Pentapod's World of 2300AD This is the fourth of four terrific articles on Piracy. My thanks to Erick for granting permission for me to host it on my web site. -Kevin Clark - Feb 16th, 1998.

Catch as Catch Can

by Erick Melton
( ermelton AT earthlink DOT net )


Copyright ©1992, 1998 Erick Melton.  All Rights Reserved.
Originally published in Challenge magazine #62.

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( kevinc AT cnetech DOT com )
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http://www.geocities.com/pentapod2300/mag/catchcan.htm


Disclaimer required by Far Future Enterprises: This item is not authorized or endorsed by Far Future Enterprises ( FFE) and is used without permission. The item is for personal use only. Any use of FFE's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks. In addition, this item cannot be republished or distributed without the consent of the author ( Erick Melton).

Table of Contents:

INTRODUCTION

The Texas National Bureau of the Spacelanes Activity Monitoring Network (SAMN) is looking for starship crews to help establish an independent monitoring system (IMS). The pay is good -- twice standard pay rates, plus a bonus equal to 6,000 livres when the assignment is completed. Members of the Texas Space Military will receive normal pay, but will get other bonuses in the form of promotions and official commendations.

The characters will need a good mix of space crew skill, with special emphasis on Pilot, Sensor, Communications and EVA. Former pirate/hijackers, especially those who served as spikers (cybernetic specialists in boarding and infiltration), will have an advantage. The characters can be members of the Texas National Space Guard, on assignment with Texas National Bureau.

The adventure begins in the Texas Colony on Austin's World, in the DM-3 1123 system. The players are to form the leading members of starship crew whose job is to seed a number of systems with passive grav scanners as part of SAMN's independent monitoring system. The system, a series of automated sensor buoys, will give the interstellar crime-fighting organization good, solid data on the general traffic pattern in systems where there is a high incidence of pirate activity.

To seed a system, an EVA team is sent out to select and coat an asteroid with a ceramic resin. This helps mask the scanner from easy detection and also serves as a long-term power source. Once the resin hardens, crystal circuits form and allow the sensor to use it as a solar panel. After the vessel has left, nanomotes, tiny robots the size of molecules, use the asteroid's material to replicate themselves and construct the sensor unit. Several such asteroids are seeded, each set of nanomotes programmed with a different timing sequence. This allows the sensors to periodically conceal themselves, literally taking themselves apart, while still keeping the system under scan. In this way, SAMN hopes to prevent cheap detection of the sensor platforms by the pirate syndicates. The timing sequence, as well as the orbital data of the seeded asteroids, is coded on a set of computer chips and stored at SAMN's central bureau. Courier vessels will be periodically dispatched to pick up the stored sensor data.

After a training period of three weeks, the PCs are assigned to seed passive scanners in systems which are noted for a high level of pirate activity or which, by their position in the star field, are suspected of harboring a catch and carry team's dock-rock -- a small asteroid moditied by a pirate syndicate to serve as a rest stop, parts storage facility and long-term sensor buoy.

The PCs will travel aboard a Yellow Rose-class courier vessel, a scaled-up version of the Hayabusa-class courier, with a crew of six, 100 CUM of cargo and three-week endurance when fitted with an EDM. The PCs' vessel is also fitted with a pop-out drone, an automated remote designed to secure sensitive data in the event of being boarded by firing it on a pre-planned trajectory.

MONTANA AND MEXICAN INTERVENTION

The PCs' assignment is to head toward the Qingyuan system via Omicron 2 Eridani and Epsilon Eridani. Since the Mexican and Argentine governments have made it clear that they will not provide any assistance for the IMS, the Texas and Manchurian national bureaus have come to an agreement to jointly seed the routes of the Latin Finger. The PCs will proceed to Omicron 2 Eridani, where they will assist Manchurian vessels in seeding that system.

After they acquire the subluminal horizon of the Omicron 2 Eridani (Montana). The PCs' vessel is approached by a Mexican patrol vessel. The Yellow Rose is boarded and searched for "contraband material." While such a search is nominally allowed by the Melbourne Accords, it is clear to the PCs that the Mexicans are merely trying to harass them and make their life difficult. The PCs can only keep quiet and wait it out.

The PC in charge of the ship should roll the following task for every half-hour the naval personnel are on-board:

Task: To keep crew patient during search: Difficult, Leadership or Psychology. Determination. Special.

Referee: Failure means some incident has taken place which greatly increases the volatile nature of the event -- all rolls are one level higher from that point on. A mishap means violence of some sort has broken out, and the vessel is immediately impounded.

Three hours after the search begins, a Manchurian patrol vessel comes on the scene to "assist" the Mexican patrol, and the PCs are finally allowed to proceed to the station to begin their support of the Manchurian seeding operations. As long as they remain in-system, however, they are followed by Mexican agents and patrol craft.

QINGYUAN AND THE BOGEY

When they complete their work with the Manchurian seeding operations, the PCs resupply and head for the Qingyuan system, known to harbor pirate dock-rocks. Once finished, they will return through Epsilon Eridani to Austin's World.

Along a secondary route in the Chinese Arm, Qingyuan is a relatively uninteresting system with no permanent habitation. The only activity, besides the original exploration teams, was an attempt by a Mexican mining company to develop the asteroid mineral wealth. The plan proved untenable, and the company folded.

A day after arriving in-system, the PCs have a long-range sensor contact. The grav scan shows a stutterwarp trace heading from an Epsilon Eridani insertion toward the inner system. If they hail the vessel, they receive a transmission from an independent research vessel. The time lapse will not permit any in-depth conversation.

If the PCs are monitoring the scan, they may notice a scan anomaly, as the vessel is actually an armed courier shadowing the PCs (use the Thorez-class courier as a guide), and it has launched a decoy-drone (dee-dee) in order to rendezvous with a dock-rock in the system. The PCs should roll the following task to determine if they catch the anomaly:

Task: To detect a dee-dee launch: Variable, Uncertain. Sensors. Instantaneous.

Referee: The level of difficulty is dependent on whether or not the bogey succeeds in launching the decoy-drone. If the dee-dee launch is successful, then the task is Difficult. If it was a simple failure, the task is Routine. If a mishap occurred, detection is Simple.

Over the next several days, the PCs pick up sporadic sensor contacts. At first intermittent and at extreme range, they grow in strength and proximity. Any attempts to communicate get no response. The nature of the bogey's activity points toward one obvious conclusion -- the unknown is a pirate catch vessel, trying to discover the locations of the sensor units in-system. The vessel is sanctioned by Instituto Nacional de Astonomia (INAP) and manned by agents from the covert operations section. Commanding the courier vessel is Jose Martin DeSilva, from Argentina's piracy suppression squadron. DeSilva's fiercely ambitious nature, combined with his high degree of skill, has lifted him through the ranks in a very short time. DeSilva knows the IMS is no real threat to his nation's security, but to fulfill his goal of moving to the peak of the Argentine military hierarchy, he must please his superiors in this regard. DeSilva is an Elite space military NPC, while his crewmembers are Experienced space military NPCs.

ATTACK

The sensor contacts continue through the first week in-system. At a time when they are vulnerable, such as when they are at all-stop to allow for EVA operations, the PCs detect two contacts bearing on them at high speed. Anyone manning the communications station will detect high-speed telemetry indicative on in-flight course corrections to a remote. The PCs are under attack.

In fact, this apparent attack is a ruse. DeSilva is hoping to drive the PCs out of the system before they have completed their assignment. The PCs should roll the following task:

Task: To analyze the catch vessel attack: Formidable. Computer or Tactics. 5 minutes.

No matter what tactics the PCs use, they will appear to be successful, as DeSilva will call off the attack after detonating two obsolete missiles, both targeted to miss the PCs' vessel.

Several days after the initial attack, if the PCs remain in-system, DeSilva will strike again. This time he will be swift and deliberate in his attempts to disable the PCs' vessel and take them prisoner. The PCs have three basic courses of action to consider:

All-Out Defense: This is the most obvious action to take, but it is also the least likely to succeed. The PCs will be in a damaged vessel, far from any assistance, outnumbered against a well-trained foe.

Counter-Boarding: The PCs may attempt to board the attacking vessel while their ship is being attacked. This tactic requires a high degree of skill and training, the type normally possessed by marines or legionnaires, and failure would leave the characters in a worse situation than before.

Delaying Action: The PCs' number one concern is to prevent the orbital and timing data for the sensor buoys from being captured. They may want to plan some delaying action while they use the vessel's pop-out drone or dump the information into the cerba-comp of a party member.

DOCK-ROCK

If DeSilva is successful in capturing the PCs' ship, he will place a prize crew on the vessel to take it to the INAP dock-rock, actually the main facility of the failed mining company. There, the PCs will be searched thoroughly enough to turn up any weapons or equipment they may have on their person. Any bionic or cybernetic augmentation will remain unnoticed. DeSilva plans to search the PCs' vessel for the orbital data for the sensor units, or the recovery signal for the pop-out drone, if it was used. He will then wait for his carry vessel, an Argentine freighter scheduled to arrive within two days, and set the PCs adrift in an escape capsule off a regular travel route.

The PCs and crew are thrown into a locker room on the mining level of the facility, in the prep module, kept at 0G to reduce power consumption. Eight locker units are staggered across the center of the room, each with four triangular-shaped lockers containing a rack, shelf and personal storage drawer. Power and air leads from the facility's main supply were designed to recharge the P-suit and equipment contained in each locker. The sides of the lockers are covered in graffiti, written in Spanish, which confirms that this is the ready room of an asteroid mining facility apparently abandoned several years ago.

If the PCs search their enclosure, they will discover six belter-style P-suits (integrity unknown), two damaged autojacks, one box of Stik-kit patches (25 patches, 100-kilogram holding strength) and individual tools to form a combination basic and electrical tool kit.

P-Suits: The P-suits are a heavily padded variety, of a style favored by belters. Due to the years of disuse, they have developed weakened joint seals. If the PCs do not inspect the suits, or if they miss the worn-out seals, the seals may fail while in use.

Roll 1D10 if the PCs attempt any activity in a suit without repairing the damaged seals. On a 7+, the seal fails, and the suit starts losing atmosphere. If the activity was particularly strenuous, the referee may choose to add a modifier as high as +3. A swear 'n' tear patch will slow down such a leak but will not stop it, and a Stik-kit patch cannot be properly molded to the suit while someone is wearing it.

One way to check suit integrity before use is to over-pressurize the suit, hooking it up to the air supply in one of the lockers and inflating it to twice the recommended level (specified on the inside collar tab of each suit). However, this sudden drain on the air supply will almost certainly alert anyone watching the status boards in the facility's operations center. If the PCs do not consider this possibility, they may find an armed detachment bursting in on them in a few minutes.

Another way to check suit integrity is to hand inspect the suits:

Task: To inspect a P-suit: Routine, Uncertain. P-Suit. 2 minutes.

Once the weakened seals are discovered, they can be repaired by using two Stik-kit patches, one on the inside and one on the outside of the suit.

Autojacks: The autojacks are a form of specialized mining equipment for 0G mining, using a high-intensity laser in combination with a high-speed drill. Each autojack comes with a harness that fits around a suited miner. There are no spare parts available to fix the two damaged autojacks, but by cannibalizing them, the PCs may be able to construct a crude laser cutting torch.

Task: To diagnose autojack damage: Difficult. Mechanical and Electronic repair. 3 minutes each.

Task: To build a cutting tool: Formidable. Mechanical and Electronic Repair. 12 minutes.

Referee: If a major mishap is rolled, then the spare parts are damaged, and the cutting torch cannot be completed. If a minor mishap or superficial damage is rolled, then the character must check his determination. If he is successful and completes the task, then the cutting tool is finished, but at a higher chance of failure. This represents the PCs' attempts to force a slightly damaged part to work. Roll 1D10 for every five minutes the cutting tool is used. On a 10, the tool fails, and the PCs can attempt to rebuild it by rerolling the above task. A tool rebuilt once will fail on a roll of 6+. A tool rebuilt more than once is damaged permanently. If the spare parts were already damaged when they were discovered, add 1 to all task rolls.

With the makeshift cutting torch, the PCs can cut into the control access plate next to the doors, then open the doors without setting off any alarm.

Task: To cut panel with cutting torch: Routine. Dexterity. 2 minutes.

The torch may fail before the panel is opened. If this happens, the PCs may need to physically pry the panel loose. This would be a Strength-based task, with the level of difficulty starting at Impossible and dropping one level for every five minutes of continuous cutting the PCs were able to get out of the cutting torch. After the panel is removed, the door can be opened by hitting the manual release.

Ambush: If the PCs do not think of using the torch to open the panel, or if the autojacks were irreparably damaged in the attempt to make the torch, then the PCs may choose to set an ambush for the eventual return of the guards. Keep in mind that DeSilva's men are experienced space navy personnel who will be expecting some sort of resistance. They will not be easily fooled or caught off guard. And any plan must account for the three-dimensional nature of any engagement, as the locker is in 0G. Using the lockers to hide one or more PCs, or having someone float "above" the door, are possible tactics.

BEAT THE CLOCK

The referee will need to keep a close watch on the passing time and DeSilva's search for the orbital data of the sensor platforms (if the PCs launched their pop-out drone, he will search for the recovery codes as well). If the PCs did not make any attempt to protect the data, or if the bridge was captured before they completed their attempts, then it will take DeSilva a minimum of two hours to break the security codes on the PCs' computer.

Starting at the two-hour mark, the referee should roll 1D10. On a roll of 6+, DeSilva recovers the data. Otherwise, he spends another hour in the attempt.

If the PCs removed the data from the computers, then on DeSilva's success, he will begin to search the PCs' vessel to find some record of the orbital data. If he does not find it at the end of two hours, he will send for one of the PCs to be interrogated while his men continue the search.

When DeSilva's men arrive, the PC closest to the locker room door (or any PC guard posted there) should roll the following task:

Task: To avoid being surprised: Variable. Level of Hearing. Instantaneous.

Referee: If the PC rolling the task has Exceptional hearing, the task is Simple; Excellent hearing is a Routine task; Average hearing is a Difficult task; and Poor hearing is a Formidable task.

If the task is successful, the character can give enough warning for the others to conceal any escape efforts.

If the tasks fails, the character isn't aware of the guards until they begin to open the door. A mishap means the character is unaware of DeSilva's men until after they open the door. In either case, any PCs working on escape efforts must roll the task below.

Task: To hide escape efforts: Variable, Uncertain. Dexterity and Stealth. 2 seconds.

Referee: The difficulty level depends on the success of the task above. If the above task roll was successful, then this task is Routine. If the above task was a Simple failure, then this task is Difficult. If a mishap occurred in the above task, then this task is Formidable.

Once DeSilva's men arrive, unless thwarted by an escape effort, they line up and count their prisoners. They will then call out the name of the PC placed in command of the vessel. (Their information is based on a copy of the patrol vessel's report when the vessel was searched in the Montana system.)

OUT OF THE FRYING PAN

If the PCs manage to escape, they will need to make their way through the facility. To remain undetected, roll the following task:

Task: To sneak through the facility undetected: Variable. Stealth. Instantaneous.

Referee: The task difficulty depends on which section of the facility the PCs are in. Specific levels are listed in the section descriptions below.

As the PCs make their way through the facility the referee will need to keep track of DeSilva's men. Of the 35 on-board, two will be in operations manning the computer and communications boards. DeSilva and 10 more will be on-board the PCs' vessel trying to find the orbital data for the sensor platforms. Three will be on DeSilva's catch vessel, one on the bridge and two in engineering, and another three will be in the dock-rock's engineering room. Twelve will be in the warehouse section, ostensibly to provide assistance if needed, but mostly out of curiosity. The remainder will be in the crew section of the facility, attending to personal chores. If any of DeSilva's men were hurt during the boarding action, they will be in the infirmary section in the crew quarters, and the warehouse group will be reduced accordingly. If DeSilva has sent for the commander of the PCs' expedition, that character will be taken to the PCs' vessel as well.

The pirates will maintain this disposition until DeSilva determines whether the PCs have the orbital data on-board their vessel. If he finds it, he will send the bulk of his men to the catch vessel to prepare it for voyage. He will then wait for his carry ship to arrive and load the PCs' crew on board. If the PCs have removed the orbital data, DeSilva will send an armed guard of four men, each armed with Fusile-7 laser rifles, to retrieve the commander of the vessel for questioning.

Docking/Warehouse: Formidable Stealth task. Designed to allow for expansion, the docking module has a number of docking arms which extend to allow up to 12 vessels to dock at once. Normally, DeSilva keeps the arms fully retracted, extending them only when he is on base. This is the first time since the mine was abandoned that both arms have been extended. DeSilva's vessel is docked to the one nearest the operations center. Most of DeSilva's men will be located here, either assisting their commander or milling about in curiosity. This area is maintained at 0G.

Operations Center: Difficult Stealth task. Situated next to the docking module, the operations center is the only other section of the facility with an airlock to the outside. From this module, all phases of the mining facility were monitored. With most of the facility shut down, this module is largely empty, with only the barest of crew needed to man it. This area is maintained at 0G.

Engineering/Power: Routine Stealth task. The largest module of the facility, this section contains the MHD turbines that originally ran the mining complex, along with the backup power cells and maintenance equipment. This module is largely empty.

Life Support: Routine Stealth task. This section contains the atmosphere scrubbing equipment, emergency oxygen supply, food processing, hydroponics, etc. Completely automated, this area is left empty except during routine maintenance.

Smelting and Mineral Extraction: Simple Stealth task. The ore was originally processed here prior to being shipped out. It contains a number of 0G smelters, processing chemicals and other machinery necessary to refine ore into metal. With the mining operations shut down, this module is useless, and while it still maintains a breathable atmosphere, environmental control is minimal. This module is very, very cold.

Crew Quarters: Difficult Stealth task. This is one of two modules designed to be spun for artificial gravity. It contains personal quarters, gym/recreational facilities, food dispenser and infirmary. The large mining crew was housed here during off hours, and DeSilva's men find it very spacious, with each crewmember occupying what was designed as a shared compartment. There are two levels, with a lift down each of three spokes.

Prep Facility: Routine Stealth task. The prep facility is where the miners stored and repaired their gear. It is used by DeSilva's men for excess storage. Designed to spin like the crew quarters, the prep module is currently kept at 0G, but with slightly higher environmental levels than the other unused sections (the temperature level is still well below normal). There are two levels, with large lifts provided. The PCs were originally locked in a locker room on the mining level of this module.

Central Access: Variable Stealth task (difficulty depends on which module the party is next to). This area connects the other sections together. It also contains the flow lines leading from the mining area to the mineral extraction module, the spin gear for the crew and prep facility, and all the power and life-support feeds.

Mining Area: Simple Stealth task. DeSilva's men have never visited the area where the minerals were mined, and it is kept at 0G and zero pressure. An airlock at the end of the prep module will show this reading. It is questionable whether DeSilva knows where to look for the plans to the mining tunnels, although the length of time characters can stay down there is limited to the air supply of their P-suits.

...AND INTO THE FIRE

Ultimately, the PCs should realize that DeSilva's vessel is relatively unprotected and that it is possible to steal DeSilva's own vessel to make their escape.

Only two of the modules on the dock-rock have airlocks leading outside the facility. These are the warehouse/docking module and the operations module. With the majority of DeSilva's men in docking, the best plan for the PCs would be to sneak into operations and overpower the men on duty. If the PCs were successful in sneaking into the module, they will get a surprise melee attack on the two crewmembers standing watch. If the PCs failed, the referee will need to decide if crewmembers were able to give a warning in time.

A quick search will reveal that the two crewmembers have ID cards hung around their necks. These cards will allow access to the weapons locker, which contains two Fusile-7 laser rifles, with two charges for each. Each airlock will have two EVA sticks, one set of rocket stakes, a set of magnetic grapplers, guide rope and three minimum-service P-suits known as "gladbags."

With what they have at hand, the PCs have two means of gaining entry to DeSilva's ship:

Bluff It Out: The PCs could force one of the two subdued crewmembers to gain entrance for them to the pressurized gangway. The danger here is that the crewmember may attempt to give them away. The PCs should roll the following task:

Task: To coerce a crewmember Difficult, Uncertain. Psychology. 20 seconds.

Referee: If none of the PCs know Spanish, the difficulty is raised by two levels.

Back Door: The PCs could use the equipment they found and attempt to break into DeSilva's ship via a secondary airlock. This involves stringing a guideline from the airlock to the vessel, then opening the secondary airlock via the exterior access panel. Running the guideline is a simple task for anyone with P-suit experience. Breaking into the vessel is more difficult:

Task: To override the airlock mechanism: Formidable, Uncertain. Security Systems or one-half Electronic. 90 seconds.

Referee: Success means the characters have gained access without alerting the crewmember on the bridge.

If the PCs get on-board without alerting DeSilva or his men, it will be a relatively simple matter to overpower the watch crew and hold the ship while the rest of the captured crewmembers make their way to the vessel. If any of DeSilva's men give warning, or if DeSilva discovers that the data is not on-board the PCs' vessel and sends for the PCs to question them, then several minutes of confusion will precede DeSilva's attempt to recapture the PCs. If the PCs have already captured DeSilva's ship, all they need to do is hit the emergency docking release, then make their way from the dock-rock and back to their home port.

If any of the PCs or their crew have been taken for questioning, DeSilva will hold the individual hostage in an attempt to regain possession of his vessel. The PCs may consider any number of means to secure a release, from taking pot shots at the facility with the armed courier's laser to striking some sort of deal with DeSilva. DeSilva will do whatever it takes to protect the security of his operation, and the well-being of the PCs' crewmate will not stand in his way.

AFTERMATH

When the characters reach Epsilon Eridani (Dukou), an armed detachment of the Manchurian Space Navy will be dispatched. Using the coordinates given them by the PCs, they will find DeSilva's dock-rock, but DeSilva, his men and any trace of their being there will be removed. If the PCs left any members of their party behind in making their escape, they, too, will be missing and presumed to be dead. How the PCs are treated will depend on how they returned to civilization.

If they were set adrift by DeSilva, both the Texas and Manchurian national bureaus will be greatly embarrassed by the event. While both nations will officially state their resolve to end the long reach of the pirate syndicates, a number of political heads will roll, and the PCs could consider themselves lucky if they are not investigated for duplicity in the debacle, nevermind receiving their payment for the assignment.

If the PCs escaped, they will have a difficult time operating the larger armed courier with a skeleton crew, but should make it home safely. Their own vessel is unarmed and too badly damaged to be used in pursuit. Any survivors will be treated as heroes. Not only will they receive their promised pay and bonuses, but there will be a dizzying array of offers from the Texas and Manchurian national bureaus, from talk shows and news services exclusives, and from entertainment companies (to buy the rights to their story and/or hire the PCs as consultants). Any of DeSilva's men captured by the PCs will be quickly extradited by the Mexican government via a SAMN black-tabbed report for crimes of piracy. (They will later "escape" and "avoid capture.") If the PCs take up the offer presented by the SAMN national bureaus, life will certainly be interesting, as INAP's cover operations division will keep close tabs on them.- Erick Melton


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