the composition of your team.
Enthusiastic players might wish to bring their own personal figures.
If you do, please make sure that the different types can be clearly
identified.
Special Rules for This Game
(Additional to Starship Marine)
Medic
May assess the condition of any downed person, and increase the
chance of them being fit to continue fighting.
Roll 1d6 : If patient is armoured score 5 or 6 and the individual
is fit to fight once more.
If unarmoured score 6 and the individual is fit to fight once
more.
Roll once per figure only. Repeat rolls are not permitted.
However, if armoured the armour will need repair before they can
go on fighting (see Armourer)
If the individual is deemed not fit, they can still be
returned to an AutoDoc for further treatment (See below AutoDoc
Medical Unit).
It takes an entire turn to assess and/or recover one figure.
Robot Tech
May repair downed robots and make them operational again.
Roll 1d6 : A damaged combat robot can be made operational again
on a 5 or 6
A wrecked robot of any type can be repaired on a 6.
You may roll repeatedly for any given robot, on subsequent turns
(the time taken to get a 6 reflecting variable repair time).
Successful repair also includes any weapons fitted.
It takes an entire turn to assess and/or repair one figure.
Armourer
Assesses and repairs the armour and weapons of downed combat crew.
Roll 1d6 : A damaged suit of combat armour can be made operational
again on a roll of 6
Obviously, the crew inside will need medical attention before
they can operate the repaired suit. (See Medic)
You may roll repeatedly for any given suit of armour on subsequent
turns (reflecting variable repair time).
It takes an entire turn to assess and/or repair one figure.
Successful repair also includes any weapons fitted.
AutoDoc Medical Unit
Any casualty brought back to the AMU has a chance of recovering,
even if a medic tried and failed to revive them earlier.
The AMU is represented by a flowchart and the figure being treated
is moved around the chart until deemed recovered or unsavable by
the Virtual Doctor™ software.
A standard AutoDoc can treat 2 casualties at once.
Identification Friend or Foe (IFF)
The armour and weaponry used by the combat crew is of a basic
military specification. The military have systems built-in to the
weaponry and armour that detects friendly troops and the weapon
refuses to fire if targeted at a friend.
The IFF system uses a variable coding algorithm, which can be
selected at the start of an action. Once selected, it can be switched
off, but not altered (the re-coding process takes a while and needs
an armourer).
The IFF system means that you may not fire on friendly troops
with SCA or APGW. This isn't a choice - the weapons will simply
not fire, no matter how hard or often you pull the trigger.
Grenades, on the other hand, are indiscriminate and are not limited
by IFF.
The IFF is also used in the suit's retinal display system to tell
the occupant who is a friend or not (since most fights are in the
dark using radar and IR to 'see' and are usually very confused).
If a friend turns off his or her IFF in action, their display icon
changes immediately - in game terms this means you must announce
the fact if you turn off your IFF. Once turned off, it cannot
be restarted.
In the case of co-operative actions like this mission, teams may
agree to have a common IFF algorithm - thus making 'accidental'
kills from friendly fire less likely. Normally, all the crew
of the same ship will have the same IFF code.
If it becomes necessary, crews may specify the code algorithm
by selecting a number between 1 and 10,000, writing it down and
handing it to game control.
Innocent Civilians
In addition to the collection of rough, tough spacefaring types,
this station also has a lot of support services personnel who, if
armed with an SCA would be more danger to themselves than an enemy.
These are Non-Player Civilians (NPCs if you like).
Unfortunately, as far as a pirate is concerned, they are just
easy hostages or ransom-fodder.
The defenders of Prosperity Station have to take account of their
safety.
The Station Authorities (Station Manager, Station Colonial Official
or Chief COP) can issue Emergency Instructions over the StationNet
to all personnel. These have to be simple, like "all personnel assemble
in Hanger A for evacuation".
Complex conditional statements will confuse, and game control
will take a judgement on the likely responses of NPCs.
Alternatively, any player can give them direct instructions.
These are most likely of the 'stay here' or 'follow me' variety.
Anything more complex will have to be ruled on by game control.
The response of each civilian must be diced for - depending
on the player role:
Roll 1d6 for obedience.
Station Authorities, COPs or Marines 4+
Construction Workers 5+
Belter Miners 6+
Roll once per turn - the time taken to get them to do what you
want reflect the fact that they NPCs are non-combatants, confused,
stupid or not paying attention. Dont expect them to react
as fast as you seasoned fighters.
NPCs always have emergency spacesuits on (this is standard procedure,
and they would have done this at the first sign of trouble long
before the fighting starts).
In combat, NPCs count as unarmoured and non-tactical targets at
all times.
They move at 4" maximum.
They are subject to morale rolls when under fire as well (whether
or not they are being targeted).
If they encounter pirates and there are no friendly troops in
sight they must roll for morale. A 'fight on' result means that
they try and evade the pirates.
Mining Companies
There are two mining companies operating out of Prosperity Station:
Allied Space Industrial Asteroids - a subsidiary of a local
Quadrant 7 interstellar shipping line.
Team 49 - a mining subsidiary of the powerful Disney Corporation.
There are many asteroids near Prosperity, so these two companies
are not in direct competition, but they do indulge in a little 'friendly
rivalry' now and again (usually after several drinks in one of the
bars).
© Jim Wallman 2002
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