Site C ------ This is the interesting one. A prison for psionic miscreants. Naturally, one of the players is psionic and they are mistaken for an inmate. Entering is not a problem, leaving is another matter. Any non psionics in the party are initially ignored, because upon entering they are believed to be the escort for the criminal(s). Once the escape is on, the first priority is to stun can recapture any psionic characters. Only after this has obviously dead ended will any interest be taken in the non psionics: they will be exterminated because they are assisting with the escape. The entryway to the prison is on the south side, a solid metal door two meters across and three meters tall. The metal is completely unknown and defies any analysis (as usual). The door also remains steadfastly closed, resisting any attempts to open it including the ATV firing with the pulse laser turret. Once the players are sufficiently stumped, the door will open and a highly advanced robot floats inside. The players are free to enter and the robot waits in the airlock until the psions have entered. Once inside the players have run of the installation except as noted in the location descriptions. The robots will be seen carrying out their routine patrols, ignoring the players. Roll 6 on 1D for a robot to be passing through a room when the players enter. Leaving is simple for the non-psions, however, they will not be permitted to return and re-enter without a psion with them. The psions are going to have to make a run for it. That's when the real fun starts.