The Attack on C-6751246 Ji Xiu A

By Drhoz, in Rogue Trader Gamemasters

The 'Behind Mykybe's Veil' Campaign has made a major right-hand turn, thanks to some spectacular cock-ups on my part, and the PCs are now intent on launching a full scale planetary assault on a planetful of Logicians. They have some advantages - the dynasty's founder was involved in the Meritech Wars, so they have some historical precedent, and they can call in the AdMech for assistance, something I suspect they would gleefully do anyway.

But apart from the planet having a native biosphere, and swarming with at least a dozen ships, they have no idea what to suspect.

The Logicians, of course, have been well dug in, and they're certainly have a well-protected station in geosynchronous orbit above their surface settlement ( I'll just borrow the stats for the one in Frozen Reaches for the latter) but what sort of defences, units, etc would the ground war forces have given their knowledge of orthodox and highly unorthodox tech? Void shields over the town, and a variety of Planetary Defense Lasers, seems likely.

The PCs are going to be made further unhappy when they discover the target is surrounded by miles of featureless flood plain with no better than knee-high cover.

Any and all suggestions welcome, as I suspect this brushfire war is going to come as a very rude shock to the players...

Also, if the players have access to a teleportarium, you should find a way to block that, otherwise they'll just alpha strike all the command centers.

And what *I* would do is, rather than fight all of THAT and once I've won the battles in space and neutralized the defense lasers, simply besiege the planet. Cut off all supplies and force them to surrender. So you might want to find a way for them to survive a siege.

Also, there's the option of EMPing the planet (or using atomics to create EMPs). This should have quite an impact, so have a few "hardened" electronics.

Unfortunately they do have a teleportarium, which is one of the reasons I want to have void shields installed over the target. And the players have already suggested EMP, so I'm glad most of the important infrastructure is going to be underground. With a large population and the equivalent of a tenebrous maze, so all attempts at 'hit-and-runs' should meet with disaster. Not that that I'm going to tell them that, of course. Plus, watching them trying to teleport into enclosed spaces should be amusing.

I suspect they will end up besieging the planet. Of course, that will give time for the various Inquisitorial and AdMech factions with an interest in the situation to get involved, and it will all rapidly snowball.

I've always thought the Logicians should have very powerful, very competant ships and crews (implied in the background) but small sizes and numbers to make the best use of resources. With that in mind I stated up a few ships for use by the Logicians (with Meritech support). They use lots of Arcaeotech and Xenotech. They should challenge your group (alot).

All components are best quality (already included in the stats).

8 Meritech Shrike Raiders:

Speed: 13 Maneuverability: +43 Power: 48 (37 used)

Detection: +25 Hull Integrity: 33 Crew: Veteran (60)

Armour: 16 (18 in the Prow) Turret Rating: 4 Morale: 107

Space: 35 (34 used) 1 Prow, 1 Dorsal weapon slot

Essential Components: Miloslav Warp Engine; Belecarne Gellar Field; Archaeotech Lathe' Sprint Drive; Voidsmen Crew Quarters; Ancient Life Sustainer; Bridge of Antiquity; Auto-Stabilised Logis Targeter; Castellan Shields.

Supplemental Components: Prow mounted Plasma Accelerated Plasma Torpedoes (with Seeking Vortex Torpedoes); Medicae Deck; Emperean Mantle; Reinforced Prow; Cogitator Interlink; Energistic Conversion Matrix; Gyro-Stabilisation Matrix; Dorsal mounted Ryza Pattern Plasma Battery; Barracks; Augmented Retro-Thrusters; Reinforced Interior Bulkheads; Tenebro-Maze; Munitorium; Murder-Servitors; Micro-Defence Laser Grid; Gravity Sails; Caged Songbird; Void Abacus; 8 Atomics; Crew Improvements; Storm Troopers; Turbo Weapon Upgrades (universal).

Complications: Reaver of the Unbeholden Reaches; Wrothfull (+1 speed, + 7 Maneuverability in combat); Wolf in Sheeps Clothing.

Ryza Pattern Plasma Battery: Strength 5; Damage 1d10 + 5; Crit Rating 3; Range 6 (+15 to fire)

Plasma Accelerated Torpedo Tubes (Vortex Torpedoes) Strength 4; Damage 2d10 +5; Crit Rating 6+; Terminal Penetration 5; (+10 to fire)

Very fast and maneuverable, these ships have a bit of glass jaw and like all Meritech ships don't operate well outside their home systems for extended periods. Typically a squadron of 4 (usually in support of a Light Cruiser) will dart (or sneak) in, launch Torpedoes and flee, hopefully leading foes into a carefully prepared ambush or allowing time for the fleet to gather. Utterly loyal to the Logician Cause.

MDMann said:

I've always thought the Logicians should have very powerful, very competant ships and crews (implied in the background) but small sizes and numbers to make the best use of resources. With that in mind I stated up a few ships for use by the Logicians (with Meritech support). They use lots of Arcaeotech and Xenotech. They should challenge your group (alot).

Very fast and maneuverable, these ships have a bit of glass jaw and like all Meritech ships don't operate well outside their home systems for extended periods. Typically a squadron of 4 (usually in support of a Light Cruiser) will dart (or sneak) in, launch Torpedoes and flee, hopefully leading foes into a carefully prepared ambush or allowing time for the fleet to gather. Utterly loyal to the Logician Cause.

*rubs hands together* excellent....

3 Meritech Turbulent Frigates

Speed: 12 Maneuverability: +41 Power: 48 (45)

Detection: +20 Hull Integrity: 43 Crew: Veteran (60)

Armour: 22 Turret Rating: 3 Morale: 107

Space: 42 (42) 2 Dorsal weapon slots

Essential Components: Belecarne Gellar Field; Miloslav Warp Engine; Castellan Shield; Ancient Life Sustainer; Bridge of Antiquity; Auto-Stabilised Logis Targeter; Archaeotech Lath' Sprint Drive; Voidsmen Crew Quarters.

Supplemental Components: Medicae Deck; Cogitator Interlink; Energistic Conversion Matrix; Dorsal Disruption Macrocannon; Defensive Countermeasures; Fire Suppression Systems; Dorsal Ryza Plasma Battery; Barracks; Field Bracing; Augmented Retro-Thrusters; Reinforced Interior Bulkheads; Munitorium; Murder Servitors; Micro-Defence Laser Grid; Armour Plating; Storm Trooper Detachment; Turbo Weapon Upgrades; Caged Songbird; Void Abacus; Atomics; Crew Improvements.

Complications: Veteran of the Angevin Crusade; martial Hubris: Wrested from a Space Hulk

Ryza Pattern Plasma Battery: Strength 5; Damage 1d10 + 5; Crit Rating 3; Range 6 (+15 to fire)

Disruption Macrocannon: Strength 4; Damage 1d10+2; Crit Rating -; Range 6 (+20 to fire)

Taken to it's logical exteremes these 3 ships usually support a Light Cruiser in combat as a far more durable warship than the Shrinke Raiders. Still fast, the ship lacks a little punch against heavilly armoured targets. These ships combine their fire arcs and attempt to disable and cripple enemy threats. Starting with Mechanicus vessels but moving to obvious threats rapidly (after taking damage).

When the PC's arrive in-System after an active augery, the players are likely to spot the remains of a battle. Allow a Challeging Forbidden Lore (Xenos) test to identify the ships as Eldar, 2 DoS shows 2 distinct ship designs, 3 DoS identifies ships of Craftworld Kaelor and the Crow Spirits pirates. A Difficult Common Lore (War) or Scholastic Lore (Tactica Imperialis) reveals the ships suffered heavy damage in their battle. 1 DoS reveals the ships were allied against a common foe (a rare occurance); 2 DoS shows the battle took place several months ago (the remains have been scavenged); 3 DoS shows very little evidence of enemy casualties. They have been warned... (as an aside canny players may think of enlisting the Eldars aid).

Nerdynick said:

Also, if the players have access to a teleportarium, you should find a way to block that, otherwise they'll just alpha strike all the command centers.

I find limiting its effect to passing through no more than 5 metres of solid material without a homing beacon to guide the signal and not being able to teleport through void shields reins it in nicely.

Errant said:

Nerdynick said:

Also, if the players have access to a teleportarium, you should find a way to block that, otherwise they'll just alpha strike all the command centers.

I find limiting its effect to passing through no more than 5 metres of solid material without a homing beacon to guide the signal and not being able to teleport through void shields reins it in nicely.

It's certainly going to make getting the PCs and all their troops down to the planet interesting. Fox/Chicken/Corn will have nothing on it.

MDMann said:

3 Meritech Turbulent Frigates

When the PC's arrive in-System after an active augery, the players are likely to spot the remains of a battle. Allow a Challeging Forbidden Lore (Xenos) test to identify the ships as Eldar, 2 DoS shows 2 distinct ship designs, 3 DoS identifies ships of Craftworld Kaelor and the Crow Spirits pirates. A Difficult Common Lore (War) or Scholastic Lore (Tactica Imperialis) reveals the ships suffered heavy damage in their battle. 1 DoS reveals the ships were allied against a common foe (a rare occurance); 2 DoS shows the battle took place several months ago (the remains have been scavenged); 3 DoS shows very little evidence of enemy casualties. They have been warned... (as an aside canny players may think of enlisting the Eldars aid).

Sounds good to me :)

Iris and Osiris, Meritech Lathe Monitor Cruiser's (Light Cruisers)

Speed: 4 Detection: +36 Hull Integrity: 69

Armour: 21 (23 Fore) Maneuverability: +12 Crew: Elite (70)

Space: 60 (54) Turret Rating: 4 Morale: 112

Power 66 (65) Void Shield: 1 1 Dorsal, Prow, Port and Starboard Weapon Mount

Essential Components: Emergency Gellar Field, Miloslav Warp Engine, Castellan Shield, Voidsmen Quarters, Ancient Life Sustainer, Bridge of Antiquity, Auto-Stabilised Logis Targeter, Modified Jovian Warcruiser Drive.

Supplemental Components: Port and Starboard Jovian Escort Bays, Dorsal Ryza Plasma Battery, Prow Mezoa Lance Battery, Defensive Countermeasures, Field Bracing, Fire Suppression Systems, Medicae Deck, Pilot Chambers, Small Craf Repair Deck, Reinforced Prow, Cogitator Interlink, Barracks, Reinforced Bulkheads, Tenebro-Maze, Munitorium, Murder Servitors, Teleportarium, Micro-Defence Laser Grid, Armour Plating, Observation Dome, Runecaster, Turbo-Weapon Upgrades, Caged Songbird, Atomics, Crew Improvements, Vaulted Celings, Void Abacus, Strorm Troopers.

Complications: Thulian Explorator Vessel, Resolute, Haunted.

Ryza Pattern Plasma Battery: Strength 5; Damage 1d10 + 5; Crit Rating 3; Range 6 (+15 to fire)

Mezoa Lance Battery: Strength 3, Damage 1d10 +5, Crit Rating 3, Range 4

Captured during the Meritech Wars from the Mechanicus, these sister ships have been heavilly refitted and are crewed by the best of the Logicians men, who've proven themselves countless times on lesser vessels, competition to serve here is fierce. Taken to Logical extremes these ships work well at knife fight range, being extremely tough for Light Cruisers with a heavy punch at the sacrifice of some speed and maneuverability. Iris typically patrols the outer reaches of the System accpompanied by a Squadron of (4) Shrike Raiders. As the Shrikes engage quickly with their torpedoes, Iris will move up to support launching waves of fighters, bombers and assault craft before coming into range of her Teleportarium, Murder Servitors and Storm Troopers concentrating attacks upon one enemy as the Destroyers flee back towards her, enaging her other weapons on a second target. After the Escort Sqn has launched Torpedoes all enemies should make a hard scrutiny+detection test. If the PCs pass they spot a minefield which the Torps forced them to scatter into and can attempt evasive maneuvers. One (or more) of their allies will be hit instead. If they fail their vessel is hit aswell. The Raiders will then flee through the outer Asteroid Belt where they will regroup with Iris. All ships passing through the belt must fight off 2 Sqns each of Fighters and Bombers launched by the Belt Miners. Iris and her Escorts will fight within range of these miners (their allies) until 1 Escort id disabled or Iris falls below half hull integrity at which point they will retreat to the outermost planet. This is all designed to buy time for the rest of the Logician fleet to assemble. This is the easy part.

Ra, Meritech Secutor Monitor Cruiser

Speed: 5 Hull Integrity: 65 Crew: Elite 70

Detection: +15 Maneuverability: +12 Morale: 102

Armour: 20 (22 Front) Turret Rating: 4 Void Shields: 2

Space: 58 (58) Power : 66 (60) 1 Dorsal, 1 Prow, 1 Port, 1 Starboard Weapon Mount

Essential Components: Emergency Gellar Field, Miloslav Warp Engine, Castellan Shield Array, Voidsmen Quarters, Ancient Life Sustainer, Flight Command Bridge, Auto-Stabilised Logis Targeter, Modified Jovian Warcruiser Drive.

Supplemental Components: Port and Starboard Jovian Escort Bays, Dorsal Ryza Plasma Battery, Prow Plasma Accelerated Torpedo Tubes (Vortex, Seeking), Defensive Countermeasures, Field Bracing, Fire Suppression Systems, Medicae Deck, Pilot Chambers, Small Craft Repair Deck, Reinforced Prow, Cogitator Interlink, Barracks, Reinforced Bulkheads, Tenebro-Maze, Munitorium, Murder Servitors, Teleportarium, Micro-Defence Laser Grid, Armour Plating, Power Ram, Hydraphuran Jamming System, Observation Dome, Warp Sextant, Warp Antenna, Runecaster, Flak Turrets, Turbo-Weapon Upgrades, Caged Songbird, Atomics, Crew Improvements, Void Abbacus, Strorm Troopers.

Complications: Emmisary of Mars, Stoic, Flessel of the Fleet.

Osiris and her four escorts are in high orbit around a massive gas giant within the inner asteroid ring, and will immediately leave orbit and rendevous with Iris to engage. This will take about 7 Strategic turns. The Raiders will boost ahead and launch Torpedoes (as before) helping the first Sqn. break from combat whereupon the 2 Light Cruisers will link together in mutual support at the first opportunity. If things look bleak outside the Asteroids (1 Escort crippled or LC at half hull integrity) the remainding ships will flee to the Regional Capitol of Hermesia (the outermost planet).

Ra and her three Frigate Escorts remain in high orbit above the Capitol world until enemies head into the system at which point they'll breal orbit and head to intercept, joining with other elements of the fleet, launching Torpedoes and moving to engage. This should take a further 12 Strategic Turns.

The Murder Servitors are all Goleph, without the control mechanisms but with a red glowing Eldar Soulstone embedded in their chests (containing the Souls of deceased Logician warriors). The Storm troopers all carry Eldar waygems. Upon their deaths roughly 6% of the waygems will activate capturing the souls of the deceased warriors. The remaining Troopers and any Goleph will attempt to retrieve these (for later use). Killed Golephs will all have active stones (for reuse in new host Goleph).

MDMann said:

Ra, & Osiris

Sweet! Hopefully all of these will generate suitably appalled expressions from my players :)

I thought I'd provide a change of pace, as I've provided all the warships I think the System would possess (but not the defences, which should be extreme). As such I've written a little datafax for the Outer Asteroid Belt (assuming two), The effects of this would be two squadrons each of fighters and bombers attacking every enemy ship passing through or adjacent to the field, where the first defences would choose to fight. There may even be a few minefields scattered around.

Governmental Type: Independent mining collectives, subject to versight from the Regional Capitol Hermesia.

Classification: Mining Colony

Population: 200'000 (Approx)

Demography/ Geography: Void miners in small craft mine this relatively dense asteroid field for minerals, ores and ice. Made up of the descendants of collectives and individuals whov've prospered under the Logicians togteher with descendants of the Meritech Clans, these hardy voidsmen are fiercely independant and loyal to the Logicians cause (who leave them be apart from trade and defence).

Millitary: Numerous assorted small craft and mining rigs operating as a militia based from the asteroid habs.

Trade/ Ecconomy/ Addendum: Largely self-sufficient with extensive mining operations throughout the belt together with void-farming and agri-production on some of the larger hollowed-out asteroids.

14 Wayfarer Station's (Meretech Pattern)

Speed: - Maneuverability: - Morale: 101

Detection: + 20 Armour: 18 Space: 80 (80)

Void Shields: 2 Hull Integrity: 60 Crew: Veteran (60)

Turret Rating: 4 Power: 50 (50) 3 Keel Weapon Mounts

Essential Components: Ancient Life Sustainer, Station Masters Bridge, Station Genatorium, Castellan Void Shield Array.

Supplemental Components: 2 Keel Hecutor Plasma Batteries, Keel Plasma Accelerated Torpedo Tubes (Vortex, Guided), 2 Civitas Decks, Naval Living Deck, Docks (Strength 3 Launch Bay), Hydroponics Decks, Miicro Defence Laser Grid, Ghost Field, Teleportarium, Tenebro Maze, Empyrean Mantle, Small Craft Repair Deck, Cogitator Interlink, Atomics, Crew Improvements, Storm Troopers, Turbo Weapon Upgrades.

Complications: Rebellious, Xenophillous

With over a dozen of these scattered in-system they provide a host of facillities to the Logicians together with some potent point defence. When first enemies are sighted they will go on silent running (using their Empyrean Mantle) untill enemies enter the weapons range of their Plasma Batteries when they'll open up with everything, including multiple launches of fighters, bombers and assault boats.

The first of these is situated in geosynchronous orbit above the Regional Capitol Hermium, and is where Task Group Iris is based from. This is where Iris will fall back towards and rendevous with Osiris.

MDMann said:

14 Wayfarer Station's (Meretech Pattern)

Speed: - Maneuverability: - Morale: 101

Detection: + 20 Armour: 18 Space: 80 (80)

Void Shields: 2 Hull Integrity: 60 Crew: Veteran (60)

Turret Rating: 4 Power: 50 (50) 3 Keel Weapon Mounts

Essential Components: Ancient Life Sustainer, Station Masters Bridge, Station Genatorium, Castellan Void Shield Array.

Supplemental Components: 2 Keel Hecutor Plasma Batteries, Keel Plasma Accelerated Torpedo Tubes (Vortex, Guided), 2 Civitas Decks, Naval Living Deck, Docks (Strength 3 Launch Bay), Hydroponics Decks, Miicro Defence Laser Grid, Ghost Field, Teleportarium, Tenebro Maze, Empyrean Mantle, Small Craft Repair Deck, Cogitator Interlink, Atomics, Crew Improvements, Storm Troopers, Turbo Weapon Upgrades.

Complications: Rebellious, Xenophillous

With over a dozen of these scattered in-system they provide a host of facillities to the Logicians together with some potent point defence. When first enemies are sighted they will go on silent running (using their Empyrean Mantle) untill enemies enter the weapons range of their Plasma Batteries when they'll open up with everything, including multiple launches of fighters, bombers and assault boats.

The first of these is situated in geosynchronous orbit above the Regional Capitol Hermium, and is where Task Group Iris is based from. This is where Iris will fall back towards and rendevous with Osiris.

I suspect my players are going to get very tired of torpedos before long :)

Of course. It's only logical.

Besides, the Logicians are always willing to trade, they'd want Arcaeotech, xenotech, raw materials ans (especially) Navigators and Psykers of all kinds as the lack of this is what's really holding them back. Even with their recent purchases off the Stryxis (and reasearch into these aquisitions) they can only travel 10 light years at a shot safely. They're not really set up for extended patrols or dep exloration. However, they should now be trading and raiding out to about a 30 light year radius...

MDMann said:

Of course. It's only logical.

Besides, the Logicians are always willing to trade, they'd want Arcaeotech, xenotech, raw materials ans (especially) Navigators and Psykers of all kinds as the lack of this is what's really holding them back. Even with their recent purchases off the Stryxis (and research into these aquisitions) they can only travel 10 light years at a shot safely. They're not really set up for extended patrols or deep exploration. However, they should now be tcrading and raiding out to about a 30 light year radius...

*nods* although experimentally cloning psykers, combined with a teleportarium and large amounts of combat drugs and hallucinogens, would make for an amusing surprise to spring on an attacking ship. Can you say 'mass demonic possession'? I knew you could!

The Players could always bypass Hermes and its station. Inwhich case it should open up Torpedoes in their rear whilst all craft make repair at the station before ambushing them at the next steroid belt.

Planetary Data Fax: Hermes

Population: 300'000 (approx)

Classification: Mining Colony

Capitol: Hermium (250'000)

Government Type: Techtrachy

Military: 1st Hermian Guard (Storm Trooper Regiment, High Quality); Gundam Wing (3 Sqn's each of Assualt Boats, Fighters and Bombers; High Quality); Golephi Cohort Beta (Murder-Servitors, High Quality), Hermian Militia Brigade (Medium/ High Quality).

Trade/ Ecconomy/ Addendum: The Regional Capitol of the Outer Reaches (between the two Asteroid Belts), Hermium maintainsthe areas civil and ecconomic government. The military is ruled jointly from the Orbital (Xu Mu 4) above and the Iris. The region is lightly ruled due to the sparse population and inclinations of the governor, Overseer Crassus (a renegade Magos Biologis of Mars), who joined the Logicians to pursue his research of transgenic grafting and chimerae.

The world itself is an airless rock with the population housed underground in extensively converted mineworkings. The only surface installations are six interlinked BQ MJovian Pattern Modular Hab Bases and a Perimter Defence Field surrounding the Space Port and Shuttle Bays.

Each ST every enemy ship in range sufferes 1d10 Hecutor Plasma Battery hits as massive emplacements are brought to bear.

Hermium Base:

Components: Lab levels; Castellan Void Shield Array; Shuttle Bays (Strength 3); 2 x Barracks; Tenebro Maze; Munitorium; Librarium Vault; 2 x Murder Servitors (Golephi); Micro Defence Laser Grid; Cogitator Interlink; Defensive Countermeasures; Flak Turrets; Manufactorum; Medicae Bays; Pilot Chambers; Small Craft Repair Facilities; Mining Levels; Processing Plant; Atomics; Crew Improvements; Ostentatious Displays of Wealth; Turbo Weapon Upgrades; Storm Trooper Detachment; Vaulted Ceilings.

Surace Levels:

The Surface Levels contain the shuttle port, original hab modules and a containment field. It's defended by a company of Storm Troopers, a cohort of Golephi (Murder-Servitors) and a Militia Regiment (miners). In crisis the militia will retreat to deeper levels, laying booby traps and blowing the domes allowing in the void. Vacuum conditions now operate (Golephii don't breath and the Storm Troopers are all enclosed).

Hab Levels:

The hab levels are played out and converted mine workings. Suprisingly clean and pleasant the area contains well apointed habs, shops, entertainment districts and civil governance buildings. Whilst brightly lit and clean the hab levels twist and drop unexpectedly following ancient seems. Several areas terminate in dead ends and ambushes are common.

Each hour roll 1d10 for encounters:

1-4: Everything's quiet, suspiciously so...

5: 2d10 Storm Troopers attack.

6: 3d10 Militia (miners) attack.

7: 2d10 Golephi (Murder-Servitors) attack.

8: 1d10 militia, 2 Heretek Tech Priests and 2d10 Charon Battle Servitor's attack.

9: 1d10 Storm Troopers, 1d10 Golephii and 1d10 Enforcers with 4 Grapple Hawks attack.

10: Roll twice on this table, rerolling results of 1-4.

Mine Workings:

These levels are full of active machinery, automated servitors and maintenence yards. It is harhly lit with actinc light (-10 to all vision based tests unless protected). Every round there's a 10% chance of a Phonon Flash Grenade going off as the lights strobe. Roll on the above table rerolling every result of 1-4 every hour here.

Deep Vaults:

The secrets of the region are stored here. A last ditch place of defence and reasearch. Things could get nasty... No need to roll on the table though.

(Encounters to follow).

Hab Level Encounters:

Optional Encounter: Mob.

2d100 +20 rioters spot the PCs and attack. Use Colonist stats but all equipment is Best Quality.

Optional Encounter: Militia Barracks.

This area contains a staging point for the Hermian Militia and is filled with mining tools together with plasma guns and carapace armour for the militia. It's defended by 4 Renegade Tech Priests, 20 Militia and 6 Charon Battle Servitors. Each round after the first (of combat) there's a 20% chance of 1d10 Militia, a Tech Priest and a Battle Servitor arriving to reinforce the position.

Optional Encounter: Government Plaza.

This area contains several statues (make spot checks, they're just statues) and government buildings. These buildings contain a wealth of information on mining claims, deposits and ore loads. The first time an explorer enters a building make a very hard perception check. On a success they notice the whole area is rigged to blow. 2 DoS the know they have four rounds to clear the area. It requires 6 DoS on an extended very hard Security check to disarm the explosives. 2 accumulated DoF (at any time) causes them to detonate a round early (the exploreres will know this on a hard Perception check). 3 DoF cause them to detonate immediately. All within the building take 3d10 +10 x damage and 2d10 falling damage (- TB and armour as normal). All outside the buildings but in the area take half damage.

*grins* The system only has the one planet, but that planet has extensive dust rings and a variety of small moons, so I can certainly use this :)

Does that include gas giants?

Mine Workings:

Optional Encounter: Area 41

The exploreres enter along room with niches along the walls. The niches are filled with Golephi. They might seem inactive... they're not. As soon as the exploeres are halway down the room (making silent move tests) or if they attack the Golephi, the Golephs will all attack. PCs take hard awareness checks, those that pass act normally, those that fail are suprised. There are 20 Gtolephi + 2 for each PC or armsman they bring along.

Optional Encounter: Junction 9.

A magrail junction runs down this corridor, open topped mining carts shuttling along filled with ore. There are 6 cars in each train (they're seperated by intervals of around an hour). The corridors are only wide enough for the carts to pass down. Exploreres can hitch a lift with a hard Agility test. Failure causes 1d10 + 3 Impact damagge (ignoring armour) as limbs are caught. As they approach a cross junction there's an overturned cart ahead. The train slows then stops. Explorers can eith shift the cart (6 DoS on an extended Hellish Strength test) or change the points (a hard agility test) allowing the carts to continue down a different corridor. Each cart can hold 2 people. Climbing back on after the carts start up again only requires a chllenging agility test. Anyone run down by the carts sufferes 6d10 + 6 I damage. Of course you can throw an ambush in here if you like. After they dismount 8 Storm Troopers spring an ambush, 4 ahead behind the overturned cart with a heavy bolter and 2 to each side (in the crossing corridor). 1 round after combat ensues, 12 Golephi emerge from amoungst the carts (unless canny exploreres thought to dig into the ore earlier) the explorers were travelling in (they were waiting for the ambush), 2 to a cart, from amoungst the ore gaining a suprise round unless the exploreres pass a hard awareness check. 3 rounds after recommencing their journey (with or without the ambush), six carts close from behind to within 20 meters (its automated) containing 12 Storm Troopers firing at the PCs.

Unfortunately not, unless I re-envisage the planet as the largest moon of a gas giant. But I wanted there to be no reason for anybody to visit the system after the planet was 'accidentally' deleted from the charts, and, happily, the random system that rolled up had just the one. And a native biosphere, which shocked the hell out of me.

Cool. Could Hermesia be a Planetoid ala Uranus? A small cold hard ball of rock in the systems depths far distant from its sole planetary body?