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Adolphous Sternor | AB8CAB-4 | Scouts | age 38 |
Helena Sternor | 97776B-3 | Nobles | age 26 |
Ludwig Sternor | AA77AC-5 | Academic | age 58 |
Lt. Maxwell Sternor | 777749-4 | Army | age 38 |
Sir Herman Sternor | 77A74B-5 | Academic | age 62 |
Marcus Sternor | 447AAB-C | Academic | age 50 |
Dame Natalia Sternor | 77A65B-7 | Marines | age 38 |
Bertha Sternor | 457749-8 | Civilian (Student) | age 22 |
Hans Stiferd | A976A8-0 | Scouts | age 34 |
Dell Stiferd | 6958AB-A | Merchant | age 24 |
Tynna Stiferd | 76AA78-7 | Merchant | age 30 |
Veronika Calchaut | 649CDA-0 | Navy | age 35 |
Brian Von Kronn | 896882-0 | Flyer | age 27 |
Relations:
Ludwig Sternor: wife deceased, father of Adolphous, Maxwell and Helena
Marcus: married to Natalia, father of Bertha
Herman: never married, no known children
Vehicles
The Sternor's own two starships, both 3000 cy freighters, a Free Trader
and a Far Trader (the Free Trader has a larger hold, but is only Jump-1;
the Far Trader is Jump-2). Both are armed with two twin laser turrets.
Four ships are present at Tielbund (2 barges with 100 cy/100 ton capacity,
a police boat [no better than HMGs or a mortar] and a fishing trawler.
The only combat vehicles owned (with main gun) are: two 76 ton tracked
tanks (120mm), six 26 ton armored cars (80mm), eight 25 ton tanks (80mm),
ten four-legged 11 ton ATVs (MGs) and six VTOL jets. Castle Sternor cannot
be reached by land vehicle, so most of the military vehicles are kept at
Tielbund (the VTOL's can be operated from Castle Sternor, however).
Citizenry and Land Holdings
7550 adults (+3500 children) on an island 50 km by 60 km. Most are
employed as farmers, fishers or miners. The main towns are Norhelm (pop.
1400, agriculture), New Dresden (pop. 1900, mining/lumber), Stein (pop.
550, fishing), Lochabre (pop. 600, mining), Tielbund (pop. 2400, port)
and Castle Sternor (pop. 700). Tielbund and Castle Sternor have provisions
for starship landings (but not repairs). While small, the bay that Tielbund
and Castle Sternor border is fairly deep. The mines at Lochabre are almost
played out, and most of the population will be moving to New Dresden. The
highest spot on the island is just east of New Dresden, at 435 meters (and
radar and radio towers are located here).
Military
Eighty citizens are employed as regular troops/police, while another
2000 can be counted as a militia. Regular forces wear TL 9 combat
armor and carry 9mm advanced combat rifles. Militia gear varies widely,
but is generally limited to rifles and shotguns (though an armory at the
Sternor castle has several pieces of light military weaponry that can be
passed out to the militia in an emergency, including 7-9mm machine guns,
50-60mm mortars and SAMs). There are also a half dozen 100mm AT guns on
unarmored tracked carriers. Note: Militia members have, at most, two combat
skills at level-1 or one at level-2. Your regular troops are better trained,
but are not the equivalent of regular army.
Other Notes
Sternor Island is fairly cold most of the year, averaging 15 deg. C.
Added to this is the frequent storms that buffet the island (bringing rain
or snow). It has only one freshwater body of any size (Lake Tormac), though
there are several freshwater springs around the mountains (including Castle
Sternor). The two smaller islands are Sternor property, but uninhabited.
'The Rock,' to
the north, is completely barren. The South Isle is frequently used
as a retreat by the Sternor family, and has a small cottage nestled against
the hills. The uninhabited penninsula to the northwest is know as 'The
Point' and is constantly buffeted by storms.
Government and Customs
The primary government is a hereditary limited monarchy with each town
operating a democratically elected semi-autonomous council. The Sternor
leader (currently your father) can overrule the actions of any town council,
but rarely does. The monarchy is limited by planetary treaty, plus whatever
restrictions it chooses. In general, the monarchy cannot: order someone
executed without fair trial, make war or treaties in the name of Gunginir,
sell or give any of its territory to non-Sword Worlders, or deprive someone
of the bulk of their property without fair trial. The Sternors are fairly
generous and give its citizens more rights (roughly equal to the Bill of
Rights) than many other families. This is one reason why its citizens are
so loyal.
Craft ID: Grendel Class Scout, MCr 8.9
Hull: 1500 cy hull, mass 750.22 tons, winged streamlining,
total compartmentalization, 3-g stress, landing gear, hull grapples, fuel
scoops, Airlocks: 4 one-man, 1 large
Drives: 2x125MW fusion plants, Jump-2, 1,400-ton thruster
plates, 125-kg thrust solar sail
Performance: Jump-2, 1.87-G acceleration (thrusters),
0.00017-G acceleration (sail), fuel for two Jump-2, 60 days of fusion operation
Weaponry:
Weapon | Ammo | Rounds | Pen/Att | Damage | Maximum Range |
2x100mm MD | KEAP | 88 | 43/1 | 20 | Distant (22) |
4xCIWS lasers | n/a | n/a | 6/2 | 4 | Distant (2.5) |
The Grendel is an old design, dating back nearly 100 years to the first prototype. The ship shows a rather psychotic design philosophy, as the architects and buyers were unable to decide whether they wanted a civilian or military scout ship. Added to this is the fact that most Grendels have been heavily modified during their service life, including notable internal changes. As a result, most Grendels are a nightmare to repair unless the techs have gotten very familiar with their particular ship.
In general, the basic Grendel is a moderately slow ship that is well built from heavy materials with four hardpoints in the forward "wings" in 2 inboard and 2 outboard slots. There are also provisions for adding two aft dorsal turrets (or two aft hardpoints, but not both).
[on the Loki's Dagger, the 100mm mass drivers are located in the inboard "wing" slots. The gatling lasers are placed in two small twin ventral turrets for use against missiles (in space) and infantry (on ground). Larger and additional weapons are possible.]
One minor design flaw is the fact that most of the cargo space is in the primary airlock. A major design flaw is that the capabilities of the two lifeboats (one Deimos-class and one Phobos-class, though no one has yet been able to find any difference) are unknown. No crewmen from any Grendel lifeboat has ever been found, though the empty lifeboats have.
Grendels have several redundant systems, even going as far as seperating the drives into two sections. One of the more dubious backups is a solar sail, for use when both jump and maneuver drives have stopped working. Although slower than the rated speed of the lifeboats, most Grendel captains prefer to use the solar sail in emergencies.
After selecting the crew for your (as yet unnamed) Grendel-class
scout, you make plans to travel to Sacnoth, approximately 4 parsecs away.
Due to the recent goings-on (discharge from the Scout Service, finding
your crew and receiving the "message" from your sister), you really didn't
have the chance to look for any charter passengers or light cargo.
Finally, on 129-1118 (see CALENDAR in the database), your ship
lifts off for its eventual trip to the Sword Worlds, a place you haven't
visited in nearly twenty years. Despite some ominous creaking as the ship
enters space, everything seems to be running fine. Caladbolg shrinks behind
you as the ship moves to a safe jump distance, 100 planetary diameters.
You use the time to plot a course to Sacnoth. Unfortunately,
the only direct route takes you through deep space; even though you have
sufficient fuel for such a trip, you'd be stranded if anything went wrong.
Still, the next best route would take four weeks rather than two, and two
of the systems you'd stop in have no gas giants or populations, so they
aren't much better.
With a sign, and crossed fingers, you make out the shortest course.
Not long after you're finished the ship reaches safe jump distance. Wishing
you had a few hundred rtaki's foots for luck, you press the 'engage' button
for the jump drive. With a whine, the drive revs up to operating speed,
then "poof", the ship is in hyperspace. The crew settles down to the most
boring part of space travel, actually travelling.
Six days later, 135-1118, the ship pops back into normal space
as expected. Dade spends a few minutes checking over the jump drive, and
then gives the all clear. After making corrections for a slight drift,
you punch in the new route and off the ship goes again. As before, nothing
happens.
Finally, on 142-1118, the ship arrives near its final destination,
only a few hours transit from Sacnoth. As the ship approaches, Stiferd
radios in for docking information (which is extremely brief, since you
aren't in a freighter or liner) and current events (none of which are very
interesting). It is shortly before noon (local time), when your ship makes
planetfall. Everyone is itching to get off the ship for a few hours (at
least) though O'Dea recommends that someone stay aboard at all times. Since
Dade wants to look over the drives, she says she'll take first shift, and
O'Dea will follow.
Your ship and crew are treated fairly indifferently by the Sacnoth
customs officials. Fortunately, since you don't have any cargo or passengers
to offload, they don't need to check out the interior of the ship. They
do point out that the starport has very efficient security, so for safety
reasons "suggest" that the gatling lasers be deactivated while landed (you
are in a normal open-topped ship bay (think Star Wars)). They also hand
you a sealed message that the official says has been waiting for
you for several days. The message reads:
Dear Brother,
Please contact me as soon as you arrive. It is a matter of grave
concern to our family. I am at the Sarat Arms, room #1261.
Helena Sternor
As far as you can tell, the message looks authentic, and you have no difficulty finding the location of the hotel, the largest at the starport. Everyone goes their separate ways for R&R, though Stiferd stays with you just in case your meeting with your sister isn't legit. Plus, he is a relative.
It doesn't take very long to reach the hotel by foot, or to find
room #1261. You buzz the door several times, but there is no answer. The
door is locked and there are no sounds from the other side. You start to
get this funny feeling. Thinking a few seconds, you head down to the front
desk.
"Excuse me, but could I leave a message for Miss Helena Sternor. She's
staying in room #1261."
The clerk glances up from the news channel he's watching, then
turns to the computer terminal next to him. After several moments, he turns
back to you.
"I'm sorry sir, but no one by that name has been at this hotel
within the past 30 days. Perhaps she hasn't checked in yet, sir. Would
you like to leave a message for her anyway?"
You aren't sure if it would be a good idea, so you decide to
pass on it.
"I'll just come back later."
You and Stiferd head back to the ship, but you stop at a vidphone
to call it, just in case. O'Dea answers.
"No, nothing unusual here. Dade just left and she didn't mention
anything. What's wrong?"
You explain the situation, and her brows begin to furrow.
"Someone may be following you."
"I had considered that," you say," Just in case, power up the
gats."
Fortunately, the gatling lasers have an advanced IFF system which
uses bioprints (think of those old aura-field pictures), so you probably
wouldn't get hit in a firefight.
You and your cousin make your way back to the hanger, watching
to see if you are followed, but you don't notice anyone. The gats track
you as you arrive back at the ship, and you nervously wait for O'Dea to
open the airlock. Just as it starts to open, two dozen uniformed men swarm
into the hanger, weapons leveled. The gats begin to track them.
One of the men holds up a micro-loudspeaker.
"Attention, Adolphous Sternor of the {unnamed starship}, you
are under arrest for the murder of one Helena Sternor. Put your hands on
your head, and do not move. Whoever is aboard the {unnamed starship} is
ordered to deactivate the gatling lasers. This is your only warning."
Ah, it's nice to be going back home...
Seeing no survivable alternative, you raise your hands and suggest
for Stiferd to do the same. Before being scurried off, you tell O'Dea to
get the ship's flight records in order and follow you ASAP.
The trip to the police station is rather nice, considering what
you've just been accused of. Once at the station, you are rushed deep into
its inner recesses and left in a small interrogation room. Within ten minutes,
a police detective and two armed officers enter the room.
As you start to protest your arrest, the detective raises his
hand.
"You aren't under arrest. We don't know where your sister is,
but we don't think she's dead. This is probably confusing, so let me start
at the beginning.
"About six days ago, the body of a man was discovered in your
sister's hotel room. He was dressed up like a hotel employee and carried
a silenced pistol of Sword Worlds origin. He'd been shot twice with a laser,
probably at close range given the penetration. Most of your sister's luggage
was still in the room, but there was evidence that some of her possessions
were
missing. We still haven't been able to find her.
"This brings us to you. We know that you had nothing to do with
any of this. However, we do know about you familie's actions during
the Fifth Frontier war, and that several Sworld Worlders are still
pretty pissed about it. The stiff in her room was probably an assassin,
and there may be more. We brought you in the way we did to confuse
the hell out of any other assassins out there, and because you might
be the next target.
"Personally, I wouldn't care what happens in a Sword Worlds feud,
except that you're doing it on my planet. So here's what I'm going to do;
here are three concealed carry permits for you and two crewmen. I'm
assigning Officer Marel..."
One of the officers in the room, a large and burly fellow, nods.
"...to assist you in any way possible. What I want you to do
is find your sister and then get the hell off this planet. Now get out
of here."
You're still trying to take all this in as you exit the police
station. Marel has changed into street clothes and hails an automated taxi
to get you back to the starport.
By the time you get back to the 'Dagger, all your crewmen are
back on board. O'Dea, not sure what was going on, decided it would be best
to get everyone back to the ship, especially if a hasty departure was in
order...
You think about what the detective said, and something about
it bothers you. You quietly mention this concern to Stiferd, and later
O'Dea, but neither has a problem with the plan. You do, however, think
that Helena may come looking for you; if she was checking the arrivals
at the starport, she would have likely noticed a starship showing up (Loki's
Dagger) with you listed as
its captain/operator.
As far as the weapon permits, you and Stiferd each take one.
No one else has any skill with a pistol, but you and O'Dea figure she's
the best choice (she takes one of the 9mm automatics from the ship's locker).
During this time, you realize you haven't seen Dr. Nathan since
you arrived back on the 'Dagger (not that he would be of much help).
You decide to see if anything is wrong (O'Dea does confirm that he came
back) and knock on his stateroom door. There is no answer, so you push
the door slowly open. Dr. Nathan is seated at a small, cluttered desk (oh,
the safety hazards in zero-gee...) busily examining an old book.
"Just checking in," you say," By the way, what is that?"
It takes a few seconds for Nathan to realize that you are in
the room.
"Just an old book ... nothing else."
He goes back to ignoring you, which doesn't set well. However,
you don't see any point in getting an argument started. You close the door
and head back to the galley (which probably serves well as a ready room).
Everyone is there except for Dade, who is sleeping, and Greer, who is looking
over the weapon systems, just in case...
You pause a few seconds before saying anything, as you try to
make up your mind on a course of action. It's a lot easier to wait for
her to come to you, and you'd rather go out and look for her instead of
sitting around.
"Here's what we're going to do: Helena may show up here, or she
may not. Hans and I are going to go out and look for her, with Officer
Marel. Max, if my sister shows up here, let her in and contact me immediately.
I'll feed a picture of her into the ship's VRS (visual recognition system).
Just to be safe, though, don't let her in any farther than the airlock
until I get back."
You don't get any complaints to your plan, though Marel grunts
as he gets up from a computer terminal where he was playing one of the
games in your ship's computer system.
It doesn't take long for you to get the picture scanned in (an
older photo than you realized before seeing it, with you late uncle who
was killed during the Fifth Frontier War). Securing your Luger in one of
the many pockets
of your flight suit, you join Marel and Stiferd at the airlock.
Once outside the docking bay, you hail a cab to take you into
the city proper (just like airports, starports aren't inside a city).
Once in the city, in a move that confuses your companions, you snake your
way though alleys until you end up at a shuttle bus stop, headed back
to the starport. Catching your breath, you get in the bus, followed by
Stiferd and Marel.
"What the hell are you up to?" asks Stiferd.
"There's no way we're going to find her out here. However, I
bet that if there is anyone out there who's still after her, they
probably have somebody watching Loki's Dagger. Well, now they think that
we're in the city looking for her. If I know Helena, though, she's
probably been around the starport since the attempt on her life."
"But we searched all the hotels ..." starts Marel.
"Every major starport, at least every one I've been to, has slums
and dregs in them. You probably never looked for my sister there, and the
assassins probably haven't either; my family isn't run-of-the-mill,
pampered nobility."
Stiferd grins at the last remark.
"So we're going to roust the winos, 'eh?" asks Marel.
"You and I are. Hans, I want you to find someplace you can watch
the ship from. I mainly want you to see if anyone else is watching
the ship. Here's a comm link in case you need to contact me."
"Good plan."
"Good roll vs. IQ."
After a half-hour, you and Marel are unable turn up anything in
the rubbish-strewn alleys. Either your sister is better at hiding
than you thought, or she's not here. As you watch a couple of rats
gang up on a cat, and wishing you had more than a pistol, your comm
link beeps.
"Adolphus, this is Hans. A dreg is approaching the ship slowly. Two
men who were here before me appear to be shadowing her in. I'm going to
swing in behind them but keep my gun hidden."
"Don't do anything stupid [then again, he is related to
you]. We'll be there in few minutes."
You and Marel take off running to the ship.
A few seconds later, your comm beeps again. Continuing running,
you almost drop the comm while getting it open and on.
"Who? What?"
"Captain Sternor?" It's Max "Are you okay?"
"Comm line might be compromised, am aware of situation, out."
Actually, the line is probably safe, but have you ever tried
to talk and run at the same time? While dodging dregs?
As you get down to the end of the alley, which is about sixty
meters from the entrance to the dock your ship is in, you hear several
gunshots ring out. You and Marel now pull out your pistols and begin
pushing people out of the way as you rush to the ship.
As you reach dock for the 'Dagger, you see the dreg hiding behind
the nose landing gear, firing a laser pistol at two men behind a tech's
cart inside the dock. Stiferd is near the dock's entrance, holding his
left arm.
"What happened?" you ask as you take cover near Stiferd.
"As soon as the dreg got up to the airlock, the two guys started
to pull guns. The dreg hadn't noticed, and I opened fire before they could.
It gave the dreg a chance to take cover, but I got tagged before I could
take out either of the gunmen."
"You have ground defense lasers on that ship, don't you?" asked
Marel.
"Yeah."
Marel takes out his comm unit. "Starport Control, this is Officer
Marel, authorization code AZZ000671-Delta. The starship in dock #17, Loki's
Dagger, is hereby authorized to use its ground defense lasers."
You grab your comm unit. "Max, burn 'em."
The port-side gat laser, which apparently had been locked on
the pair, fires two brief bursts. The cart explodes, and the two burning
gunmen drop to the ground.
Very carefully, gun in hand, you enter the dock. The opposition
looks pretty crispy and dead. The dreg, pistol in hand but lowered, comes
out from behind the landing gear.
"Identify youself" says the dreg in a woman's voice.
"Identify myself, hell! This is my ship. Who the smeg are you?"
The dreg pulls the hood of her outfit back.
Helena Sternor.
"It took you long enough to show up, brother."
<mushy family reunion deleted in case impressionable pets
may be reading>
Marel walks up and says "Miss Sternor's baggage is being brought
here. I suggest you be off-planet an hour after it's loaded."
You, Stiferd and sis enter the ship. After seeing to Stiferd's
wound (fairly minor), you get Helena (due to her temper, most family members
call her Hel) settled in a stateroom.
"Addy (her pet nickname for you, which you are free to hate),
the situation back home isn't good. As you know, the treaty that ended
the Fifth Frontier War had provisions for restoring our family lands,
and most of our family returned. The Von Bergs, who we've always had something
of a feud with, lost a great deal during the war. Well, now they've
declared a blood feud against us and have the unspoken support of several
other families. We need your help."
"That's kind of interesting, since I was on my way back home
anyway. In fact, I'd be there now if it wasn't for my trip here to pick
you up. But exactly what can I do? This," you gesture around," isn't an
Imperial Navy gunship with a crack veteran crew, in case you haven't noticed."
Before Helena can answer, someone knocks on the door.
"Come in."
Nathan scurries in, laying the book you had seen him with earlier
on a table next to you.
"I must apologize, Captain Sternor, for my rudeness when you
came to my cabin. I was quite busy translating this fascinating personal
log, which may be of interest to you. It is the diary of a Zhodani Naval
officer who died during the most recent frontier war. It seems he was stationed
on a battle cruiser which operated in this subsector, a ship which was
forced down on a planet's surface due to massive jump-drive failure. The
ship was wrecked and only and handful of the crewmen, including the officer,
survived. They managed to escape in a shuttle, but a pirate raider captured
the survivors, and eventually killed all of them. I've checked official
news records, and no reference is made to the discovery of the ship. The
Imperial Navy may have secretly jumped on the wreck, but I think it's still
there; the remains of a major Zhodani starship. From what I can tell, its
either
located on Steel (709) or Iron (806)."
Hmmm, decisions, decisions...
A Zhodani battle cruiser! Even if the warship *is* smashed all
over the planet's surface, there should be enough for useful salvage, provided
no one has gotten to it yet.
You quickly pull up the subsector map on the terminal in your
room to check your distance from the two possible sites. Iron is 3 parsecs
(2 weeks) away, while Steel is 5 parsecs away. However, with no places
to refuel along the most direct path to Steel, your best paths are both
6 parsec (3 weeks) routes -- one through Biter and Bronze, the other through
deep space and Caldabolg (where you were discharged not too long ago...).
You decide to go to Steel first, via Caldabolg. If only you could make
Jump-3.
(fast fact: an upgrade would require 13.5 cy, 27 tons and Cr
300,000)
The jump to Caldabolg and then to Steel goes without incident.
Stiferd, checking the sensors, tells you that there appears to be no unusual
solar activities -- luckily, you should miss the solar flares during your
trip.
The closest thing to a starport is a level piece of bedrock with
some lights and a landing beacon. Since the cruiser would most likely not
be around it, and there aren't any other facilities, there are no reasons
to land yet. Being an experienced scout, you know your best chance of locating
the ship is to perform a standard orbital survey, paying special attention
for unusual traces of metal on the surface.
After several (24) hours of sensor sweeps, it seems reasonably
certain that the cruiser is not on this planet, or was so totally destroyed
that whatever was left was completely overgrown. Since the only option
left is to land, throw a rock, and start digging where it hits, you decide
to refuel and head to Iron.
(note: you decide against questioning the miner, since if he
knew about the wreck, he probably wouldn't tell, and there's no sense in
torturing the natives until you make sure the ship isn't elsewhere...)
(another note: a Grendel's sensors are more accurate than most
commercial sets, and more suitable for ground searches than most military
sensors)
By the time you reach Iron, the 'Dagger has been in space for 36 straight
days, and the air recycler smells like it. Dade is doing her best, but
says you really need new filters.
You arrive on Iron on 178-1118. For some odd reason, you aren't
able to make contact with the research base (Stiferd can pick up their
landing beacon; he's sure the problem is on their end, as the 'Dagger's
radio is working fine).
Despite the thin atmosphere, you decide to land, if for no other
reason than to air out the ship (it might have been best to do this on
Steel). Something concerns you about the silence from the research station;
to be safe, however, you locate a large, flat area on a nearby (210 km)
island and land the ship there.
Leaving Dade, Greer and Nathan to deal with the life-support
system, you, O'Dea and Stiferd (sis decides to check out the island you
landed on) take the air/raft and head out to the research station, taking
a full compliment of weapons (you: shotgun; O'Dea: rifle; Stiferd: SMG;
all of you are wearing vacc suits (very thin atmosphere, remember), which
protect as cloth armor, and carrying blades plus pistols).
The island the station is on is about 10 km by 40 km, with most
of the buildings at the southern tip. Before your ship landed, a quick
sensor sweep was made of the station, revealing no active energy sources.
O'Dea moves in closer while Stiferd monitors the air/raft's (limited) sensors;
so far, nothing. Looking over the site with the IR/LI binoculars, everything
looks dead. After a few seconds, you notice what appears to be battle damage
to one of the buildings, then another. Pretty soon it becomes apparent
that the research station was hit by some kind of military or starship
weaponry.
You can't think of any reason why the base would be hit by pirates,
unless they were really desperate. Espionage (corporate or government)
seems more likely. While you'd like to check the ruins, you decide to return
to the 'Dagger, just in case whoever is responsible is still in the vicinity.
When you get back, Dade is about halfway through with the life
support system. She mentions that this is just temporary; you'll need to
pick up some filters and catalyst modules (about Cr 500 total) soon. Nathan
and Greer are in separate parts of the ship, doing routine maintenance.
Otherwise, nothing seems to be amiss.
You decide to keep alert, sending O'Dea up in the air/raft as
a sort of combat air patrol (the 'Dagger's sensors have a reduced field
while you are grounded, though this also makes it harder for someone else
to find your ship).
Two hours later, the maintenance is finished; O'Dea returns with
nothing to report. You decide to fly over to the station before you go
into orbit to conduct another survey, figuring that the attackers should
be gone by now and that you should probably check for survivors (or unmarked
gear to loot...).
Appoaching carefully, Stiferd doesn't detect any ships or energy
sources. Bringing the 'Dagger down on the station's landing pad, you, O'Dea
and Stiferd disembark and begin to explore the ruins (armed as before).
It doesn't take too long to realize the tremendous destruction
done. There are bodies and destroyed equipment strewn about the site; what
little escaped onslaught is either immovable or of little value (this supports
the theory that this probably wasn't a pirate raid). After about
an hour, you decide there are neither survivors nor salvageable equipment
here.
As the three of you exit the ruins, headed back to the ship,
you stop dead in your tracks. Loki's Dagger is gone; in it's place is a
Jayhawk-class freighter (about twice a Grendel's displacement), with several
armed figures exiting her. As the three of you take cover, Stiferd taps
you on the shoulder, and quietly whispers:
"I recognize their gear, from when I fought in the Fifth Frontier
War; it's Zhodani."
It looks like you may have found the right planet, after all...
ps. No, it doesn't look like they've seen you yet. Also, there are about six men, armed with 7mm or 9mm advanced combat rifles and wearing combat armor, outside the freighter. You aren't sure, but you think a Jayhawk has a crew of 3 and can carry 8 passengers (it's a very common light freighter).
Travel Log
Origin System | Destination | Flight Duration | Time at destination |
Sacnoth | Caldabolg | 13 days | 3 hours |
Caladbolg | Steel | 7 days | 2 days |
Steel | Iron | 14 days | ? |
[shoot-down and subsequent plunder of freighter ommitted for brevity]
Summary: Emerging from the ocean behind the freighter, Loki's Dagger
fired several 100mm slugs into the enemy at point blank range. Some internal
explosions followed, and the freighter (only a few meters off the ground),
crashed to the surface. Most of the crew was dead and the freighter itself
was unflyable. In the cargo bay were found numerous items.
What a cargo! You can salvage:
1 Mystery Box (6 cubic meters)
6 suits Zhodani battle dress (double Strength, unlimited
Endurance, sealed for vaccum, +2 to-hit from battle computer)
104 doses Psi Booster (+2 or +3 to Psi Strength)
52 doses Psi Double (+4 or +6 to Psi Strength)
19 doses Psi Special (raises Psi Strength to 15; slight risk
of permanent reduction of Psi Strength)
17 doses Combat Drug (+4 to Strength and Endurance; lasts 10
minutes)
23 doses Medical Slow Drug (knocked out for 1 day, but heal as
if 30 passed)
12 TL 13 laser rifles with 19 power packs
21 TL 13 laser pistols with 32 power packs
4 9mm Advanced Combat Rifles
11 ACR clips (5 APDS, 4 HE, 2 tranq)
4 PGMP-13 (requires battle dress) with 5 power packs; plasma
"rifle"
2 FGMP-13 (requires battle dress) with 2 power packs; fusion
"rifle"
47 breaching charges (military issue)
6 underwater suits with artificial gill
3 grav belts (resembles a parachute harness; max 300 kph)
* assorted Zhodani papers and data files including intelligence
and military codes, maps, etc.
After a few hours of transfering cargo, Loki's Dagger is ready
to get underway. The lone survivor of the freighter is secured and restrained
in your sick bay. Since his psionic abilities are unknown, Dr. Emmett suggests
that the prisoner be sedated to the point of unconsciousness, which you
agree to.
The final leg of your trip home to Gungnir is very anti-climatic
(fortunately). Aside from getting some food and life support supplies at
Terfling, nothing happens until you reach the large island your family
controls on Gungnir. As the 'Dagger makes its approach, and you prepare
to step foot on your native soil for the first time in nearly 20 years,
your sensors light up with threat warnings.
Stiferd, next to you in the cockpit, mumbles," We're getting
painted with fire-control lasers. I can pick up a half dozen missile and
AA gun sites on visual near the landing pad."
You grumble a bit and open a channel to the starport's tower.
"This is Captain Adolphous Sternor, commanding the ISS Loki's
Dagger. I request clearance for landing by right of blood privilage."
The radio is silent for a few seconds, then," This is Sir Herman,
of the family Sternor. We are having difficulty locating someone who can
verify your identity. Please wait."
"I'll handle this," says your sister, stepping up next to you,"
Uncle Herman, this is Helana. Quit fooling around and let us land."
"Ah, sorry about that. We...well...I'll explain after you've
landed."
The lasers stop tracking your ship, and you land without further
problem.
[generally-mushy mass family reunion ommitted due to tastelessness]
"I'm glad your back," says Uncle Herman," Your ship will come
in handy. Eight days ago the Von Bergs declared a Blood Feud against our
family; as you know, this means the Feud cannot end until all members of
one family are dead. Unfortunately, the Scholl family gave them a handful
of military vehicles prior to the declaration. The Von Bergs now have the
edge in equipment as well as numbers."
You glance back at your ship, watching your crew unload the hold.
"Uncle, I think I have a bit of good news for you..."
Origin System | Destination | Flight Duration | Time at destination |
Iron | Terfling | 15 days | 1 day |
Terfling | Gungnir | 14 days | n/a |
His attack plans center around using the Far Trader (see the crew, below) to transport infantry and armor to Von Berg territory. He would like to use Loki's Dagger to 'soften up' the proposed landing site and provide air cover (the Von Bergs have a couple of armed shuttles (95% the size of the 'Dagger, without jump capability, and a very battered far trader). The Sternor's free trader (used mainly as a planetary shuttle due its poor interstellar range) would then bring in reinforcements (after the Far Trader offloaded its troops, it would assist your ship in providing air cover). The unarmed free trader would then move out of the battle zone. Maxwell plans to equip some of the troops with the weaponry and battle dress armor you recovered.
Since Castle Von Berg is very well-protected by mountains, the strike would hit Durst; this would take out the Von Berg's largest town and allow you to land-block Castle Von Berg. Hyvard would have to be attacked within 2-3 hours of Durst. Unfortunately, the exact disposition of Von Berg troops is unknown, but they number about twice that of the Sternors. They have 4-6 75-85 ton tanks and 8-10 20 ton tanks. No other military vehicles are known of.
After several days of preperation, the time has come to launch the strike. The two shuttles and two freighters are loaded with men and armor and you leave just before dawn, flying only a few meters above the surface of the water (the old free trader isn't capable of running submerged, so that option wasn't available).
The ships quickly swoop in over Von Berg territory. So far, no resistance has been encountered. The other ships drop their troops while the 'Dagger keeps watch for any retaliation from the air. The shuttles and far trader take up air cover positions after they are done while the free trader heads to a spot several kilimeters away from the island.
The invasion starts off well for the Sternor forces, but it seems the Von Berg troops are better trained; after the initial shock of the surprise is over, the superior numbers of the Von Berg ground forces begins to make a difference. The Von Berg starport, left alone during the invasion (a serious oversight by your brother), launches a handful of aircraft that keeps your air cover busy; so busy you can't help the ground forces.
About 90 minutes after the battle has started, you brother calls for a retreat. Both sides have taken a severe beating and the Sternor forces left are simply insufficient to continue the invasion with. The remaining forces are loaded onto the starships and taken back home.
Battle Losses - Sternors
Troops: 18 of 80 regular, 102 of 160 militia, 5 of 6 suits Battle
Dress gone
Armor: 2 of 6 armored cars destroyed, 2 of 8 light tanks destroyed,
1 of 2 heavy tanks severely damaged
Aircraft: not involved
Starships: light damage only
Battle Losses - Von Bergs
Troops: 275-300 dead or wounded, 350-450 regulars left (militia
numbers unknown)
Armor: 1 heavy and 2 light tanks destroyed, same number heavily
damaged
Aircraft: 3 aeropace fighters destroyed out of 5 encountered
Starships: none encountered
Aftermath
Upon your return, Dame Natalia (your aunt, though she is the
same age as you and your brother) is furious and is trying to talk your
father into exiling your brother for gross negligence. Maxwell, to his
credit, does not deny that it was a mistake to leave the starport alone,
but points out that it would have been just as bad to remove half the air
cover for such an operation. Eventually, this degenerates into a shouting
match refereed by your father. As you ponder whether you should say anything
(you aren't sure what), Uncle Herman pulls you aside.
"I'm no tactician, Adolphus, but it is clear that we will not be able
to launch another attack for several weeks. We only have 62 regulars left,
plus some 1900 militia. The Von Bergs are hurt, yes, but can probably launch
some sort of attack within the week."
"So what's your point? Are you trying to say we should flee?"
"Of course not. We simply must act quickly before the Von Bergs
can react to our assault."
"But you just said..."
"I'm talking about a commando raid on the Baron's palace. You,
your brother and sister, Hans and perhaps a few more."
"I'm not a coward, but I'm not a soldier either."
"Have you been away from your family for so long that you forget
our one advantage?"
Hmm, you'd almost forgotten. A half-dozen psychic assassins in
the Von Berg palace could do a great deal of damage. Now if only someone
could come up with a plan...
Later that evening, you mention Uncle Herman's idea to your sister. She ponders it a few seconds, and says it might work. However, the argument between your brother and Aunt Natalia has continued to grow; she has demanded a family meeting tomorrow at noon for the purpose of exiling your brother. Considering that both of them would be needed in the raid, something has to be done (plus, in the Nordic tradition, your brother should be allowed to redeem himself in battle).
Putting together a raid will be enough of a problem. Unfortunately, the most powerful psis in your family have little combat experience (Dame Natalia is an exception, as well as you). Your sister is apparently going to let you pick the team.
Getting to the Von Berg castle doesn't seem to be as much of a
problem as who's going. The 'Dagger can take the strike force (up to a
dozen troops can temporarily be carried) there submerged, then remain just
below the surface with sensors dry. While you only have one suit of Battle
Dress left, all 3 Grav Belts and the 47 breaching charges remain (plus,
no one has
figured out what's in the Mystery Box yet).
(Ship Boosters: I'm not exactly sure what you're refering to,
but any major alterations to your ship's drives would take 10-14 days.)
After thinking about things, you decide that it probably wouldn't be a good idea to strike the Von Bergs again so soon. However, the family argument coming up in a few hours could complicate matters greatly. You need to decide whether you plan to take either side or act as peace-maker between your aunt and brother.
Before the noon meeting, you let your sister and uncle know that you think a second raid should be postponed. Both seem disappointed, but they do agree with you.
The showdown bewteen Aunt Natalia and Max is only an hour away; how do you plan to handle it?
{details of family meetings deleted; Aunt Natalia drops her attempt to exile your brother and Uncle Marcus pushes through the plan to land an espionage unit on the Von Bergs island. For the record, here is who was for and against the plan:
For: You, Helena, Maxwell, Marcus, Bertha, Hans, Tynna
Against: Ludwig, Herman, Natalia, Dell}
The only members of your familiy going are you, Uncle Marcus (he has some handgun skill and potent psi abilities) and Maxwell (good combat skills and possibly seeking redemption for the previous raid). The rest of your team is draw from the Sternor's paramilitary forces:
-1-
Bjorn Svensen 677677 age: 34
Mechanical-4, Gambling-2, Tactics-1, Gravatics-1, Brawling-1, SMG-1,
Robot Ops-1, Artisan-1
Gear: mini mechanics kit, 9mm SMG (200 rounds)
-2-
Karl Madsen 7B7C77 age: 34
Computer-4, Ship's boat-1, Combat rifleman-1, Axe-1, SMG-1, Brawling-1
Gear: hand computer, axe, 9mm ACR (120 rounds), 4 RAM grenades
-3-
Otto Madsen 698679 age: 35
Tactics-3, Brawling-2, Survival-1, Early firearms-1, Electronics-1,
Commo-1, Streetwise-1, Sensor Ops-1, JOT-1
Gear: 7mm carbine (75 rounds), battle computer
-4-
Stefan Heinrich 877686 age:
38
Survival-2, Cmbt Rifleman-2, Hunting-1, Axe-1, Sensor Ops-1, Mass Drivers-1,
Electronics-1, Leader-1, Persuasion-1, Gambling-1, Gravatics-1
Gear: 9mm ACR (120 rounds), 8 RAM grenades
-5-
Bram Svensen 648766 age: 30
Electronics-2, Mechanical-1, Recon-1, Heavy Weapons-1, Stealth-1
Gear: mini electronics kit, 20mm Light Assault Gun (30 rounds)
-6-
Moose Conrad E777C6 age: 33
Rifleman-2, Mechanical-2, Sensor Ops-1, Ship's Boat-1, Recon-1, Gambling-1,
Equestrian-1, Hunting-1
Gear: 9mm ACR (180 rounds), mini mechanics kit
-7-
Noel Jung 8C7684 age:
37
Brawling-3, SMG-2, Handgun-1, Electronics-1, Survival-1, Recon-1, Axe-1,
Computer-1
Gear: 9mm SMG (300 rounds)
-8-
Evan Kane 49CD9A age:
38
Electronics-2, Mechanical-2, Commo-2, Tactics-1, Disguise-1, SMG-1,
Admin-1, Laser Wpns-1
Gear: 9mm SMG (120 rounds), laser carbine (one power pack, 50 shots)
-9-
Richard Conrad 94987A age: 39 (served in Sword Worlds
Navy)
Vacc Suit-3, Forward Observer-3, Brawling-1, Electronics-1, Medical-1
Gear: 7mm carbine (75 rounds)
-10-
Kevin Jung 667989 age: 38
(served in Sword Worlds Army)
Combat Rifleman-3, Tactics-2, High Energy Wpns-1, Brawling-1, Instruction-1,
Electronics-1, Mechanical-1
Gear: Gauss rifle (400 rounds), 9*40mm RAM grenades (6 HE, 3 HEAP)
All have the following equipment: camoflage cloth armor, blade, machete,
9mm autopistol (60 rounds), personal comm (5 km), backpack, fatigues, hiking
boots, 2 electric torches, personal basics (mess kit, matches, etc.)
Additional gear includes: 7 two-man tents, field radio (500 km)
You may carry additional gear (see LOCKER.TXT for ideas) and leave out some of the troops (right now you have 13, with various abilities).
Raid Summary: In a daring nighttime raid, with the aid of an old, escaped prisoner once part of the Von Berg military, the party killed the head ofthe Von Berg family and several of his soldiers, leaving the Von Bergcastle with severe damage. By noon the next day, the few Von Bergs left sent a surrender message, which was accepted.
[details of assault on Von Berg castle excluded; with the help of a
former Von Berg soldier, your strike team enters the
castle, sets demolition charges and assassinates head of Von Berg clan
in gun battle; castle wrecked by explosions; following
victory, only 4% of population on Von Berg island refuses to swear
loyalty to the Sternor clan and chooses instead to move to
other lands; two surviving Von Bergs granted exile status]
After resting and relaxing on your family's island for nearly a month, you and your crew are itching to get back to the stars again. Aside from the one crewmember change, everyone you hired is staying on.
Aside from the desire to explore the galaxy, your financial reserves are starting to get low (down to Cr 45,000; monthly salary for your crew is Cr 16,000); you need to do something to generate revenue. (Since the ship is technically Scout Service property, they will take care of the yearly starship maintainence/overhaul, eventually...).
You reprovision the ship, say your goodbyes, and head to Sacnoth, a good place to find patrons, cargo and interesting people.
A few days later you arrive on planet. After going though the landing
procedures, you set down. A few minutes later, you are making the typical
rounds for a spacer with a ship looking for work (while you didn't get
this kind of experience in the Scouts, you family has been operating merchant
ships for years, and you crewed on one more than once).
Cargo Name/Type | Destination | Volume (cy) | Pay (Cr) | Other |
Pharmacuticals | Terfling | 55 | 4000 | perishable |
Electronics | Biter | 80 | 6000 | fragile |
Aslan statues | Caladbolg | 25 | 2000 | none |
Farm machinery | Sting | 100 | 8000 | none |
Farm machinery | Biter | 120 | 10000 | none |
Fission rods | Sting | 25 | 2000 | radioactive |
Gormet foods | Beater | 80 | 6000 | perishable |
Mineral waters | Terfling | 100 | 8000 | perishable |
Antique guns | Horund | 25 | 2000 | fragile |
Patron #1: A man and woman, in plain clothing and of middle age, ask for passage to Caladbolg. They are aware that your ship is not really designed for passengers, but no regular commercial line is going there now. They are willing to pay Cr 20,000 total [if you want more, try to roll a 10+ on 2d6; if you succeed, they will pay Cr 30,000; if you roll a 2, 3 or 4 they look for another ship]. They have little baggage. They do not talk very much.
Patron #2: A man in shabby clothing and slightly wild-eyed, willing to pay Cr 12000 for transport to whatever inhabited planet the ship next lands on. His only possession is a full cloth sack, which he fervently keeps away from everyone.
Rumor/Information
A Vargr pirate ship is active in the "southern" area of the subsector.
They have picked on small ships so far, and have been
driven off three times (it is rumored that several Vargr have held
the position of captain over the last few weeks...). Since
it is operating in nonaligned space, no military action has been taken
against them.
A Zhodani trade delegation left Regina (the Imperial sector capital)
in disgust 11 weeks ago. Many merchants fear that the
Zhodani will use telepaths to secretly wreck trade deals sector-wide
in retaliation; the fear of psis in the region has taken a slight upswing...
Four weeks ago, the outpost on Iron was found destroyed and all biologists stationed there killed. No group has yet been blamed, though a wrecked free trader was also found on the planet, likely an innocent victim of the attackers. The Vargr pirates are primary suspects.
The two rebellions on Joyeuse have grown worse in past weeks, and mercenaries
are flocking to the planet to serve on both
sides. Although only two nations are in trouble, the fighting may spill
over into neighboring countries.
NovaTech (a starship manufacturer) has announced plans to close all factories on non-Imperial planets. This has lead to rage and demands of a boycott by workers on the affected worlds. Industry rumors are that the move is to appease the Imperial Navy, whom NovaTech is seeking a contract with to supply them with patrol cruisers.
Turn Results:
[Both passengers and the statues to Caladbolg are chosen. During the trip the wild-eyed passenger is found dead, a Sworld-Worlds blade driven through him. After the internal sensors come back online, the other two passengers are located in the outer starboard weapon's area. When approached, they are maniacal and attempt to kill Adolphus. Both are rendered unconscious. Due to energy spikes coming from the spot, the jump drives are threatened. Adolphus spaces the sack (stolen by the pair), as the ship's doctor comes after him with a laser welder. The doctor and passengers quickly recover. Upon arriving on Caladbolg, a two-week inquiry is done. Adolphus uses the time (plus another week) to get the ship its yearly maintenance.]
Finances: Previous cash reserves were Cr 21,000. Add Cr 18,000 for the passengers and cargo to Caladbolg. Total Cash Reserves now Cr 38,000.
The inquiry into the death of the passenger proceed smoothly and you and your crew are cleared of any negligence or wrong-doing. About a week later, you recieve a message from the Scout Base that your ship is ready.
During the three weeks, you spend most of your time hanging around
the scout base and starport, looking for rumors, patrons
and cargo. See below for details.
Cargo Name/Type | Destination | Volume (cy) | Pay (Cr) | Other |
Spice | Biter | 121.5 | 9000 | none |
Robots | Biter | 40.5 | 3000 | none |
Starhip Software | Elizabeth | 67.5 | 5000 | none |
Aluminum (processed) | Elizabeth | 81 | 6000 | radioactive (selaed) |
New natural resource | Elizabeth | 40.5 | 3000 | none |
3D still photos | Sacnoth | 67.5 | 5000 | none |
Rumors
Drunk in Bar: The Loreans Ecleptic was spotted six weeks ago
near Elizabeth by the crew of a far trader; the liner vanished
before they could board her.
Starport Worker (Technician): An Aslan cruiser stopped
by four weeks ago, destination unknown. The ship left shortly after one
of its crewmen (an officer) was found dead in a seedy part of startown.
Amazingly, the aslans didn't raise a fuss with local
police.
Several Merchants: Vargr pirate activity has picked up in the
region (remember one of the rumors you heard about while at
Sacnoth).
Patron #1: A linguist seeking passage, Dr. Ejar Sarrel. He is looking
for passage to Elizabeth for research. He is willing to
pay Cr 20,000 for the inconvenience.
If you roll 8+ on 2d6, he tells you more: GD HR VNQJHMF NM SGD SQZMRKZSHNM NE ZM ZMBHDMS CQNXD SDWS.
If you roll 10+ on 2d6, Dr. Nathan has some info: RZQQDK RODBHZKHYDR HM KNBZSHME KNRS ZKHDM SQDZRTQDR SGQNTFG NKC CNBTLDMSR.
Patron #2: A merchant, Marquis Nadb Liuc, is looking for someone to
ferry himself and a recently purchased far trader to
Flammarion. He is willing to pay double normal salary for the trip
(about four weeks), and return passage to Caladbolg.
(Optionally, your cousin and perhaps one of your crew could follow
you and the rest of the crew in the Loki's Dagger).
Results for turn: You decide to carry all the cargo to Elizabeth. The
scientist, despite knowing about the fate of your
previous passengers, still wants passage. Given that Cr 20,000 is better
than Cr 0, you take him on board.
Your initial cash reserves are Cr 38,000. Total income is Cr 34,000.
Total expenses are Cr 30,000 (salary and life support
recharges). New cash reserves are Cr 42,000.
The trip to Elizabeth is uneventful. Elizabeth (B426467-8) is a small
world with 60% coverage of water and trace atmosphere. It has a population
of some 20,000, is a colony of Grote and has a Moderate Law Level (no firearms
may be carried in public). An Imperial naval base is located insystem (away
from the colony). Given the population and status, there is little cargo
available. After you have been on the planet for two days, some unusual
events unfold (see after the last Patron).
Cargo Name/Type | Destination | Volume (cy) | Pay (Cr) | Other |
Robots | Dawnworld | 40.5 | 4000 | none |
Radioactive Ore | Caladbolg | 81 | 6000 | non-radioactive (?!) |
Lumber | Grote | 81 | 6000 | flammable/perishable |
Rumors/Information
Portmaster at Elizabeth Starport: A vargr corsair
(pirate ship) was destroyed six days ago in this system as it tried to
refuel from the local gas giant. It is rumored that this was the ship terrorizing
the Sword Worlds subsector over the past few months.
The Navy is investigating.
Bartender in starport pub: A mercenary unit (2,000 men) is on-planet,
headed towards the planet Gunn, which is in the final
stages of a civil war. There has been numerous problems between the
mercenaries and locals.
Starport News Service: Talchek recently executed 14 offworlders, 9 of them Imperial nobles, for terrorism and spying.
Patron #1: Khalte, an aslan female is looking for a job as a trade specialist on a merchant ship. Lacking that, she will accept transport to a system with a Class A starport. She cannot pay for passage, but is willing to work short-term in exchange for the trip (working passage, which is common enough). She is well-versed in Administration, Broker and Trader. [note: after 3 jumps, she will leave the ship even if not at a Class A starport; also, her skills are useful only if you buy and sell cargo, not just carry it.]
Patron #2: A young woman stops you on your way back Loki's Dagger one day. She says her brother has been wrongly imprisoned on Talchek as a terrorist. She knows where he is being held and wants to hire you and your crew to break him out. She is willing to pay Cr 100,000. Given that Talchek has a thick, corrosive atmosphere, simply shooting up the prison and landing in the remains won't work (plus, as a client state of the Imperium, would you want to risk becoming an Imperial fugitive?).
Event #1: In the morning a local policeman knocks on your airlock.
He shows you a photograph of the scientist you brought
here and asks you what you know about him. As you know nothing (remember
those failed rolls?), the interview only lasts a few minutes. You later
discover that the scientist was found dead and most of his possessions
stolen last night. That evening, as
the stateroom he had stayed in is being converted back to crew use,
Maxine discovers a computer disk under the bunk. The disk is unlabeled,
so Maxine pops into into the room's terminal port to see who's it is. She
is rather startled to discover that it
belongs to the dead scientist.
Event #2: An Imperial Naval officer (Lieutenant) approaches you
ship with an official request. He says that the Naval sensors
are having trouble picking up the wreckage of the Vargr corsair in
the fringes of the gas giant. Since your scout ship has
different (not necessarily better) sensors, the local Naval commander
feels that it might get the job done. The whole operation should only take
a couple of days, and a pair of 135 cy fighters and a single 1250 cy shuttle
will be provided as
escort/support. You and your crew will be paid Cr 250 each. You should
expect liftoff orders within 12-18 hours. Note that this is not a very
good deal, but since your ship is government property, he could requisition
its use without any compensation
...
Additions to Star Map: Grote is 'north east' of Elizabeth, 2 parsecs
away. It has a Class A starport and gas giant. Talchek
is 'east' of Elizabeth and Dawnworld, halfway (1 parsec) to Grote.
It has a Class C starport, gas giant and is rated an
Amber Zone due to its distrust of off-worlders and recent terrorist
activity. Like Elizabeth, it is controlled by Grote
(conquered during the last Frontier War).
Your cash reserves start at Cr 42,000. Add Cr 500 for finding the wreckage
and another Cr 6,000 for the cargo. Subtract Cr
14,000 for salaries and expenses. Final cash reserves are Cr 34,500.
Reluctantly, you agree to the terms of the Naval base commander. You
get Hans to fire up the power plant, and you lift off. Once in low orbit,
the two fighters and lone shuttle join you from the orbital portion of
the naval base. [note: naval bases are
merely staging points and repair facilities for fleet actions; actual
military ships present are normally very few. This naval
base has three 5500 cy system defense boats and six 140 cy fighters].
It takes slightly less than a day (19 hours) to reach the gas giant
where the pirate ship was destroyed. The Naval craft takes
a high orbit (matching speed with your scout ship) and Hans maneuvers
your ship into the upper portions of the atmosphere.
It takes about 1.5 hours to locate the wreckage. During this time,
the Navy Lieutenant (the same one who brought you the
message on planet) keeps pestering you from the shuttle, wanting frequent
progress reports. While your cousin is busy scanning the wreckage, distress
signals begin coming in on all frequencies. Surprisingly, it is coming
from the Naval Base!
"Mayday! Mayday! We are under attack. Six bogeys, various classes. Any ships in area please respond. We are under attack."
Before you can respond, the Lieutenant radios your ship: "I'm returning
to Elizabeth with both the fighters. Remain here and
continue doing doing the scans for now. However, be prepared to haul
ass back to the base."
As the shuttles and fighters disappear in the direction of Elizabeth,
your radar warning goes wild. Out of the fringes of
the gas giant emerges a 5500 cy ship moving at high speed, towards
Elizabeth. As Mauser (your gunner) tracks it, Hans is
able to identify it as an Imperial system defense boat (SDB). Reluctantly,
your gunner switches off the tracking system
(remember, he was in the Sword Worlds Navy).
About six hours later, you recieve a message from the Naval Base; it
has taken heavy damage, with 1 SDB and 4 fighters lost,
but the attackers have left the system. No hostile ships were destroyed,
though two were badly damaged. The attacking force
was:
Attacking Ship | # | Size |
Aslan cruiser | 1 | 13,500 cy |
Vargr cruiser | 1 | 5,500 cy |
Imperial patrol cruiser | 1 | 6,000 cy |
Imperial mercenary cruiser | 2 | 12,000 cy each |
After initial bombardment and destruction of most of the defending spacecraft,
several landing craft were launched and
the base was looted. Despite the origin of the attacking starships,
almost all of the assault troops (well-armed and
armored) were human, with a handful of vargrs.
Aside from giving you a message to send, the naval commander also has the sensor readings you took downloaded to the base's backup computer.
You head to Grote to deliver news of the attack on Elizabeth. The base
commander thanks you for the favor. Note: During the
attack, the mercenaries on planet did nothing.
The trip to Grote is uneventful, except for what O'Dea and Nathan are
able to pull off the computer disk. Your computer's
Anglish-to-Droyne translation program, however, proves to be adequate
for the task, though some words aren't translated.
Within a short time, it becomes clear that the scanned text is the
journal of a Droyne starship captain some 50,000 years ago,
who was stranded on a planet in your sector (following catastrophic
power plant and jump drive failures). Most
important, however, is that his crew had found a planet with ruins
of the Ancients and was returning to his home planet with
the news. The good news is that astrogational data is included. The
bad news is that it is complete gibberish to your computer.
Plus, as you are aware, it would take some specialized computer program
to account for motion of the stars over the past 50
millennia. So, in summary, you need a better (or specialized) Droyne
translation program (or a highly-skilled Droyne) and a
50,000 year old star map. Good luck. Of course, discovering a new Ancient
site could make you fantastically wealthy and/or
powerful ...
[Side Note: There are only two Droyne-controlled worlds in your sector,
and seven known Ancient sites in the sector (one of
which is on a Droyne world). Interestingly, both Droyne systems are
only 12 parsecs away (not that you have to go to either one ... yet). As
both systems are adjacent, this makes the task of generating a 50,000 year
old star map easier (assuming, of
course, that all astrogational coordinates are based on the Droyne
crew's homeworld, and one of the two known Droyne worlds was their homeworld).]
Things To Do On Grote
While there isn't a naval base here, the portsmaster accepts your message
from the Elizabeth base commander. Thankfully, he
doesn't make any requests. There are a few options:
(1) Search for a Droyne translation program: Roll 2d6 twice each day
you (or a crew member) searches, with a 8+ needed for
success. Let me know how many days it takes before you succeed or give
up. Program cost is Cr 500 to 3000 (1d6/2 * 1000).
(2) See about getting a 50,000 year old starmap generated: You get two
2d6 rolls per day, needing a 6+. Estimated cost is Cr
500 to 1,000 (1d6+4*100). Let me know how much time it takes (note:
if you don't like the cost, you can look for another
computer center).
(3) Carry some cargo back to Elizabeth: There is 270 cy/Cr 20,000 worth
of cargo headed to Elizabeth. Your profit would
only be Cr 6,000, but it would be a profit.
Cargo Name/Type | Destination | Volume (cy) | Pay (Cr) | Other |
Farm Machinery | Elizabeth | 81 | 6000 | none |
Electronics | Elizabeth | 135 | 10000 | fragile |
Pharmaceuticals | Talchek | 40.5 | 3000 | corrosive |
Off-Road Vehicles | Elizabeth | 54 | 4000 | none |
Rumors/Information
Grote Portsmaster: It is rumored that a medium mercenary unit
(1500-2500 men) is headed to Talchek in an effort to aid the planet's rebels.
Various Independent Merchants: Several systems spinward ("west") have been attacked and looted by a mixed paramilitary fleet over the past few weeks. There doesn't seem to be a pattern to their attacks.
[Special Note: Your financial problems come from the facts that (a)
At max, your hold can carry only Cr 21,500 worth of cargo (if you engaged
in speculative trade, it could be 20-50% more, but you don't have anyone
with significant merchant-type skills [Broker, Admin, Trader] on board),
but you could do asteroid prospecting (Dade has Prospecting-3), and (b)
your crew is costing you too much; in particular, your cousin accounts
for Cr 6,600 of the Cr 16,000 monthly payroll. You might have to give him
a share of the profits (the 33% he originally wanted) instead of a salary,
or else get involved in illegal activities (smuggling, piracy, etc.). Or
start firing crew members. Or go broke. Here is a breakdown of crew salaries:
Hans Stiferd, Pilot, Cr 6600; Maxine O'Dea, Security/Technician, Cr 1300;
Emmett Nathan, Medic, Cr 4000; Melissa Dade, Engineer, Cr 3000;
Rutger Mauser, Gunner, Cr 1100. Note that you can operate the ship
without your cousin (as you have both Pilot and Navigation skills).]
Your cash reserves start at Cr 34,500. Cargo is Cr 20,000, expenses are Cr 14,000. New cash total is Cr 40,500.
Upon returning to Elizabeth, you are contacted by the base commander.
He recalls your ship to active duty, and gives you
the option of remaining on board. Of course, you do so. Your mission
is to carry a base representative (the lieutenant) to
Flammarion, who will then take the X-boat route to Regina, the sector
capital. Once there, the ship will be removed from the
active list and you can do what you want. All crew salaries and required
expenses will be paid by the Imperial Navy. [Exception: As a security chief
is not required, if you want to keep O'Dea, you'll have to pay her salary
yourself. As this is only Cr 1000 a month, for 1 month, it shouldn't be
a problem.].
Rumors/Information
It is rumored that the Zhodani are planning a new war with the Imperium.
Unlike the last war, the Sword Worlds are not likely
to get involved. Related to this is a new wave of anti-psi paranoia
sweeping the sector, which has lead to lynchings on some planets.
The actions of NovaTech have sparked strikes (both legal and illegal)
at some starports in the sector; no Imperial systems have
been affected yet. A few merchants are urging that the Imperium take
sanctions against NovaTech, but the Imperium appears to prefer a hands-off
approach. The strikes have, so far, not harmed NovaTech's efforts to obtain
a military ship contract
with the Imperium.