awareness
while attempting to withdraw after a surprise missile assault the zhodani missile frigate zns idzhentA was hit and damaged just prior to jump and was unable to escape alongside its task force. while attempting repairs the idzhentA was
boarded by imperial marines and internal firefights ensued. the boarding party was eliminated but the idzhentA was crippled further and most of its crew killed, leaving the frigate unable to jump or maneuver. imperial forces however were engaged in other events and failed to follow up on the dying ship. the idzhentA survivors set solar panels but the hulk continued to vector further into space and out of memory. as life support declined and the last of the crew expired the remaining officer, 2nd commander rzho shenzha, knelt in her place on the psi bridge, alone and without her psi companion, and set herself into suspended animation to await the fate decreed for her by the great mind.
years passed. the idzhentA slowly fell back towards the inner system, eventually attracting the notice of a brave party of adventurers who have decided to "survey" their lucky find ....
this should be a simple, if potentially deadly, encounter for your group. though it has a tiny amount of air and water remaining in its life support sytems and a small amount of solar-panel-supplied power the frigate is largely inert except for two actors, a remaining zhodani war robot and 2nd commander rzho shenzha. the idzhentA has no on-deck air remaining and no artificial gravity in operation, all lights are out except for a few indicators, and all hatches are in manual mode. engineering will be damaged by external naval gunfire, and several locations will have obvious internal damage from grenades, rapid-fire weapons, some kind of rocket, and one or two fgmp-15 discharges. the referee should place the dead zhodani crew and the dead imperial marines where he wishes and let the player characters encounter them as they will.
the anti-grav propelled war robot has a few minutes of full-ops power remaining, after which it will completely fail. upon detecting an intrusion or receiving an activation order and powering up for an engagement, unless called by 2nd commander rzho it will calculate that its best chance of engagement is simply to wait until a valid target crosses its path. it retains a small amount of 0G maneuver capability.
2nd commander rzho is kneeling in her place on the psi bridge, 01 level location 1, in the left-hand seat, facing into the psi echo chamber, immobile. she is outfitted in full zho combat armor with opaque faceplate down and appears to have died at her post. several obviously dead bodies are on the psi bridge as well, to further this impression. she will regain consciousness if life support or artificial gravity is restored to the bridge or if anyone disturbs her. it will take her a minute to regain orientation and mobility and to identify the intruders as not zhodani, during which she will remain still and unresponsive. at an appropriate time she will then launch into an attack.
her psi is: awareness, level 10 (lbb3 description)
her (relevant) skills are:
combatives 2*
shotgun 2*
grenades 1
tactics 1
computer 1
her armament is:
combat armor tech 14, 30 minutes of power and air remaining available, full comm/image/hud capability
(has external vox and translator, if any atmosphere is available for vox transmission)
semi-auto "shotgun" grenade launcher with selectable munition
(4 emp rounds, 4 electro-stun rounds, 4 armor piercing rounds, and 4 rpg rounds)
(emp rounds generate highly localized emp effects to shut down enemy electronic suit and sensor and weapon systems)
(electro-stun rounds generate a non-lethal tazer burst effective against anyone not in battledress or combat armor)
(armor piercing are highly effectve against vacc suits and effective against combat armor and battledress)
(rpg rounds detonate a shaped-charge against whatever they hit. these pierce anything.)
thrown grenades (2 dazzle, 2 frag, 2 sensor)
(dazzle grenades emit an em burst to overwhelm and drive off-line all suit external sensors - visors, hud, ir, all of it, for up to 1 minute)
(frag grenades are standard fragmentation grenades. their detonation energy can be set high or low.)
(sensor grenades collect and transmit visual/ir/em sensor data to whoever is on their transmission channel)
iron bar (1.5 inches thick, 3 feet long)
three doses of psi drug
three doses of combat drug
one dose of fast drug
her tactical goals are:
1) obtain life support - air and power. her combat armor is able to jack into any standard imperial system.
2) obtain whatever is necessary to return to zhodane, such as the boarding party's ship, or to kill as many imperials as she can if that is impossible, including setting off emp or frag grenades in the boarding party's ship's bridge. she has lost her psi companion and has dishonorably survived her crew, and thus she will be implacable in this goal.
her tactical actions will be:
1) grenade as appropriate
2) shotgun, ammo as appropriate
3) restore gravity (where available) to gain full personal combat advantage
4) summon remaining warbot to assist her
5) take psi, combat, and fast drug at appropriate time, setting strength and endurance to 14 and doubling combat action
6) using iron bar as appropriate to cripple or disable and thus overpower and capture boarding party
7) obtain further life support from ship or from boarding party or from boarding party ship as available
8) bypass the boarding party entirely and move to their ship and lock them out, if possible.
when her drugs wear off she will be able to restore herself enough to continue in normal mode.