Friday, June 27, 2025

The Urland Universe Star Base Leo I: The Aegis Asteroid

The Urland Universe Star Base Leo I: The Aegis Asteroid 



Star Base Leo I: The Aegis Asteroid
Station Layout: Levels & Districts
Level 1: The Spire (Command & Control)
Level 2: Habitation Ring (The Bazaar)
Level 3: The Foundry (Engineering & Industry)
Level 4: The Scar (The Mi-go Deeps)
Station Systems & OpenD6 Game Stats
Combat Location Chart (d6)

d6 Roll

Location

Hull

Shields

Notes

1

The Spire (Command Tower)

5D

4D

Critical Target. Disabling this takes out Command, Control, and Sensors. Heavy weapon emplacements are located here.

2

Main Hangar Bay

6D

3D

A large, semi-exposed target. A direct hit could damage docked ships or seal the bay doors.

3

Habitation Ring

7D

4D

A hit here could cause catastrophic life support failure for the civilian population.

4

The Foundry (Engineering)

7D

4D

Critical Target. Disabling this causes a station-wide power failure. A critical hit could destabilize the volatile Klingon reactor.

5-6

Main Asteroid Body

8D

4D

Hitting the bulk of the asteroid. The shot is likely absorbed by kilometers of rock, but could damage non-critical external systems or cause seismic shocks within the station.

Adventure Hooks for Leo I
Open Game License Version 1.0a

Core Concept: Leo I is not a single creation but a layered tomb, a place of conquest built upon the bizarre and alien. Officially designated "Asteroid Forward Base 7," its crew colloquially calls it "The Aegis." Its history is a violent tapestry:

  • Layer 1 (The Foundation): Mi-go Mining & Observation Post. Millennia ago, the asteroid was hollowed by the Mi-go. It was not a base, but a combination mine and laboratory for studying unique stellar phenomena, carved out with their organic, non-Euclidean bio-technology.

  • Layer 2 (The Conquest): Klingon Forward Base K'largh. Centuries ago, a Klingon Defense Force vessel tracked a Mi-go ship to this location. Seeing the strategic value of a hidden asteroid base, they purged the "fungoid abominations" in a brutal, protracted conflict. They imposed their own brutalist architecture atop the alien tunnels, turning it into the listening post "K'largh." They abandoned it decades later, officially due to a strategic realignment, but unofficial logs speak of psychic maladies and "a creeping, unwinnable war with the very rock of the station."

  • Layer 3 (The Reclamation): Captain Hedges' expedition discovered the abandoned Klingon base and claimed it for their independent exploration initiative. They bolted their own modern, often Federation-standard, technology onto the Klingon framework, sealed the most dangerous lower levels, and rechristened it Leo I.

Atmosphere: The station is a chaotic blend of three distinct styles. Clean, modern Starfleet-esque panels are bolted onto rusting, iron-plated Klingon bulkheads, which in turn give way to the raw, unsettlingly curved rock of the original Mi-go tunnels. The air has a metallic tang of recycled oxygen, mixed with the faint, ever-present Klingon scent of ozone and blood wine, and in the lower decks, a damp, loamy odor like wet mushrooms.

The station is organized into four primary levels, arranged vertically within the asteroid's core.

This was the Klingon command tower, built for war. Hedges' crew has turned it into a center for exploration.

  • The Lookout (Bridge): Once a Klingon battle bridge, the jagged command pits have been filled in and replaced by sleek, modern consoles. A massive, panoramic viewscreen now covers the wall where a Klingon Imperial seal was once displayed.

  • Hedges' Ready Room: Formerly the Klingon captain's quarters. Hedges kept the massive, imposing stone desk but has filled the room with his collection of artifacts, turning a conqueror's room into a scholar's office.

  • Science Labs: Retrofitted into what were once Klingon tactical analysis rooms. Dr. Aris Thorne works here, his advanced linguistic computers a stark contrast to the Klingon kill-count displays still faintly visible on the walls.

  • Armory & Transporter Room: The armory is still stocked with Klingon-era weapons racks, now holding modern phasers next to dusty Bat'leths. The transporter pad was a new, difficult installation, its clean technology looking alien in the harsh, iron-clad room.

This level was the Klingon barracks and mess hall. It is now the civilian and social heart of the station.

  • The Drifting Star Cantina: Located in what was clearly a Klingon sparring chamber. The floor is still scarred from Bat'leth practice. "One-Eye" Zola serves drinks from behind a bar made from the armored hull of a wrecked Klingon shuttle.

  • The Market: The former Klingon mess hall has become a chaotic bazaar where traders sell their wares from stalls built into the old dining alcoves.

  • Crew Quarters: Spartan Klingon barracks have been subdivided into smaller, more comfortable quarters for the current crew.

  • Medbay: Dr. Sh'laar's clean, bright medbay is a stark island of modern medical science in a wing that once housed the Klingon painstiks and interrogation cells.

The industrial guts of the station, this level is almost entirely unchanged from its Klingon design.

  • Main Engineering: Uncle Jerry's domain. He fights daily to maintain the volatile Klingon reactor, a marvel of brute-force engineering that the Klingons built to interface with the strange power source in the levels below.

  • Fabrication & Repair Bays: The Klingons built these to service their Birds-of-Prey. The machinery is heavy, powerful, and dangerous to operate, but can repair almost any damage.

  • Cargo Holds & Brig: These vast caverns and iron-barred cells are original Klingon constructions, built to last and to intimidate.

The lowest and oldest part of the station, sealed by the Klingons with heavy armored blast doors. These are the original Mi-go tunnels, and they are not safe. Officially, the area is quarantined due to radiation leaks. The truth is far worse.

  • Non-Euclidean Tunnels: The corridors here defy conventional geometry. Hallways seem to bend back on themselves, and maps are notoriously unreliable. The walls are not carved, but appear to have been grown.

  • Fungal Caverns: These vast caves are filled with strange, bio-luminescent fungi—the Mi-go's version of lighting and life support. Some are rumored to be semi-sentient and can release hallucinogenic or paralytic spores. This is the source of the "loamy" smell that permeates the station.

  • The Brain Cylinder Library: Hidden in a secret chamber is the ultimate horror: a rack of Mi-go brain cylinders, some still containing the living, disembodied brains of species captured and studied over millennia. Some may even still be "conscious."

  • The "Source" Anomaly (The Hive Core): At the very bottom of the station lies the original Mi-go power source: a colossal, crystalline object that appears to be part organic, part machine. It is a dormant psychic hive core, and the psychic echoes it emits were the true reason the Klingons abandoned the station. It is beginning to stir.

Scale: Capital Crew: 200 (Skill: 4D) Hull: 8D (The natural toughness of the asteroid provides immense damage resistance). Shields: 4D (Modern shield grid, retrofitted over the Klingon emitters. Prone to power fluctuations).

Sensors:

  • Passive: 10D / 25D (Extensive sensor suite for scientific study).

  • Scan: 8D / 20D

  • Search: 9D / 22D

  • Focus: 4D

Weapons:

  • 4 Heavy Klingon Disruptor Cannons:

    • Fire Arcs: 2 Forward, 1 Port, 1 Starboard (mounted on the Command Spire).

    • Skill: 4D+2

    • Damage: 6D

  • 6 Point-Defense Phaser Turrets:

    • Fire Arcs: Turret (360-degree coverage around key areas like docking bays and the Spire).

    • Skill: 5D

    • Damage: 3D

  • 2 Dormant Mi-go 'Lightning' Arc Projectors:

    • Fire Arcs: 2 Turret (emerge from hidden ports on the main asteroid body).

    • Skill: 6D (Automated defense system; cannot be crew-fired without jury-rigging).

    • Damage: 5D

    • Special: The bio-electric energy arcs are designed to disable technology. They deal +3D damage to shields. Firing them requires drawing power directly from the Hive Core and may have unpredictable psychic or system-wide consequences (GM's discretion).

Maneuvering:

  • Station-Keeping Thrusters:

    • Skill: 3D

    • Move: N/A (Can only perform slow rotation and minor orbital corrections. Cannot move from its position).

  • Ghosts of K'largh: Brother Robert begins having vivid nightmares—ancestral memories of the bloody Klingon war against the Mi-go. These nightmares contain visions of a hidden weakness in the Hive Core, but the psychic trauma threatens his sanity.

  • The Sprawl: A strange, resilient fungus from the Mi-go Deeps has breached containment and is growing rapidly through the ventilation system on Level 3. It is disabling station systems and seems to be intelligently isolating Main Engineering. The players must find a way to stop it before it cuts off the station's power entirely.

  • Heirs of the Conqueror: A Klingon Bird-of-Prey, commanded by the descendant of the original Klingon captain of K'largh, arrives and demands the return of their "ancestral property." The players must negotiate a diplomatic tightrope, knowing that the Klingons have no idea what truly lies sleeping in the station's depths.

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  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

    Star Base Leo I Layout & Systems Copyright 2025, Arthur Earl C. Hedges Jr.; Author Arthur Earl C. Hedges Jr.

    Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Specifically, the names Captain Hedges, Uncle Jerry, Uncle Bill, Brother Robert, Cousin Billy Boy, Tony the Tygerian, Star Base Leo I (The Aegis), Leo Sector, Urland Universe, the specific names of all planets, deities, and alien species, the "Captain Hedges Across Time and Space" web blog, and the name "Arthur Earl C. Hedges Jr." are designated as Product Identity.

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