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Sector Duke Warship

A scout service interdict, a subsector duke with connections to Naval Intelligence, I'd have arranged orders for an escort crewed by my agents to join the interdict task force, with me secretly aboard, then found an opportune moment for me and a couple of picked men to slip down on grav belts while my escort was in orbit. The interdict's designed to keep shipping away, not to keep spies within their own ranks from sneaking down; it'd be awfully hard for another ship a few thousand miles off to detect a trio of man-sized objects separating from my ship and descending in vacc suits with chameleon covers and chill cans to hide the heat signatures, especially if my ship did something like dumping trash to cover my descent. I could be in and out with no one the wiser.
In, yes, but how are you going to get out without being picked up by a shuttle?

Anyway, I need Norris' team to be about 10 or 12 strong. Norris, several NPC henchmen, a couple of which turn out to be traitors, and half a dozen PCs. Yes, an adventure based on Norris recovering his warrant has been one of my numerous back burner projects for many years. I haven't gotten very far, and, as usual when I post these ideas of mine on these boards, anyone who wants to grab the idea and do something with it has my full blessing and whatever permission I need to give, if any (Though I would appreciate the courtesy of a heads-up if someone takes me up on it; I'd love to help any way I can).

I'm thinking Norris' team disguises itself as a Scout covert survey team (an extra one, unconnected with the one(s) already on Algine) and gets inserted in a spot close to the wreck of the cruiser (Which happens to be on the other side of the world from the main civilizations). The first half of the adventure ends when they locate the warrant in the cruiser and the traitors steal it and run. Somehow the transportation that was planned to take the team offworld again gets disabled (I'm not very clear on that bit yet). The second half involves a race across Algine to the covert Scout survey HQ half a world away. This is why it takes Norris so long to recover the warrant.

Something like that, anyway.


Hans
 
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In, yes, but how are you going to get out without being picked up by a shuttle? ...

What's wrong with using the grav belts?

...Anyway, I need Norris' team to be about 10 or 12 strong. Norris, several NPC henchmen, a couple of which turn out to be traitors, and half a dozen PCs. Yes, an adventure based on Norris recovering his warrant has been one of my numerous back burner projects for many years. I haven't gotten very far, and, as usual when I post these ideas of mine on these boards, anyone who wants to grab the idea and do something with it has my full blessing and whatever permission I need to give, if any (Though I would appreciate the courtesy of a heads-up if someone takes me up on it; I'd love to help any way I can).

I'm thinking Norris' team disguises itself as a Scout covert survey team (an extra one, unconnected with the one(s) already on Algine) and gets inserted in a spot close to the wreck of the cruiser (Which happens to be on the other side of the world from the main civilizations). The first half of the adventure ends when they locate the warrant in the cruiser and the traitors steal it and run. Somehow the transportation that was planned to take the team offworld again gets disabled (I'm not very clear on that bit yet). The second half involves a race across Algine to the covert Scout survey HQ half a world away. This is why it takes Norris so long to recover the warrant.

Something like that, anyway.


Hans

Team seems large, but I guess you've got a specific group in mind for it. Otherwise, this sounds interesting.
 
What's wrong with using the grav belts?
Didn't think about them.

Well, let's see... a controlled low- or no-powered descent using the grav belts only to slow down at the last possible moment and winding up with a big world to hide in is one thing. A powered ascent into deep space right into the arms of the orbital patrols is quite another.

EDIT: BTW, are grav belts orbit-capable? If so, why bother with re-entry kits? TL issues? Cost issues?
Team seems large, but I guess you've got a specific group in mind for it. Otherwise, this sounds interesting.
As I said, the team size is dictated by the dramatic roles I need filled. But I don't think it's over-large for an Alpha team. Half a dozen survey specialists and half a dozen support personnel (guards and bottle-washers). Does that sound excessive?


Hans
 
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political intrigue to get an interdiction ship added seems plausible. Pre-supposing that random low-orbital survey shuttle flights happen (with the ship staying in high orbit to keep system scanning) does not seem implausible. Tight-beam maser communicators between the Alpha Team and the 2nd ship (which has a pre-arranged orbital element) would then allow timing such that the 1st (real) interdiction ship is on the opposite side of the planet, and thus incapable of detecting the ascent (for a short time at least)...grav belts can maybe get to low orbit and "dock" with on orbiting shuttle, but maybe high orbit would take longer than the belt's power lasts (an air raft takes 8 hours...)

But if Norris is chasing the traitors for 1-2 years on-planet, why would a temporarily assigned 2nd interdiction ship still be on station?

interesting adventure idea...of course - what happens if Norris dies (or doesn't get the warrant, say it gets destroyed when the shuttle is shot down? have to make sure that cannot happen!)
 
According to CT grav belts can achieve orbit, and once again in accordance with CT the vac suit re-entry kit is part of the vacc suit package. Grav belts cost Cr100,000, vacc suits cost Cr10,000. Errata in LBB4 supposedly lowered the cost of the grav belt to CR10,000, but in 81 edition CT, TTB and SE the cost is still given as Cr100,000 so I don't know if the errata applies or not since three subsequent versions of the core rules post LBB4 do not include it.
 
... A powered ascent into deep space right into the arms of the orbital patrols is quite another. ...

Key issue is whether a ship at range is going to be able to detect a man-size target rising from the surface. No giveaway neutrino emissions, using the chill cans on the way up to minimize heat signature, presumably radar-stealthed, very small compared to the kind of targets ships are usually looking for, possibly over the horizon from the other ships depending on the size and distribution of the interdict squadron and coming up against the background of a planetary surface rather than floating against nothingness. The only thing I can think of that gives them away is mass and passive light reflection, maybe radar if it's strong enough to pick up a man-size stealthed target. I'm thinking nobody's going to see something that small coming up unless they're actually looking downward to see what might be coming up, and then only if they're looking in the right place.

And if they do, their likely response is to order the closest ship to investigate - which is going to be the ship that the ground team wants picking them up (unless the ground team is foolish enough to make a bee-line for their ship). That gives the ground team a chance to board, and the pick-up ship a chance to buy some time by dishing out some story about picking up and interrogating miscreant adventurers. At that point, the jig will eventually be up and the ship can make a dash for the jump point, and between a DE's native defensive abilities and the initial confusion on seeing one of their own suddenly bug out, the DE should be able to make jump without having to do more than point-defense fire. After that, it's a matter of making the DE "disappear" and getting its occupants back to base.

World's TL4, which means the locals understand radio even if they can't broadcast or receive voice transmission. They likely have Marconi wireless telegraphs. They almost certainly have telescopes, which means either they know the interdict squadron is up there or the squadron is taking pains to remain hidden - perhaps nonreflective black paint so the only thing that might give them away on telescope is a random chance of occluding a star on a photographic plate. If they're trying to remain hidden, would the interdict squadron take pains not to point radars groundward, or would the radars be likely to operate in frequencies that the locals wouldn't detect? I'm not real familiar with radar or Marconi-era radio detection gear.

...As I said, the team size is dictated by the dramatic roles I need filled. But I don't think it's over-large for an Alpha team. Half a dozen survey specialists and half a dozen support personnel (guards and bottle-washers). Does that sound excessive?...

Mmm - maybe not. World's supposed to be xenophobic, and you're supposed to be pretending to be a survey team, so I guess there'd be a fair-size contingent of redshirts expected to accompany the "survey team".

According to CT grav belts can achieve orbit, and once again in accordance with CT the vac suit re-entry kit is part of the vacc suit package. Grav belts cost Cr100,000, vacc suits cost Cr10,000. Errata in LBB4 supposedly lowered the cost of the grav belt to CR10,000, but in 81 edition CT, TTB and SE the cost is still given as Cr100,000 so I don't know if the errata applies or not since three subsequent versions of the core rules post LBB4 do not include it.

MT continues with the tradition of 100,000 credit grav belts - 4 hour charge at TL12, 8 hour charge (and Cr110,000) at TL 15. Thing is, you can make one for a lot less than that (I'm hitting around Cr30,000). Only hangup is the MT requirement for controls makes for a bulky model the size of a large camping backpack (and I guess you'd call it a liftpack instead of a grav belt), so you do get some value for the extra cost of the book grav belt. (You can also make some nifty and very affordable little flying chairs at lower tech levels. I'll run some examples up when I have a moment.)
 
Grav belts and air/rafts are a pain in these quests on low-tech worlds. I'm having memories of the trouble it gave me when my PCs had grav belts on a Milieu 1000 mission to interdicted Knorbes. Impersonating an Alpha team allows for stripping the expedition of troublesome technology. Scout policy not to let Alpha teams have anything like that. And it allows the team to be transported to Algine system by a genuine Scout transport, thus depriving them of any orbital support.

Hey, if it was easy it wouldn't be an adventure!

(Also, it wouldn't take Norris nearly two years to retrieve his warrant.)


Hans
 
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