Some Notes on Play (Referee)

The essential part of this scenario is the actual pirate base, and it is important that the players should be able to cripple both submarines. For that reason, the two trawlers are at the base, when it might reasonably be expected that they would be out trawling. Optionally, one might be trawling and the players would have to set a trap. The trawlers are currently full of weed, to an estimated value of around Cr 2,000,000, and if this is not destroyed the players could expect a bonus of 5%. The employers will almost certainly give some bonus to the players, at the referee's option, if the players have thought their problems out well. Examples of good play are caution (but not paranoia), ingenious and plausible solutions to problems, careful planning and so on. The bonuses might be a packet of rare drugs, or some little item to lead them into another adventure, or an introduction to a non-player character who could be useful to them.

Using one's imagination to solve the problems presented is important to the scenario. A micro-torpedo could be used to detonate an approaching torpedo. A work pack could do the work of four men if the submarine became trapped in seaweed (Event 9). If the players come up with any other solutions in this line, the referee should view them favourably. He must of course not suggest them himself, but if the players do think of them, they should be suitably rewarded.

Fighting in the water may pose considerable problems. The nearest equivalent is fighting in zero gravity, and the procedure for zero-gravity combat outlined in Mercenary should be used, with the following notes: A CO2 harpoon gun is a low recoil weapon. As water is slightly easier to hold one's position in than vacuum, especially while wearing flippers, the throws to avoid losing control, and to re-orient oneself should he reduced to 8+

Equipment

Equipment Pirate No:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

Harpoon Gun

 

(*)

       

*

*

*

*

*

         

Sheath Knife Dagger

*

*

*

*

*

*

*

*

*

*

*

*

*

*

*

*

Auto Pistol

   

*

     

*

         

*

   

*

Revolver

                   

*

         

Snub Pistol

*

           

*

*

       

*

*

 

Cutlass

                 

*

*

         

Blade

     

*

           

*

*

       

Foil

                             

*

Swimming Equipment

*

*

(*)

(*)

(*)

(*)

*

*

*

*

*

*

*

*

*

(*)

Oxygen Tanks

(*)

(*)

(*)

(*)

(*)

(*)

*

*

*

*

*

*

(*)

(*)

(*)

(*)

Reflec Armour

                             

*

Cloth Armour

           

(*)

(*)

(*)

(*)

(*)

         

Jack Armour

                     

*

       

 

Pirates

1. Minisub Pilot: Lieutenant 668463 Age: 30 Terms served: 1(Sailor)

Submersibles-1, Demolition-1, Gravitics-1, Mechanical-1

2. Minisub Pilot: Sailor 49C483 Age: 22 Terms served: 1 (Sailor)

Submersibles-1, Battle Dress-1

3. Chief Pirate: Manager 885898 Age: 34 Terms served: 4 (Bureaucrat)

Interrogation-1, Carousing-1, J-o-T-1, Leader-2, Auto Pistol-1, Admin-1, Brawling-1

4. Second-in-Command: Lt Cdr 986A74 Age: 30 Terms served: 3 (Navy)

Electronic-1, Blade-1, Navigation-1, Ship's Boat-1, Fwd Obsv-1, Pilot-1, Computer-1

5. Scientist: 865A87 Age: 30 Terms served: 3 (Scientist)

Computer-2, Electronic-2, Medical-1

6. Scientist: 7AAA97 Age: 30 Terms served: 3 (Scientist)

Computer-2, Electronic-1, Medical-2

7. Security Officer: Major 69BAA6 Age: 26 Terms served: 2 (Army)

SMG-1, Rifle-1, Pistol-1, ATV-1, Mechanical-1 Tactics-1 Air/Raft-1, Fwd Obsv-1

8. Guard: Trooper C64965 Age: 22 Terms served: 1 (Army)

Rifle-1, Pistol-1, ATV-1

9. Guard: Trooper 979684 Age: 22 Term served: 1 (Army)

Rifle-1, Tactics-1, Admin-1

10. Guard: Marine 7C7977 Age: 30 Term served: 2 (Marines)

Cutlass-2, Medical-1, ATV-1, Vacc Suit-1

11. Guard:: Lieutenant 6855A3 Age: 26 Term served: 2 (Marines)

Cutlass-1, Revolver-1, Tactics-1, Computer-1, ATV-1, Blade-1

12. Trawler Captain: Lieutenant 368879 Age: 38 Term served: 5 (Sailor)

Computer-1,Electronic-1,Commo-1,Gravitics-1,Brawling-1,FwdObsv-1,Submersibles-1

13. Trawler Captain: Lieutenant 669643 Age: 26 Terms served: 2 (Sailor)

Grav Vehicle-1, Streetwise-1, Submersibles-1, Pistol-1

14. Technician: A813665 Age: 22 Terms served: 1 (Scientist)

Computer-1, Electronic-1, Mechanical-1

15. Technician: 4th Officer 475572 Age: 22 Terms served: 1 (Merchant)

Engineering-1, Navigation-1, Electronic-1

16. Sponsor: Knight 8786AB Age: 26 Terms served: 2 (Noble)

Hunting-1, Admin-1, Brawling-1, Leader-1

Pirate Locations

Pirate

No

Duty

Station

Area: 1

2

3

4

5

6

7

8

9

10

11

Outside

Minisub

1

Minisub

         

6

       

5

4

1-3

2

Minisub

         

1

       

2

3

4-6

3

(6)

   

1-2

   

3-4

 

6

 

5

     

4

(3)

   

1-4

 

6

5

             

5

(6)

     

1-2

 

3-4

       

6

5

 

6

(6)

     

5-6

 

1-2

       

3

4

 

7

(10)

     

1-2

       

3

5

4

6

 

8

(1)

     

1-2

   

6

   

5

 

3-4

 

9

(1)

     

5-6

   

4

   

3

 

1-2

 

10

Outside

     

1-2

   

6

   

5

 

3-4

 

11

Outside

     

5-6

   

4

   

3

 

1-2

 

12

(11)

                   

3-6

1-2

 

13

(11)

                   

3-6

1-2

 

14

(11)

                   

1-4

5-6

 

15

(11)

                   

1-4

5-6

 

16

(6)

   

1-3

                 

6

The first column shows which area the pirate will be in if the players are spotted first.

The next section of the table is the die roll for a pirate to be in a certain area if the players have surprise.

The asterisks below the pirates number indicate which particular pieces of equipment he has on him. If the asterisk is in brackets it indicates that the pirate possesses the equipment, but is not wearing it. The guards for instance, have cloth armour in their quarters, but as it is rather uncomfortable, they do not wear it until necessary. The crew of the station all have swimming equipment, but in the relatively safe environment of the Seadome they have abandoned it. The sub pilots and crew wear they swimming gear, hanging such items as flippers by their belts, and racking their oxygen tanks The guards wear full swimming equipment, and carry their oxygen tanks while on duty. The second minisub pilot possesses a harpoon gun; it is in his sub, parked close to the dome.