The Shawshank Class star fighters that are used to defend Dead Man's Wharf were originally designed for the UPF's space fleet. Extremely tough and maneuverable, they proved their worth in many engagements against the relentless and hated Sathar. After a decade of service, newer fighter designs were being developed and used by the space fleet. The Shawshank fighters were soon retired and sold to frontier militia fleets lucky enough to be able to afford them.

 

Of the two Shawshank fighters assigned by Commander Savage to escort the PCs ship on their mission to intercept the Spaceox, one is being flown by a Human male named Jack (sure shot) Henderson. As the youngest member of the Warlock squadron, he is known for his tenacity and daring. He has accumulated five confirmed kills in combat engagements thus far, and is eager to become an 'Ace' by scoring his sixth. Jack earned the nickname 'sure shot' when he disabled the engines of a marauding pirate corvette with one well targeted shot at extreme range. With their chance to escape thus thwarted, the pirates immediately surrendered to the pursuing Warlocks.

Jack Henderson: Human male, Stats: Greater NPC, Piloting 2, Energy Weapons 4

 

The other star fighter on the Spaceox mission is being flown by a Vrusk male named Klax (point blank) Klaxor, a veteran of the Sathar War and an Ace fighter pilot. Klax is known for his coolness under fire and for performing complex combat maneuvers flawlessly. He earned the nickname 'point blank' during the war when he waited until the last possible moment to launch all of his assault rockets, resulting in the complete destruction of a Sathar frigate. Although flying an escort mission would seem routine to most fighter pilots, Klax has learned from experience that no mission is ever truly routine.

Klax Klaxor: Vrusk male, Stats: Greater NPC, Piloting 4, Energy Weapons 5

 

The players characters board their ship and leave Dead Man's Wharf with fighter escort for the S-4 mining base. After traveling for a few days, the PCs receive a transmission from the privateer scoutship Ironwing. Its captain (Zedzed) says that the Spaceox has been detected and he relays its current position to the PCs. He further says that the Ironwing will rendevous with the PCs vessel at the Spaceox' coordinates to lend support.

From the information transmitted by the Ironwing, a player character with astrogation skill who passes a LOG check will be able to determine that the Spaceox is on a heading to Zaxx Mooring space station, and that the PCs ship can reach the Spaceox in 10 hours at ADF 1.  If the PCs decide to increase their speed, they will obviously reach the Spaceox' location in less time. To determine the length of time, divide 10 hours by the ADF the PCs ship is using.

Bublubb will suggest that he handle any communications with the Spaceox as he feels that its captain (Tristrom), may react defensively being unfamiliar with the player characters. 

Unknown to the PCs however, Captain Tristrom and his son Falco Starhammer have no intention of heading anywhere other than Zaxx Mooring where they intend to carry out their mission to spread the Z Virus. When the PCs reach the Spaceox' position, Captain Tristrom will seem cooperative at first. He agrees to follow the PCs ship to Dead Man's Wharf, but will soon attempt a series of deceptions in order to elude capture. Captain Tristrom had forseen the possibility of a security crackdown within the Shepherd's Star system due to the recent events on S-4, and that his ship might either be forced to change course or otherwise detained. He therefore previously planted a transmitter on one of the asteroids in Shepherd's Belt that when activated by a signal from the Spaceox, sends out a recorded distress signal. 

When the PCs ship and escort fighters reach the Spaceox' position, the privateer scout ship Ironwing also arrives and joins the task group's formation.

Bublubb then radios the Spaceox:

"Freighter Spaceox...this is Fibbler Bublubb of the Hepplewhite corporation. A critical security issue has arisen within this star system that requires all civilian traffic to head immediately to Dead Man's Wharf. We are here to escort your ship."

The Spaceox responds:

"This is Captain Bannock Tristrom of the SS Spaceox. We were unaware of this emergency, but we will of course comply. Thanks heavens you found us! I only hope that this delay won't cost us too much on our freight run!" 

Soon after the Spaceox turns about to follow the task group, the PCs receive the distress signal from a mining shuttle 10 hours away. The transmission is as follows:

"To any and all ships receiving this signal... We are under attack by unknown hostile vessels! Taking severe damage! We request immediate assistance!" The message repeats.

The PCs may send ships to assist the mining shuttle, radio for privateer vessels in the asteroid belt to assist the mining shuttle, or ignore the distress signal completely. Regardless of the outcome, Captain Tristrom will soon attempt his second ruse. After an hour of following the task group, he radios the PC's inviting them to dinner aboard the Spaceox. His intention is to take them hostage, and then open fire on any remaining ships with the Spaceox' laser batteries. At the same time, he will activate his ship's White Noise Broadcaster (WNB) to prevent the task group's ships from calling for assistance or communicating with each other during the attack.  If the PCs decline his offer, he will be gracious and understanding.

Failing the dinner invitation ruse, Captain Tristrom will attempt one last time to take hostages. Two hours after the dinner invitation, the Spaceox suddenly loses acceleration. This will be followed by a transmission to the PCs that the Spaceox' main engines are down. Captain Tristrom will say that they skipped their last engine overhaul due to being behind schedule on their freight deliveries. If the PCs can assist the Spaceox' engineer, the overhaul could be accomplished much faster. If the PCs decline, Captain Tristrom opens fire and activates the Spaceox' WNB.

Conclusion

At this point in the adventure, the plotline will vary widely depending on the player characters decisions. If the PCs accept either the dinner invitation or the engine repair deception, the referee must decide on the details of the enemy attack. Use the LARGE FREIGHTER DECK PLANS included with STAR FRONITERS KNIGHTHAWKS boxed set to represent the Spaceox. Captain Tristrom, Falco Starhammer, and three crewmen will be on the bridge along with Hakfoost being held in shackles. The other NPCs will be scattered throughout the decks attempting to block the player characters from getting to either the bridge or engineering.

The NPCs will use Needler Pistols with sleep darts, Electrostunners, Doze Grenades and Tangler Grenades in an attempt to take the PCs hostage. There are a total of 15 enemy NPCs aboard the Spaceox; Captain Tristrom, his son Falco Starhammer, nine crewmenthree rogue miners that escaped the S-4 base, and 'the ghost' from the S-4 mines. The ghost is in reality a Zuraqqor assassin using a stealth screen to make itself 95% invisible to normal vision. It also wears a Zuraqqor version of a Chill Suit* to render itself 95% undetectable to infrared vision. If the PCs are captured, they will be held in the ship's brig along with Hakfoost, their fate being uncertain.

As for the space battle, the player character's side may have as many as four vessels if they did not send any of their number off to answer the fake distress signal. Having all four vessels will give them the tactical advantage in armament, speed, and attacks per turn. The tactical advantage for the Spaceox is that it has twice the amount of hull points than the attacking vessels combined.

If the PCs take control of the Spaceox, they will have likely rescued Hakfoost (5 xp), captured or killed all of the Zuraqqor agents aboard (5 xp), and found enough of the Z Virus to enable UPF scientists to eventually develop a vaccine or cure (5 xp).

Information discovered on the Zuraqqor assassin will reveal that a Zuraqqor invasion force is soon to arrive in the Shepherd's Star system. If the Zuraqqor are allowed to conquer the system, they will have a new base to strike deeper into the frontier sector. The UPF is contacted and a task force is dispatched to Shepherd's Star. Unfortunately, it will not arrive in the system before the Zuraqqor invasion. The PCs must somehow organize a defense among the space stations, mining bases, privateer ships, and any willing armed civilian ships to oppose the enemy fleet until help can arrive.

The adventure continues...

*Refer to Star Frontiers game module SFAD5 'Bugs in the System' for information on Chill Suits.

 

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