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Kramden BioTechnologies 2

Mission Specs

MISSION TYPEData Retrieval
MISSION REQUIREMENTSCohesive team of combat professionals including a netrunner, a medic, a technician and at least one security specialist.
MISSION TARGETOrbital Factory
BRIEFING1500 at nearest Kramden Biotechnologies offices.
COMPENSATIONEach team member will receive 9,000eb minus penalties, at the completion of the mission. 2/3 of the salary will be rescinded if the information was not retrieved No cash is available in advance. Amounts are non-negociable.


Kramden Biotechnologies Offices (nearest city)

BRIEFING

Our scientists have ultimately been able to decript the information recovered in NeoBerlin. According to the data your next target will be an orbital factory from Replitech Corp. The data is gathered in the central computer of the factory. The problem is situated in the fact that a mechanical key is needed to download the files we need. Your mission is to B&E that factory and take possession of the files.

SUPPORT

Two specialists, Don & Casey (if they're still alive) will be provided by the company to back you up. They posses the nescesary information, spaceplane tickets and ID-badges. Each team member will be issued a pager with voice mail and built-in tracker. Some equipment may be provided by the company at request but must be returned intact at the end of the mission.
Some equipment may be issued, but it must return intact with the completion of the mission.
Each team member will be provided a pager with voice mail and built-in tracker.

INSERTION

You will meet up tomorrow at 1600 at the Orbital Air spaceplane launch facility. From there you will take the flight 032-666-54 to the DocMannalds Space Transit Station. There you will rent some vehicles to go to the orbital factory.

EXTRACTION Once the operation completed, you will take the first flight back to earth and return to the nearest Kramden Biotechnologies Offices.

Leaving Earth

Leave at Spaceport : Take an ESA/Orbital Air spaceplane "HermesII"
Security: no metal weapons will be allowed/ will pass the detectors (bribery is allways possible) Use the Airport map and datafort statistics. Use the Guard template.

Arrive at the orbital transfer station two hours later (Roll for S.A.S.)

Space Adaptation Syndrome
Nausea, loss of apetite, unexpected vomiting.
Seldom seen in small, enclosed spaces or when starpped down.
Usually fades away the fourth day. Roll D10
1-2 permanently immune
3 slightly queasy but get better in 1D10 hours
4-9 sick for 1D6/2 (half your roll) days
10 Never recover until in gravity again
Space (Sickness) Skill modifiers: UnderStress +3; Never done it before +1/+6; Hostile Environment +4

Rent spacesuits & Jet cycles (Casey pays)

Jet Cycle for 1-2 people, on rockets/batteries, 3000 km range, 300kph, 80 SDP
Space Suits 10SP, 2RSP, 6+2 hours of air, hand maneuvre unit, spotlight.
Two hours of space travel: Pilot rolls Astrogation vs 10 and 2x EVA vs 15

Arrive at autofactory

There's a 25% chance that the autofactory will start shooting with 5 laser turrets: 10SP, 10SDP, 5D6 damage.
Only make one detection roll. If detected, roll to hit each turn.
Range Hitting Change Hits
0-15m 70% 1D6/2
16-50m 50% 1D6/3
50-100m 25% 1
100m+ 10% 1
Board the Airlocks : EVA vs 15 and go to the airlocks with hand units EVA vs 10
Enter the module :

  1. Break open the airlock : alarm & lasers
  2. Crack the security code: SecurityTech vs 25, if failed by more then 3 points see 1.

Once inside it's netrunning time: 3CPU's, DEF7, INT9, Pseudointellect, conversational ability

Core: defended by a FCT 5 Shutdown and a FCT 5 Fernis
The inside looks like the inside of a giant computer, with the wires, the chips, the cards and a multitude of white lights that keep flashing around and going to beam portals.

Factory: defended by a FCT 3 Sizzler
Looks like a Charlie Chaplin-like factory, with giant dented wheels and big electric switches. The factory controls as well as the terminal entries are available here.

Security: defended by a FCT 3 Flatline.
Looks like the interior of an arcade building. With arcade machines epresenting the laser-camera's.

Files: defended by a FCT 4 Sizzler
Looks inside an old monastery library. When you touch open book on a reading desk in the middle of the room, the next question will be asked: "How long was the principal module in the North American Rockwell Space Project" (answer=17m) A History vs 20/ General Knowledge vs 25 roll will give the right answer. If failed or tried to crack the code the runner will be attacked by a FCT6 Glue + FCT3 Leech. If he passes he has acces to the files (represented as a kind of glowing star). In the files he will also find that this orbital factory produces nanosurgeons.

LDL: defended by a FCT 7 Glue and a FCT 9 Flatline. Not through here buddy!

Back to the transfer station

If the computer was alerted 5 ESA-guards will be on the way to intercept the PC's. If the computer was not intercepted, let them just patrol the area around the transfer station and verifie some groundsiders' papers. Let them make trouble if some PC carries a visible gun or just speed too fast with their jet cycles.
Once in the transfer station PC's will have to wait a few hours before another, suitable flight to earth. Around the last minutes of the flight Casey says she's not well and has to go to the bathroom. If some PC wants to make a Human Perception roll vs 15 it's not difficult to see that there's another reason why she wants to be alone for a minute. If the PC rolls a Stealth roll > than the Awareness/ Notice roll of Casey, let him roll for Awareness (Audio) vs 20 (without Combat Sense) himself. If he makes the roll, he hears her talk to someone about arriving at the astroport in about an hour. With a succesful Interrogation roll, Casey will tell she is subcontracted by Biotechnica to deliver the files to them, and if the PC's work with her, they'll get a part of the money too.

Spaceport

Supposing the PC's didn't hear anything of the conversation of Casey, 4 to 6 Biotechnica agents will be waiting in, and just outside the astroport. Two of them monted on cyberbikes, and the two others having a spinner parked on the handicapped zone. These men will simulate/ really attack the carrier of the files an get away with it (or they'll try). Let them race in the building, mounted on cyberbikes, firing full automatic weapons in the crowd. Then, let the Spaceport guards come and shoot everybody whose holding a gun. Yeah, that'll be pretty bloody.

To make things worse, imagine the Biotechnica agents have a tracking devivce and know the code of the PC's pager/tracker. "You can run, you can't hide, I'm commin' to get ya!"

Kundalini RW "Tetsuo": TS 320kph; A/D 60/70; Man +4/+7; Rng 850km; 10SP; 68SDP; Crew 1+0; 25kEb
Serrato Spinner: TS 350kph; A/D 80/80; Man +0; Rng 1300km; 20SP; 114SDP; Crew 1+4/6; 500kEb
armament: 2x 7.62 MG: HVY*+1*N*P*6D6+2*500*20*VR*500m

The return of the space cowboys

Assuming the PC's are still alive, they probably won't be in possession of the files any longer. Casey will have found a way, will have been "fake-shot", or something else. It will be a "wact-my-back-I'll-watch-yours" return to the nearest Kramden Biotechnologies offices. Make them think until the last minute that they can still be attacked. Even in the company's building you can still give them some disturbing details to let the paranoia rise.
In either way the return shouldn't be too glorious. But even without the files the can earn 3000Eb and a lot of positive Reputation. If they can bring back the files, a lot more money and a lot more reputation.

Epilogue

The PC' can continue directly with the next adventure but they can also leave as much time as they wish between this and the next adventure