Rescue Ru(i)n

An adventure scenario for use with GDW's Brilliant Lances boxed game of starship combat.

Written by Franklin W. Cain. Copyright © 1997. All Rights Reserved.

Traveller is Copyright ©1977-1998 by Far Future Enterprises (aka Marc W. Miller). All Rights Reserved.


Table of Contents:
Synopsis:

The Reformation Coalition is sending a rescue mission to Keipes to free the Dawn League prisoners. Because the data priests are xenophobic, the RC has every reason to believe that the one or two ships at Keipes will be from Keipes' own space forces. Thus, they hope to jump in "guns blazing," knock out the sensors for the meson gun "deep site," drop the troops on top of the prison camp, free their people, pick up everyone, and jump out, all before Keipes has a chance of calling in any reinforcements.

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 has already made secret arrangements to auction the prisoners off to whomever was interested. Arturo I, Emperer of Kide, was one such interested party. 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 the Thunderchild breaks out of jumpspace and proceeds with its attack. . .


Return to the
table of contents.
Background:

In 1199, the Dawn League sent the DLS Eos (a Bastien-Class Liner) to Keipes (0132/Aubaine/Old Expanses, B677884-6) to explore the possibility of trade and diplomatic contact. The crew of the Eos were taken prisoner, and the ship was seized.

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. . .

*             *             *             *             *

Brother Jarrod of the Order of Revealed Knowledge, Caretaker of the Most Holy Retreat of Solitude and Meditation, was an up-and-coming member of the order of "data priests" that truly rules the planet Keipes. In the fullness of time, he could have expected to succeed Most Reverend Brother Willem as the head of the Order. Unfortunately for Brother Willem, Brother Jarrod didn't know the value of the virtue Patience.

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. . .

*             *             *             *             *

"The Emperer of Kide sends greetings to Our Esteemed Cousin, The Most Reverend Holy Brother of the Order of Revealed Knowledge. It is Our most fervent wish that this missive finds you in excellent health and of good cheer. We have entrusted this messenger, Our most faithful vassal, to entreat you for the favor of the starship you liberated from the Star Vikings. He speaks with Our voice in these negotiations. We are prepared to be most generous in wealth of arms and munitions. Ask, and it shall be yours. . ."

*             *             *             *             *
The Merchants' Guild of Diaspora is always interested in opening new markets. Teaching some backwoods shamans how to blow themselves up with a starship in exchange for some highly trained slaves is a deal too good to pass up. And if the rubes should prove not to know how to properly guard their starships, well, now. . .

*             *             *             *             *
The RCS Thunderchild, commanded by Commodore Sean "Hammer" Lathrop and Captain Pat "Who Me?" Ritter, will make best possible speed from Hq RC Navy, Aurora (0535 / Aubaine / Old Expanses) to confirmed deep-space location at 0133/OldExp to rendevous with two Oasis-class Tankers (modified XBoat Tenders; already waiting at location).

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 a 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 (a Ronin-class Scout/Escort), landed at Tresek, serving as a listening post. Thunderchild will establish a tight-beam comm-link with Knife's Edge as soon as feasible upon arriving in-system.

Included with this mission order is the following detailed information.

  1. Location of Tanker Squadron at 0133/OldExp.
  2. Astrographical data on Keipes' system, including locations of Keipes and Tresek.
  3. Location of RMS Knife's Edge on Tresek as well as comm-frequency and protocols to be used.
  4. Location of ground-based sensor sites used by "deep site" meson gun.
  5. Location of Dawn League/RC prisoners.

Good luck.


Return to the table of contents.
Keipes' System Data:

System Details and UWP Data for 1201
Orbit /
Sub-Orbit#
Name UWP Bases 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 IrPop:0
8   Y100000-0 Ba Va
4 * Keipes B677884-6   Pop:4
60 Tresek Y200000-0  Ba Va IrPop:0
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 Rg
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 IrPop:0
8 Rasu Y8A4000-0  Ba Fl IrPop:0, Patrol
7   Y300000-0 Ba Va

UWP Data for 1120
Name UWP Bases Trade Codes Remarks
Lyrra H42011F-A  De Lo Ni PoPop:8
Keipes A6778BC-BN  Pop:3
Tresek G20046D-BN Ni VaPop:7
Klarek H10036E-BN De Lo Ni VaPop:3
Rasu H8A423B-B  Fl Lo Ni RePop:5

Trade Codes
Ir: Imperial ruins.
Re: Research lab.
Rg: Ring system.

Remarks
Pop:#: "#" is the Population Multiplier (usually part of TPPG).
Patrol: Usually patrolled by one of Keipes' SDBs.


Keipes' (Known) Space Forces:

3 × System Defense Boat (SDB)
1 × Liner (the former DLS Eos)
1 × Free Trader


Return to the table of contents.
Setup (Option 1):

Maps:

 
A
 
 
Z
 
 
B
 
 
Y
 
 
C
 
 
X
 
 
D
 
 
W
 
 
E*
 
 
V*
 
Arrange at least eight maps from Brilliant Lances and Battle Rider as shown to the left.

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 covered, respectively, by hexes 0101 and 1801 of map C, and so on.

If not enough maps are available, maps A and Z can be used for maps D and W once the RC Clipper has entered maps 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 or Y. This can be continued as needed.

 

* These maps may or may not be used.

Placement:

Place a planet counter on hex 1808 of map D to represent the planet Keipes.

Place a planet (moon) counter on hex 1808 of map C to represent the moon Tresek.

The RCS Thunderchild is targeted to emerge from jumpspace onto hex 1804 on map A. Due to the vagaries of jumpspace navigation, a slight offset error could occur. Roll on Table 1 below to determine the Thunderchild's actual point of emergence from jumpspace.

Table 1: Roll 1d20.
01 - 05 On target! Place Thunderchild onto hex 1804 of map A.
06 - 15 Off by one hex. Use Table 2 below.
16 - 20 Off by two hexes. Use Table 3 below.

Table 2: Roll 1d20.
01 - 04 Place Thunderchild onto hex 1704 of map A
05 - 08 Place Thunderchild onto hex 1703 of map A
09 - 12 Place Thunderchild onto hex 1803 of map A
13 - 16 Place Thunderchild onto hex 0103 of map Z
17 - 20 Place Thunderchild onto hex 0104 of map Z

Table 3: Roll 1d20. Place the Thunderchild onto the indicated hex.
01, 02Hex 1605 of map A 11, 12Hex 0102 of map Z
03, 04Hex 1604 of map A 13, 14Hex 0203 of map Z
05, 06Hex 1603 of map A 15, 16Hex 0204 of map Z
07, 08Hex 1702 of map A 17, 18Hex 0205 of map Z
09, 10Hex 1802 of map A 19, 20 Roll again on this table.


Return to the
table of contents.
Setup (Option 2):

Maps:

 
A
 
 
B
 
 
C
 
 
D
 
 
E*
 
Arrange at least four maps from Brilliant Lances and Battle Rider as shown above.

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 covered, respectively, by hexes 0101 and 1801 of map C, and so on.

If not enough maps are available, map A can be 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.

 

* This map may or may not be used.

Placement:

Place a planet counter on hex 1008 of map D to represent the planet Keipes.

Place a planet (moon) counter on hex 1008 of map C to represent the moon Tresek.

The RCS Thunderchild is targeted to emerge from jumpspace onto hex 1004 on map A. Due to the vagaries of jumpspace navigation, a slight offset error could occur. Roll on Table 1 below to determine the Thunderchild's actual point of emergence from jumpspace.

Table 1: Roll 1d20.
01 - 05 On target! Place Thunderchild onto hex 1004 of map A.
06 - 15 Off by one hex. Use Table 2 below.
16 - 20 Off by two hexes. Use Table 3 below.

Table 2: Roll 1d20.
01 - 04 Place Thunderchild onto hex 0904 of map A
05 - 08 Place Thunderchild onto hex 0903 of map A
09 - 12 Place Thunderchild onto hex 1003 of map A
13 - 16 Place Thunderchild onto hex 1103 of map A
17 - 20 Place Thunderchild onto hex 1104 of map A

Table 3: Roll 1d20. Place the Thunderchild onto the indicated hex.
01, 02Hex 0805 of map A 11, 12Hex 1102 of map A
03, 04Hex 0804 of map A 13, 14Hex 1203 of map A
05, 06Hex 0803 of map A 15, 16Hex 1204 of map A
07, 08Hex 0902 of map A 17, 18Hex 1205 of map A
09, 10Hex 1002 of map A 19, 20 Roll again on this table.


Return to the
table of contents.
Setup (Option 3):

Placement:

The planet Keipes is located at hex 4658.

The moon Tresek is located at hex 4648.

The RCS Thunderchild is targeted to emerge from jumpspace onto hex 4624. Due to the vagaries of jumpspace navigation, a slight offset error could occur. Roll on Table 1 below to determine the Thunderchild's actual point of emergence from jumpspace.

Table 1: Roll 1d20.
01 - 05 On target! Place Thunderchild onto hex 4624.
06 - 15 Off by one hex. Use Table 2 below.
16 - 20 Off by two hexes. Use Table 3 below.

Table 2: Roll 1d20.
01 - 04 Place Thunderchild onto hex 4524
05 - 08 Place Thunderchild onto hex 4523
09 - 12 Place Thunderchild onto hex 4623
13 - 16 Place Thunderchild onto hex 4723
17 - 20 Place Thunderchild onto hex 4724

Table 3: Roll 1d20. Place the Thunderchild onto the indicated hex.
01, 02Hex 4425 11, 12Hex 4722
03, 04Hex 4424 13, 14Hex 4823
05, 06Hex 4423 15, 16Hex 4824
07, 08Hex 4522 17, 18Hex 4825
09, 10Hex 4622 19, 20 Roll again on this table.


Return to the
table of contents.
Special Conditions:
  1. Because of the scout ship (the RMS Knife's Edge) acting as an observation post on Tresek, the RC fleet cannot be surprised.
  2. All of the ships that are landed at the starport are powered down. Also, if surprised, these ships have an additional +1 Diff. Level penalty to man battle stations (the crew is actually off the ship, but nearby).
  3. The RC knows the location of the three sensor sites used for the "deep-site" meson gun.
  4. The 18 Dawn League/RC prisoners are at the starport. The RC player will not discover this fact until after assaulting the prison camp (the previous known location of the prisoners).
  5. The minimum distance from Keipes for a safe jump (i.e., the "100 diameter" distance) is 34 hexes. (The minimum distance from Tresek for a safe jump is 11 hexes, but since Tresek is only 10 hexes away from Keipes, this is actually immaterial to the fleeing ship.)
      For those who care, here's the math:
      • 100 diameters × 10,287 km ÷ 30,000 km/hex = 34.23 hexes, round to 34;
      • Tresek's diameter is 3,319 km;
        100 diameters × 3,319 km ÷ 30,000 km/hex = 11.06 hexes, round to 11;
      • Tresek occupies orbit # 60, which is 60 radii according to TNE;
        60 radii is 30 diameters;
        30 × 10,287 km ÷ 30,000 km/hex = 10.287, round to 10.
  6. The drop troop assault will be resolved using the "Boarding" rules.
    1. The prison camp has two (2) sections and 20 (non-Marine) troops. After seizing control of both sections, the RC will then know that the prisoners are at the starport.
    2. The starport is broken into nine areas (Admin/Support and eight Landing Pads; treat each of these areas as a separate vessel for purposes of boarding).
      • Each of these areas has four (4) sections.
      • Keipes has 50 (non-Marine) troops and 200 (non-Marine, non-troop) personnel to distribute throughout these areas.
    3. 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. Forces can move from one area to an adjacent area and begin "boarding" that area, all in one turn.
    4. The ships are dispersed as follows:
      • Keipes' Liner (the former DLS Eos) is on LP #1.
      • Keipes' Free Trader is on LP #2.
      • Kide's Patrol cruiser is on LP #4.
      • The Guild Scout/Courier is on LP #6.
      • The Guild Far Trader is on LP #7.
      • Landing Pads #3, #5, and #8 are empty.
    5. The prisoners are being held in the Admin/Support section. A player (or coalition of players) controlling at least two (2) sections of the Admin/Support area can remove 1D6 prisoners each turn, moving them to a ship he controls.
    6. A player (or coalition of players) must control at least two (2) sections of a Landing Pad before he can begin boarding a ship in that area. Each starship will have the usual number of sections (one [1] per ship, except for the Liner, which has two [2] sections).

Return to the
table of contents.
Author's Notes:

I detailed the assets by skill (instead of by crew level) to better reflect the roleplaying aspect of the game. In TNE, it is much harder for a character in the Wilds to get skills from the Space Tech, Space Vessel, and Tactics skill clusters than from the Technician cluster (let alone, Leadership skill).

I used the "unskilled attempt penalty" rule from TNE to handle those skills that are not available to the character(s) belonging to the players' teams.


References:

Brilliant Lances (BL) -- The starship combat boxed set.

Challenge magazine, issue # 74 -- Where GDW published the 50-ton Meson Screen Module and other supplemental modules for the RC Modular Clipper Ship.

Traveller: The New Era (TNE) -- The core rules for this version of Traveller.

Path of Tears (PoT) -- Info on Keipes and the failed contact mission.

Reformation Coalition Equipment Guide (RCEG) -- Detailed info on the RC Modular Clipper Ship and its modules.