Tau subsector
This is the diff between the backup and the current copy.
# Tau subsector
These are the games that are based on [Alex](/view/alex)'s [Tau subsector](https://campaignwiki.org/wiki/Tau_Subsector/Tau). Currently we're running a handful of sessions using **Night of Conquest**.
> A party of eight characters on a Far Trader is on a commercial mission in a system that's been classified as uninteresting backwater in the past but the world appears peaceful and ready for trade and so the team gets going, starts negotiating a treaty and gets the locals to sign it. And that's when the adventure starts.
For character creation, pick one of the pregens or create a character *at the table*, with actual dice rolls. Any character generated at the table must replace one of the pregens.
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Pregens:
- Merchant Captain, 876784 Age 42, 6 terms, Cr60,OOO
Pilot-3, Streetwise-2, Computer-2, Revolver-2
Dagger, Revolver
<span class="npc">available</span>
- Merchant First Officer, 988766, Age 34, 4 terms, Cr20,OOO
Navigation-3, Pilot-1, Computer-1 , Revolver-1, Electronic-1, Jack of all trades-1, Gunnery-1
Revolver
<span class="player">lkh</span>
- Ex-Navy Lieutenant, 6A8AB8, Age 30, 3 terms, Cr26,OOO
Engineering-2, Electronic-1, Mechanical-1, Jack of all trades-1, Auto Pistol-1
Auto Pistol with 3 clips of ammunition
<span class="player">agroschim</span>
- Ex-Navy Starman, 87A886, Age 34, 4 terms, Cr20,OOO
Gunnery-2, Rifle-1, Blade-1, Fwd Obs-1
<span class="npc">available</span>
- Ex-Scout, AA9642, Age 30, 3 terms, Cr90,OOO
Pilot-1 , Gunnery-1 , Air/Raft-1, Revolver-1, Medical-1
Dagger, Revolver with clip of ammunition
<span class="player">phf</span>
- Doctor, 978AA6, Age 42, 6 terms, Cr40,OOO
Medical-4, Streetwise-1, Computer-1 , Electronic-1, Admin-1
Dagger, Auto Pistols with 4 clips of ammunition
<span class="player">kyonshi</span>
- Ex-Marine, Lieutenant, AB9786, Age 26, 2 terms, Cr7000
Leader-1, Tactics-1, Revolver-1, Rifle-1, Cutlass-1, Admin-1
<span class="npc">available</span>
- Scientist, 694BA9, Age 34, 4 terms, Cr33,OOO
Computer-3, Navigation-1, Revolver-1, Jack of all trades-1
Dagger, Revolver with clip of ammunition
<span class="player">thectd</span>
**No character may be carrying a total amount of gear weighing more than
half of his or her strength, in kilograms. No single piece of
equipment carried may weigh more than 1 kilogram.**
This adventure begins with characters involved in a formal, ceremonial
affair in which bulky equipment in great quantities would definitely
not be correct. Working within these limitations the characters may
select their equipment from the ship's locker of the Scotian Huntress,
as shown below. Additional personal equipment may be bought, providing
it is available in the books, and the full price shown is paid.
Ship's locker:
- 4 rifles, each with 10 clips of ammunition
- 2 shotguns, each with 8 clips of ammunition
- 2 SMGs, each with 10 clips of ammunition
- 3 revolvers, each with 3 clips of ammunition
- 2 auto pistols, each with 4 clips of ammunition
- 7 daggers
- 8 vacc suits, each with oxygen tanks for 8 hours and medium range commo gear
- 1 medical kit
- 1 mechanical tool kit
- 1 electronic tool kit
The Scotian Huntress is owned and operated by Caledon Ventures, a large mercantile firm. The Scotian Huntress is used as a trade pioneering vessel. The ship is an unmodified type A2 far trader.
The far trader uses a type 200 hull, and is capable of 1-G and jump-2.
Fuel tankage is 50 tons, and the ship incorporates fuel scoops for gas
giant skimming. A computer Model/1bis is installed adjacent to the
bridge. The ship has 10 staterooms and 4 low berths. A single air/raft
is carried for onworld transport. The ship is streamlined for
atmospheric landings. Cargo capacity is 61 tons.
The Scotian Huntress' two turrets have each been armed with dual beam
lasers.
Gaajpadje's law level 4 allows the carrying of weapons for self-defence such as daggers, pistols and revolvers, as well as hunting weapons such as rifles and shotguns.
Forbidden are weapons for military use: SMGs, automatic rifles, lasers, bombs, grenades, etc.
## Session 1
The party made its way to the boathouse, captured a rowing boat, crossed the river, kept north of the main artery, avoided involvement with looters and search parties, reached the fence of the airship port, moved towards the river. Here, the ex-scout killed a lone guard and put on their uniform, started a distraction, while the rest stayed inside the river water where it was shallow and moved towards their ship. At the end it all escalated, however, and an all-out battle started.
The guards:
- 17 (down from 20) soldiers behind sand bags guarding the ship
- 1 soldier guarding the nearby mast
- 3 soldiers atop the mast with a search light
- 10 soldiers rapidly approaching from the fence
- possibly moreā¦
The doctor, captain (876 down to 346) and the first officer (988 down to 458) managed to shoot soldiers.
The ex-starman (87A down to 72A) and the ex-marine (AB9 down to 979) are struggling.
The ex-scout wrestled a SMG from another guard.
The scientist was captured by one of the soldiers amidst the fire-fight.