The Tomb Raiders - CODA Star Trek RPG Support
The Tomb Raiders - CODA Star Trek RPG Support
The Tomb Raiders - CODA Star Trek RPG Support
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Zone 2<br />
Approximately ¼ light year into the the<br />
nebula, the Narrator should inform the heroes<br />
that they are preparing to enter an even more<br />
active section of the nebula, one with severe<br />
radiation and particle flares, graviton ellipses<br />
and subspace compressions, - from which the<br />
ship's shields might not fully protect them.<br />
Reconfiguring the ship's shields for each<br />
threat will be impractical as such modifications<br />
would need to be made on a minute-to-minute<br />
basis- and could conceivably do more harm<br />
than good. <strong>The</strong> best course is to optimize the<br />
shields before entering the zone, and then<br />
“grin and bear it”.<br />
Zone 2 of the nebula has a slightly different<br />
topography than the outer area, with a variety<br />
of compressed particle packets and subspace<br />
anomalies. At random intervals, the Narrator<br />
should should roll 1d6 for the obstacle type<br />
from the table below.<br />
Zone 2 Encounters Table (2d6)<br />
1-2 Radiation Pocket<br />
3-4 Particle “Chase”<br />
5-6 Particle Flare<br />
7-8 Rogue Asteroid or Comet<br />
9-10 Graviton Ellipse<br />
11-12 Subspace Compressions<br />
At the Narrator's discretion, the helmsman or<br />
Conn officer might make a TN 15 System<br />
Operation (Conn) check to avoid the obstacle.<br />
A success allows the the heroes to avoid the<br />
obstacle, but reduces the search result by +5<br />
(because their search pattern has been<br />
disrupted). A Superior success (a 26 or better)<br />
allows the the ship to avoid the radiation<br />
pocket without undue disruption to the search.<br />
<strong>The</strong>se tests count as radical combat maneuvers<br />
for navigational purposes above.<br />
If the ship passes through the obstacle she<br />
and her crew suffer the effects listed below.<br />
Reductions in shield strength may be<br />
reinforced per the rules on page 106 of the<br />
Narrator's Guide.<br />
In addition to the various obstacles laid out<br />
below, the Narrator should roll 1d6 each hour<br />
the ship spends inside the nebula. On a 1, the<br />
Narrator should inflict one block of system<br />
damage randomly (as determined in Table 7.10<br />
on page 115 of the Narrator's Guide) or<br />
wherever his little black heart desires. In<br />
addition to giving players with engineers and<br />
damage control teams something to do, it<br />
reflects the nebula's interference and effect<br />
upon the ship's systems.<br />
<strong>The</strong> primary goal of this part of the adventure<br />
is that when the heroes finally reaches the Borg<br />
sphere, their ship should be battered, but<br />
relatively intact. Simply getting there is half<br />
the battle- but it cannot and should not be a<br />
“deal breaker” for the balance of the<br />
adventure.<br />
When the EXTENDED Sensor tests begun<br />
earlier reaches TN 100, tell them that sensor<br />
detect a large object one-quarter light year<br />
ahead, of the starboard bow. A Challenging<br />
(TN 15) System Operation (Sensor) test should<br />
earn the heroes Handout #4 (Target Analysis).<br />
Zone 2 Encounter Rules<br />
Radiation Pocket<br />
Passing through a radiation pocket reduces<br />
the ship's shields by 1d3 percent and reduces<br />
the search result by 1 (due to sensor<br />
interference).<br />
If the ship passes through a radiation<br />
pocket while her shields are reduced to 40%<br />
strength or less, the shields will be<br />
insufficient to protect the crew.<br />
As radiation levels begin to grow inside the<br />
ship, the crew will need to begin making<br />
Stamina tests in order to resist the effects of<br />
radiation.<br />
Rather than detail the specific radiation<br />
and/or particle fluxes, the Narrator has the<br />
option of using the following “quick and<br />
dirty” stats:<br />
Onset: 30 minutes. Potency: +5 TN<br />
Effect: 1d6 wounds.<br />
Secondary Effects: -1d6 Vitality, Intellect,<br />
or Strength. (Pick one at random).<br />
<strong>The</strong> ship's Chief Medical Officer) may<br />
attempt to treat patients with Hyronalin,<br />
Cordrazine (both on pg 177 of the Player's<br />
Guide), Arithrazine, Coradrenaline (pp 68-69<br />
of the <strong>Star</strong>fleet Operations Manual), or other<br />
potions in his little black bag. Narrators<br />
without access to either the Player's Guide or<br />
<strong>Star</strong>fleet Operations Manual may use a “quick<br />
and dirty” rule of thumb which assumes that<br />
the medication confers a +3 Stamina bonus<br />
for one hour and reduces any wounds or<br />
attribute damage suffered by 1d3 points).<br />
10