The Pirate Base (Referee)

The base is on a subsea peak, just below the surface of the water. There are two minisubs, one of which is armed with two torpedoes and will be on patrol. There is a small dome, and two large subsea vehicles: submarine trawlers. These are very large submarines, in the seventy-ton range, and largely automated. They are parked on the hill top. There are various men swimming nearby, or in the vehicles.

Sighting of the Base, and Beginning of Adventure

When the base is first sighted, the pirates will already have detected the minisub on sonar. The patrol minisub will be detached from patrol and sent in to destroy the intruder. Meanwhile the guards will take torpedoes from the armoury, and fit out the second sub for battle, a complex process which will take some 5-25 (4d6+1) minutes. If the patrol sub fails to report back with proof of a kill, the second sub will be sent out. If neither submarine returns the base will go to full alert. While the submarines are in action, one man will be went into the glass dome on top of the Seadome, while the other four guards will wait in the airlock. If an approaching submarine is sighted, they will send out two men, who will wait in the sea weeds near the lock and attack any men in the water. The others will wait just down the passage from the airlock, ready to fire with their harpoon guns or snub pistols. The guards will almost always be in this position when the players arrive, unless the players take special action, ie stirring up sand to hide their approach, covering behind other submarines, or approaching swimming. The crews will be in their vehicles, the others at their posts.

Location Key to Pirate Base

Note of explanation: The Seadome is made of reinforced plastic, and is likely to be punctured in a prolonged shoot-out. The walls can take 15 points of damage from a single shot, or a total of one hundred points. If the wall is punctured, the room will fill with water in 2-7 minutes. The sub trawlers have much stronger walls: the glass forward view ports can take 30 points from a single shot, or a total of 225. The steel hull can take a total of 300 points.

1. Airlock: This automatic airlock opens when a stud is pressed on the outside. The outer door closes after one minute, and the water is let out. When all the water is out, a period of about forty-five seconds, the inner door opens. The process is reversed for someone exiting the Seadome.

2. Central Shaft: The Seadome is built around a central ladderwell, which goes from the bottom deck to the observation area at the top. There are exits at each of the floors, with watertight doors fitted.

3. Lower Control Room and Sleeping Area: This room contains three beds, and basic control systems. The control systems include television screens showing all the rooms in the dome (currently bland) and areas of surrounding sea. In this room will be also the breathing gear and swimsuits for the sponsor, and command personnel.

4. Bunkroom: This room provides sleeping quarters for the guards and scientists. There are simple beds, lockers and overhead lighting. There is nothing of particular value or interest in the room.

5. Power Maintenance Area: This small area is in the centre of the dome's lifesupport systems. It has various controls, including a large switch marked on/off. Nearby are buttons, with green lights glowing above them labelled lighting, air, commo, lock, scan. Lighting shuts down all lighting in the dome, air will stop the air circulating if pressed, commo will cut power from the dome's communicatiors, lock will make the airlock inoperative, scan will cut the power to' the internal and external televisor systems, and the sonar. The on/off switch, if moved from on to off, will cut off all these functions. Pressing the button again will restore the green light, and make the function work again.

6. Central Control Area: This large control room contains commo gear,television screens showing the inside and outside of the dome, sonar and hydrophone equipment, computers and automatic analysis machinery. There are seats loosely scattered around the control room.

7. Armoury: This room contains two harpoon guns, each with five bolts, and ten daggers. There are also two torpedoes chained to one wall. The padlocks on the chains prevent removal of the torpedoes without the keys, which are carried by the security officer.

8. Generator Maintenance Corridor: This corridor runs between two minor generators, allowing their repair and maintenance. The generators are protected from the corridor by wire mesh screens.

9. Gunlock: This device allows the insertion of a weapon, which will then be manoeuvred by grabs to protrude from the side of the dome. By using a remote control panel set by it, the weapon can be made to fire in a wide arc over this side of the dome. The weapon currently in place is a heavy gas gun (as normal + 1, 4d+1 damage).

10. Observation Area: This clear glass observation deck allows vision in a 360% area. The glass is one-way glass, which does not let light out from the inside, but allows light on the outside to penetrate. A bracket on the ladder shaft holds three pairs of light intensification goggles, and a pair of binoculars.

11. Subtrawler Control Deck: This control deck contains the highly complex equipment necessary for the running of a subtrawler. At the front are the submarine controls, on the right is the trawl control desk, on the left is the airlock and drive control desk, and the rear of the deck is given over to the crew's beds. The rear wall is a panel covering the essential controls for the submarine. An explosive here will render the subtrawler totally useless; the high-tech innards cannot be repaired on this world.