Into the Void Ref’s Notes Sessions 46 and 47

These two sessions involved the team fleeing from a planet, pursued by a System Defense Boat. They were aboard a Jump-2 Maneuver-2 Far Trader with 1 double beam laser turret and 1 sandcaster. To say they were outgunned by the SDB, with its Maneuver-6, two triple laser turrets, and two missile launchers is quite an understatement.

These sessions were a learning experience for both me and the players. We haven’t done much space combat. With the SDB starting 150,000 km away, the players had a couple of rounds to start a getaway, though really according to Classic Traveller ship combat rules they weren’t even at long range at that point.

A challenge I have found with Classic Traveller ship combat has been making it exciting. For the most part I feel like we’ve managed to do that by doing it very cinematically, using different home-brew rules over the years. I want the ship combats to still have lots of personal actions in them.

The ship combat rules from Cepheus Light have some great actions for each position in a ship during combat. They have some things that I had not considered and my player’s hadn’t either. The rules, however, highly abstract combat. While I generally have no problem with this, for about half this combat there was just no substitute for the Classic Traveller vector movement system. It was critical for maintaining the feel of the chase.  So we used the vector system, but we mixed in the rules for Advantage and the crew actions from Cepheus Light, with a touch of me (the Referee) simply deciding when a skill roll was need to accomplish something (like make a difficult vector turn while moving at 8G). I always feel “guilty” when I port rules into Classic Traveller from…well…anything. I love the game so much. I think the tradition of the game is improvisation from both the players and ref. However, with ship combat I think having some minimal framework is needed, and it needs to be fun. The Cepheus Light rules are, in fact, very fun.

Now, while those rule are fun, it was the actions of the players NOT in any rulebook that were really interesting. Example: Barney trying to use his Engineer-3 skill to get one more safe redline out of maneuver drive. Or Flint and Caliban trying to send the SDB a fake message from base. Or Roger using the planet and then the moon as cover. Or Lucky’s compassion for Silvonius after the team really put him at risk he didn’t sign of for.

Overall I felt like it went well. I got a little confused a few times and made mistakes, but my players corrected me when appropriate and that was appreciated. Now, having done this two session chase/non-battle, I think we could do a similar one in half the time with a lot fewer mistakes.

I think that when you start talking about combat a lot of players and refs start down the road of increasing complexity to better mimic “reality”, even if reality involves shooting lasers from the cargo bay of a starship travelling at 140,000 kph. I think that for any campaign, game session, or encounter there is an appropriate level of detail, and that includes space combat. For a Traveller ref it is a matter of finding the right level.

Original Carl, from a Traveller Discord server I participate on, mentioned the Traveller: Out of the Box series of blog posts. I am particularly found of this post: TRAVELLER: Out of the Box is Driven by ADVENTURE, not Hard Science. It’s a great article, and good to read from time to time to really remember that it isn’t a tactical war-game. It is for adventure, and agonizing of minute details can really destroy adventure.

Here’s the thing. Admitting that Classic Traveller doesn’t include every single possible thing and that you have to make some stuff up doesn’t mean the game itself is flawed. It is exactly as it needs to be, as it was designed.

ITV Sessions 46 and 47: Space Chase

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The Fortunate Son clears that atmosphere of Uetonah and Caliban detects a System Defense Boat at the very edge of their sensor range — about 150,000 km. Knowing that they are going to be nearly impossible for that ship to observe while they are in low orbit, they move to the other side of the planet and start for the 100 planetary diameter jump point.

They monitor Samson Mining ground control instructing the SDB to come in and pursue the Far Trader Fortunate Son.

Roger uses his pilot skill to keep the planet between the two ships but with 6G acceleration the SDB is able to reach Uetonah and get the FS in sight after two rounds. SAFCO begins trying various getaway strategies. Flint uses his tactics and leadership skill to help with flight tactics and rev up the crew.

Roger takes evasive action, using his Pilot-4 skill to make up for the Fortunate Son’s slow speed relative to the SDB. Caliban moves to the cargo deck and starts removing the battle dress from the crate. It is very heavy and he needs help.  He informs the crew that each suit is accompanied by a big rifle. He describes the guns and Flint identifies them as highly illegal for private ownership PGMP-13 plasma guns. Fardt and Jinx join Caliban to help unloading the gear. Barney redlines the engines for a round, gaining an extra 1G of speed. Flint and Lucky man the sand caster and laser turrets.  Lucky fires the sandcaster to give them some cover.

The SDB hails them, telling them to decelerate and return to the spaceport with the stolen gear. It fires warning shots.

System Defense Boat

Barney attempts to prep the strained Maneuver Drive for another redline but it is simply not safe.

Roger decides to head for the small moon slightly off their vector to attempt too use it to shield them. He makes a difficult Pilot roll and is able to make the vector change. The SDB is traveling much faster, and the pilot misses his roll. The SDB overshoots the turn, giving the FS temporary safety.

As the FS continues out they are again vulnerable. Lucky fires the sandcaster again. Flint heads to the cargo deck and preps the now empty battle dress crate with a transponder, and positions it to be jettisoned.

A panicky Silvonius Janx takes over at the sensors and notices they are acting weird. Barney takes a look and see that they have been scrambled by the SDB.

Flint and Caliban take advantage of the connection Flint’s tablet still has with the Samson Mining computer network. They compose a message telling the SDB to stand down, that there has been an error. Having no computer kill, Caliban uses Jack of All Trades -1 to try to route the message through the system properly to make it look legit. He fails his roll. The SDB captain is not fooled by the message, and again threatens the FS with warning shots and instructions to return to the star port. Barney sees that the SDB is attempting to use its sensors to target a specific system on the FS, probably the Jump drive.

Roger continues evasive manuvers.

Flint jettisons the now empty crate. Barney hails the SDB, telling them to let them go or they will destroy the gear with their laser if they are not allowed to leave.

Round 6 arrives. The FS reaches 100 diameters. Roger activates the previously plotted course for Overon and hits the big red JUMP button. The Fortunate Son transitions to Jump Space, escaping with no damage.

Silvonius is furious! Barney explains that they had to take the powerful weapons due to the genocide Samson was planning. He’s still furious. Roger mentions they might make a massive profit from selling the gear and Silvonius suddenly gets a new attitude.

The crew has a talk with Silvonius about his share of the profit from selling the gear. Caliban tries selling him on the idea of each member of SAFCO and him getting an equal share. Sil is rock solid that for the danger they put him and his ship in that SAFCO as a whole gets 50% and HE personally gets the other 50% . Lucky feels that they really did him wrong with their actions and they owe him. Sil reminds them that they need him and his ship to complete their trip to Prometheus. They agree, to his terms, subtracting any SAFCO resources used. Caliban already had side deal with Sil for a percentage of any of his profits, which Sil agrees to.

They get to Overon.

Barney begins maintenance on the ship, nursing the maneuver drive back to health after abusing it so badly! Lucky relaxes. Caliban uses his Admin-4 skill to sell the 10 grav bikes, 10 tons of machine tools, and 5 tons of booze for a huge profit. Sil will be VERY happy.

Then Caliban, Flint, and Roger meet with Samson Mining admin Robert Tilton, a friend from Flint’s previous career with RCMP. Flint levels with him about the origin of the gear. Tilton tells them that the consortium has been having trouble with pirates, and that the Battle Dress and plasma guns would be useful. With skillful negotiation with a friendly admin, SAFCO gets over 2 million credits for the gear. After deducting Caliban’s 5% from Sil’s share, Silvonius will get over 900,000 credits from the deal.

Back on the ship, having gotten the news, Silvonius is grinning from ear to ear. All is well aboard the Fortunate Son, as SAFCO, Silvonius, and Jinx begin to plan the next leg of the journey.

End of session
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Elapsed time: 466 game days (1 year 91 days)

Into the Void Ref’s Notes Session 45

Session 45 was our first ship combat in a long time. SAFCO wisely avoids ship combat.

In this case the pursuing ships were not really ships. They were patrol speeders. Tougher than an air raft, and with one ship-power laser, and with 3G acceleration (or it’s in-atmosphere equivalent), but no jump drive, etc. Essentially fighters.

The ship the PCs were on, the Fortunate Son, is a Far Trader. No armor. One dual pulse laser turret. One sandcaster. 2G acceleration. Not a bad ass ship.

What made the FS superior was the crew. Using the excellent and fun ship combat rules from Cepheus Light, each crew member has something to do each round. Something of real value that can help in a fight. The “advantage” rules allow you to run the combat without worrying too much about actual positions. You and the players can describe the flying to your heart’s content. It is cinematic, for lack of a better term.

Note: the Cepheus Light rules are currently only $4.20 for the PDF. Just buy them. The soft cover is less than $20. Great streamlined rules.

With Pilot-4, Gunner-3, Gunner-1, Engineering-3, and an effective Comp-1 on Sensops, the rules really bring to light how good a good crew can be. For each position there are a number off possible actions, each requiring a roll.

This was our first time using these rules. The session, including roleplaying and combat, took about 1.5 hours. I spent about 20 minutes before that going over the rules a bit and answering questions, so that each player understood that in the possible upcoming fight each would have possible meaningful actions.

The rules worked well for Classic Traveller, but of course not perfectly. There are details that need to be dealt with, but I’d say overall it was smooth. I’m hoping Omer Golan-Joel will do the same thing for ship combat that he did for vehicle combat in his Quick and Dirty Vehicle Combat book for Classic Traveller.

Now, if you want a detail ship combat wargame experience, these are not the rules for you.

I made a few mistakes. Sandcasters should not work in-atmosphere. I forgot, let it happen once, so I just let it continue. I forgot that the dual pulse laser turret should get two attack rolls. Had it become important, I would have also forgotten that pulse lasers do more damage and get two effect rolls on the hit chart.

I made this first use of the rules easy on myself by making the pursuing craft very simple. Not a lot of rolls to do. Pilot and Gunner. They rolled for advantage. Could then roll for a Pilot action. So there wasn’t too much for me to keep track of.

Looking forward to next week.

 

ITV Session 45: Escape from Uetonah II, part 1.

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SAFCO, aboard Silvonius Janks’s ship the Fortunate Son, with travelling youth urchin Jinx on board is lifting off from the Uetonah spaceport. Flint sees from a his window the cargo controller freaking out about the missing crate of Battle Dress armor.

Barney, Flint, and Caliban know about the theft. Flint, apparently not wanting Silvonius to be upset, turns down the speakers from the comm system.

Jinx makes a Streetwise roll, approaches Barney, and says “OK, what did you guys do? Something’s up.” His instincts are good. Barney gives him a very reasonable story without too many details, and tells him he might want to strap in. Which he does.

As the ship climbs, Caliban takes the Sensor Ops position. He scans for any ships following them, and indeed a ship has launched is gaining on them. He quietly informs the rest of the crew.

Lucky makes up a reason to go check out the laser turret.

The crew, expecting trouble, takes positions. Roger – pilot. Caliban -SensOps. Lucky – dual laser turret. Flint – sandcaster turret. Barney – Engineering. Fardt stays on the bridge.

Roger begins evasive manuevers.

The pursuing ship hails the Fortunate Son. “Far Trader. This is Samson Mining Security. You are in possession of stolen property. Return to starport immediately or we will open fire.”

Caliban returns the message with his own line of fast talk. The pursuing ship answers with a warning shot from its laser.

Another shot comes in, this one barely missing. Not a warning shot.

A battle follows. Barney redlines the engines to gain enough speed to keep ahead of the pursuer. Roger easily rolls and gets Advantage of the other craft. Lucky uses the turret targeting array to get a good look at their pursuer. It is a small craft — essentially a laser turret with a cockpit and engines.

At SensOps, Caliban makes a “target systems” roll, giving Lucky the ability to pick a system on the other ship to aim for. He picks the laser. Both ships fire. The security speeder, at disadvantage misses the Fortunate Son. Lucky, on the other hand, has advantage and Gunner-3. He fires and disables the enemy’s weapon.

As the crew begins to breathe a sigh of relief, and Silvonious starts losing his mind, Caliban makes another Sensor roll and detects two additional security speeders coming at them from opposite sides and above. The right’s not over yet.

Barney determines he can probably redline the engines for a total of four rounds before getting into really dangerous territory. He makes his roll again and succeed in maintaining the power.

Roger continues spinning and weaving the ship, easily getting advantage with his Pilot-4 skill and succeeding with evasive actions. Flint uses the computers at the sandcaster turret to time his sand bursts, helping them be effective, and increasing the ship’s defense. Caliban and Lucky use the same tactics, making every roll for “target system” and to-hit. Lucky disables a second pursuer.

Barney hails the remaining ship. “Break off pursuit or we’ll blow you out of the sky.”

The two disabled craft having already disengaged, the remaining pilot peels off and stops the attack.

Cheers in the Fortunate Son. Jinx is impressed! Silvonius is angry! “What have you idiots done?”

Caliban talks him down. For now.

As the ship clears the atmosphere, Caliban makes another sensor roll and detects what is probably a system defense boat at the very limits of sensor range.

The fight – is – not – over.

End of Session
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Elapsed time: 458 game days (1 year 83 days)

Into the Void Ref’s Notes Session 44

I can’t overstate how well weekly short (2-hour) sessions are working for us. And the virtual tabletop. Everyone is tired after work, especially me, and the idea of going BACK out into the world after work is totally implausible. Well, maybe not totally, but it is an impediment. I don’t think we’d have such good attendance in-person. The ability to sit down after dinner, log in, and play for a couple of hours is great.

I introduced the NPC Jinx a couple of games back. I think Jinx is a great example of how Traveller gives you plenty to work with, without having long character sheets full of stuff. The character’s stats are, in words, small and not that strong, good dexterity and endurance, high intelligence, low education and low social status. 4 skills, all at level 1. A belt pouch with some stuff in it, possibly a dagger in his boot, no armor. Because he is clearly inspired by a young Flinx, from the Alan Dean Foster novels, he has a very low level psi talent that he really doesn’t understand and can’t control.

It is easy for me to get into character as Jinx, as I’m currently about 40% through the Pip and Flinx novels. Even without the psi talent he’d be a good NPC. It has driven home the point that good NPCs are perhaps the most enriching thing in an RPG session, and that Classic Traveller gives you what you need.

The players on our campaign are doing things “not on their character record sheets.” By that, I mean they are taking actions that are impactful in the game, clever,  and fun, often without resorting to their skills. It’s really great to see.

I have some other ideas to write about, but it is 7:11am and I’ve gotta get ready for work. More later.

ITV Session 44: How To Ruin a Mercenary Attack

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SAFCO is onboard the Fortunate Sun, in the Samson Mining Spaceport on Uetonah.

Barney and Silvonius Janks introduce their new passenger (Jinx) to the rest of the crew. The youngster is impressed by the crew. They cautiously welcome him onboard. Lucky and Fardt recognize him from the Tavern earlier that evening.

The crew continues working on various plans before their planned departure in the morning.

Still having remote access to the Samson network, Caliban and Barney use Caliban’s tablet to plant information in the system – information they hope the incoming mercenaries will find. Caliban is easily able to get it in there. He makes an Admin-4 roll to insert the data in such a way that it is sure to be found by the mercs, but for it to seem like they just happened upon it. Caliban makes the roll easily.

Examples of the false info:

== Memorandum == Date: IY6026.285 To: Sergeant G. Gottfried From: R. Deckels, CFO Subject: Expected mercenary casualty statistics Your 26% estimate of mercenary casualties during the rebel elimination operation have been determined to be too low. Due to financial budget limitations, please take steps to ensure the casualty rate is no less than 78%. A performance bonus will be issued if the rate is 86% or higher. Suggested strategies: Place trusted personnel in charge of artillery assets to maximize friendly fire incidents once primary objectives have been achieved. Use regions known to have high natural predator populations for mercenary excursion and reconnaissance. Issue any and all items that have marked for disposal due to failed inspection, or items which are currently due for repair before return to service. Thank you for your understanding and cooperation during this time. Richard Deckels CFO
== Memorandum == Date: IY6026.293 To: R. Deckels, CFO From: Mitch McDonna, LLP Subject: Mercenary Insurance Policies
Hello Richard, In response to your inquiry, yes, there are no legal issues regarding independently insuring contracted workers without their consent, and being the recipient of any beneficiary funds. Attached is a form which is pre-filled out where all you should need to do is simply fill in relevant employee/contractor information, and beneficiary information for each one. Sincerely, Mitch McDonna, LLP

They plant several more horrible things in the system then log out.

While they do that, the rest of the crew looks over the star map and discusses next steps. They need to get to Prometheus. Silvonius has agreed to take Jinx to Listo, which is on the way. With a max of Jump-2, their only possible initial destinations are a return to Overon (a friendly and well known world) or AT-201, a Red Zone world interdicted for unknown reasons (not a good choice). The choice is easy, but what from there?

They consult the computer’s library program to supplement their own knowledge. From Overon they can get on the main Jump-2 trade route to Ridley, or a Jump-2 to Antebaron (which will still allow them to make the next jump). Ridley, according to Flint, is the garden world home of Ridley Consortium of Mining Planets (RCMP), and is known to be unwelcoming to random visits, it being the home/retreat for company execs. Antebaron is an industrial world and home planet of the Crabs, crustacean-like sophonts adapted to the planet’s corrosive atmosphere. There is a sizeable underground human habitat there. A good place to go for trade.

Next Day…

The crew wakes to find Fardt preparing breakfast with an enthusiastic Jinx helping him. Fardt is training him as a steward! Jinx is impressed to find out that Fardt is a qualified pilot as well!

During breakfast the crew chats. Lucky diplomatically inquires about Jinx’s apparent psionic ability, demonstrated at the dice table the night before in the Tavern. Jinx is unaware of any powers. He says he’s just lucky – always has been! Like when he ran from the big guy last night and a broomstick luckily fell and tripped his pursuer, allowing him to escape a beating!

The crew finds more cargo to purchase. 5 tons of machine tools. Caliban negotiates an insanely low price for them – hey are almost sure to make a killing by selling them elsewhere. Silvonius is out of money, but SAFCO has plenty. He agrees to transport their cargo for 15% of the profits on those goods. They purchase the parts and they load up.

Caliban takes one more chance to interview and record dock workers about the Pachyderms. As he’s doing this, Barney notices some cargo that looks quite different than the rest in the dock. It looks military. Calling Flint over, he inquires. The packing boxes do indeed look like they are for military gear, with military markings. He looks at some numbers on the outside of the crate, makes an Education roll, and realizes the crate contains Battle Dress! Obviously in preparation for the mercenaries attacking the Sophont Liberation Front. A few guys in Battle Dress with heavy weapons would wipe them out!

As the rest of the crew takes notice, a worker walks up to the box, taps some numbers or text into his tablet, and leaves. Another person driving a cargo mover picks up the crate. Caliban logs into the network on his tablet, finds that particular crate in recent arrivals. Barney has him change the storage location from wherever  the controller had entered to the spot their crates of machine tools had been.

The cargo mover driver stops, takes second look at his screen, scratches his head and shrugs, and puts the battle dress crate where they want — near the Favorite Son’s cargo ramp. Caliban give a pachyderm a granola bar, makes a liaison roll, and the creature pushes the crate onboard. The creature lumbers off.

NOW it is time to get the hell off this planet. Roger fires up the maneuver drive and the ship rises into the air. From his seat, Flint sees the cargo controller looking frantically for that box as the ship leaves the spaceport…

End of Session
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Elapsed time: 458 game days (1 year 83 days)

Into the Void Ref’s Notes Session 43

Not too much to report this time. A fun session with 100% roleplaying and zero combat (at least for the PCs).

The group split up into 3 sub-teams, which is fine. I enjoy keeping all the plates in the air, and I feel like I’ve gotten pretty good at reffing for a split party. For one thing, it makes more sense for two characters to go off on some errand sometimes than six.

Fans of Alan Dean Foster will recognize the inspiration for the NPC I have inserted into the campaign.

ITV Session 43: Subterfuge

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SAFCO is still on Uetonah. They have just gotten back to Samson City, but are outside the walls, discussing further actions. It is afternoon. They’ve spent the morning traveling through the jungle.

They return to the ship and discuss various plans, and then split into teams.

  • Lucky and Fardt go in search of a tavern frequented by miners in which to try to use Fardt’s streetwise skill to gain information, plant rumors, etc.
  • Flint and Roger go to find some cargo for Silvonius, so this leg of the trip will not be a washout.
  • Barney and Caliban will try to gain access to the Samson Mining network and plant misinformation for the incoming mercenaries to “discover.”

Lucky and Fardt find a busy establishment simply called “Tavern. They go in and start carousing. Fardt is not successful with his Streetwise-1 rolls, and not unable to really start any rumors. They go to the Collider table and gamble. Each loses some money. They meet a miner and Lucky pretends to be looking for work. The guy’s name is Harv Smithfield. Lucky chats him up for info about working conditions there, what the company is like, etc.  Harv becomes a friend to both of them. As they are talking, a ruckus breaks out at the dice table. They see a big miner yelling at boy of approximately 15 or 16 years for “cheating” at dice. The boy smirks. He is about 5’5″ tall, curly black hair,  dressed in a simple dark blue tunic over black trousers and boots. He has a belt pouch. The boy challenges the miner to one more round of the dice game. Just as it appears the miner will win, due to a poor roll by the boy, one of the miner’s dice tips precariously on its edge, finally falling into a losing configuration! The boy shovels the money on the table into his pouch as the miner erupts in anger, chasing him past Lucky and the panicking Fardt and out the door.

Flint and Roger go cargo hunting and snooping around. They find a strange cargo up for sale – 5 tons of liquor! (the cargo tables do odd things). It seems someone in the last 24 hours needed to dump it to make room for more valuable cargo, so the cargo handlers pooled their credits to buy it super cheap! Flint and Roger bring Silvonius, and the negotiate a good price that will profit the miners, certainly allow Silvonius to turn a profit, and will get the stuff off the cargo floor.

Barney and Caliban attempt to hack into the Samson network using Caliban’s TL13 hand computer, but are not successful. They leave the ship and go out into the dock to see where the terminals might be and how security is. They find a terminal. They see miners coming in from work, dirty and heading for the showers. They follow. They steal the laundry hamper from the showers and nick two Samson work suits and caps. Barney puts on one of the suits and approaches a terminal with Caliban. The terminal is occupied by a cargo handler. Barney asks if he can use it real quick to check on some cargo for “this guy” pointing to Caliban. He is convincing and the guy allows him to, after a brief discussion about Barney being a new hire. Caliban makes his Admin-4 roll by a significant amount, giving Barney a +2 to his Comp-2 roll to navigate the administrative systems of Samson. They make another good roll, and are able to hack the system enough that they can now gain access remotely with Caliban’s tablet. All this take some time. Flint and Roger return from their mission, see them, and stand in front of the terminal pretending to have a conversation, blocking the view of anyone else walking by. Having gotten the access they need, they leave, Barney changing clothes. They keep the two stolen Samson works suits.

Fardt makes a great Steward-1 roll later, preparing a fantastic meal on the ship.

After dinner, as Barney is checking some systems, he hears someone knocking on the hatch asking to be let in! He cracks the hatch and sees and adolescent male in blue tunic and black pants and boots. He allows him in. The boy wants to book passage to Listo, which happens to be on the route to Prometheus, to see his grandmother! He opens his pouch and they can see he has plenty of money. Silvonius grants him passage. The boy introduces himself.

“I’m called Jinx”.

End of session
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Elapsed time: 457 game days (1 year 82 days)

 

Into the Void Ref’s Notes Session 42

Another great session. I am very, very pleased with the creativity the players are using with their skill and even doing things that are not directly related to one of their skills. In real life people do that! I’m especially happy with the teamwork. Example: Flint is not a technical guy. He’s a soldier, with tactics. He had the idea of setting some traps for the corporate mercs, and asked Barney and Lucky if they could build some radio control decoy devices. Great idea! They made their rolls and were successful.

To me this is the essence of great roleplaying.  David (Flint’s player) did not feel limited by his character’s skills. He had ideas, they talked them through, and executed. Barney (the engineer and person with the highest Computer skill) and Caliban (master of bureaucratic systems and thinking) are working on some similar stuff.

After the encounter with the Lightning Bugs they made it back to town. They are discussing what to do now. Lots of really good ideas being generated. Amazingly, some of the ideas that came up I am already prepared for!

I had hoped to reach 5o game session by the end of this year, but it looks like we’ll top out at 45, which is still amazing. That will mean 15 session this year, which is a record for us.

ITV Session 42: Lightning Bugs

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SAFCO begins the session where they left off, at the Sophont Liberation Front in the jungles of Uetonah. They have spoken to Jason Slimjack, the biologist/leader of the rebels. Before light’s out the team discusses what they wish to do next.

The next day, Caliban goes around interviewing rebels regarding the Pachyderms, with the idea that he can submit this information to some journalist and thereby get the media involved. He spends the day doing that. Flint is given a tour of the rebel base and assets, as he has offerred to use his experience as an Army colonel to assist them with tactics to defend the base should Samson mining attack with mercenaries.

At Flint’s suggestion, Barney and Lucky spend the day building some expendible transmiters/recievers to use for dirty tricks in the upcoming battle, like using them to lure the mercenaries to booby traps, etc.

The next morning, Jason meets with SAFCO and ask them to take his Pachyderm research data with them, and try to get it to the Imperial Office of Sophont Relations, on Prometheus. They agree. Caliban has made his Admin roll, and he knows the head of that office from his prior service. Sir Walot DeMaris, a minor noble and expert on inter-sophont relations. Caliban thinks highly of him and believes he would be hard to bribe or blackmail.

The team loads up the grav bikes begins their return to Samson City. About 10km along the way, with Flint and Roger taking the lead, Flint detects 12 small objects pursuing them, and gaining on them fast. (Flint wins a surprise roll against the incoming hostiles). He puts his bike on autopilot and launches a grenade behind the group of grav bikes, the cloud of incoming “things”. Four of them drop off the radar.

Suddenly SAFCO finds themselves being swarmed by football-sized fast-flying insects that look like colorful wasps. The eight creatures break into pairs, with one on either side of every grav bike but Roger’s. They are very fast, and move erratically. They’ll be hard to hit.

As the team and the bugs fly down the pyschedelic tunnel, the bugs begin to attack. Between each pair of bugs a powerful electrical arc blasts. They try to catch the humans in that arc. SAFCO returns their attack. Flint turns his submachine gun on the insects. Caliban uses his skill with the grav bike to execute an impressive move, attempting to smash one of the bugs with his bike. Lucky and Roger shoot. Barney pulls out one of the insecticide weapons they bought in town and kills two of them. During the chaos, both Barney and Lucky are hit by electrical bolts. They slump on their auto-piloted grav bikes, unconscious as the others race on. Flint is hit, the energy easily penetrating his normally effective combat armor, but he hangs on to consciousness. Roger is hit, but barely.

More fighting. Caliban kills one with his auto pistol. Flint and Roger manage to kill more of them. Finally there is only one Lightning Bug left, and it flies off into the jungle.

Backtracking, they find Lucky and Barney unconscious on the floor of the tunnel, their bikes safely stopped near them. Both are still alive. After ten minutes both revive. Roger used Med-1 on everyone to bring them back up to almost full strength.

After some rest, the team makes it back to Samson City with no further injuries.

Caliban suggests that they wipe the navigational data from their bikes, to safeguard the rebel position.

The team discusses additional actions they might want to take, like planting misinformation in the Samson computer system, to sow dissent with the hired mercenaries, etc. They discuss skills needed. Barney is working at Comp-2. With this and Caliban’s knowledge of administrative filing systems they might be able to pull such a thing off. Flint has some ideas as well.

They are not sure what Silvonius Janks will want to do at this point.

End of session
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Elapsed time: 457 game days (1 year 82 days)