Area 1: Cellblock
The cellblock is fairly simple. Three lifts sit to the west of sunken command station. There is then a hallway leading east with 2 cells to the North and South. However the party stages this "fight" they will have to leave the CMTs an escape route. There are 5: the 3 lifts (one of which is Blue Clearance) and two large-ish ducts. One leads to the trash processors, the other leads to an air handling room. They look identical. If the CMT Rebels take either duct, they'll manage to get back to the hangar on their own. The blue elevator will not respond to them without something spectacular happening, but either red elevator is an option. It makes no difference to the plot which one they take as long as the party gets them on the run and heads back to the hangar.
  1. North (Blue) Elevator: Used by block commanders, these are off-limits to the chattle that generally man the cell-blocks. This elevator leads up to the main security office.
  2. Middle Elevator: A freight and express elevator. This one leads to the central hub of DTH sector. The players will arrive in this elevator.
  3. South Elevator: A local elevator, this one leads to the hangar and storage areas.
  4. Command Center: command console The sunken command center includes a blue "captain's" area, which includes 2 chairs and the western bank of terminals. This station watches for elevators arriving and leaving and controls the comm, recording and auto-gun systems (All of this equipment is blue level). The autoguns are in all four corners of this room, and have been ordered NOT to shoot by the commander of this block. The party can attempt to override this, meaning they'll have four very powerful weapons at their disposal. To the east is a set of alarm buttons, a few terminals and the door control switches. To the north and south are weapon racks, wisely stripped of weaponry long before the party gets here.
  5. Scan Station: The scan station allows for quick scans of prisoners for weapons and contraband. a few scans aren't dangerous, but a clone put in front of this for 5 or 6 scans (or for about half a minute) will start to... suffer consequences. Mutations and burn damage are the most common.
  6. Restraint Station: This corner holds a wide variety of restraints, injectors, straps, bolts, and sundry medical equipment. It's all very disturbing.
  7. Princess: Any half-a$$ed search or a glance at the security system will alert the troubleshooters that Princessla-Y-AHH is in the first cell on the right.
  8. Empty Cell: Besides, she's the only one on this level.
  9. North Grate: The grates are interchangable, pick one to be an air duct and one to be a trash chute. The air duct goes into a massive air-handling system. The CMTs are going to get lost and wind up somewhere dusty and dry. They'll eventually make their way to the hangar.
  10. South Grate: The grates are interchangable, pick one to be an air duct and one to be a trash chute. The trash chute goes into a maze of recycling tubes. The CMTs are going to get lost and wind up somewhere smelly and wet. They'll eventually make their way to the hangar.
  11. Execution Station: A slightly raised platform with a swath of gruesome looking spiky and shooty things pointing out of the ceiling. The button to activate is back on the blue console.


Team 2 has gone ROGUE!
IF the troubleshooters can get the CMTs a'fleeing with the Princess, they will be ordered to the hangar, supposedly to start the next fake gunfight to get the CMT Rebels to flee in Hahns-O-LOW's ship.

HOWEVER, en route, they'll be notified that the team putting the tracking device on the ship has gone rogue, and the team is to take them out and THEN stage the gunfight. End of transmission. So now they have to FIND weapons, stop the other troubleshooter team, and stage the firefight.

NOTE that should the team get weapons to stop the other troubleshooters... they'll have live weapons to use on the CMT Rebels.

Area 2: The Hangar
Hangar Map
  1. Overview Room: The overview room is on the second floor, and looks out over the hangar (which is two stories tall). The area below the room is surrounded by a wire fence, and is filled with containers, some of which are slightly explosive (fuel, lube, cleaners, etc). The door that exits the room to the north leads into a hallway where there is a staircase leading down (below the closet at 2) and into the hangar proper. The equipment along the walls includes tracking gear, terminals, and the controls to the hangar doors and lifts.
  2. Closet: A small maintenance closet, it happens to house a small supply of weaponry.
  3. Lifts: Huge hulking lifts that rise above or drop below the floor to move tranportbots into other areas of DTH sector. Stepping into an open lift is a good way to get hurt.
  4. Machine Shop: A large bay for holding damaged transports. There are a number of closed doors which open to reveal repair-bots, tools and other sundry items. Right now it is empty and the bay door is open.
  5. Hahns-O-LOW's ship: A fast little number, with enough room to transport maybe 5 clones. The right side of the ship is enclosed in a glass bubble for passengers and the left is dominated by a huge intake tube that leads back to the massive engines. The ship is fast and nimble.
  6. Standard Transportbot: A fairly stock transport, it looks roughly like a flatbed truck with a angled front end that hovers on pods and has two low-burn engines.
The firefight between the troubleshooter team and the OTHER troubleshooter team will start as soon as they step into the hangar. The Rogue Troubleshooter Team (RTT) will be spread throughout the hangar firing wildly. When the troubleshooters walk in/shoot/make their presence known, the RTT will reasses their targets. Jabbad and Bob will claim to be innocent by shouting "TRAITOR" and pointing at Will (which is true). Will will reply in kind, with a shot at Bob for good measure. Given the opportunity, Stormt will bolt for the door in the NE part of the hangar and make for the control room. If the troubleshooters don't interfere, Will's next shot will take him out with a blast. This will launch a new round of combat across the hangar. None of the RTT will shoot at the team unless they're shot at.

If the troubleshooters don't act fast, the CMTs (remember them?) will arrive with the princess. Jabbad and Bob will essentially surrender if Will is killed/subdued, but Stormt is a loose wire. He'll blast anyone who tries to get to the command room. If the CMTs arrive, they'll be a bit taken back by the combat, and will try to shoot their way to the ship. Hahns-O-LOW will take off as soon as they're aboard, tracking device or no.