Fire and Ice: Chapter 7: The Big Enchilada
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ENCOUNTER 13: THE BIG ENCHILADA
Once the characters figure out that they are in the wrong silo, no doubt they will try the right one. These silos were previously part of the planetary defense system, but have since become obsolete. An upgraded missile system was installed atop the Enginalo Cloud City. In addition to being a more technologically advanced and compact system, the elevated position results in a more rapid detection and response to enemy attacks.
When the bases were deactivated, certain systems were left in place to discourage looters and troublemakers. These are the devices the team encountered at the other base. The second silo will seem much like the first . The perimeter (out to 5000 meters from the actual compound) is protected by an MOR-3 system (invaders won't know the difference until it fires shot #16...). However, this one is still on a defensive program (when Able moved in, they took over the existing security system). This mortar is still only programmed to attack targets of Size Class A or larger, but roll to hit with each round (this is no pattern!). The system is tied into the base's radar array, so there is no "remote" to zap.
A 25 meter deep minefield also surrounds the area between the inner and outer fences. The outer fence is electrified, and both fences are topped with molecular wire. The outer fence does 2d6 damage to anyone who comes into contact (the power supply is within the base, but a power shunt would ground an area large enough to cut through or climb over). Leaping the fences is handled exactly as in Encounter 12, but leaping the first fence means the character must immediately make a roll to see if a mine was set off The minefield is sown with needler mines and Bouncing Betties. For every 5 meters moved, there is a 20% (non-cumulative) chance to trip a mine (an equal chance of a needler or a Betty). Rolls to detect mines are handled just as in Encounter 10.
The inner fence circles the compound at a distance of 120 meters. An electrically operated gate is in the center of the east fence. Between the two gates, the road is zigzagged with tire traps, preventing "gate crashers". The gate was once controlled from the guard house, but it now responds only to commands from the base (Room B12) or the vehicle housed in B15 (which normally enters and exits by
way of the concealed tunnel).
The only permanent structures remaining are the guard house, and the missile bunker itself. Atop the one-story guard house stands the MOR-3 mortar and its tracking system. The guard house is otherwise empty, except for a Shokan Killer (Hammer Head) robot (THR 10, AI 120/78; 2 Vector 4 Pulse Cannons) which will emerge to engage the characters. Fortunately, it is only programmed to fire its Bonior missiles at hostile units of Size Class B or larger (e.g. a Recon-7 or a tank).
Along the inside fence, at intervals of 50 meters, are ferrocrete moorings for prefab towers. The towers, along with all of the other prefab buildings, which used to comprise the base, were disassembled when the base was deactivated. Only the weed-covered ferrocrete pads remain as evidence that there were any structures at all.
Like the other bunker, a passcard lock protects the door (Level 7 to bypass, Level 5 to Defeat). A LAW rocket, or two charges of Micronite can also open the blast door (but this will very likely alert the base). Once inside the bunker, the team will pass through a 2 meter-long tunnel (which is a deactivated Bio-field Detector). The red emergency lights dimly light the interior of the structure. Dust covers the floors of the unoccupied rooms, but anyone who thinks to look can make an Intuition roll to notice that the corridors leading to the elevators are threadbare, but clean, carpeting. The guard posts in the north and south corners are unoccupied. Past the second door (a standard sliding door - Level 4 to Bypass, Level 3 to Defeat), is a reception area. A standard electronic passcard lock protects the door on the east wall. The three offices on the north side of the corridor are unlocked and empty. A stairwell down can be found at the end of this corridor.
The stairwell lets out on Level A. The base administrator's office was on the north side of this corridor - like the others, it is deserted. The south wall contains a concealed escape hatch for the main stairwell (see below) which can only be detected and opened from inside. Access to the elevators is through an unmanned guard station that is protected by an electronic lock. While the elevators function, they will not open into the silos on this level. As with many of the doors, the elevators require a passcard to function (but can be bypassed at a Level 7 Difficulty).
BM's NOTE: The intent here is to make intruders believe that, like the other base, this one is also abandoned.
ABOUT THE BASE
Most doors are standard sliding doors (if locked, Level 4 to Bypass, Level 3 to Defeat) unless specified otherwise. Some doors will only open with an authorized passcard. These are Level 7 to Bypass, Level 5 to Defeat. Bypassing a door will not trigger an alarm, but Defeating one may (depending on the door). Here is the Able Lab Map for the Ground Level, Level Alpha, Level Bravo, and Level Charlie: [1]. Here is the Able Lab Map for Level Delta and Level Echo: [2]
MAP LEGEND:
C) CLOSET: Used for storage of various items relating to the area. In most cases, their contents will be detailed in the appropriate room description.
E) ELEVATOR: These elevators require a passcard to function. Access is limited according to personnel classification. Access is unlimited to Level B South Silo and Bunker, Level C North Silo and Bunker, and all of Level D.
G) GUARD POST: Each of these areas is constantly staffed by an armed Able Security Guard. This individual can monitor the door/elevator access on that level. A camera in the post is monitored by the Main Security Station (D13).
M) MAINTENANCE: Each of these closets contains a utility tub, various cleaning supplies, and an MKS maintenance robot.
S) STAIRWAY: This stairway runs down the South Silo from Level E to Level A (there is an emergency escape tunnel to the one-way hatch on Level A. It is intended for escape from the building in case of elevator failure, so the doors do not open from inside the stairwell. These doors can be cut through with a wrist torch. Opening these doors will cause an alarm to sound in (D13). Fortunately, the alarm contacts are inside the stairwell (Level 3 to Detect, Level 5 to Bypass, Level 4 to Defeat).
T) TOILET: Each of these rooms contains a sink and a toilet.
LEVEL B: STORES AND INFIRMARY
The north silo is closed off. The elevator will not open on that level, as it is the "high bay" for Level C, North.
B1) NON-PERISHABLE STORES: If this door is opened by any means other than the Quartermaster's passcard, a silent alarm will sound at (D13). The door is Level 7 to Bypass, Level 5 to Defeat. Within can be found a variety of mundane items, as well as any reasonable equipment the BM decides to include. There are also several Able jumpsuits, in sizes from SC 4 to SC 6.
B2) QUARTERMASTER/BASE EXCHANGE: Distribution of equipment to base personnel is handled from here. Company personnel can redeem their pay vouchers here for goods, or in the business office (B4) for cash (though few do this as there is little use for it in a closed compound - except as a gambling wager!). Shelves line the walls, but most goods are stored in (B1) and (B3). There is a counter along the west wall.
B3) PERISHABLE STORES: The door to this room is wired in the same way as (B1). It contains luxury items that cannot be synthesized. Environmentally-controlled cabinets contain a variety of liquors, exotic foodstuffs, tobacco products, etc. The total value of the haul is 4d6*1000 credits.
B4) BUSINESS OFFICE: This is where the day-to-day financial operations of the compound are conducted. This looks like your standard office - a number of desks with computer terminals, etc. In an improved wall safe on the south wall (Level 9 Safecracking or 120 points of damage to open) are 20,000 credits in universally accepted chits; as well as 30,000 of Able Scrip (worthless to the party).
B5-B9: Infirmary
Treat this area as having the full facilities of a MASH unit (pg. 138, LNL 2nd).
B5) RECOVERY ROOM: This room contains two hospital beds where seriously injured patients can recover. A linen closet in the south wall contains sterile sheets and pillowcases, scrub uniforms, and those annoying hospital gowns that show off your butt!
B6) DOCTOR'S QUARTERS: This small apartment is where Alshaya, Doctor of the Body spends most of her off-duty hours. It is small but comfortable. A light carpet, glow lights, moon beams and a light wall help her to relax. The room contains little furniture aside from a Grav bed and an isolation tank.
B7) OPERATING ROOM: Seriously injured individuals are treated here. The doors to this room are usually locked. An automated surgery unit and a CAT scan are built into the operating table. A brain surgery unit and a surgical kit rest atop a nearby medical storage unit, which contains (6) blood transfusions and (2) cryo injections.
B8) DOCTOR'S OFFICE: This is where the base physician, Alshaya, Doctor of the Body, usually conducts her business. She is almost always found somewhere within the Infirmary. A drug analysis lab is set up on a small table along the north wall. A locked filing cabinet (Level 4 Pick Locks) contains complete medical dossiers on all personnel stationed at this installation.
B9) PREP/EXAM ROOM: This is where the medical staff examines and treats personnel without lifethreatening injuries, and prepares for surgery. A locked closet in the north wall (unless the team has the physician's ID it is Level 7 to Bypass, Level 5 to Defeat) contains the following medical supplies:
| (6) Biological Redox Agents | (3) Blood Factor | (6) Body Bags | (1) Paramedic Kit |
| (6) Massive BRIs | (6) Standard BRIs | (6) Chemical Redox Agents | (6) Radiation Treatment Serums |
| (2) DFMS-401 | (2) DNA-6BMR | (2) Isolation Bags | (4) Pneumatic Casts |
| (12) Slap Bandages | (2) Thermal Blankets | (1) Tranquilizer Unit | (1) Viral Inoculation Computer |
| (6) White Count Injection | (1) Bio-scanner | (1) Electronic Stethoscope |
LEVEL C: ENGINEERING
South Silo: Engineering Labs (C1-C4)
C1) ELECTRICAL ENGINEER'S QUARTERS: This is the living space for the lead engineer in the Electrical field. In addition to a bed and dresser, there is a desk with a computer work station with printer.
C2) ELECTRICAL ENGINEERING LAB: This is where electrical and electronic design and development is conducted. Among the technical stuff, an electronics tool kit may be found here.
C3) CHEMICAL ENGINEER'S QUARTERS: This room is similar to (C1), except it is used by the lead Chemical engineer.
C4) CHEMICAL ENGINEERING LAB: This is where chemical design and development takes place. Among the technical stuff, a portable Chem Lab may be found here.
Science Lab (C5-C9)
Treat this area as having the full facilities of a Science Station (pg. 138, LNL 2nd).
C5) PHYSICS LAB: This room contains equipment and machinery used for physics experiments and research. An unusual device on one counter holds a watermelon under great pressure. Only a Mutzachan physicist might understand the purpose of this experiment, but their only advice will be "don't touch it"!
C6) CHIEF SCIENCE OFFICER'S QUARTERS: This room is similar to (C1), except the Chief Science Officer uses it.
C7) ALIEN TECHNOLOGIES LAB: The doors to this room may only be opened with the passcard of either the Chief Science Officer or Doctor Schott himself. Within this room is strange equipment used to study alien devices. To anyone without the Alien Technologies skill, these devices are useless junk. However, anyone who makes a successful Alien Technologies skill check at Level 5 will deduce that, while the purpose and function of these items is unclear, they are of obvious value to Balshrom. Each item weighs 1d20 pounds and will fetch d6*1000 credits. There are 2d4 such items present.
C8) METALLURGY LAB: This room contains small smelting forges and other apparatus used in the research and creation of new alloys. It is uncomfortably warm, but well-insulated. Anything thrust into the furnace should make a SS roll or be destroyed. Some welding equipment can be found in the NW corner.
C9) CERAMICS/POLYMERS LAB: This area is used for research and development of new ceramic and plastic composites. Such items would be used in personal and vehicular armor, as well as possible applications in weapons design. Aside from a kiln, most other items are of no interest to those outside this field.
C10) LOCKER ROOM: The western third of this room contains showers and toilet facilities for those housed on this level. Lockers line the rest of the walls, with benches between them. The lockers contain Able technician's jumpsuits, caps and boots in various sizes from Size Class 4 to 6.
C11) ENGINEER'S QUARTERS: This room contains six double bunks and is capable of housing up to 12 personnel. Wall closets stand between each bunk, and footlockers containing sundry personal effects are stowed beneath the bunks. Because of the rotating schedule, there is somebody sleeping here nearly always (33% for each bunk to be occupied by a sleeping engineer).
North Silo: Mechanical
The northern silo of Bravo level contains facilities for mechanical engineering and vehicular mechanics, as well as a vehicle bay. Rooms (C13) through (C17) have 20' ceilings.
C12) RADIO ROOM: This room is the base's communication link to the outside world. It contains a longrange radio and a planetary satellite uplink (the base's entire inner fence serves as a powerful antenna). It is manned at all times by a communication Able Technician, who can also control the remaining base defenses and gates from here. In practice, he is usually dozing, reading a magazine, or playing Solitaire on the computer, as there is seldom any work to do.
C13) PARTS STORAGE: This room is full of shelves containing parts necessary for repairs to the base or the Rockwell Nomad in (C15). A closet in the south wall is used for storage of small and/or delicate parts.
C14) VEHICLE REPAIR GARAGE: This room contains the equipment necessary to repair vehicles. In addition to a moveable engine hoist and portable hydraulic lifts, the room also contains an air compressor on wheels, a rolling cabinet containing a normal tool kit, a pry bar, professional wire cutters, and a Master's tool kit, and assorted diagnostic equipment on rolling carts. A closet in the north wall holds containers of various automotive fluids, and four Jerry cans (Enc.: 40 each) containing 20 liters of fuel per can.
C15) VEHICLE BAY: This bay contains a fully operational Rockwell Nomad. This vehicle is fairly common in rural parts of Xensera. It is fueled up, and ready to go at a moment's notice. However, the keys are in the possession of the communication Able Technician in (C12). The overhead door can be opened by a remote within the vehicle, or from the Radio Room (C12). The underground tunnel gradually turns west, and emerges 5 kilometers away through a concealed exit in a hillside in the Algonquin River valley.
C16) MACHINE SHOP: This room contains small forges, lathes, dies, presses, and brakes for fabricating metal items. A CAM computer coordinates the entire system. A closet in the north wall holds raw materials. There is also a grinder affixed to a work bench.
C17) MECHANICAL ENGINEERING LAB: This is where mechanical design and development takes place. Actual fabrication of parts takes place in (C16).
C18) MECHANICAL ENGINEER'S QUARTERS: This room is similar to (C1), except it is used by the lead Mechanical engineer.
LEVEL D: HABITAT
Delta level houses lodging and recreation facilities for most of the base personnel (Doctor Schott has his own apartment on Level E).
D1) RECREATION ROOM: This room is the "great hall" for base personnel. This 5 meter by 12 meter room takes up most of the southern silo on this level. A pool table occupies the northern third of the room, with a rack of cues and other accessories in the northwest corner. In the center of the room stands a 6' by 8' table surrounded by 10 chairs. It is used for dining, conferences, and gaming. A small folding card table with four folding chairs stands near the southern end of the room. Four virtual reality pods occupy the southern wall. A closet near the south end of the east wall is used to store various games and gaming supplies, as well as audio disks. A holographic stereo unit provides music for the entire room.
D2) READING ROOM: The walls of this well-lit room are lined with bookshelves. A few comfortable armchairs sit in the middle of the room, and a small desk on the east wall has a computer terminal for reading electronic material.
D3) JACUZZI: This room contains a whirlpool spa with space for 20 size classes of bathers. A Python or Mazian would be in heaven here.
D4) SAUNA: The temperature in this room is pleasantly comfortable - if you happen to be a Ram! It is pretty hot for humans, harmfully so for methane breathers. This room can seat 30 size classes. Filtration and pump machinery for (D3) is located behind the east wall.
D5) KITCHEN: This room is used for preparing meals and snacks. There is a pantry closet on the south wall, as well as a bar wall unit. Aside from counters, sinks, and the normal appliances found in today's kitchens, this room also contains a food synthesizer, a food atomizer, and a waste disposal unit.
D6) TRI-VID ROOM: This room is used for viewing Tri-Vid programs and videos. At the center of the room stands a Tri-Vid unit with an 8-stack VHS and storage cabinets for the staff's favorite movies. Plush sofas stand along the walls, allowing the entire staff to view the Cyball games in comfort.
D7) LOCKER ROOM: The western third of this room contains showers and toilet facilities for those housed on this level. Lockers line the rest of the walls, with benches between them. Each of these lockers (belonging to the security guards) contains a Size class 5 suit of AKMB armor with AKMH helmet.
D8) BARRACKS: This room contains six double bunks and is capable of housing up to 12 personnel. Wall closets stand between each bunk, and footlockers containing sundry personal effects are stowed beneath the bunks. Because of the rotating schedule, there is somebody sleeping here nearly always (33% for each bunk to be occupied by a sleeping guard).
D9) BRIG: This room is where any prisoners who are captured will be detained. It contains two double bunks and little else. The energy field door does 4-16 damage and is Level 12 to Bypass or Level 10 to Defeat (from the outside only).
D10) EXERCISE ROOM: This is where base personnel can work out and keep in shape. The room contains free weights, a universal resistance gym, treadmill, stair climber, rowing machine, exercise bicycle, a chin-up bar, and exercise mats. There is a holo-combat station on the east wall. A closet on the south wall contains jump ropes, balls and other small exercise materials.
D11) LECTURE HALL: This room is used for presentations and classes. Up to 28 people can be seated here. A viewing screen on the north wall is used for displaying visual media. A small room in the northwest corner contains a terminal for programming presentations.
D12) CHAPEL: This room is used as a place of worship for base personnel. It is non-denominational and the base doctor (who doubles as a Chaplain) conducts services. There is nothing of value to looters (read: player characters) here.
D13) MAIN SECURITY COMPLEX: This room is the "brain" of the base's security operations. Two Able Security Guards constantly staff it. A bank of monitors shows the status of each of the individual guard posts. A control panel allows the elevators to be overridden, alerts canceled, etc. A display on one wall shows the location of each of the guards, and tracks their movement. (NOTE: This also makes a damn good map of the base!). An electronic ID encoder can be found here. Access to the armory is controlled from this room.
D14) ARMORY: This is where all of the base's weaponry is stored. Only on-duty security personnel are armed unless an alert is sounded. The door to the armory can be opened only by the hand print of the guard stationed at the adjacent post, otherwise it is Level 14 to Bypass or Level 10 to Defeat. The room contains:
| (6) Billy Clubs | (6) Short Swords | (6) BS-2 Laser Pistols |
| (6) PK-91 Laser Shotguns | (1) Arrow LOSN Rifle | (18) Laser Pistol Clips |
| (24) Laser Rifle Clips | (3) Able Flow Webbers | (6) Web magazines |
| (1) RPG-7B AT weapon | (6) RPG-7B missiles ( | 6) Tasers |
| (12) CS-7 grenades | (6) T-3 Blinder grenades | (6) GM-7 Gas Masks |
In the event that an alert has been sounded, Able Security Guards will report here to draw appropriate weaponry. In this case, the BM will determine what remains and what is carried by the guards (standard armament for defense inside the base is: BS-2 and PK-91 (with 2 clips each), and short sword). If the threat is not so severe, they will replace their pistol with a Taser and the short sword with a Billy club.
LEVEL E: PROJECT FROSTFIRE
Echo level supports the facilities for Project: Frostfire. Doctor Schott will be found on this level.
E1) PREP/OBSERVATION ROOM: Here is where Able Technicians prepare to test weapons. Four lockers on the south wall (Level 3 Safecracking check to open) each contain a Size Class 4 suit of AKMB armor and an AKMH helmet. The north wall has a one-way window for observing weapons tests in (E2). Before it are four chairs for viewing comfort. There is a bench in front of the lockers for suiting up, and a small shower on the west wall.
E2) FIRING RANGE: This is where new weapons systems are tested. Security personnel also train here regularly. Two-foot thick ferrocrete walls protect the rest of the compound from stray blasts. There are target simulators, as well as sensors for recording test data, at the end of the 25-meter firing range (which can be accessed by a door on the west end of the firing line). Four unlocked cabinets are used for storing practice dummies.
E3) HVAC ROOM: This room contains all of the environmental controls for the base's self-contained atmosphere. Heating, cooling, air conditioning and filtration equipment are here.
E4) WATER TREATMENT ROOM: This room contains micro-filtration and waste processing equipment for treating the base's waste water. When the treatment process is complete, the water is totally safe to drink. A huge fresh-water storage tank behind the north wall extends all the way up to level B.
E5) DOCTOR SCHOTT'S DINING ROOM: This private dining room can seat eight, but is seldom used by more than one. Dr. Schott uses mood ware to determine the emotional state of his guests. A food synthesizer, food atomizer and bar wall unit are located along the north wall.
E6) DOCTOR SCHOTT'S APARTMENT: This is where Doctor Schott spends his time when not in the lab. The room contains a Tri-Vid unit with 8-stack VHS, two Grav chairs, an aquarium full of exotic marine life, an asteroid chunk, a holographic stereo, and a tube fountain, as well as a cabinet containing hundreds of audio and video discs. A closet on the south wall is keyed to Dr. Schott's palm print. It contains a Size Class 6 suit of Bear armor (with an anti-plas generator and magnetic disrupter) and a Shalkon Helmet. It will also
contain the second prototype Frostfire and a box of 10 cartridges, unless Dr. Schott has it.
E7) DOCTOR SCHOTT'S BEDROOM: A California King-sized bed with bookcase headboard stands along the west wall. The books contained within are cheap paperback fantasy novels. The room also contains a dresser and wardrobe cabinet filled with "geek chic" clothing. A photo of his "wife" on the dresser is actually a microdot document containing all of the hard copy information on the project. A small halfbathroom is behind the north door.
E8) POWER ROOM: A small fusion reactor and batteries necessary to provide power to the complex occupy this room. Additionally, there is a plasma generator for recharging pulse weapons. It is currently fully loaded.
E9) CONFERENCE ROOM: There is a large table here which seats eight. Dr. Schott makes clever use of a light carpet and mood plants to discern the emotional state of staff members during a conference.
E10) CARTRIDGE LOADING PRESS: These complicated pieces of equipment are used to load Kayson and Juicer capsules. A large tank of Kayson and an induction cooker full of "juice" are connected to the machinery, which makes the shotgun shell-sized cartridges. Characters may reload Juicer or Frost Gun tanks here.
E11) SHATTERGUN LAB: This is where most of the design and development work on Project: Frostfire are conducted. In addition to the expected computers and other technical equipment, there is a vault on the south wall (treat as an energy safe), which contains the prototype Frostfire and a box of 20 cartridges. It also contains a hard copy manual detailing all design and test data on the weapons system.
E12) DOCTOR SCHOTT'S OFFICE: This is where the lead designer conducts his daily work. His computer (found behind his desk in a nook on the north wall) is impressive. It is a Speed 10 DOS, 500 Gigabyte hard drive, 100 Gigabyte RAM, 95% EMP insulation, Backup system, Voice Activated input, full color Laser Printer, and a 3-D Sculptor. It has no modem (he's paranoid). Hacking the information is a Level 10 Defeat Computer Security check, or Level 7 to Bypass. Downloading the information is a Level 10 Computer Programming check, erasing all information from his system is another Level 10 check. Don't forget the backups! It probably wouldn't be a bad idea to slag the computer (and maybe the whole room). Dr. Schott has a document atomizer and a paper shredder to prevent his work from falling into the wrong hands.
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Fire and Ice: Chapter 8: The Moment of Truth
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