(continued)
Pinch 2
If the PCs manage to explore the mining facility without being killed by Vulcan terrorists, they find a very simple open building housing all the ancient machinery for receiving and processing the crystals mined from the interior of the planet. All the machinery is ancient and literally falling apart, but the open storage area on one end of the building houses dozens of crates of laser rods crafted from the local crystal, boxed up in plastic containers and ready to be claimed.
Locating, accessing and hacking the ancient computer that once controlled the facility may reveal whatever particulars about the ancient race responsible for this mess the Narrator decides, as well as key particulars about the sentry drone and the crystal laser rods. Even more likely though, the computer like all the machinery here has long since fallen apart and is of no use. However, depending on how damaged the PCs ship was in the effort to get the PCs to the planet, and is likely to be in getting the PCs back off the planet, allowing for a simple "off switch" in the area to deactivate the orbiting sentry drone is perfectly reasonable.
In the end one key bit of information should be revealed to the PCs, whether they recover the rods or leave them behind to be salvaged later. That is that the crystal the laser rods are crafted from allows for an x-ray laser of a frequency that no one would think to calibrate ship shields to compensate for, because x-ray lasers should not normally occur at that frequency. This allows for the creation of laser weapons that be devastating to ship shielding not specifically calibrated to defend against them. This makes this newly discovered technology something that Starfleet will be extremely interested in.
Conditions: Dwarf planet environment (low g, thin atmosphere), possible structural hazards inside the ancient mining facility.
Play: Identifying the laser rods as components of laser weaponry and/or crafted from an unusual (in fact, unique) crystalline material (Engineering: Systems/Weapon Systems or Science: Planetary/Geology or Science: Planetary/Mineralogy); Extrapolating the unique properties of laser weaponry constructed from the laser rods (Science: Physical/Physics or Science: Planetary/Mineralogy or Engineering: Structural/Mineralogy); Identifying various machinery as automated mining gear, thus identifying the facility as an automated mining facility (Engineering: Systems/Industrial); Hacking or accessing the ancient computer system (Computer Use: Hacking); Estimating age of the facility and associated machinery (Science: Physical or Engineering: Structural).
Plot Turn 2
The final challenge in this adventure is simply getting back off the planet again, with or without the laser rods and with or without the Vulcan survivors. Experience rewards should reflect both ventures, with bonuses awarded for recovering the rods and/or capturing the Vulcan terrorists. The same challenges presented by getting to the planet must be overcome in leaving it. Still, if the Narrator allowed for a simple off switch to deactivate the Juggernaut, this will pose no significant challenge.
Conditions: As prior.
Play: As prior.
Act Three: Resolution
In the end the PCS should, at the very least, be aware of the unique properties of the laser rods and be able to report this to Starfleet so that a mission to recover the rods can be conducted later.
*****
How to use the Juggernaut
Design
Statistics for the Juggernaut are left to individual Narrators, as they must design the implacable sentry to present a particular challenge to the players and their vessel. It should represent an obstacle that is very dangerous to take head-on and preferably overcome some other way.
Some guidelines, to that end...
1) The Juggernaut has no need of a Warp Propulsion system.
2) Operations, Sensors and Impulse Propulsion systems should be of at least rank C, so that they can take a hit or two.
3) Structure should be around 10-15 points higher than the player's ship,
4) Protection should be roughly 20% higher.
5) Shield Threshold should be equal.
6) Combat skills (System Operations: Flight Control, Tactical and Command) should be between 10 and 15 (at most), allowing it to perform well in combat and, specifically, able to land hits on standard targets at Long and Extended range.
Beam Weapons
The Juggernaut is armed only with its own unique x-ray laser cannons. These beam weapons have an individual offensive value of 2 and the Juggernaut should have enough of them to do 1 point more damage at Point Blank than the player vessel's beam weapons. Further, whatever its Medium rank penetration then is, it also has a Long and Extended range penetration of one less (minimum of 1).
Combat Maneuvers
The Juggernaut prefers to continue on its rapid orbit, watching for intruders and hostiles. If either are detected it immediately engages and attempts to either destroy them or drive away them away, depending on whether they shoot back. However, the Juggernaut will not leave the dwarf planet to pursue, nor allow itself to be drawn away. It never makes Open or Close maneuvers, nor will it use Full Stop or Disengage. In short, it will make no attempts to move closer to, or away from, its target. Beyond that the Narrator can play the Juggernaut as smart or dumb as they like.
Behavior
The Juggernaut classifies all objects within range of its sensors as either Irrelevant, Intruder or Hostile.
*Irrelevant objects are anything beyond the boundary of the debris ring (Long range) that hasn't posed a threat in some way; these are ignored.
*Intruders are any objects violating the boundary of the debris ring (Medium range), whether they pose a threat or not; they are fired upon until destroyed or they return to far side of the boundary.
*Hostiles are any object which poses a threat, especially by firing on the Juggernaut; Hostiles are fired upon until destroyed, whatever side of the boundary and whatever range. Once a target is classified as Hostile it will remain Hostile forever, as far as the Juggernaut is concerned.
In the end, the Juggernaut should be a very tough nut to crack one-on-one and, once its ire is provoked, withdrawing to a safe distance only reveals there is no safe distance.
*Important Note: Though the WE-6 Warp Propulsion system is available at time of this adventure (Year 2157), the Narrator should not allow players to upgrade this system on their ship, as it occurs automatically during adventure Episode 5, Mutiny.