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One-off Adventure concept: The Flying Bloodvarks

Hi all - am asking for some imagination and input into a one-off adventure for my teen son and friend in a few weeks using very simple CT rules.

The adventure is for a bunch of Flyer mercenaries (The Flying Bloodvarks) ala the Flying Tigers but also a bit like the RAF regiment where the unit provides ground support as well because the on-worlders have been infiltrated. Their job is to protect the construction of a Beanstalk on a balkanized non-Imperial world. System is coded Amber while a Cold War like scenario plays out between the 2 superpowers.

1 superpower is putting its money on a Beanstalk because its trying to export a natural resource (something like Howood from TTA) that simply doesn't make economic sense using spacecraft.

2nd superpower is building a beanstalk. Both have limited spacelift so superpower 1 wants to prevent the Beanstalk from becoming operational after years of construction. After years of effort defending the Beanstalk the superpower outsources air defense to the best pilots it can find -- offworld flyers from Imperial COACC units.

The players are flyers who protect the Beanstalk. Am trying to cobble together maybe five (5) scenes:

1. arrival, shuttle hijacked to kidnap characters for ransom...characters need to wrestle control back before landing at Superpower 1. Something like the one-page dungeon's Lanesha crisis.

2. ground attack, something like a complex truck bombing/guerrilla assault like Khobar Towers or the Camp Bastion attack a few years ago.

3. air defense, now the players are in the air defending the Beanstalk, with limited results.

4. offense, the players lead a huge final strike to attempt a knockout blow against the other superpower's air force.

5. Departure, having won and with the Beanstalk operational, the players leave the planet but a terrorist tries to blow up the Beanstalk; I'd use maps and resources from the WD "Tower Trouble" adventure.

I know this is rather rapid paced but I only have 4 hours, and I need to spend maybe 30 minutes for them to roll up characters (I like how Attack Squadron Roswell makes you roll to see how many terms your character serves before determining the career experience).

Its really just a big excuse to do some cool Top Gun like air combat with lots of hand waving than any sort of hard sci fi plot driven story.

All ideas welcome.

Thanks,

Greg
 
Sorry for the typo/confusion in the above -- 2 superpowers, 1 pro-Beanstalk, 1 anti-Beanstalk, players fight for the Beanstalk superpower. No one wants Mutually Assured Destruction, Imperial Navy staying out of it, slightly to far off the Spinward Main for lots of merchant ships to flood the system carrying away the Howood -- hand wave, hand wave, Superpower 2 has determined the Beanstalk (its construction, operation and continued defense) is the most cost-effective way to bring its product to market. [now lets blow up some sh*t rather than debate 57th century pan-galactic accounting procedures and economic models!]
 
Are you looking at about a Tech Level 6 environment like Attack Squadron: Roswell? By the way, I really like that game. I bought Mongoose Traveller just to understand and play it.

Are you planning to use the US Aircraft from Attack Squadron: Roswell for Superpower #1? If so, do you need different aircraft to represent the aircraft of Superpower #2?

Lastly, when do you need additional aircraft, if you want them, by? I have a lot of information on Korean-War era aircraft and World War 2 aircraft as well. There was still a lot of use of late WW2 aircraft in the early 1950s by both the US and the USSR.

And I apologize for my ignorance, but what is a "Beanstalk"?
 
A beanstalk is like a very large, very long elevator. The Fountains of Paradise by Arthur C Clarke is all about the building of one.
 
I'm not sure of the TL, but I'm thinking more like late Vietnam War/early 1970s -- F-4s, F-105s, etc., with PGMs but no stealth.
 
I'm not sure of the TL, but I'm thinking more like late Vietnam War/early 1970s -- F-4s, F-105s, etc., with PGMs but no stealth.

IIRC, the "next gen/last gen" of pre-stealth fighters (F-14/-15/-16/-18) were soon to come on line, if not already trickling off the assembly lines, in the early 1970s. So, if you wanted, you could reflect that shift in tech within a TL.
 
I recall mention of one. But not in which product.

I only know of one that is canon or semi-canon:

[[Gateway/Argi (Dagudashaag 1331)]]
T-Wiki Link: http://wiki.travellerrpg.com/Gateway_(Da_1331)_(world) )

The source was:
* Traveller: The New Era Periodical: Signal-GK Issue #1 - HIWG
* Author & Contributor: Jae Campbell

The Traveller Wiki has beanstalks mentioned in two other files:
* External Link: http://wiki.travellerrpg.com/Beanstalk
* External Link: http://wiki.travellerrpg.com/Megastructure

I know of no other non-IMTU beanstalk.

Shalom,
Maksim-Smelchak.
 
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"Tower Trouble" by Marcus L Rowland, in White Dwarf # 71, p.34 - p.39.

p.36: "The Terra Tower Terra is one of the few worlds with an orbital tower, a rigid structure running from the equator to a synchronous orbit and on out to a counterweight 100,000km away from the equator."

"Towers are a cheap way to move loads to and from orbit, but their construction is extremely expensive, and uneconomical if grav units are available. The Terra Tower was built after the discovery of fusion, and was nearly complete when the gravity nullifier was invented."

The government decided to finish construction, and ultimately the orbital section of Terra Starport was built around the tower."
 
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