BARD PAPER: MARI0001
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Rescue Ru(i)n
by
RC Player/Team Briefing
List of Ships
RMS Knife's Edge, Scout/Courier:
Landed at Tresek (alert status; *not* powered down),
acting as listening post.
1x TL-12 Active/Passive Drone:
orbiting Tresek, controlled by RMS Knife's Edge
RCS Thunderchild, Aurora-Class Clipper Ship
Initial Location: ???? (see "Placement" above)
Initial Velocity: 10 (see "Optimized Plan of Attack" below)
Initial Heading: 6 (straight for Keipes)
Max G-Turns: 29
(see below for Clipper's armament and load of modules)
(consolidated list of sensors & armaments):
1x TL-12 300,000 km (10 hx) Radio
1x TL-12 1,000 AU (inf.) Maser-Comm
2x TL-12 300,000 km (10 hx) Active EMS
(1x up-and-running; 1x powered down)
1x TL-12 120,000 km (4 hx) Passive EMS, fixed array
2x TL-12 60,000 km (2 hx) Passive EMS, fixed array
1x TL-11 180,000 km (6 hx) Ladar
1x TL-12 300,000 km (10 hx) EMS Jammer
1x TL-12 1,000 Mj Meson Gun
(Short 5:158; Med. 10:75; Long 20:38; Extr. 40:19)
14x TL-15 150 Mj Laser Turrets
(Short Range: 10 hx; Pen.-Dmg.: 1/10-30 at *all* ranges)
12x Missile Turrets (2 msls. each)
2x Missile Barbettes (5 msls. each)
3x TL-12 300,000 km (10 hx) beam-only MFDs (-4 Diff. Mods.)
8x TL-12 300,000 km (10 hx) beam/msl. MFDs (-4 Diff. Mods.)
1x TL-12 30 MW Meson Screen (PV: 194)
"Passengers": 114x Marines
(Passenger capacity of landers is only 84; must use ship's boat
and mod. cutter to retrieve *all* Marines in the same turn.)
Skill Assets
(Skill): (Easy): (Avg.): (Diff.): (Form.): (Imp.):
Communications: 15 (19-) 19 (19-) 19 (5-) 15 7 (17+) 3 (13+)
Electronics: 15 (19-) 19 (19-) 19 (5-) 15 7 (17+) 3 (13+)
Gunnery (cascade):
Energy Wpns.: 15 (19-) 19 (19-) 19 (5-) 15 7 (17+) 3 (13+)
Missiles: 15 (19-) 19 (19-) 19 (5-) 15 7 (17+) 3 (13+)
Leadership: 15 (19-) 19 (19-) 19 (5-) 15 7 (17+) 3 (13+)
Naval Tactics (cascade):
Fleet Tactics: 13 (19-) 19 (16-) 19 (3-) 13 6 (16+) 3 (13+)
Ship Tactics: 13 (19-) 19 (16-) 19 (3-) 13 6 (16+) 3 (13+)
Pilot (cascade):
Interface: 15 (19-) 19 (19-) 19 (5-) 15 7 (17+) 3 (13+)
RCV Operations: 15 (19-) 19 (19-) 19 (5-) 15 7 (17+) 3 (13+)
Screens (cascade):
Meson Screens: 15 (19-) 19 (19-) 19 (5-) 15 7 (17+) 3 (13+)
Nuc. Dampers: 15 (19-) 19 (19-) 19 (5-) 15 7 (17+) 3 (13+)
Sandcaster: 15 (19-) 19 (19-) 19 (5-) 15 7 (17+) 3 (13+)
Sensors: 15 (19-) 19 (19-) 19 (5-) 15 7 (17+) 3 (13+)
Ship's Eng.: 15 (19-) 19 (19-) 19 (5-) 15 7 (17+) 3 (13+)
Victory/Defeat Conditions
Victory Points
+5 per Dawn League/RC prisoner rescued and taken out-system.
(Note: There are 18 prisoners total.)
-5 per Dawn League/RC prisoner taken out-system by *any* other
player.
-10 per Dawn League/RC prisoner killed.
+10 for capturing DLS Eos and jumping out-system.
+5 for destroying DLS Eos.
+5 per ship captured and taken out-system.
Automatic Defeat
Any one of the following:
Destruction of the Clipper.
Not rescuing *any* of the prisoners.
Overwhelming Victory Condition
Having *at least* as many VPs as the *total* of the VPs for all
other players.
Marginal Victory Condition
Having highest total of VPs.
Clipper's Armament and Load of Modules
(The Clipper itself has this)
1x TL-12 300,000 km (10 hx) Radio
1x TL-12 1,000 AU (inf.) Maser-Comm
1x TL-12 300,000 km (10 hx) Active EMS
1x TL-12 120,000 km (4 hx) Passive EMS, fixed array
1x TL-11 180,000 km (6 hx) Ladar
1x TL-12 1,000 Mj Meson Gun
8x TL-15 150-Mj Laser Turrets *$*
3x 300,000 km (10 hx) beam-only MFDs
1x 30-ton Ship's Boat (20 passengers)
1x 50-ton Modular Cutter w/ Passenger module (20 passengers)
1x 400-ton Manta-Class fueler
(Modules Carried):
2x 200-ton Armed Fuel modules
(2x6) 12x Missile Turrets *$* (2 missiles ready each)
(2x2) 4x TL-12 300,000-km beam/msl. MFD
2x 100-ton Armed Qtrs. modules (Mk I.c)
(2x3) 6x TL-15 150-Mj Laser Turrets *$*
(2x1) 2x TL-12 300,000-km beam/msl. MFD
2x 100-ton Troop Carrier modules (39 marines each)
(2x3) 6x Fury-Class assault landers (14 passengers each)
1x 100-ton Drop Troop module (36 marines)
1x 50-ton Meson Screen module (PV=194)
1x 25-ton Missile module
1x Missile Barbette (5 missiles ready)
1x TL-12 300,000-km beam/msl. MFD
1x TL-12 300,000-km AEMS Sensor (powered down)
1x TL-12 60,000-km PEMS Sensor
1x 25-ton Missile/EMS Jammer module
1x Missile Barbette (5 missiles ready)
1x TL-12 300,000-km beam/msl. MFD
1x TL-12 60,000-km PEMS Sensor
1x TL-12 300,000-km EMS Jammer
*$* : In place of the TL-12 120-Mj Laser Turrets that are usually
installed.
Notes
All Missile Turrets/Barbettes are loaded with TL-15 missiles.
The Clipper and all modules (except for the 200-ton Armed Fuel,
50-ton Meson Screen, and 25-ton Missile/EMS Jammer modules) are
detailed in RCEG.
The 200-ton Armed Fuel Module has the following data
Crew: 8 (6x Turret Gunners; 2x MFD); no qtrs.
TL-12 50 MW power plant (25.338 MW surplus)
2x TL-12 300,000 km (10 hx) beam/msl. MFD (-4 Diff. Mods., 3.1 MW; 1 crew)
6x Missile Turrets (2 missiles ready; 0.15 MW; 1 crew)
Damage Tables:
Area Surface Internal Systems
01-15 --- Fuel EMM - 1H A/G - 1H
16-17 --- Msl. Turret EMMR - (2h) Pwr. Pl. - 1H
18 Ant. Pwr. Pl. MFD - 1H Msl. Turret - ???
19 EMMR Electr. L/S - 2H All Others - (1h)
20 A/L Qtrs. EL/S - 1H
The 50-ton Meson Screen Module has the following data:
Crew: 2; 1x Small S/R;
TL-12 34.5 MW power plant (0.1975 MW surplus);
TL-12 meson screen generator (PV=194; 30 MW; 2 crew)
Damage Tables:
Area Surface Internal Systems
01-16 Ant. Meson Scr. Meson Scr. - 5H A/G - (3h)
17-18 Ant. Qtrs. Small S/R - (2h) Pwr. Pl. - 1H
19 A/L Fuel L/S - 1H All Others - (1h)
20 EMMR Pwr. Pl. EL/S - 1H
The 25-ton Missile/EMS Jammer module has the following data:
Crew: 3 (1x Electr.; 1x MFD; 1x Msl. Brbt.); no qtrs.;
TL-12 33.1 MW power plant (27.5 MW shortfall);
1x TL-12 60,000 km (2 hx) Passive EMS, fixed array;
1x TL-12 300,000 km (10 hx) EMS Jammer (55 MW; 1 crew);
1x TL-12 300,000 km (10 hx) beam/msl. MFD (-4 Diff. Mods., 3.1 MW; 1 crew);
1x Missile Barbette (5 missiles ready; 0.15 MW; 1 crew)
Damage Tables:
Area Surface Internal Systems
01 A/L Qtrs. EMS Jammer - (2h)
02 EMMR Pwr. Pl. MFD - 1H
03 Ant. Electr. L/S - 1H
04-05 --- Electr. EL/S - 1H
06 --- Hold Pwr. Pl. - 1H
07-15 C/H Hold Msl. Brbt. - 1H
16-20 --- Msl. Brbt. All Others - (1h)
Optimized Plan of Attack for RC Clipper Ship
Turn 1
Arrive in system, hidden from Keipes' planetary sensors by
Tresek's sensor shadow.
Velocity = 10; Distance from Keipes = 34 - 10 = 24.
Establish tight-beam communications with Scout/Courier on Tresek.
Turn 2
Turn 3
Spend 2 G-turns to decelerate.
Velocity = 8 - 2 = 6; Distance = 16 - 6 = 10.
(Note: At end of movement, Clipper is no longer concealed by
Tresek's sensor shadow!)
Establish sensor/weapons lock on targets!
(Salvo's Actions):
Velocity = 12; Distance = 12 - 12 = 0.
Detonate! Attack sensor sites for Keipes' meson gun.
Turn 4
Launch (second) salvo of missiles!
(Missile turrets are now empty.)
Spend 2 G-turns to decelerate.
Velocity = 6 - 2 = 4; Distance = 10 - 4 = 6.
(Salvo's Actions):
Spend 4 G-turns to accelerate.
Velocity = 6 + 4 = 10; Distance = 10 - 10 = 0.
Detonate! Attack sensor sites for Keipes' meson gun
(or, attack other targets of opportunity).
Turn 5
Velocity = 4; Distance = 6 - 4 = 2.
If necessary, may use spinal mount on any remaining targets of
opportunity.
Turn 6
Spend 2 G-turns to decelerate.
Velocity = 4 - 2 = 2; Distance = 2 - 2 = 0.
Turn 7
Spend 2 G-turns to decelerate to "Velocity: 0" and enter orbit
about Keipes.
Turn 8
Launch drop troops!
(Send 66 Marines. 66 troops + 18 POWs = 84 passengers.
Keep remaining 48 Marines as a reserve force.)
Conduct close orbital support.
(Drop Troops spend one turn "landing" on Keipes.)
Turn 9
Conduct close orbital support.
(Drop Troops' Actions):
Assault the prison.
Turn 10
Launch landers (plus ship's boat and cutter, if needed).
Conduct close orbital support.
(Drop Troops' Actions):
Assault the prison.
(Small Craft spend one turn landing on Keipes.)
Turn 11
Conduct close orbital support.
(Small Craft Actions):
Drop Troops and Prisoners "dock" with the Small Craft.
Small Craft spend one turn leaving Keipes.
Turn 12
Small craft dock with Clipper.
Spend 2 G-turns to accelerate. Velocity = 2; Distance = 2.
Turn 13
Spend 2 G-turns to accelerate.
Velocity = 2 + 2 = 4; Distance = 2 + 4 = 6.
Turn 14
Spend 2 G-turns to accelerate.
Velocity = 4 + 2 = 6; Distance = 6 + 6 = 12.
(Note: At end of movement, Clipper is once again hidden from
Keipes' ground-based sensors by Tresek's sensor shadow.)
Turn 15
Spend 2 G-turns to accelerate.
Velocity = 6 + 2 = 8; Distance = 12 + 8 = 20.
Turn 16
Velocity = 8; Distance = 20 + 8 = 28.
Turn 17
Velocity = 8; Distance = 28 + 8 = 36.
Plot jump vector. Engage jump drive.
Total G-Turns Spent: 18
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