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Unfortunately, between the time the RCS Thunderchild departs the RCN HQ at Aurora and the time the Thunderchild jumps into Keipes' system, the data priests of Keipes undergo a change of leadership. The new leader had already made secret arrangements to auction off the prisoners to whomever was interested. Arturo I, Emperer of Kide, was one such interested person. So were a couple of traders from the Merchants' Guild of Diaspora.
So now, we have three semi-hostile forces warily watching each other, wondering if the other two will gang up on them, or if they can gang up with one to take advantage of the third. Naturally, *this* is the moment that the Thunderchild breaks out of jumpspace, and proceeds with its attack...
In 1200, the DLS Trigger attempted to free the imprisoned crew of the DLS Eos. Unknown to them, Keipes had a functional meson gun in a "deep site" emplacement. The rescue mission was a failure.
Now, it's 1/VI/1202. The Reformation Coalition Navy has a 50-ton Meson Screen Module for their Modular Clipper Ship. They know where the prisoners are being held. It's time to bring their people home...
Now, Most Reverend Brother Jarrod, with his head bowed with grief over the "peaceful passing in his sleep" of his predecessor, has opened contact with useful offworlders. In exchange for the sullen and uncooperative prisoners, he wants these other offworlders to teach his data priests how to travel to the stars...
Thunderchild will take on full load of fuel and prepare for jump to Keipes (0132/Aubaine/Old Expanses) for rescue mission. Extreme precision should be used for calculating the jump vector into Keipes to optimize the attack.
Due to expected/usual patrol routines of local defense craft, refueling once in-system is *not* advisable. Thus, the need for tanker support one parsec away. Jumping one parsec in and one parsec out will leave the Thunderchild with reasonably high amount of maneuvering fuel. The optimal path of approach is a *direct* line to Tresek, Keipes's moon, and Keipes itself, keeping Tresek between Thunderchild and Keipes until the last possible minute. This will hide Thunderchild from ground-based sensors on Keipes. This will also make Thunderchild blind to any activity on Keipes. This handicap is compensated for by the use of a listening post (see below).
Currently in-system at Keipes is RMS Knife's Edge (Scout/Courier), landed at Keipes' moon, serving as a listening post. Thunderchild will establish tight-beam-commo link with Knife's Edge as soon as feasible upon arriving in-system.
Included with this mission order is detailed information on:
System Details and UWP Data for 1201: Orbit# Name UWP Trade Codes Remarks Primary Sokess F6 V 0 --- YS00000-0 Ba Va 1 --- Y300000-0 Ba Va 2 --- Y300000-0 Ba Va 6 --- YS00000-0 Ba Va 11 --- YS00000-0 Ba Va 3 Lyrra Y420000-0 Ba De Ir 8 --- Y100000-0 Ba Va 4* Keipes B677884-6 Pop:4 60 Tresek Y200000-0 Ba Va Ir 5 Apenes Y521000-0 Ba Ic 6 Stones of Sokess Y000000-0 As Ba 7 Volan SGG (UWP size 65) Patrol 2 Volan's Pearls YR00000-0 Ring system 6 --- YS00000-0 Ba Va 9 --- YS00000-0 Ba Va 40 --- Y200000-0 Ba Va 55 --- YS00000-0 Ba Va 225 Klarek Y100000-0 Ba Va Ir 8 Rasu Y8A4000-0 Ba Fl Ir Patrol 7 --- Y300000-0 Ba Va UWP Data for 1120: Name UWP Bases Trade Codes Remarks Lyrra H42011F-A De Lo Ni Po Pop:8 Keipes A6778BC-B N Pop:3 Tresek G20046D-B N Ni Va Pop:7 Klarek H10036E-B N Lo Ni Va Pop:3 Rasu H8A423B-B Fl Lo Ni Re Pop:5Trade Codes
Remarks
Pop:#: "#" is the Population Multiplier (usually part of TPPG).
Patrol: Usually patrolled by one of Keipes' SDBs.
Keipes' Space Forces
3x SDB
1x Bastien-class Liner (former "DLS Eos")
1x Free Trader
+-------------+ Arrange at least four maps from "Brilliant Lances" | | (BL) and "Battle Rider" (BR) as shown to the left. | A | | | Note that hexes 0111 and 1811 of map A will be +-------------+ covered, respectively, by hexes 0101 and 1801 | | of map B, hexes 0111 and 1811 of map B will be | B | covered, respectively, by hexes 0101 and 1801 | | of map C, and so on. +-------------+ | | If not enough maps are available, map A can be | C | used for map D once the RC Clipper has entered | | map B. Likewise, if needed, map B can be used +-------------+ for map E as long as there are no ships or missiles | | on map B. This can be continued as needed. | D | | | +-------------+ | | | E (if used) | | | +-------------+ (Placement): Keipes: Hex 1008 on map D Tresek: Hex 1008 on map C RC Clipper Ship: Targeted Point of Emergence from Jump: Hex 1004 on map A Actual Point of Jump Emergence: Use the Tables below to find the correct hex on map A Table 1. (Roll 1D20): Table 2.b. (Roll 1D20): 01 - 05 : On target! 01, 02 : Hex 0805 06 - 15 : Off by one hex. 03, 04 : Hex 0804 Use Table 2.a. 05, 06 : Hex 0803 16 - 20 : Off by two hexes. 07, 08 : Hex 0902 Use Table 2.b. 09, 10 : Hex 1002 11, 12 : Hex 1102 Table 2.a. (Roll 1D20): 13, 14 : Hex 1203 01 - 04 : Hex 0904 15, 16 : Hex 1204 05 - 08 : Hex 0903 17, 18 : Hex 1205 09 - 12 : Hex 1003 19, 20 : Roll again on this 13 - 16 : Hex 1103 table. 17 - 20 : Hex 1104
+-------------+-------------+ Arrange at least eight maps from | | | "Brilliant Lances" (BL) and "Battle | A | Z | Rider" (BR) as shown to the left. | | | +-------------+-------------+ Note that hexes 0111 and 1811 of | | | map A will be covered, respectively, | B | Y | by hexes 0101 and 1801 of map B, | | | hexes 0111 and 1811 of map B will +-------------+-------------+ be covered, respectively, by hexes | | | 0101 and 1801 of map C, and so on. | C | X | | | | If not enough maps are available, +-------------+-------------+ maps A and Z can be used for maps D | | | and W once the RC Clipper has | D | W | entered map B or Y. Likewise, if | | | needed, maps B and Y can be used +-------------+-------------+ for maps E and V as long as there | | | are no ships or missiles on maps B | E (if used) | V (if used) | or Y. This can be continued as | | | needed. +-------------+-------------+ (Placement): Keipes: Hex 1808 on map D Tresek: Hex 1808 on map C RC Clipper Ship: Targeted Point of Emergence from Jump: Hex 1804 on map A Actual Point of Jump Emergence: Use the Tables below to find the correct hex on map A or Z Table 1. (Roll 1D20): Table 2.b. (Roll 1D20): 01 - 05 : On target! 01, 02 : Hex 1605 of Map A 06 - 15 : Off by one hex. 03, 04 : Hex 1604 of Map A Use Table 2.a. 05, 06 : Hex 1603 of Map A 16 - 20 : Off by two hexes. 07, 08 : Hex 1702 of Map A Use Table 2.b. 09, 10 : Hex 1802 of Map A 11, 12 : Hex 0102 of Map Z Table 2.a. (Roll 1D20): 13, 14 : Hex 0203 of Map Z 01 - 04 : Hex 1704 of map A 15, 16 : Hex 0204 of Map Z 05 - 08 : Hex 1703 of map A 17, 18 : Hex 0205 of Map Z 09 - 12 : Hex 1803 of map A 19, 20 : Roll again on this 13 - 16 : Hex 0103 of map Z table. 17 - 20 : Hex 0104 of map Z
* Admin/Support -- The prisoners are held here.
* Landing Pad #1 -- The Liner is here.
* LP #2 -- Keipes' Free Trader is here.
* LP #3 -- (currently empty)
* LP #4 -- Kide's Patrol Cruiser is here.
* LP #5 -- (currently empty)
* LP #6 -- The Guild Scout/Courier is here.
* LP #7 -- The Guild Far Trader is here.
* LP #8 -- (currently empty)
i) A player (or coalition of players) controlling at least two sections of the Admin/Support area can remove 1D6 prisoners each turn, moving them to a ship he controls.
ii) A player (or coalition of players) must control at least two sections of a Landing Pad before he can begin boarding a ship in that area.
iii) Each starship will have the usual number of sections (one per ship, except for the Liner, which has two sections).
iv) Forces can move from one area to an adjacent area and begin "boarding" that area, all in one turn. The eight Landing Pads are arranged in a circle around Admin/Support. Thus, each Landing Pad is adjacent to two Landing Pads (one on either side; LP #1 and LP #8 are adjacent) and to Admin/Support. Admin/Support is adjacent to each of the Landing Pads.
I used the "unskilled attempt penalty" rule from TNE to handle those skills that are *not* available to the character(s) belonging the the players' teams.
("C:74") Challenge magazine, issue # 74 -- Where GDW published the 50-ton Meson Screen Module, and other Modules, for the RC Modular Clipper Ship.
("TNE") Traveller: The New Era-- The core rules for this version of Traveller.
("PoT") Path of Tears -- Info on Keipes and the failed contact mission.
("RCEG") Reformation Coalition Equipment Guide -- Detailed info on the RC Modular Clipper Ship and its Modules.