Showing posts with label Star Frontiers. Show all posts
Showing posts with label Star Frontiers. Show all posts

Thursday, October 24, 2019

Galacta25 & HexBug Nano-space terrain: a match made in Heaven!!!

On a random trip with my wife to a 5Below store I found a ton of this HEXBUG nano-space stuff in the 50% off section. I thought this would make some cool terrain to use for Bases and Installations in my Galacta games. Take a look at the pics and tell me what you think.



Added a papercraft Space:1999 Computer column for effect.


The pieces interlock together and there is quite a variety of ways you can put them together. Create anything from large bases to small outposts.




Sunday, July 8, 2018

GALACTA 25: Heavy Shock-Troops

More GALACTA 25!!!

This squad is painted in standard Rebel colors.
The Heavy Shock-Troops of the Galactan Empire are a rightfully feared force. A standard 4 man squad can decimate just about any resistance it encounters. Fitted for both close & ranged fighting as well as high mobility due to the RAAG assisted jump capability the troops should not be underestimated.

A standard Imperial Galactan squad consists of 4 troopers, 2 of each type. This formation can be switched around to include any mix of the types, but a squad is never more than 4 men.

The Rebel Forces have a hard time getting this type of armor and will never be able to field a squad of more than 2 men chosen from the Types listed below.

HEAVY SHOCK-TROOPER Type I:
Move: 6" / 12" RAAG Belt*
Melee: 6+
Save: 5+
Armament: Lazer Pistol 8+/8" (x2) & Flame Pistol 6+/4"

HEAVY SHOCK-TROOPER Type II:
Move: 6" / 12" RAAG Belt*
Melee: 6+
Save: 5+
Armament: Lazer Pistol 8+/8" & Blast Cannon 7+/24"

Special Attack: *RAAG Belt assisted melee attack
All shock-troops can attempt a special melee attack utilizing their RAGG belts. This "Death from Above" tactic is done by doing a RAAG movement and landing in a space already occupied by other troops. Using the base of the figure as a template see how many opposing figures the Trooper will land on. This counts as a 5+ melee attack and any targets suffering a Hit must make an immediate saving throw or be squished by the Shock-Trooper landing on them!!

Sunday, August 13, 2017

Galacta: Warbots of the Galaxy

Galacta 25 update: At long last the Warbots of the Galaxy have arrived! Though there are many types of standard size warbots and armed robots used by both the Galactan Empire and the Rebel forces, we are focusing today on the Ultimate in battle technology used by both sides in this conflict.

Galactan Empire Warbot:
RB-1 Warbot & Tech
RB-1 Warbot (Robbie)
Move- 6"   Save- 6+  / *Repair-7+
Close Fighting- 7+
Weapons:
x2 Blast Cannon: range 24" / 7+Hit

 The RB-1 can mount two weapons. Warbots can move without penalty outdoor and through rough terrain. A weapon mount can can be replaced with the Jammer effect (see Jammer bot).

Rebel Forces Warbot:
B9-AT Warbot & Tech
B9-AT Warbot
Move- 6"   Save- 6+ / *Repair 7+
Close Fighting- 7+
Weapons:
x1 Blast Cannon: range 24" / 7+Hit
x1 Repeater laser cannon: range 20" / 8+Hit, fires twice, targets within 4" of each other.

 The B9-All Terrain Bot was a heavy duty workhorse that was quickly converted by Rebel forces to match the power of the Empires RB-1. A weapon mount can be replaced with the Jammer effect as well. Sometimes the B9 can be found at Rebel bases being used for construction and general purpose work. Instead of weapons it will have Anti-grav lifters or possibly bore drills depending on the job.

*Repair 7+ - This secondary Save only comes into play if a figure has been assigned to the Warbot as a Technician. If the Warbot is knocked out of commission by an failed Save, the Technician can make a Reapair save to get the Warbot back online. If this Repair save fails the Warbot is destroyed.


Sunday, June 4, 2017

Galacta 25: Misc Forces!!

Here are more groups of various forces for the Galacta 25 rules. Or use these for whatever figures you have, this time around I add in some Star Frontiers minis!!


Misc. Alien troops (from L to R)

Greater Sauriod 
Move - 8"   Save - 8+
Close fighting - 6+ to hit
Lazer Pistol: 8" range / 8+ hit
The Sauroids come from heavy gravity worlds and are known for their hatred towards the Octopoids. If Octopoids are present in a battle the Sauroids will seek to fight them first. Greater Sauroids disdain armor of any type and will never wear it. There are rare instances of Greater Sauroid Psi-Knights wielding Energy swords.
Energy Sword: 3+ hit / 7+ to parry any melee, Lazer, or Blast hits.

Nautiloid Psi-Knight
Move - 8"   Save - 7+
Close fighting Energy Sword - 3+ hit / 7+ to parry any melee, Lazer, or Blast hits.
Nautilods are very rare, and Psi-Knights even rarer. Galactan Empire forces & Octopoids will always seek to destroy a Nautiloid if one is present in the Battle.

Lesser Sauroid
Move - 8"  Save - 8+
Close fighting - 6+
Lazer Pistol: 8" range / 8+ hit
Optional: Body Armor - Move - 6" / Save - 7+
Lesser Sauroids have no problem wearing armor when deemed fit. They also wield Lazer Rifles and like using grenades. Like their Greater cousins they will attack Octopoids before any other target.


Octopoid Collective (from L to R)

Section Leader
Move* - 6"   Save - 7+
Close fighting - 5+ hit
Lazer Rifle: 16" range / 7+ hit
Optional: replace Lazer rifle with Spitter Rifle: 12" range / 6+ hit cannot be parried by Energy Swords.

Grenadier Trooper
Move* - 5"  Save - 8+
Close fighting - 6+ hit
Blast Cannon: 24" range / 7+ hit
Grenades: 4" range / 5+ hit, carry 3 per Trooper.

Cannonier
Move* - 5"  Save - 8+
Close fighting - 6+ hit
Repeater Lazer cannon: 20" range / 2 shots, 8+ hit
Option: Repeater Lazer Cannon can be swapped out for a Blast Cannon.

2nd Grenadier Trooper
Move* - 5"  Save - 8+
Close fighting - 6+ hit
Blast Cannon: 24" range / 7+ hit
Grenades: 4" range / 5+ hit, carry 3 per Trooper.

Octopoid squads are a minimum of 3 (Section Leader & 2 Troopers), or maximum of 5 (Section Leader, 1 Cannonier, and 3 Grenadier Troopers). Octopoids are unhindered by rough terrain and never have their movement values decreased by such. They work with the Galactan Empire and are rewarded by being given prisoners to enslave back in their Collective.


Assorted Alien Rebel Forces (from L to R)

Yazarian Warriors
 Move - 8"/gliding*  Save - 8+
*Gliding: If a Yazarian begins his movement from a Higher elevation of at least 4" or more, the model my glide down to ground level within a range of 12" or less.
 Close fighting - 6+ hit
Lazer Pistols: 8" / 7+ hit / Lazer Rifles: 16" / 7+
Optional: May be equipped with  up to 4 Grenades: 4" range / 5+ hit

Dralasite Warriors
 Move - 8"  Save - 8+ / morph*
*Morph: A Dralasite may choose to "Morph" once per Battle which allows them to re-roll a failed Save.
Close fighting - 6+ hit
Lazer Pistols: 8" / 7+ hit / Lazer Rifles: 16" / 7+
Optional: May be equipped with  up to 4 Grenades: 4" range / 5+ hit

Vrusk Warriors
Move - 9"*  Save - 8+
Close fighting - 6+ hit
Lazer Pistols: 8" / 7+ hit / Lazer Rifles: 16" / 7+
Optional: May be equipped with  up to 4 Grenades: 4" range / 5+ hit
 *Vrusk do not suffer movement penalties for rough terrain.

These Aliens can be found in operating within existing Rebel Squads, or may even form their own race specific or mixed squads of no less than 5 models.

The "Bots"

Misc. Robot forces (from L to R)

Standard Warbot
Move - 6"(1/2 speed outdoors)  Save - 7+
Close fighting - 12+
Blast Cannon: 24" range / 7+ hit
Options: Cannon can be swapped out for different weapons.

Jammer Bot
Move - 5"*  Save - 7+
Close fighting - 12+
Jammer Array: 10" ** / 1+ hit
** Jammer array will render any enemy robot within range to lose a turn as its systems are scrambled.
*Jammer Bots do not suffer movement penalties as they hover above obstacles and rough terrain.

Standard Robot
Move - 5"  Save - 7+
Close fighting - 10+
Lazer pistol: 8" range / 8+ hit
Optional: May be equipped with  up to 4 Grenades: 4" range / 6+ hit
 These Robots are used as general purpose security in many installations and as disposable infantry when biological troops are scarce.

Security Bot
Move - 6"(1/2 speed outdoors)  Save - 7+
Close fighting - 12+
Lazer Pistol: 8" range / 8+ hit
Options: Lazer Pistol can be swapped out for Flame Pistol.

Robots come in many shapes & sizes from all across the galaxy. This is just a small sample of what could be encountered.

Thursday, June 1, 2017

Galacta 25: Hired Guns


Stats for use in Galacta 25:

From L to R

Hired Gun I
Move: 6"  Save: 6+
Lazer Rifle 16" / 8+ hit
Lazer Pistol 8" / 8+ hit OR Flame Pistol 4" / 6+ hit
Close fighting 7+ hit

Mercenary Squog
Move 8"  Save 9+
Lazer Rifle 16" / 8+ hit
Close fighting 7+ hit

Hired Gun II
Move 6" / 12" RAAG Belt
Lazer Pistol 8" / 7+ hit OR Flame Pistol 4" / 6+ hit
Spitter Rifle 12" / 8+ hit cannot be parried by Energy swords
Close fighting 7+ hit

Hired Guns tend to show up in groups of 3 to 5 members of various mismatched types. They are known to use grenades & Zenan Bombs.

Galacta 25: Black Nebula Pirates




Black Nebula Pirates: stats for play in Galacta 25

Movement: 6"
Weapons: Lazer Rifle 8+ hit; range 16" or Lazer Pistol 8+ hit; range 8"
Close Fighting: melee 7+ hit
Save: 7+

Pirate Robots:
Movement: 6" (1/2 outdoor)
Weapons: Lazer Pistol 8+ hit; range 8" (sometimes modified with a Flame Pistol instead.)
Close Fighting: 12+ hit
Save: 7+

The vile Black Nebula Pirates have shown up across the Galactan Empire and battle both the Empire as well as Rebels who oppose them. The Pirates commonly have various robots with them, usually chosen for the purpose at hand.

Friday, March 17, 2017

Galacta25: Planetary Striker Assault Team

Planetary Strikers are chosen from the ranks of Rebel soldiers that have seen plenty of action in the Galactic conflict. Strikers are known for their reckless bravery and daring attacks on imperial forces.

Assault Squad:
4 Planetary Strikers
Move 7"
Lazer Pistols - range 8", 8+ to hit OR Flame Pistols - range 4", 6+ to hit
2 grenades - range 4", 5+ to hit
Light Suits - saving throw 8+

1 Striker Officer
Move 7"
Spitter Rifle - range 12", 8+ to hit (cannot be parried by energy swords)
1 grenade - range 4", 5+ to hit
Light Suit - saving throw 8+

1 All Terrain Assault Bot
Move 8"
2 Repeater Lazer Cannon - range 20", 8+ to hit; each cannon fires 2 bolts at targets within 4" of each other.
Close Fighting - 12+ to hit
Armor - saving throw 7+

Sunday, January 24, 2016

Galcta 25: Kat-men of Tarsus IV

The Kat-men of Tarsus IV:  stats for play in Galacta 25

Movement: 8"
Weapons: Lazer Rifle +8 hit; range 16" or Lazer Pistol +8 hit; range 8"
Close Fighting: melee +7 hit
Save: +8
The Kat-men are notorious mercenaries and have shown up in the employ of both the Galactan Empire and the Rebels who oppose them.

*These figures are from the Heritage Models Star Trek line as the Kzin.

Saturday, November 28, 2015

Galacta 25: Update

Here is a little unit I finally finished tonight. I'm going to use them as a Special forces type unit for spaceship boarding actions and or Rebel base cleaning! These guys will see multiple uses in other Sci-Fi settings as well.


The unit is comprised of the following, and uses the original Heritage Galacta 25 rules:

5 Stormtrooper Officer/Leader figures
Move: 7" per turn
Saves on: 6+
Laser Pistol range: 8" ; Hits 7+ OR Flame Pistol range: 4" ; Hits 6+
Close Fighting 4+ ; Parries 8+

1 Warbot figure
Moves: 6" per turn
Saves on: 7+
Repeater Laser Cannon: range 20"; Hits 8+; fires twice, targets must be within 4" of each other.
Close fighting: 12+

*The Troopers are usually armed with grenades, and sometimes Flame Pistols instead of Lasers.

Thursday, January 8, 2015

Star Frontiers Chapter 4: Planet of Mystery Finale!

Well we finally wrapped up our short Star Frontiers campaign and everyone had a blast with it. We did not make it through the whole Volturnus trilogy, but what we did cover was very exciting.

The Party set out for Slave City One but detoured to the Edestekai village first. There they were able to prove the Star Devil was a "False" God and rallied the local aliens to their side. Gorruck-Rat-Barang was able to scout out SC1 and its defenses and the group came up with a plan of attack. In the end our last session turned into a prolonged assault on Slave City One with tons of action, lasers, bullets, Combat Robots, hurled home-made grenade/T-19 combos! It was all very A-Team and we had a wonderful time of it!

They did trail Enik to the crystal city and found Col. Jameson, at this point it was very late and I asked the group what they wanted to do. Either continue and finish the trilogy or go with the scripted ending and play a different module sometime later using these characters. They thought about it and in the end decided on the scripted ending as they really want to get back to our DCC campaign. So following is a breakdown of where things ended in Quadrant 44.

Enik was befriended and he related the history of his people and their struggle with the Sathar one thousand years ago. He revealed the "Artifact" was sending a signal to the Sathar and that a battle fleet arrival was imminent. With his help the group was able to repair a subspace radio and contact Truane's Star for help.

The Star Devil himself was never confronted. He is assumed at large and in control of a decent sized group of Pirate ships if they escaped the Sathar Fleet.

Big Tiny's brother, Captain Straub escaped the bloodbath at Slave City 1. He was briefly seen by Gorruck but not recognized in the chaos. He hasn't forgotten what the group did to his brother so we can expect trouble from him.

A UPF battle fleet arrived in time to combat the Sathar menace and the party were sent home with bonus Hazard Pay! So we will say goodbye to the Frontier for the moment and look forward to another adventure soon!

Saturday, January 3, 2015

Quadrant 44 News break: Mercenary ships sighted, Galactan Empire responds!

A squad of Galactan Troopers was summoned to a disturbance just outside the Spaceport boundaries on Quillan V. A Warbird class mercenary fighter was spotted landing illegally. No shots were fired as an exchange of credits and a crate of cryo-frozen Thoks was slipped to the Galactan Sgt.

It seems the two Mercenaries had the "correct" permits and were allowed to go on their way. Never a dull patrol on Quillan V.

The Mercs sealed the cockpit and blasted off for space!

**So it looks like those cool new Guardians of the Galaxy spaceships work great with miniatures. Now I have to go back and get a couple of Necro-pods, Nova Patrol ships, and a Milano! These will be made use of in my Star Frontiers and Galacta 25 games. Might even make an appearance in Starships & Spacemen RPG


Tuesday, December 2, 2014

Star Frontiers Chapter 4 Prologue: Planet of Mystery


Slave City One:
"There is too much at stake here and failure is not an option. I want these troublesome survivors found sooner than later! Captain Straub, I feel you will complete this mission for me to my satisfaction. Especially since they killed your little brother."

"AAaahhhrrr, Big Tiny will be avenged and the Pan-Galactic scum eaters will pay in blood! I'll bring you their heads on a platter Star Devil, you can count on me!"


Somewhere on Volturnus:
"I must reveal myself sooner than anticipated, the Time-Walker warned me that this could happen. Hopefully the Chosen one and his companions will be enough to turn the tide that is coming. All things must change..."

Deep in the desert:
The signal has been sent, soon they will respond. Those who opposed us before are no more. We will return and take what we want, we will cleanse and enslave. We will destroy all who would resist. The signal has been sent.

Get ready to return to: VOLTURNUS, Planet of Mystery! 

Monday, September 1, 2014

Star Frontiers Chapter 3: Planet of Mystery part 1

This episode had two guest players, the first was Matt who plays B'zzt a Vrusk survivor of the first Volturnus Expedition and the second is Greg playing a Kurabanda Warrior Prince!

 The party have become official members of the Ul-Mor tribe after defeating the Quickdeath in the trial by combat. N'nami and Goro elect to stay and build up relations with them while the rest of the group head out in search of the survivors from the first mission.

Brock, Gorruck, Lynx and Marcus set off in the skimmer for the forests of the Kurabanda people. These monkey-like humanoids dwell in the treetops of a vast jungle of Bachanda trees to the northeast of the desert.
Edge of the Kurabanda lands
Arriving at the forests edge the party is overcome by the size of the Bachanda trees, each trunk ranging in size from a single prefab dwelling to the width of a space cruiser and reaching up to thirty meters or more high. Also, they are packed so close together the skimmer cannot navigate between them!

A sudden laser blast followed by a scream draws everyone's attention to the tree tops. A small monkey-man is seen falling to its death, and human with a laser pistol yelling "Take that you tree-dweller!".

Marcus commands his robot "Scotty" to fly them up as high as the skimmer can go so the party can get into the tree tops and find out what is happening!

The group is able to move along the giant branches of the trees like an above ground highway, and within minutes find themselves overlooking a band of Star-Devils that have surrounded a group of five Kurabanda and a single Vrusk!

B'zzt a new PC

The party jumps in and deals a terrible thrashing to the Pirates! Brock debuts his patented melee attack where all hits are always to the groin!!!! A sonic-disruptor is almost the undoing of Lynx but in the end his sword prevails over hi-tech weapons.

Ermorada, the Kurabanda Prince
The party discovers that B'zzt is a surviving crew member from the first expedition. He and Commander Jameson were living with the Kurabanda people and helping them fight off the pirates, who have been kidnapping small groups of the natives for unknown reasons. The leader of the group they saved is called Ermorada and he is highly impressed with the battle prowess of the party.


Upon returning with Ermorada, B'zzt and the surviving kurabanda warriors to their village nearby, the party
Chief Auramada
interrogates a couple of pirates they were able to take captive. Ermorada, it turns out is the son of Auramada the Chief of this tribe. They discover that a week earlier Commander Jameson was captured by Pirates while defending the village from a raid. B'zzt relates a tale very similar to what they party experienced when they arrived in the system as far as the ambush and destruction of the initial starship. From the pirates they uncover that they are indeed a large group of surviving Star Devils that have been biding their time out here at the edge of explored space. There is a small outpost nearby and a larger base up in the mountains where the Star Devil himself is using the indigenous people as slave labor to strip mine the planet for resources.

The group decides to make a commando raid on the Pirate Outpost, joining them is Ermoada and an elite cadre of Kurabanda warriors all trained in the use of scavenged laser pistols. The force sets off in the skimmer and sets down a few kilometers shy of the outpost right at dusk. Gorruck proceeds on foot and scouts the location out. He returns with news that though small the outpost is surrounded by a military grade electrified fence and at least one level 3 combat robot makes a perimeter sweep every half hour.

B'zzt is a trained Demolitions expert and says he can disable the fence with a small amount of D-19. The party splits into two groups, the first consists of Brock and Marcus who disguised in pirate jumpsuits will approach the outpost on foot with Ermorada as a "captive" and see if they can get in. Meanwhile, Gorruck will lead Lynx, B'zzt and the Kurabanda in from the western side nearest the Generator room and penetrate the fence with charges if the first team's plan fails.
Combat Robot

The plan goes awry and the combat robot attacks Brock's team! As this is happening Gorruck and the others blast their way into the base and a running battle ensues! Lasers! Grenades! D-19! The deactivation and reprogramming of a combat robot to the side of the party by Marcus! More lasers! Sonic Disruptors! Doze Grenades!

A second Combat robot is encountered inside the outpost by Gorruck and company. Lasers, Sonic blasts and a well placed charge of D-19 from Lynx on the roof make short work of this dangerous opponent!.

Kurabanda Warriors!
The party is able to scavenge quite a bit of gear and ammo as well as a fully functional Skimmer. They make off with tons of info on the Star Devils as well as a captive to interrogate. A grisly discovery made at the Outpost was that the Pirates are making use of crude cybernetic surgery techniques to enslave the indigenous people. An Edestekai that died from a failed implantation of said device was found and looked over by Marcus.

Back at the Kurabanda village the party goes over all they know. It is determined that the Star Devil himself and a large group a pirates somehow survived the massacre and made it to this system where they have built a base known as Slave-City One. From there they are strip-mining the planet and sending the resources back into orbit by shuttle to at least one if not more Pirate Starships. The Commander and a large number of Edestekai and Kurabanda are being held captaive and used for labor at that base. Also there is something called the "Artifact" marked on the holo-map, and the captured pirates were only able to relate that the Star Devil himself and his closest Lieutenants know anything about that. Brock is insistent that the "Artifact" be a priority for the group, though none understand his predilection for this.

Auramada agrees to send word to other local tribes to join them in a fight against the Star-Devils, while the party decides on the next course of action they will take.

Stay tuned: More Star Frontiers is coming......  

Wednesday, July 2, 2014

The Star Devils: A brief History from the Frontier

Along the frontier sector of space bordering Q44, the history of space piracy is a long dirty tale. There have always been pirates and there always will be. None however, may again surpass the legend of the Star Devils.
The Star Devils started out like any other band space scum, a handful of humans and aliens, a few serviceable ships and willingness to attack pillage and disappear into the void.

The Star Devils became more and more daring. Hijacking bigger ships closer to protected areas. The local planetary defense forces were outgunned and outsmarted every time. Star Law became involved and the Star Devils were their greatest adversary.
Star Law Fighters
Eventually the pirate organization began to form a sort of government itself. Their power was beginning to scare the Corporations and that would not do. After years of painstaking secrecy a Star Law plant was finally able to transmit the co-ordinates of the Star Devils secret asteroid base. A Star law strike force was assembled and  prepped for attack. Reinforced by corporate and private ships the battle group shattered the hold the pirates had over the Frontier. A few small bands of Devils escaped and have continued in their time-honored trade under different names with other leaders, none of whom carry the weight of the once powerful Star Devils.
The Star Devils base.
It has been just over a decade since the Star Devils were wiped out, but rumor still lingers that not all of the inner circle were killed in that massacre. There has been at least five unverified sightings of "Opal Void " the Pirate Queen and Star Law has an active bounty of 50k credits for her Dead or Alive. A few small bands of pirates even tried to use the Star Devil name to gain leverage for themselves and each of those groups quickly vanished never to be seen or heard from again.
Opal Void
Wanted: Dead or Alive
Cr 50,000
Are the Star Devils still out there, waiting and slowly rebuilding their once powerful network. Some would say yes, but there has been no proof of such an endeavor. In the meantime the small time rag-tag bandit groups of the space lanes still pose a threat to travelers and explorers. Star Law and local system Defense teams are constantly on alert for another raid or attack. The battle is never ending.

The most notable band of pirates raiding the Frontier sector now are the Iron Claw pirates. They are not to be taken lightly and any sighting should be reported immediately.

Friday, June 27, 2014

Star Frontiers: Chapter 2 Crash on Volturnus Wrap-up


Day 1: A makeshift shelter is constructed in the burned out escape pod and supplies are cataloged. During the night N'nami is bitten by a burrowing serpent but is saved from any lasting harm by Marcus and a dose of antitox.


Day 2: The bleak landscape surrounds them on all sides and the party feels that heading north towards the mountains would be their best alternative. Suddenly a low trilling noise catches the attention of both yazirians. N'nami and Gorruck set out cautiously to investigate and discover a large lizard creature that had been killed by debris from the crash. The creature has two small babies with it that seem lost without the parent.

Returning to camp Brock takes charge of the two little creatures and feeds them some of the local lily-pad like fauna that had been discovered. While Gorruck harvests some meat and prepares a meal for the group.

From a higher elevation Gorruck surveys the area with a pair of binoculars that Marcus had brought along. A low adobe like structure is seen off to the east about a half-days journey. The group decides to spend one more night at the crash sight before setting out to investigate the sight.

Day 3: The party treks across the dry landscape to investigate the adobe. Brock has fashioned a sling from his coveralls and carries both the little lizards with him. Gorruck went over how much gear to carry without causing undue stress. Izen asked if "scotty" the maintenance robot that belonged to Marcus could carry his Robcomkit, and Marcus agreed. About noon the group was taken by surprise as the high pitched whine of an engine came screaming past them from the northeast. Though the craft was about half a kilometer away it banked and began to come around back towards the group. It was quickly decided that the majority of the party would attempt to hide as best they could while Brock, N'nami and the robot stayed in the open and pretended to hail the craft with weapons ready if needed.


Gorruck is able to blend in to the surrounding landscape and draws his auto pistol, Marcus and Lynx lay low in a dusty hollow by some desert shrub while Izen does his best blend in next to some alien plants. As the skimmer comes in closer Brock waves his arms in mock desperation, "Over here! Over Here!" he cries. N'nami begins concentrating on her telekinetic ability.
Izen hides.
The skimmer still a good 10m above the ground slows to a halt and swings so the occupant tethered in the side-door can get a good view with his auto rifle. He fires a burst and peppers the ground near Brock and N'nami. The party are all able to see the symbol painted on the side of the stripped down skimmer, the mark of the Star Devils! Brock curses under his breath as he shoos his little wards to safety among some rocks. N'nami uses her mental ability to wrench the rifle from their assailants grasp, "Brock, incoming!" she yells.
Having seen this trick before on the Serena Dawn, Brock is ready catch the weapon which he then uses to fire three shots back at the skimmer concentrated on the Pilot!!
From cover the rest of the party attack as well. Using the shooting as cover Lynx boosts his physical abilities and leaps from the ground into the skimmer itself taking the now unarmed crew-man by surprise. The pilot now wounded from all the ground fire begins to peel away to get out of range. Lynx is able to sever the safety tether of the unarmed pirate sending him plummeting to the desert below, and a quick martial arts blow to the back of the pilots head knocks him out! Unfortunately the skimmer begins spin out of control, as Lynx grapples with a second pirate tethered to the opposite door.

The rest of the group gather themselves and give chase on foot as they watch the skimmer go down hard just a few kliks away. When they arrive at the downed craft, Lynx awaits them with a captive pirate and a few minor bumps and bruises. Marcus sets "scotty" to work on repairing the smoking engine. A quick search reveals the craft is an older model and stripped down to the barest necessities for flight. A holo-map is discovered and Brock looks it over.
After it is determined the repairs on the skimmer will take at least 4-5 hours, the group decides to complete the original task of investigating the adobe structure.

Late afternoon the party finally reaches their goal and discover a covered well. The water is tested and found to contain high levels of arsenic. It is also discovered the lizards drink the well water with no adverse effects.
Just then the skimmer limps into view and "scotty" lands it near the well. Though not in great shape the craft should be able to get them to the mountains in the north in much less time than had they gone on foot.

There is some talk as to whether it is worth the time to try to get any info out of the pirate. Lynx wants to try threat of cannibalism or disfigurement, but Gorruck puts a stop to it quickly. Marcus discovers a radio transponder on the skimmer and removes it and buries it near the well. Just then the radio crackles to life.
"Z-1, Z-1 come in over, you find anything yet?"
Gorruck grabs the mike and responds in a low growl, "Nothing here, over."
"Roger that, keep in touch." the transmission ends.

Brock brings up the holo-map on the skimmer console and points out two locations marked in red labeled 1 & 2. "I'm pretty sure these are locations of the pirates. What is there I can only guess, but number one is marked as an 'Outpost' and number two as 'Town'. Niether of which seem appealing at this time."

Suddenly the baby lizards now called Codo & Podo begin a high pitched trilling which is responded to by a much deeper and similar sound. The party then sees a group of six large lizards emerge from the desert, each has an alien octopoid type rider clinging to it and wielding an array of primitive weaponry. Poly-voxes are scrounged from packs and the group begins to parley with the new arrivals.
The Ul-Mor
Communications last well into the early evening until finally it is discovered that the aliens can link telepathically through a physical link. An aborted try by both Marcus and Gorruck is then completed with N'nami as her mental prowess exceeds the rest of the party. The Ul-Mor as they are called are thankful for the care of the baby lopers by Brock, and they were witness to the battle with the metal flyer so they know the party are not with the Bad-ones. Mutual cooperation and aid is offered but the party must become members of the tribe for this to happen. The party agrees to what the Ul-Mor call the "Test of true Warriors". They must travel with the Ul-Mor to the testing place in the north. As dusk begins to set the party moves out away from the well but not before making a quick trip a few kliks south and dumping the captive in the desert tied to the body of the dead skimmer pilot. They then regroup with the Ul-Mor and spend the night in peace before heading northwards.

Day 6: Upon arrival at the edge of the "Burning Lands", as the mountainous area is called. Athru, leader of the Ul-Mor explains that to reach the testing ground the party must follow the Ul-Mor through a tunnel complex. The group hides the skimmer as best they can and removes the parabattery from it as well. Then they begin the long dark trek underground.
Tunnels under the Burning Lands
Day 8: The party is awakened by rumblings as a massive tremor rattles the cavern in which they had camped, gravel and rock rain down upon them! After things settle the realization that they have been cut off from Athru and his warriors becomes all too real. Unable to go back the party has no choice but to navigate the alien underworld as best they can. An encounter with a cave full of alien bats leads to a round of Antibody plus for everyone.

Day 9: An encounter with a Volturnian Cave bear is avoided thanks to Gorrucks skills.

Day 10: The tunnel with explosive gas fissures is avoided, but the danger of the Salt Cave almost spells doom for some. Not long afterwards the underground lake is discovered and Brock suggests that a raft be constructed from the giant cave fungi to cross it. As they begin the journey it is noted that something large lives in the water and trails the group for some time before it decides to come at them. Marcus tosses a tangler grenade directly into the path of the oncoming terror and encases it's toothy maw sending the beast off in a panic. Sometime later the party comes upon a small islet covered in tall white mushrooms. Upon closer inspection they realize the entire isle is covered in a white living amoeba-like fungus that tries to latch onto the raft! They are able to paddle away before anything bad happens and they see a lone Ul-Mor on the isle watching them and beckoning with his tentacles..... they paddle away, quickly.

Eventually they begin to find an ascending tunnel and soon hear a strange ruckus ahead. Approaching carefully they find a malfunctioning decade old Janitor-bot. Marcus is able to reprogram it and get it to join the party. Soon afterward the insane singing of a human is heard echoing in the caves. The party finds an old pirate that has succumbed to the strange white fungus and before he can do anything Marcus stuns him. After a short debate, they leave him alone and move on. A branch in the tunnel reveals a lower cave with a fresh water supply where the group replenishes themselves, then they find a way back out into the daylight soon afterward.

The Ul-Mor are located nearby at another exit where they had been awaiting the party in hopes they had survived the cave-in. At last they have reached the Place of True Warriors.

Taken to a sort of natural arena the party is each given a spear and straw-like dummy fashioned in their likness. They are allowed to bring anything of their own they want to make up for the lack of limbs. Athru bids them well against the Quickdeath, as he rides back to his fellows watching from above.
"Wait the what!?" says Brock.

The battle with the Quickdeath is fierce and fast, Lynx is mauled and Marcus suffers a poisonous spine in his leg. Izen discovers the beast suffers nearly no effects from lasers much to his surprise! In the end Izen encourages Marcus to use tangler grenades to disable the beast and the party is able to win through!

Now officially members of the Ul-Mor tribe they are told of others like themselves that live with the foolish Kurabanda in the forests to the North-east. Athru says he will provide a guide to take the party in search of their lost friends.

So Ends SF0: Crash on Volturnus. Next up is the continuation SF1:Volturnus; Planet of Mystery!!!