GAMMA SECTION: STAR SPANGLED RESISTANCE
As the characters decend into the planet's atmosphere, any pursuing Sathar will turn away to avoid Kraatar's planetary laser batteries. Anyone using a bodycomp with hear-all will pick up a Sathar signal, otherwise the signal will be intercepted by RIK. A tight beamed message will be intercepted "The time...now...batteries...land troops." If the players don't figure it out themselves, RIK'Sst'Ik suggests that it may be a message to Sathar agents to sabotage the planetary defenses; when they see him at Star Law HQ.
STAR LAW HQ
Returning to HQ the characters begin getting reports from security forces all over the planet. Under article 12 of the Star Law securities act, the characters should impose Stellar (martial) Law to maintain order. From here on, the RIK security forces will look to them for guidance. Available equipment includes:
10 of each type of pistol and rifle
Essentially unlimited ammo for above weapons
50 of each type of grenade
2 of each type of heavy weapon with mounts
100 belts/rockets/shells for above
10 type 1 parabatteries modified for use in heavy weapons
10 of each type of defensive screen
20 power backpacks (rechargable at HQ)
40 power beltpacks (rechargable at HQ) extra toolkits
20 Star Law civilian gridsuits 4 freeze fields and 100 doses of all med drugs
2 aircars (if using Zeblon's Guide; 1 Air Transport in addition)
2 explorers with pressurized compartment
8 flit boards (if using Zebulon's Guide; otherwise 2 jetcoptors)
10 parawings
10 glijets
4 enclosed hovercars with pressurized compartment
2 sets of breathing apparatus for each character
10 tornadium D-19 with timers
Characters may carry up to 2 sidearms, 2 rifles, 8 grenades, 1 screen, 1 backpack, 3 beltpacks, stunstick, 10 clips for each gun, 1 defensive suit. They may exchange a pistol for 4 grenades, stunstick, or a power beltpack. They may exchange 2 rifles for a heavy weapon. Obviously this does not pertain to vehicle carrying abilities, only what they may carry on their person.
RIK'Sst'Ik will dispatch additional security to guard as many of the planetary laser batteries as possible, but due to the chaos in Gozzorf and the possibility of Sathar agents he recommends the characters protect the four around the city. For each character less than eight, two RIK security officers will be assigned to help guard the batteries (use above statistics from station assault, arming them with albedo suits, inertia screens, laser rifles, sonic stunners, stunsticks, power backpacks, 2 power beltpacks each, and 4 doze / 4 tangler grenades). Allow the characters to decide who will take security officers and who will act without; but essentially there should be at least one character for each battery. Two of the batteries are located 10km from Star Law HQ, and two are 14km away. If they travel to the two closer batteries by flit board or jetcoptor, and aircar to the farther ones, they will arrive as below. If they travel by anything slower, they will see one or more of the batteries exploding en route. For each battery the characters arrive to in time, run the following scenario using the town map.
LASER BATTERY ASSAULT
As the characters approach, they will notice the gates have been smashed by a wrecked explorer. There are several bodies lying about the compound, many of which wear RIK security uniforms. Three of the attacking Sathar agents are dead. The five remaining are described below.
Sathar Agents: STR/STA: 55/60; DEX/RS: 60/55; INT/LOG: 50/45; PER/LDR: 45/50; Skills: Melee 3, Thrown 3, Beam/Gyrojet/Projectile 4 (depending on weapons) and each team has distributed among it's members: Computer 1, Computer 2, Demolitions 3, Medic 1, Robotics 2, Technician 2.
#1) automatic rifle (5 bulletclips), fragmentation grenade x2, sonic sword on bayonet mount, civilian skeinsuit, albedo screen (beltpack 50 seu).
#2) laser rifle, smoke grenade x2, electric sword, IR goggles, civilian skeinsuit, albedo screen (beltpack 50 seu x3).
#3) laser pistol (x2), incendiary grenade, civilian skiensuit, albedo screen (beltpack 50 seu x4) (Vrusk - ambidexterity)
#4) gyrojet rifle (3 Jetclips), tangler grenade x4, grenade launcher attachment on rifle, sonic sword, albedo suit, inertia screen (beltpack 50 seu)
#5) popper (6-shot rocket launcher; 2 shots/turn; 10d10 dam; range per RL), gyrojet pistol (3 jetclips), electric sword, albedo suit, inertia screen (beltpack)
For Military PSA characters the agents will be setting up demolition charges on the battery; for Technological PSA the agents will be setting the reactor to explode requiring repair machinery to stop the overload. The characters must defeat the agents within 1 minute of landing to prevent the agents from completing their sabotage. If completed it will require the appropriate skill checks from the characters (demolition defuse charge / technician repair machinery) to stop the explosions. All robots in the compound have been shut down via robotics and computer experts, as well as automated computer defense guns. If the players attempt to fly into/land in the compound, they will be fired upon while landing; otherwise they will be fired upon entering the compound.
SATHAR ASSAULT ON GOZZORF