Tschaikovsky Colony GURPS Material
Download The Computer Game Version
Planetfall 2168
The saved Alpha Centauri Game This Convention Scenario was based on. Requires both the
Firaxis Alpha Centauri, and Alien Crossfire Computer Games.
Pregenerated GURPS Characters
All the player characters for this scenario were generated as 125 point characters under
the premise the Scout Teams would be highly trained and motivated.
Maps
Encounter Tables
Encounter Tables
Indigenous Lifeforms
Beach Beach
Inland Inland
Storyline, Events & Rumors
The Sea Voyage The Sea Voyage
Landiing Location Landing Location
Initial Reconnaissance Initial Reconnnaisance
The Bodies The Bodies
The Fungal Tower Forest The Fungal Tower Forest
Unity Pod Beacon Unity Pod Beacon
The Unity Pod The Unity Pod
The Mysterious Faction The Mysterious Faction
The Usurper Vendetta The Usurper Vendetta
Colony Pod Deployment Colony Pod Deployment
Data Angels Faction Data Angels Faction
Inland Reconnaissance Inland Reconnaisance
The Monolith The Monolith
Refugees Refugees
New Mission New Mission
University Defense University Defense
|
GURPS: Tschaikovsky Colony Scenario Map Click to view Closeup!
Alpha Centauri, March 2169 O.E.
Gurps Reference Material Pre-generated Characters
Dr. Yuri Padov
| Doctor Yuri Padov, (m) |
| Description: University Doctor/Scientist |
Thrust: 1d-2
|
Strength: 10
|
Swing: 1d
|
Dexterity: 12
|
Kick: 1d-1
|
IQ: 16
|
Punch: 1d-3
|
| HT: 10 |
Dodge: 4
|
Movement - Base Speed: 5.5
|
Move: 4
|
Swim:default
|
Advantages, Disadvantages, and Quirks: Scientists
Code of Honor, Workaholic, Quirk- Long Hair. Empathy, Strong WIll +2,
Sense of Duty, Honesty, Pacifism (Will fight in Self-Defense only.
Fanatically Loyal to the University & Science.
|
Body Protection: None (only clothes...)
|
Skills: Diagnosis
18, Physician 18, Medical Electronics 17, Leadership 17, Survival 16,
Biochemestry 15, Genetics 15, Diplomacy 15, Psychology 15.
|
Weapons & Possessions:
Hardened Mini-computer, Medical Database, Datalink, Long Range
Communicator, Laser Listening Device, Emergency Medkit, Mind Shield
(2), Air Mask, Air Tanks, Envirobag, Filtration Canteen, Inertial
Compass, Portable Medical Toolkit, Short Range Communicator.
|
Background Story:
Dr. Padov is a well respected leader in the University Faction, He did
manage a faux paux of sorts back at University Base and earned a remote
assignment as the New Colony Chief Administrator. (+3 Status)
Determined to rebuild his slightly soiled reputation, Dr. Padov is
motivated to build the best new colony on Planet, in record time. He
earns $ 2,340 per month as the Alpha Rover Scout Team
Doctor/Xenobiologist. Age: 38, Hieght 6'0", Weight 160 Brown Hair,
Brown Eyes.
|
Vadya Ilov
Vadya Ilov (m)
|
Description: University Media Representative
|
Thrust: 1d-1
|
Strength: 12
|
Swing: 1d+2
|
Dexterity: 13
|
Kick: 1d
|
IQ: 12
|
Punch: 1d-3
|
HT: 12
|
Dodge: 5
|
Movement - Base Speed: 6.25
|
Move: 5
|
Swim: 14
|
Advantages, Disadvantages, and Quirks: Alcoholic,
Overconfident, Truthfulness, Quirk - Long Hair, Duty to University,
Danger Sense, Admin Rank I - Research Assistant, Comfortably Wealthy.
|
Body Protection: Body PD: 2, DR: 16. Feet PD: 2, DR: 16, no other armor.
|
Skills: Laser
Pistol 15, Scrounging 14, Carousing 14, Photography & Video
Production 13, Physician 12, Diplomacy 12, Survival 12, Electronics 12,
Psychology 11.
|
Weapons & Possessions: Laser
Pistol, Medium Monocrys Armor Vest, Compact Personal Data Assistant,
100 Media Disks, Short Range Communicator, Digital Motion Camera, 3 "B"
Cells for Camera, News Camera, Audio Recorder, 2x "C" Cells for pistol,
Air Mask, Air Tanks x2, Envirobag, Filtration Canteen, Inertia Compass,
Bottle of Vodka x4, Monocrys Armor Boots.
|
Background Story: Ilya
was employed by the University as a Video Journalist to document and
report on the founding of Tschaikovsky Colony for $ 620 per month. He
joined the Rover crew to live life on the frontier. He has +1 Status as
Dr. Padov's assistant. Hieght 5'11", Weight 160, Brown Hair, Brown Eyes.
|
Sargeant First Class Konstantin
Sargeant First Class Konstantin
|
Description: University Soldier (Scout), Scout Team Leader
|
Thrust: 1d-1
|
Strength: 12
|
Swing: 1d+2
|
Dexterity: 12
|
Kick: 1d
|
IQ: 13
|
Punch: 1d-3
|
HT: 13
|
Dodge: 4
|
Movement - Base Speed: 6.25
|
Move: 4
|
Swim:default
|
Advantages, Disadvantages, and Quirks: Military
Rank, Alertness +2, Quirk - Long Hair & Beard, Quirk - Limp
(minor), Warriors Code of Honor, Workaholic, Impulsive, Honesty.
|
Body Protection: Head Synthmetal Helmet PD 4/2 DR 18/10, Body PD4 DR40, Arms, Legs & Hands PD2, DR12. Feet PD3, DR15. (Synthmetal Armor)
|
Skills:Tactics
18, Leadership 16, Military 15, Communication Ops 15, Laser Rifle,
Laser Pistol, & Surival 14. Armoury 13, Sensor Ops 13, Electronics
12, Savior Faire 9, Scrounging 9, Gunnery 7
|
Weapons & Possessions: Synthmetal
Armor, Laser Rifle, Laser Pistol, Short Range Communicator, Airmask,
Air Tanks x2, Envirobag, Filtration Canteen, Intertial Compass, 10
Yards of Bi-Phase Rope, Flashlight, 1 Weeks Rations, 2 Power cells of
both the pistol & laser rifle.
|
Background Story: Konstantin
is a career soldier, and enjoys living on the frontier of humanity. He
is not fond of the politics in the University terrirtorial holdings,
and aspires to be a leader. As a Scout team leader he is realizing his
true potential which is considerable. Wounded twice and decorated on
other expeditions, Konstantin is one of the Unity old-timers, who often
as not, ends up running the show while out in the
wilderness. Age: 74 Hieght: 5'9" Weight: 160, with black hair
and brown eyes. Konstantin earns $700 a month as the scout team
leader.
|
Sargeant Yemenov , Male
Scout / Gunner - Unavailable
Corporal Yergi, Female
Scout / Sensor Ops - Unavailable
Corporal Zhudkov
Corporal Zhudkov (m)
|
Description: University Soldier/ Scout
|
Thrust: 1d+1
|
Strength: 16
|
Swing: 2d+2
|
Dexterity: 11
|
Kick: 1d+2
|
IQ: 13
|
Punch: 1d-1
|
HT: 11
|
Dodge: 3
|
Movement - Base Speed: 5.5
|
Move: 3
|
Swim:default
|
Advantages, Disadvantages, and Quirks: Warriors Code of Honor, Fanaticism, Workaholic, Quirk - Long Hair & Beard, Combat Reflexes.
|
| Body Protection: Head Synthmetal Helmet PD 4/2 DR 18/10, Body PD4 DR40, Arms, Legs & Hands PD2, DR12. Feet PD3, DR15. (Synthmetal Armor)
|
Skills: Survival
14, Laser Rifle 13, Comm Ops 12, Sensor Ops 11, Leadership 11,
Scrounging 10, Savior Faire (Military) 10, Gunnery 9, Armoury 9,
Electronics 9, Driving 8, Mechanic 8, Tactics 7.
|
Weapons & Possessions:
Laser Rifle, Synthmetal Armor, Short Range Communicator, Airmask,
Airtanks x2, Envirobag, Filtration Canteen, Inertial Compass, 10 Yards
of Bi-Phase Rope, Flashlight, 1 Weeks Rations, Laser Rifle Power Cells
x2.
|
Background Story: Corporal
Zhudkov was picked to be on the scout team for his unusual strength. He
is good natured and fanatically loyal to the University, so much so,
that it interferes with his competence at times. Age: 24, Hieght 6'0",
Weight; 180, Hair: Black, Eyes: Brown. He earns $420 a month as a scout.
|
Encounter Tables
|
Alpha Centauri Encounter Tables
Roll 3d6 1x per day, and if your roll is 15
or greater, roll again on the following table to discern the nature of
the encounter.
|
3d6 roll
|
Planet Ocean
|
Planet
|
3
|
Isle of the Deep / Sea Lurk
|
Mind Worms / Locust of Chiron
|
4
|
Isle of the Deep
|
Mindworms
|
5
|
Weather Change
|
Xenofungus
|
6
|
Nautilus Pirates Faction |
Usurpers (Aliens) |
7
|
Consciousness Faction |
Consciousness Faction
|
8
|
Usurpers (Aliens) |
Nautilus Pirates Faction |
9
|
Unusual Sea Event
|
Xenofungus
|
10
|
Weather Change
|
Weather Change
|
11
|
Nautilus Pirates Faction |
Usurpers (Aliens) |
12
|
Consciousness Faction |
Consciouness Faction |
13
|
Unusual Sea Terrain
|
Xenofungus
|
14
|
Weather Change
|
Unusual Terrain
|
15
|
Nautilus Pirates Faction
|
Usurpers (Aliens) |
16
|
Consciousness Faction
|
Indigenous Species |
17
|
Weather Change
|
Unity Supply Pod
|
18
|
Indigenous Species
|
Usurpers (Aliens) |
|
Indigenous Lifeforms
Beach
Beach
|
|
Type: Amphibian Gatherer - Octozene
|
NA:1
|
Str:
|
11
|
Size: 1,000 Lbs. 12' Long, 3' Diameter
|
Dex:
|
10
|
This
eight armed amphibian gathers dead and live prey using its' claw tipped
appendages to shred victims into bite sized morsels.
|
IQ:
|
1
|
HT:
|
19
|
Speed:
|
7.25
|
Move: 7
|
Weapons: Claws 1d-2 (x8)
|
Dodge:
|
3
|
Parry: 5
|
Block: 5
|
|
Head
|
Body
|
Arms / Claws
|
PD
|
1
|
1
|
1 / 1
|
DR
|
4
|
2
|
0 / 5
|
Beach
|
|
Type: Herbivore/Grazer - Xenohardi
|
NA: 1
|
Str:
|
9
|
Size: 85,000 lbs. 124' long, 16' in diameter.
|
Dex:
|
9
|
This giant worm with teeth feeds on xenofungus
|
IQ:
|
2
|
HT:
|
40
|
Speed:
|
10
|
Move: 8
|
Weapons: cut bite 1d-2
|
Dodge:
|
4
|
Parry: -
|
Block: -
|
|
Head
|
Body / Arms / Hands
|
Legs / Feet
|
PD
|
0
|
0/-/-
|
-/-
|
DR
|
0
|
2/-/-
|
-/-
|
Beach
|
|
Type: Carnovore/Chaser - Xenophants
|
NA: 2d6
|
Str:
|
18
|
Size: 25,000 Lbs
|
Dex:
|
6
|
These
Elephant sized predators run down their victims and trampler them,
after which they suck all the fluids and nutrients out of the husk
leaving dessicated skin over bones.
|
IQ:
|
3
|
HT:
|
41
|
Speed:
|
11
|
Move: 9
|
Weapons: Hooves
|
Dodge:
|
5
|
Parry: -
|
Block: 4
|
|
Head
|
Body
|
Legs / Hooves
|
PD
|
1
|
1
|
1 / 2
|
DR
|
0
|
4
|
4 / 8
|
Beach
|
|
Type: Amphibian/Grazer - Sea Lurch
|
NA: 1d6
|
Str:
|
9
|
Size: 125,000 Lbs. 150' long, 30' in diameter
|
Dex:
|
9
|
Like
its' land locked cousin the serpentine Sea Lurch feeds on other dead
flora and fauna in the ocean. It may attack with calcium tipped
horns.
|
IQ:
|
2
|
HT:
|
91
|
Speed:
|
8
|
Move: 8
|
Weapons: Horns 1d-2 Impaling (x2)
|
Dodge:
|
4
|
Parry: -
|
Block: 6
|
|
Head
|
Body
|
Tail
|
PD
|
0
|
0
|
0
|
DR
|
4
|
8
|
8
|
Beach
|
|
Type: Intimidator / Lurch
|
NA: 1
|
Str:
|
12
|
Size: 90,000 Lbs. 70' long, 25' in diameter.
|
Dex:
|
9
|
This
whale sized giant slug feeds on other dead flora and fauna, scaring off
any other predators by spitting calcified deposits.1/2 D range: 40 yards
|
IQ:
|
2
|
HT:
|
76
|
Speed:
|
4
|
Move: 4
|
Weapons: Rockspit 1d+2 crush
|
Dodge:
|
0
|
Parry: 0
|
Block: 0
|
|
Head
|
Body
|
Tail
|
PD
|
0
|
0
|
0
|
DR
|
4
|
8
|
8
|
Beach
|
|
Type: Herbivorous Grazer - Crooves
|
NA: 3d6x10
|
Str:
|
16
|
Size: 500 Lbs. 9' long and 6' high
|
Dex:
|
14
|
Crooves are reddish-brown giant Gazelle like creatures that graze on the local flora, but will not eat any xenofungus.
|
IQ:
|
1
|
HT:
|
12
|
Speed:
|
6.5
|
Move: 6
|
Weapons: Hooves 1d-1 Trampling
|
Dodge:
|
3
|
Parry: -
|
Block: -
|
|
Head
|
Body
|
Legs / Hooves
|
PD
|
1
|
2
|
2 / 3
|
DR
|
0
|
2
|
2 / 6
|
Inland
Clear
|
|
Type: Flying Intimidator - Vultures
|
NA: 2d6
|
Str:
|
6
|
Size: 25lb with feathered wings.
|
Dex:
|
10
|
These
Terran imports escaped from planetfall into the wild of planet without
any natural enemies. They are fearless and will circle dead animals or
carrion at a distance approaching ever closer. They will not normally
attack living creatures.
|
IQ:
|
4
|
HT:
|
7
|
Speed:
|
16 / 4.25
|
Move: 16 / 4
|
Weapons: claws 1d-1 cutting damage
|
Dodge:
|
8 / 4
|
Parry: -
|
Block: -
|
|
Head
|
Body
|
Wings / Tail
|
PD
|
0
|
0
|
0/0
|
DR
|
0
|
0
|
0/0
|
Inland
|
|
Type: Herbovore Grazer - Moats
|
NA: 2d6
|
Str:
|
10
|
Size: 225 Lbs.
|
Dex:
|
11
|
These
dinosuar type two-legged reptilians have two smaller foreclaws and
typically forage on smaller trees. They cannot eat plants from Earth so
are found in remote or wilderness areas of Planet. Up to 8' tall.
|
IQ:
|
2
|
HT:
|
8
|
Speed:
|
4.75
|
Move: 4
|
Weapons: Claws 1d-4 cutting
|
Dodge:
|
4
|
Parry: -
|
Block: -
|
|
Head
|
Body
|
Legs / Claws
|
PD
|
0
|
0
|
0/1
|
DR
|
0
|
0
|
0/1
|
Inland
|
|
Type: Herbivore Grazer - Tinydeer
|
NA: 1d6
|
Str:
|
6
|
Size: small 25 lb.
|
Dex:
|
10
|
These
are small four-legged mammals that feed on xenofungus. They will not
generally attack but have been known to defend themselves with a
fleeing kick.
|
IQ:
|
5
|
HT:
|
9
|
Speed:
|
4.75
|
Move: 4
|
Weapons: Hooves 1d-4 Kick
|
Dodge:
|
4
|
Parry: -
|
Block: -
|
|
Head
|
Body
|
Legs / Hooves
|
PD
|
0
|
0
|
0/1
|
DR
|
0
|
0
|
0/1
|
Inland
|
|
Type: Herbivorous Grazer - Biceratops
|
NA: 4d6
|
Str:
|
14
|
Size: 50 lbs. Small.
|
Dex:
|
8
|
These
tiny thick skinned mammals are often described as miniature red
triceratops, except they have only two horns on their head. They
typically forage on xenofungus, are territtorial and aggressive around
their herd and will charge intruders.
|
IQ:
|
4
|
HT:
|
6
|
Speed:
|
3.5
|
Move: 6
|
Weapons: Horns x2 1d Impaling (each)
|
Dodge:
|
3
|
Parry: 3
|
Block: 3
|
|
Head
|
Body
|
Legs / Horns
|
PD
|
1
|
1
|
1/4
|
DR
|
1
|
1
|
1/2
|
Inland
|
|
Type: Flying Carnivore - Piercer
|
NA: 1
|
Str:
|
12
|
Size: 800 Lbs. Very Large
|
Dex:
|
14
|
This
very large flyer hunts by spearing it's prey. They are unable to
distinguish between humans and local fauna so swooping silent deadly
attacks are common. Piercers find humand inedible and will spit them
out.
|
IQ:
|
4
|
HT:
|
14
|
Speed:
|
7
|
Move: 7
|
Weapons: Horns x2 1d+1 Impaling Damage
|
Dodge:
|
3
|
Parry: 2
|
Block: 0
|
|
Head
|
Body
|
Wings / Legs / Tail
|
PD
|
0
|
0
|
0/0/0
|
DR
|
0
|
1
|
0/0/0
|
Inland
|
|
Type: Carnovore/Hunter - X'ree
|
NA: 1-2
|
Str:
|
11
|
Size: 25 Lb. Small.
|
Dex:
|
8
|
X'ree
are pets of the Usurpers, genetically bred carnivores with the
capacities of enhanced smell, and no need to sleep. They are released
into the wilds to be hunted later by the Usurpers. They are small
hunch-backed bipedal reptilian creatures that prefer fresh meat, and
can eat any type of Fauna from Planet or Earth. They are
semi-intelligent and excellent trackers. Enhanced Smell: 16.
Spot/Sight: 14: Hearing: 16. Tracking: 14. Hunting 14. Their hides can
be used as PD2 armor with careful preservation.
|
IQ:
|
9
|
HT:
|
7
|
Speed:
|
3.75
|
Move: 4
|
Weapons: Claws x2 1d+1 Cutting damage
|
Dodge:
|
3
|
Parry: 3
|
Block: 3
|
|
Head
|
Body/Foreclaws
|
Legs / Rearclaws
|
PD
|
2
|
2/2
|
2/2
|
DR
|
1
|
1/1
|
1/1
|
|
Storyline Facts, Events & Rumors
The Sea Voyage
The Sea Voyage should be rather uneventful unless the encounter tables
below are used. In the actual computer game, a Data Angel foil contacted the
University and opened diplomatic relations with a technology trade, as
well as an exchange of maps. .
Landing Location
Dr. Padov will need to determine a suitable location for landing both
the Alpha Scout Rover Team, as well as the colony pod, preferably, but
not necessarily in that order. as well.
Initial Reconnnaisance
On first hitting the coast, a sensor sweep will reveal low beach and
open plains with some Xenofungus patches. The soil here is rich in
useful minerals and nutrients, but not saturated. Anyone
attempting a sensor sweep and scoring a critical success or three or
more lower than the required Sensor operations roll will also pick up
the Unity Pod Beacon signal (See more on this below). Inland a mountain
range is evident, but the players should really have no additional
details on what is inland without actually deploying the Alpha Scout
Rovers.
The Fungal Tower Forest
This is a forest that is approximately eight to ten Kilometers
wide, and maybe twenty Kilometers long stretching inland from the coast
where ever the players happen to make landfall. The average
Fungal Tower probably stands 20-30 meters high, with some reaching 60,
80, or very rarely 100 m tall. They are of various hues of red to
yellow. The towers are soft and spongy, slimy, and somewhat slippery,
with great fans instead of branches like trees have. A Fungal Fan is often easily able to accomodate the weight of the entire
scout party.
Unity Pod Beacon
A crashed Unity Pod is located approximately 35-45 Km inland. It still
broadcasts a faint signal that can easily be located with any
major land-based sensor sweep. The Signal is broadcast for one hour
each day sometime during the mid-morning. The remainder of the day, the
beacon is recharging using an archaic solar powered battery pack.
The Unity Pod
The Unity Pod crash landed sixty-nine years ago. It re-entered the
atmosphere at a high angle of descent and crash landed nosing into
Planet at an approximate thirty degree angle. The pod is 60 Meters
long, and maybe 10 Meters in diameter, with the entire front half
buried into Planet. There is XenoFungus growing underneath of, and all
around the Pod, but not inside the Pod (Which is still sealed.)
The
Pod has a hexagonal column shape, and has two airlock
doors, one on each end. The Airlock doors on the earthbound end have
been crushed and irretrievablly destroyed in the crash landing. There
is also a set of non-functional very large cargo doors centered on one
side of the Unity Pod. The doors must be repaired, and power must be
routed to the Unity Pod to effectively open the main cargo doors of the
pod. The
Airlock electronics on the high side of the Pod is also non-functional,
and
was significantly damaged, however a manual override (Wheel type)
exists to open the airlock doors. Due to the number of years that has
passed since the pod crash landed, a successful strength check is
required to
successfully open the Airlock. On the inside of the Pod, the cargo
containers, and equipment that located in the cargo bay has been pushed
into the airlock by the force of the crash impact, and the inner
airlock doors are buckled open and bent towards the outer airlock
doors. About half of the containers, equipment, cases, and loose items
were crushed during the impact. There is plenty of usuable material in
a sealed Unity Pod though. Consult the following table to determine the
nature of the contents of the Unity Supply Pod:
Unity Pod Contents
|
Dice Roll 3d6
|
Pod Contents Description
|
3
|
Alien Artifact
|
4
|
Siesmic Anamoly / Earthquake Generated
|
5
|
Volcanic Anamoly / Volcanic Eruption Generated
|
6
|
Agricultural Terraforming
|
7-9
|
Monolith
|
10
|
Unity Scout Chopper
|
11
|
Unity Hydrofoil
|
12
|
Unity Scout Rover
|
13
|
Unity Mining Laser
|
14
|
Battle Ogre Mk I
|
15
|
Battle Ogre Mk II
|
16
|
Battle Ogre Mk III
|
17
|
A new Technology from the Alpha Centauri Tech Tree
|
18
|
Equipment & Supplies to complete a Base or Facility
|
The Bodies
The
decomposing bodies belong to people from a Data Angel scout team. The
Data Angels were
attacked by mind worms and annihilated. There may be additional
equipment such as Scout Rovers and Sandcrawlers left near the bodies in
relatively good condition as well. In addition to having
Synthmetal armor and weapons, the Datajack scouts have sophisticated
computers, communications, and navigational gear. Their computers
receive a bonus to all jamming attempts, or other attempts at
hacking, however if the University team does succeed in breaking into
the navigational computers on board any vehicle or into the personal
computer of any dead Datajack, they will obtain the Tschaikovsky inland
map along with the Monolith map, and log information on the DataJack
Scout team progression down the River Valley. They will also obtain
broadcast frequencies, codes, and protocols that will enable them to
contact the DataJack faction.
The Mysterious Faction
The
Mysterious Faction is none other than the Nautilus Pirates, a Faction
that lives primarily on the oceans of planet. The Nautilus Colony Pod
crash landed on the Oceans of Planet, and this faction concentrated on
developing sea technology. They are on unfriendly terms with any other
faction, and will often broadcast false signals, alarms, or radio calls
to lure other unsuspecting factions into a trap or ambush where they
will capture equipment and convert it for their use. Prisoners of the
Nautilus faction are returned to one of their Sea Cities to serve as
slave labor. Often the Nautilus Pirates will jam communications
to create confusion, and take advantage of other factions whenever
possible as well.
The Usurper Vendetta
Several days after the Alpha Squadron Scout Team arrives on
Tschaikovsky, a live broadcast will arrive from the University
Territory announcing that the University is under attack from the
Usurpers. As the situation unfolds, it becomes evident that the
University is at a disadvantage. University Base will be overrun
and annihilated in a matter of days, and the Cosmodrome Launch Center
will be besieged. The University will form an Alliance with the
Consciousness Faction. The Monolith South of the Garland crater near
the border will prove a key to the University defenses. Naturally the
mission of establishing a new colony on Tschaikovsky will become a high
priority especially in light of the situation that the Usurper Aliens
have the capability of possibly destroying the University as a faction,
and a request will go out from the University to expedite the
establishment of Tschaikovsky Colony.
Colony Pod Deployment
The Pod is an enormous affair, that moves slowly over any type of
terrain. It must be deployed in a location that is free of Xenofungus,
and in an optimal position to take advantage of any available natural
resources in the vicinity of the Deployment location. This is the
primary mission of the Scout team when the game begins, to find a
suitable location on the new continent to establish the new colony. Dr.
Padov's personal mission is to oversee the establishment of the colony
with all the details that engenders.
Data Angels Faction
The Data Angels faction are interested in setting up diplomatic
relations with the University. Upon contact they will exchange
map exploration information as well as offer, and ask for new
technology. They will offer a trade agreement as well, and offer to
assist with the establishment of the new University colony. There is
Data Angel Scout Team in the Seas near Tschaikovsky on hydrofoils, and
they have recently lost contact with an inland scout team and are
offering a reward for any information leading to locating the
lost Data Angel scout team.
Inland Reconnaisance
The
landing area is primarily rocky plains with occassional patches of
Xenofungus. It has a standard content of minerals or resources meaning
there are no enhanced resources. Approximately 50 Km Inland there is a
range of mountains, and what is beyond the mountains are detailed in
the Tschaikovsky inland map. Inland there is an active volcano, a
monolith, and large areas of xenofungus infestation.
The Monolith
Inland on Tchaikovsky there is a Monolith. It will provide bonuses to
any repair skills of any unit in the immediate vicinity of the monolith
(within 1 Km) as well as speed up the healing of wounded or hurt
individuals significantly.
The Data Angels were the first to discover the monolith, but have no
claim to it as it is outside of their territory. A Monolith map is
included for reference.
Refugees
After University Base is captured, a large number of refugees will be
generated that are fleeing from the continued Usurper attacks. The
University council will contact the Tschaikovsky Colony Team and
request they absorb the refugees into the new colony. The foils that
are on station with the Alpha Rover Team and Tschaikovsky colony
deployment will be recalled to the University mainland to be used
as transports, and to be re-allocated for University defense. The
colony is really on their own, after this, as the University has no
resources to spare to help the colony development effort.
New Mission
When it becomes evident the Vendetta is not going well for the
University, The University will contact Dr. Padov with instructions for
him to dispatch the Scout team to actively seek out and make contact
other factions with the express purpose of establishing diplomatic
relations, and a mutual defense treaty. At this point, the University
is in dire need of equipment, trained military troops, and any other
available resources.
University Defense Mission
Once the colony has it's basic defenses up, and after the Usurper
Vendetta begins, The Alpha Rover Scout Squadron can be recalled anytime
for defense of the University Homeland. Travel time to the University
Mainland for just the Alpha Rover Scouts onboard hydrofoils is 2-3 days.
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