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Tau subsector

These are the games that are based on Alex’s Tau subsector. 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.

Pregens:

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:

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:

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.