The Cluster Falk: Notes

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Notes page for The Cluster Falk

One is courtesy of one of the leading megacorps in the subsector, Benjamelio Corp. They want you to ship cybernetics and industrial components from Vannia to Leghansky, a lo-tech agricultural water world. However, after that delivery, the corp also wants you to offtake some workers from the planet and ship them to a nearby 1-Jump destination TBC. Unusually, the corp is requiring you all to sign an NDA before picking up the assignment. Also, the assignment doesn't involve return to your point of origin, although the fees are decent enough otherwise.

The other one is via Pip's contacts with the Red Swan Tong - and nothing could be wrong with that, right? They want you to transit from Vannia to Lamor, and pick up a cargo that has been jettisoned by a previous courier, and left at a marked location on one of the system's gas giant moons, and return with it to Vannia. The cargo as it stands will not be quite big enough to fill your cargo spaces. "You go buy a cargo to provide a decent cover, going there and back, but that's just a little bit of gravy on your plate, right? What could go wrong?"

Hercido is a relatively idyllic world - if you can handle high gravity and dense atmosphere. The atmosphere is unbreathably dense down at the level of its extensive seas, but the presence of huge shield volcanoes allows breathable habitats close to their peaks. As a result, the planet can only support a relatively small population of baseline humans, most of whom live on two volcanic peaks - Skyland and Mother Mountain. No one has paid much attention to the place since the fall of the Second Empire, and the population has regressed to the late semiconductor Technology Level. They are robust and independent, though, and not about to sell out their freewheeling freethinking ways for a few high-tech baubles.

Lamor is a large water world with a dense atmosphere, almost 100% hydrosphere. Its small population is mostly staff working on the Viceroyalty's refuelling operation. System facilities are relatively basic - the place is an industrial-scale refuelling and fuel refining operation, nothing more.

They should be easy marks for some specialized tech, though, which they will trade for the exotic chemicals and extracts produced from the planet's native ecosystem. And unless those exotics include some really out-there drugs, you have to wonder why the Tong would take an interest in a backwater like that...


Forsaken explorers spies guild, expanding into a new region. Holds leverage over XXX. (Infernal Daggers) Defences are overextended. Deflect destiny.

Restore wealth. Toxic portal. Subsurface anomaly.

Estabished raiders. Transport a valued asset. Distrusts. First Alliance. Overdependence on a failing or vulnerable technology.


Escort alluring wanting Smuggler to build a home. Hot-tempered. Moving/transforming settlement, ineffectual authority. Ice world. Thin atmosphere, vibrantly coloured ice. Abyssal ice fissures. No native life.

Reduce commerce. Dead fleet; archaic trap. Place of awe-inspiring beauty. Unstable star, potential supernova. Intruder or stowaway creates trouble. Refuge offers a place to hide, plan, or recover. Grim infamous technician restoring a relationship. Notable diplomatic dominion knows the location of a fabled treasure or lost technology.


The Viceroyalty of Benjamelio fits somewhere in the galactic eastern borders of the expanding Third Imperium, on the fringes of Solomani space towards the Hive Federation, among the many client states and pocket empires scattered through the region. Its status as a historical Viceroyalty of the Second Imperium is genuine, but that hardly measures up to its pretensions, which have been magnified in competition with the Priam Protectorate further south.

The so-called Water Wall of the three close water worlds (Leghansky, Lamor and Bevelind) forms a natural strategic barrier dividing the Viceroyalty's core worlds from its frontier. The three water worlds make excellent naval bases and fuel depots, relatively advanced but with small populations to defend. Besides, historically most threats to the Viceroyalty have come from that direction, rather than the core of the old Empire.


https://www.freelancetraveller.com/features/advents/index.html

https://www.freelancetraveller.com/features/advents/gotg/corpworld.html

Leghansky Starport B Good Quality Good Quality. Refined fuel available. Annual maintenance overhaul available. Shipyard capable of constructing non-starships present. Naval base and/or scout base may be present Size 7 11200 KM 11200 KM. Standard Gravity (0.70g - 0.94g) Atmosphere 8 Dense. Breathable Dense. Breathable Hydrographics A 100% water 100% water. Water World Population 5 100,000 100,000 to 900,000 Government 1 Company/Corporation Company/Corporation. Government by a company managerial elite, citizens are company employees. Restricts: Weapons, Drugs, Technology, Travellers, Psionics Law Level 1 Low Law Body pistols, explosives, and poison gas prohibited. Prohibitions Based on Government and Law Level Weapons: Poison gas, explosives, undetectable weapons, WMD. Drugs: Highly addictive and dangerous narcotics. Technology: Dangerous technologies such as nanotechnology Travellers: Visitors must contact planetary authorities by radio, landing is permitted anywhere. Psionics: Dangerous talents must be registered. Tech Level D


Hercido Starport C Routine Quality Routine Quality. Only unrefined fuel available. Reasonable repair facilities present. Scout base may be present Size A 16000 KM 16000 KM. Standard Gravity (1.14g - 1.48g) Atmosphere D Dense, high Dense, high. Breathable above a minimum altitude Hydrographics 7 70% water 70% water. Equivalent to Terra or Vland Population 5 100,000 100,000 to 900,000 Government 4 Representative Democracy Representative Democracy. Government by elected representatives. Restricts: Weapons, Drugs, Psionics Law Level 0 No Law No prohibitions. Prohibitions Based on Government and Law Level Tech Level 8 Quality Computers. circa 1980 to 1989, Superconductors; Early communications



Weapon Skill Range Damage Rounds Kill Radius
Combat knife Melee Weapons Hand 1D6 - -
Entrenching tool Melee Weapons Hand 1D8 - -
Beretta 9 mm Firearms 15 m 1D10 8 -
Mannlicher-Carcano 6.5 mm Firearms 150 m 1D12+2 6 -
Villar Perosa-Revelli 9 mm Firearms 50 m Lethality 10% 25 3 m
Bessozi grenade Athletics STRx3 m Lethality 12% - 4 m


Obsolete Guns 46 Weapon Game Stats� 47 Investigator Weapons 52 Handguns 54 Beretta Mod 92FS� 55 Beretta Mod 950BS� 57 Colt Government (M1911A1)� 58 FN Five-seveN� 60 FN-Browning High Power� 61 Glock 17� 63 H&K HK45� 66 H&K P2A1� 68 H&K P7� 68 H&K P11� 70 H&K USP� 71 IMI Desert Eagle� 73 Izhmekh PM� 74 Ruger MK III� 75 Ruger P85� 76 SIG-Sauer P226� 77 S&W M&P40� 80 S&W Model 10 Military & Police� 81 S&W Model 36 Chief’s Special� 82 S&W Model 686 Distinguished Combat Magnum� 83 S&W Model 4506� 84 TASER X26� 86 TsNIITochMash SR-1 Vektor (SPS)� 88 Walther PPK� 89 Walther P5� 90 Walther P99� 91 Full-Auto Conversions 92 Rifles 93 Accuracy International AW� 94 Barrett Model 82A1� 96 Colt M4A1� 98 Colt M16A1� 102 H&K G3A3� 104 H&K G36C� 107 H&K HK416D10RS� 109 H&K-Enfield L85A2 IW� 111 IMI Galil ARM� 113 Izhmash AK� 115 Marlin Model 444SS� 119 Remington Model 700� 120 Ruger Mini-14� 122 Ruger Model 10/22� 123 SIG SG552 Commando� 124 Springfield M1 Garand� 126 Springfield M14� 127 Steyr AUG� 129 Winchester Model 70� 131 Winchester Model 94� 132 Shotguns 134 Baikal IZH-43� 135 Benelli M3 Super 90� 136 Benelli M4 Super 90 (M1014)� 137 Beretta DT10� 139 Daewoo USAS-12� 139 Izhmash Saiga-12� 141 Mossberg Model 500� 142 Remington Model 870� 145 Submachine Guns� 148 Colt SMG R0635� 149 ČZ Sa vz.61 Škorpión� 150 FN P90� 151 Guide Lamp M3� 153 H&K MP5A3� 155 H&K MP7A1� 159 H&K UMP� 160 IMI Uzi� 161 SITES Spectre M4� 163 SWD M-11/9mm� 164 Hand Grenades 167 Stun Grenades 167 Machine Guns� 168 FN MINIMI (M249)� 169 Grossfuss MG42� 171 Saco M60� 173



4.5Table of Example Weapons


>> Melee Weapons
Sample Weapons Damage
Bare hands and feet 1D4–1*
Brass knuckles or steel-toe boot 1D4*
Taser Stun
Ordinary knife or hatchet 1D4*
Combat knife, garotte or nightstick 1D6*
Tomahawk, machete, or baseball bat 1D8*
Large sword, chainsaw 2D6*
Power sword 2D8
>> Ranged Weapons
Sample Weapons Damage Base Range
Thrown Knife 1D4* STR×5 feet
Thrown Spear 1D8* STR×5 metres

*Damage bonus is added for this weapon


>> Small Arms (Projectile/laser)*
Sample Weapons Damage Base Range
Small-caliber pistol 1D8 10/50 metres
Medium Pistol 1D10 15/100 metres
Carbine or very large pistol 1D12 100/500 metres for carbine; 20/200 metres for heavy pistol
Rifle 1D12+2 [Armor Piercing 3] 150/1000 metres
Shotgun/flechette blast, close range 2D10 50 metres

(full damage up to 10m; reduced to 1D10 for 10—20m; reduced to 1D6 for 20+ metres)


>> Automatic and Heavy Weapons
Sample Weapons Skill Base Range Lethality Kill Radius
SMG/laser carbine, fully automatic Firearms 50/200 metres 10% 1–3 m
Battle rifle, fully automatic Firearms 100/1000 metres 10% [Armor Piercing 3] 1–3 m
Very heavy sniper rifle Firearms 250/5000 metres 20% [Armor Piercing 5] None
Plasma rifle** Firearms 200 metres 15% 1–3 m
Light support weapon Military Training (Heavy Weapons) 200/2000 metres 10% [Armor Piercing 3] 3 m
Heavy support weapon Military Training (Heavy Weapons) 400/4000 metres 20% [Armor Piercing 5] 3 m
Hand grenade Athletics 20 metres 15% 10 m
Improvised explosive device Military Training (Demolitions) N/A 15% 10 m
Grenade launcher Military Training (Heavy Weapons) 150 metres 15% 10 m
Rocket-propelled grenade Military Training (Heavy Weapons) 200 metres 30% 10 m
Missile launcher Military Training (Heavy Weapons) 2000 metres 40% 15 m


* Laser weapons, while about as damaging as projectile weapons, have far longer range and no recoil. They’re also capable of automatic fire without recoil penalties. Their power pack capacity is roughly equivalent to magazines in a projectile weapon.

** Plasma rifles fire single shots, but their plasma bolts spall on impact, creating a Kill Radius.


>> Selective Fire
Type of Fire Ammo/Charges Used Lethality Kill Radius
Short Burst 3 10% None
Long Burst 5 10% 1 yd
Short Spray 10 10% 2 m
Long Spray 20 10% 3 m





<a href="#axes" class="header-anchor">#</a> Axes

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Axe, One-handed (1H) Small Axe 10 7 7 1D6+1 6 1 0.4 4 S
Axe, One-handed (1H) Battle Axe 10 13 7 1D8+2 8 2 0.8 3 S
Axe, Two-handed (2H) Battle Axe 5 9 7 1D8+2 8 2 0.8 3 S
Axe, Two-handed (2H) Great Axe 5 11 7 2D6+2 10 2 1.2 2 S
Axe, Two-handed (2H) Dagger-axe 5 13 9 3D6 10 3 1.5–2 1 S

<a href="#swords-daggers" class="header-anchor">#</a> Swords & Daggers

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Dagger Dagger 15 1D4+2 6 (4) 0.2–0.3 4 CT
Dagger Dagger, Parrying 15 1D4+2 8 (3) 0.2–0.3 4 CT
Dagger Dagger, Throwing 5 9 1D4 6 (6) 0.2 4 CT
Dagger Sickle 5 1D6+1 6 1 0.5 3 S
Sword, One-handed (1H) Broadsword 10 9 7 1D8+1 12 1 1 2 CT
Sword, One-handed (1H) Kopis 10 9 9 1D8+1 12 1 1 2 S
Sword, One-handed (1H) Rapier 10 7 13 1D6+1 8 1 1.2 2 CT
Sword, One-handed (1H) Shortsword 10 1D6+1 12 1 0.6 3 CT
Sword, Two-handed (2H) Greatsword 5 11 13 2D8 12 2 1.5 1 S
Sword, Two-handed (2H) Rhomphaia 5 11 9 2D6+2 10 2 1.2 2 S
Sword, Two-handed (2H) Sickle-sword 5 9 9 1D10+1 12 1 1.2 2 S

<a href="#unarmed-attacks" class="header-anchor">#</a> Unarmed Attacks

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Fist Cestus, Heavy 25 11 1D3+2 8 1 0 4 H
Fist Cestus, Light 25 7 1D3+1 4 (2) 0 4 H
Fist Claw 25 7 9 1D4+1 Arm 1 0 4 CT
Fist Fist 25 1D3 Arm 0 0 4 H
Grapple Grapple 25 Special Arm 0 0 4 H
Kick Kick 15 1D6 Leg 0 0 4 H

<a href="#hammers-maces-clubs" class="header-anchor">#</a> Hammers, Maces & Clubs

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Hammer, One-handed (1H) Hammer, War 10 11 9 1D6+2 10 1 0.8 3 C
Hammer, Two-handed (2H) Hammer, Great 5 9 9 2D6+2 5 3 1.5 1 C
Hammer, Two-handed (2H) Maul 10 17 7 2D8 12 5 1.5 1 C
Mace, One-handed (1H) Mace, Heavy 15 13 7 1D8+2 10 2 0.8 3 C
Mace, One-handed (1H) Mace, Light 15 7 7 1D6+2 6 1 0.6 3 C
Mace, One-handed (1H) Singlestick 15 9 1D6 5 (2) 0.9 4 C
Mace, One-handed (1H) Club, Wooden 15 7 7 1D6 4 (2) 0.4 4 C
Mace, Two-handed (2H) Mace, Two-handed 10 9 7 1D8+2 10 2 0.8 3 C
Quarterstaff Quarterstaff 15 9 9 1D8 8 2 2 0 C


<a href="#spears" class="header-anchor">#</a> Spears

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Spear, One-handed (1H) Javelin 10 9 9 1D6 8 1 1.5 2 I
Spear, One-handed (1H) Spear, Short 5 9 7 1D6+1 10 2 1.5 2 I
Spear, One-handed (1H) Lance 5 9 7 1D10+1 10 3 3.5+ 0 I
Spear, Two-handed (2H) Pike 15 11 7 2D6+1 12 3 3.5+ 0 I
Spear, Two-handed (2H) Spear, Long 15 9 7 1D10+1 10 3 3 0 I
Spear, Two-handed (2H) Spear, Short 15 7 7 1D8+1 10 2 1.5 1 I

<a href="#pole-weapon" class="header-anchor">#</a> Pole Weapon

<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Lasso Pole Lasso 05 9 13 —* 4 3 3 1/MR


<thead></thead> <tbody></tbody>
Category Name Base % STR DEX Damage HP ENC Length SR Type
Lasso Pole Lasso 05 9 13 —* 4 3 3 1/MR
<thead></thead> <tbody></tbody>
Category Name Skill Base range Mag Damage Lethality Kill Rad. Modes TL Notes
Small pistol Small slug gun Firearms 10 15 1D8 - - S 2 Compact

</thead> <tbody>Small pistol Pocket laser Firearms 50 20 1D8 - - S 2 Compact</tbody>


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