# 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. Pregens: - Merchant Captain, 876784 Age 42, 6 terms, Cr60,OOO Pilot-3, Streetwise-2, Computer-2, Revolver-2 Dagger, Revolver available - 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 lkh - 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 agroschim - Ex-Navy Starman, 87A886, Age 34, 4 terms, Cr20,OOO Gunnery-2, Rifle-1, Blade-1, Fwd Obs-1 available - 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 phf - 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 kyonshi - Ex-Marine, Lieutenant, AB9786, Age 26, 2 terms, Cr7000 Leader-1, Tactics-1, Revolver-1, Rifle-1, Cutlass-1, Admin-1 available - 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 thectd **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.