The Initial Situation
After seven calm days in jump space aboard the sleek, jet black yacht Dark Moon, it’s crew of five are awaiting the iminent exit to normal space, heralded by a familiar low rumble.
There is Carmen Marshall, 35 year old captain and owner of the Dark Moon and Van Dex, Carmen’s 39 year old “first officer”. The two have been business partners for a while. So far Van Dex didn’t notice anything unusual or even illegal about Carmen’s business practices. After a prior career in the employ of his home world mega corporation Tremous Dex, he’s used to the ins and outs of space trading. Carmen has never told much about her home world Raschev, why she left, and never went back home. Carmen and Van Dex are non-imperials, they’re from independent worlds far on the spinward edge of the sector.
There are also three passengers: the young and wealthy scientist Suri Brown, who specialises on psionicology, and two imperial veterans, medical doctor Edward Phila and army captain Walter Kemp, they both served in the army and have known each other since they met during the infamous Siege of Gitosy.
Over the last few days in jump space some tension has been mounting aboard. A week ago, mere seconds before the jump, the Dark Moon was almost hit by a rocket. The crew realized they were being persued only moments before and couldn’t make much from the sensor readings. After reviewing the recorded visuals of the other ship, all Walter could tell was: “they’re not imperial and they’re not from Gitosy, that’s for sure”. Carmen seemed tense at first, but shook off her nervousness quickly. Then they came up with a plan: “as soon as we exit to normal, we divert from our course to Vanejen, power down and wait if anything pops out of jump behind us, everyone put on vacc suits!”.
They spend some hours “lying doggo”, passive sensors show nothing. Then they power up again, do an active sweep some 500.000 km around, still nothing. Soon enough they get hailed: “Dark Moon, this is the Tortuga Heritage, stand by for boarding”. There is some commotion aboard the Dark Moon, “damn, why didn’t we sense them, not even a jump flash when they emerged”.
But now they’ve got a reading on their screens. The Tortuga Heritage is closing in, obviously. They know they’ve still got hours to prepare. As time passes sensors show, that the other ship is a modified far trader, it’s fast and about the same size as the Dark Moon. It sports the emblem of a blindfolded skull on it’s fins. They hail the Tortuga Heritage and ask for their objective.
Surprisingly it’s captain, one Benjamin “Quicksilver” Turkin, is quite frank about this: “see, there’s this bounty of 50.000 Credits on Carmen Marshall’s head – it’s dead or alive, so you might as well eject her from your air locks for us to pick up, but wouldn’t that be a pity? Besides, nice ship the Dark Moon, almost pathetic to see her in our cross hairs”.
Walter Kemp turns to Carmen angrily “why, surely there’s something about you we should have known, not a bad idea to cycle you through the air lock and be done with it”, but Suri takes a stand “no one is going to take anyone of us”. Van Dex is puzzled. Carmen snarls “I bet there’s more bounty on Quicksilvers head then mine!”
After some discussion Walter Kemp picks up the comm: “Tortuga Heritage, this is Captain Walter Kemp. I’ve seized control of the Dark Moon, we’ll be awaiting your docking maneuvre, and will exchange Mrs. Marshall for an immediate payment of 10.000 Credits” and Quicksilver seems to bite: “Copy, Captain Kemp, stand by”.
The Tortuga Heritage slowly closes in, both turrets aimed at the Dark Moon, Van Dex has manned the Dark Moons turret aiming at the air lock of the other ship and watches the tubular boarding gantry slowly extend across the gap. Carmen is still in the pilots seat and programs her ships computer to keep a close boarding distance to the Tortuga Heritage.
Suri and Edward take up position in the Dark Moons Airlock, ready to cover Walter, who’s preparing to meet the bounty hunters. All are in Vacc Suits and armed with rifles. Walter has secured himself with a long multifilament, EVA-security chord, tied to the air lock and pushes Carmen’s black, custom made vacc suit in front of him. They’ve filled her vacc suit with some scrap metal for mass and filled it up with hydrogen. Carmen whined at the plan, but gave in. They’ve tied the arms of Carmen’s vacc suit behind it’s back and tied the boots together to make it appear like she’s bound up.
“Ok, this is Captain Kemp, I’ve got Mrs. Marshall tied up and will meet you half way between our ships in the gantry. Have 10.000 Cr ready for the exchange.”
He slowly moves out into the gantry. On the other side he notices a woman in combat armor with head lights and a dark visor accompanied by a small combat droid. He knows these droids all to well, and mentally prepares to aim for it’s vulnerable control circuits. Then after a pause:
“Negative Kemp! We’ll meet you on our ship. Make no mistakes!”
Walter moves on carefully, everyone on the Dark Moon get’s nervous.
Suddenly Suri can’t hold it anymore, she jerks on Walters security line, tries to pull him away from danger, Walter shoves the empty space suit away from him, as he get’s pulled back. Van Dex hears the commotion and fires pulse laser at the other ship, Edward fires at the prepared space suit. Both ships get pushed appart from the explosion, the woman in combat armor and her droid spin out into space lifeless. Walter dangles on the security chord in between the ships surrounded by debris and finally get’s pulled back into the safety of their air lock. Carmen face palms.
Walter says “they’re not getting away with this, now we’re going to board, we can have the Tortuga Heritage! I’ve done this many times while in service”. He jumps, drifts some 150 meters and lands right next to the outer hatch of the Tortuga Heritage. The security line reels out to maximum length. As he manages to successfully open the hatch from the outside (a bunch of amazingly successful Vacc Suit and Electronics rolls), he feels something bump into him from behind. Suri has attached herself to the security line and cable cared accross. Edward follows quickly thereafter. Through the view port of the inner hatch they spot four mercenaries in combat suits, aiming sub-machine guns at them. Now everyone has had enough of this:
Quicksilver panicks and orders his gunner to fire rockets at the Dark Moon, despising the dangerously short distance, Van Dex fires recklessly at the Tortuga Heritage, a couple of explosions ensue, Suri gets blinded by laser reflections from the Dark Moons protective coating. Captain Quicksilver dies from a direct hit to his bridge. One mercenary goes down in the cross fire. The Dark Moon suffers hits to her fuel tankage and the cargo hold, damaging Van Dex’s Air/Raft badly. They’ll still be able to land.
Finally the Dark Moon’s Crew takes four surviving mercenaries captive, secures ten brand new SR-5 Survival Rifles and four HES-6 Hostile Environment Suits from the Tortuga Heritage’s cargo hold. They manage to restore control of the Tortuga Heritage just enough to put the badly damaged ship on a trajectory for a safe orbit around Vanejen. Then they make for Vanejen Space Port.
Vanejen is a bit larger then Mars, has standard atmosphere, still breathable without protection in spite of some notable industrial pollution. About 60% of the surface is covered with oceans and there are large ice caps on both poles of the planet. The local tech level is similar to Terra’s early twentieth century, and a feudal technocracy maintains a rather permissive law level.
Down dirtside, the crew discovers that the old navy facilities of the class C space port have been deserted more then a century ago. There are no repair facilities, and only unrefined fuel. Seems like they’re stuck on Vanejen for some time. The mood get’s worse as Van Dex finds that his calulations we’re off by some degrees. The Tortuga Heritage’s orbit is decaying …
About the rules
This has been the first time i’ve played and refereed a game with Traveller5 rules. Writing this session report, I’m surprised how much actually happend in this first four hour session. I had to look up a few things during the session, especially the space combat range bands. And some weapon stats for space combat.
Things I liked:
the base mechanic is super simple, roll 2d6 under target number. Basically that’s all a casual player would have to know.
optional granularity of the system seems to scale well. The rules allow to include technical details to various degree – as long as it’s fun.
Range Bands are great, they facilitate realistic narrative without bogging down the game by having to count squares or measuring distances on the gaming table.
ablative armor and the “10 hits put any NPC out of action”-rule, speed up combat resolution nicely.
Things I struggled with:
- Calculating numbers of dice to roll and modifiers in combat, there are a lot of variables to take into account: distance, cover, rate of fire, is the combatant firing cautiously or snap firing? I guess I’ll get used to it.
Things to look up in the rules
- Rules for sensor actions. I thought them less important while reading the rules but found them to contribute quite a bit to the narrative and set up of the situation, even in the first session. I hand waved this for now. Fair enough I think.