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Fat Trader Vs. Desert Raiders (Long Post)

I am running a T20 campaign using the Linkworlds and have come to a point in my plot where the characters are going up against a Big Plot. (Solomani Agents, Disgruntled Nobles out to Embarrass their Peers, Characters in Underinsured Fat Merchants Belonging to Someone Else, etc. etc.)
To date the characters have come out ahead in most of the combats they have been involved in, though there have been a few weeks in hospital and one PC death.
I think that they are feeling cocky, and the PC captain of the ship/Ex-Military player, (Elected by a landslide by the PCs/Players) is a former Imp. Marine.
I want to remind them of how dangerous T20 combat can really be.
To that end I am setting them up in a situation where, if they are smart, work as a team, and use appropriate firepower, they will survive. That is it, survival.
Being a rat bastid referee (bow to the master) I have given them a Fat Merch with only a Sandcaster. While sand can act as a big ass canister round, the ship is going to be grounded in the middle of what will rapidly become a refugee camp. (They are tasked with providing tech support to an overenthusiastic and under informed relief mission/religious mission with a set of high tech gear that is being field tested by wide eyed engineering, chemistry, and medical students from the University of Dukh at Sentry)
The tactical question from the bad guy NPC is how do you disable the ship (it is not your main prize in the raid) while keeping the expensive cargo mostly intact?
Your Mission:
Embarrass the Noble sponsor of this mission (The Marquis of Hallentine at Sentry) by disrupting the mission, stealing or destroying the high tech equipment and hurting, capturing, and kidnapping the precious children of Sentry.
Your Personal Mission:
This high tech gear and it’s support personnel are potentially useful to you in the local power struggles as they would allow you to control water and food resources out of proportion to your number of troops and resources. It will make you rich and powerful if you can capture about 20%-50% of the gear intact. You do not care about the starship or her crew; you do not want to go a-pirate on the space lanes.
Your Combat Assets:
About 5 really reliable men, experienced, loyal and trained. Equipped with TL 10 gear supplied by your patron. (Think Solomani Colonial Troops/Aliens Colonial Marines with medium armor and ACR/GL weapons. Night vision, radios, HUD displays, clamshell cuirass) They also have about 50 kg of Semtex and the caps and cord to use it.
About 10 men who have rallied to your banner, they will stay loyal as long as you keep them busy, fed, equipped and not too many casualties. Equipped with TL 7 light infantry gear, captured, stolen and borrowed. (Think Somalia warlord/Bosnia Bullyboys with light armor and Assault rifles, with some hand grenades. Some handheld radios, flashlights, flak vests)
About 20 opportunist local tribesmen who are along for the ride and want to grab all the booty (of both kinds) and then will fade into the background once the raid is over. Equipped with TL 6 surplus, third hand gear that you have given them in the past to help you on similar raids. (Think Laurence of Vietnam, or The Little Cossack that Could. Jack armor, no helmets, carbines, smg's, rifles, auto pistols, shotguns, revolvers, and auto rifles. other gear consists of torches and knives) They will arrive on their own desert animal mounts.
Mobility:
You have a collection of hover trucks and hover jeeps, enough to get you and your men to the AO. No air support, no heavy artillery.
You do have 2 jeeps with Recoilless Rifles and 1 Jeep with a pintle mounted Plasma Recoilless Rifle (like the kind the RCES used to issue to friendlies in the AO)
Your Non-Combat assets:
10 Tractor-flatbed rigs with drivers and 2 forklifts. Estimate that the Imperial shipping containers the gear is stored in will take 15 minutes per container, per forklift to load. This means that you need at least 2.5 hours to load everything.
Your Intel Assets:
You can get men into and out of the refugee camp easily, as long as they only move in groups of no more than 3 and are armed only with local traditional bladed and blunt weapons. There are no real security sensors and the ship is manned on a skeleton basis. You can also get one very motivated 13 year old who hates offworlders (an offworld merc killed his mother in front of him) willing to go in and make “friends” with the missionaries. He will be able to get a lot of intel on layout, location, attitude, and ability on the mission, the security troops and the ships crew.
Your other prizes:
If you can capture a lot of refugees they have access to buried wealth they hid when they ran, you can sell them to Rape Camp bosses, Forced Labor Factories, or feed them into the food processors and water reclamation vats. They transport themselves and you only have to feed the ones you are keeping.
Climate, Terrain, Meteorology:
The planet and particularly this section are dry and arid. The terrain is Wadi like, badlands, with lots of areas of shifting sand. The camp is laid out in a small hollow/v shaped valley with a well dug at the low point that is supplying water to the refugee camp. The Ship is parked in such a way that the sand turret can only come to bear on one valley wall and slightly less than half of the camp. The weather is clear with high winds. This means occasional dust storms may ground the Ships Launch and Air Raft. You can move in the dust but risk loosing vehicles and men if you do so. NO Rain at all.
The Opposition:
A company of 50 underpaid, overworked former policemen, prison guards and bullyboys. They have billy clubs and rattan canes for keeping the refugees in line. Revolvers, auto pistols, shotguns and a few carbines and no armor. They keep only a cursory patrol on the perimeter at night (10 men covering a camp with a diameter of half a kilometer) they sleep in a small tent compound uphill of the ship and the camp, which has it’s own thorn fence. They are there to protect the missionaries, protect the equipment, keep order in the 3 times daily food and water handouts and run the line for sick call. You suspect that they can be either pinned down in the tents or taken out with an attack on their compound.
The missionaries are not armed nor do you expect them to offer any resistance.
The PCs/Ships crew are the wild card.
The nearest support is a local army that you have done "work" for in the past. They will likely show up to clean up the mess you leave, but their ready reaction troops would not be on site for at least 8 hours. They would arrive in VTOLs and be equipped as well as your best men.
The Imperial interdiction forces have Battledress Equipped Meteoric Assault Troops on standby, but will only intervene on two conditions:
1. if they feel Imperial interests are at risk. The only way they would know this is if someone is able to radio them and convince them that this is the case. No radio, no marines.
2. if they feel the interdiction is at risk of being violated. The gear coming on planet is of a non-military nature and has been specially permitted to pass through the interdiction. The ship is lightly armed for self defence only and has the same special permission. This is all information that you can get off the news feeds within the first week of the ship landing.
Your patron has assured you that the Marines will not intervene. (you kind of believe him, he has come through in the past)

What else do you want to know?
 
Interesting scenario you have there.

I'm not up on T20 combat, but having played with v1.0 Striker I developed a great affinity for recoilles rifles, especially the 90mm. I'd use them on the sand caster; it only needs to be broke long enough for the intruder forces to get into the camp, after that, it doesn't matter. The pc's won't be able to use the cannister shot that close without hitting civilian targets. Course, if they inflict colateral damage anyway, that leads the pc's into a whole other direction. I would save the plasma bazooka and use it on any air/raft or small craft the pc's might use off the ship. Basically, keep the pc's pinned in the ftrader, and go about your business.

I'm uncertain of how to deal with the radio... hmmm. I suppose if the intruder force had some knowledge of where the antenna was on the traders hull they could deal with it the same way as the caster. Yeah, send your intel in to check precisly where that is, that'll be target #2, right after the caster gets disabled.
Also, intruder force could set up some diversionary comm traffic to try and redirect the marine force to another location. If that works, it'll only work once; remember Scotty from Star Trek:
"Fool me once, shame on you, Fool me twice, shame on me." Still, fooling them once might be all thats needed.

OK. That puts the pc's in the position of either staying in the ship and watching intruder force do all the nasty things its going to do, or coming out of the ship and going toe to toe on the ground, in the middle of the camp. Not good for the pc's.

This is going to have to be Super Quick. Intruder force should not stick around to give pc's or anyone else any time to come up with hero idea's.

This could be fun...what was the success bonus for this mission? MCr1, right? :D
 
I wish I could let you borrow my copy of AHl's Arab Israeli Wars Game. Mapboard B I think [iirc] has got desert dune terrain that would be perfect for that scenario. I'm envisioning placing unit counters on the map and everything.

You know, intruder force could use a mortar or two, just to liven up the carnage a bit.
 
Bribe the guards?! Pretend to be refugees?! Now where is the carnage in that? This is Lawrence of Jae Tellona time! We want to see those Zho-Turks on the run in full panic retreat!

Oh, sorry, wrong sector.

Nevermind.
:D :D
 
Interesting scenario you have there.

Thank You.

I'm not up on T20 combat, but having played with v1.0 Striker I developed a great affinity for recoilles rifles, especially the 90mm. I'd use them on the sand caster; it only needs to be broke long enough for the intruder forces to get into the camp, after that, it doesn't matter. The pc's won't be able to use the cannister shot that close without hitting civilian targets. Course, if they inflict colateral damage anyway, that leads the pc's into a whole other direction. I would save the plasma bazooka and use it on any air/raft or small craft the pc's might use off the ship. Basically, keep the pc's pinned in the ftrader, and go about your business.

I used Striker to make sure that a recoiless could pop a starship hull. It can
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I'm uncertain of how to deal with the radio... hmmm. I suppose if the intruder force had some knowledge of where the antenna was on the traders hull they could deal with it the same way as the caster. Yeah, send your intel in to check precisly where that is, that'll be target #2, right after the caster gets disabled.
Also, intruder force could set up some diversionary comm traffic to try and redirect the marine force to another location. If that works, it'll only work once; remember Scotty from Star Trek:
"Fool me once, shame on you, Fool me twice, shame on me." Still, fooling them once might be all thats needed.


The diversion idea is good, but the strike force has only the assets I listed plus a quasi-safe haven to retreat to. They certainly will pepper the hull with recoiless and small arms to break antennae and optics.

OK. That puts the pc's in the position of either staying in the ship and watching intruder force do all the nasty things its going to do, or coming out of the ship and going toe to toe on the ground, in the middle of the camp. Not good for the pc's.

This is going to have to be Super Quick. Intruder force should not stick around to give pc's or anyone else any time to come up with hero idea's.


The realistic limits (even with fudging) are that it will take 15 minutes per container to load. So if the trucks arrive on time and if they can be loaded unmolested then it will take about 2-3 hours once the ship is suppressed to load everything

This could be fun...what was the success bonus for this mission? MCr1, right?

I wish I could let you borrow my copy of AHl's Arab Israeli Wars Game. Mapboard B I think [iirc] has got desert dune terrain that would be perfect for that scenario. I'm envisioning placing unit counters on the map and everything.


The players are only being paid basic crew rates… :( it’s not even their ship… :eek: it is on loan to them as a charter from the ships broker who is rebuilding their own J2 M2 Fattie.
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Thank you for the offer of the map board. I will probably use a blow up of some topo maps I own that have appropriate terrain.

You know, intruder force could use a mortar or two, just to liven up the carnage a bit.

The intruders only have what I listed. They have an LMG or two, but that is all. Otherwise this is a set up for a TPK.
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I wanted to threaten and hurt them and forcing to a direction of my choosing, all without using Deus Ex Machina
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Weather? Do we get any duststorms? Any monsoon conditions that intruder could wait for and use?

This is happening on the Red Zone interdicted planet of Alief in the Sentry Cluster so it only has 20% hydrographics, but I like the idea of a dust storm
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Pretend to be refugees.

That will get a few guys into the camp but not the whole force, and they need to supress the ship. The infiltrators could do some damage.

Bribe some guards, and just drive in with a truck and start loading stuff up.

The stuff they are stealing is all loaded/built into standard 4 Dton shipping containers. You have to take the whole thing. The plan is for wholesale hijacking of goods, not petty theft and shoplifting. Big Plan, Bold Plan
 
Originally posted by Father Fletch:
Bribe some guards, and just drive in with a truck and start loading stuff up.

The stuff they are stealing is all loaded/built into standard 4 Dton shipping containers. You have to take the whole thing. The plan is for wholesale hijacking of goods, not petty theft and shoplifting. Big Plan, Bold Plan
You underestimate just how brazen theft can actually be. Still, assuming someone notices, you can have the firefight break out right then.
 
Well the big guy sounds like a real badash so...

After getting the place scoped out by the kid I'd pick a really vulnerable and valuable (to them) asset, like the medical station, and send the kid on another 'recon' with a 'camera' to take some pictures of the doctors. The 'camera' is of course just the housing, filled with some semtex and bent nails, the shutter button rigged to the detonator.

His explosion is the go signal for the 20 or so local thugs to charge into the camp and raise as much noise as possible under the direction of your trusted 10 hired goons, split them into 3 groups and stagger them by a minute or so.

Now with everyone sufficiently distracted and running around from one incident to another, your core squad goes into action.

A two man team, having studied blueprints of the Fat-Trader (widely available) place an 8kg penetrating charge of semtex on the hull adjacent to the computer core, BOOM, and then just to be sure they throw a satchel charge of another couple kg into the small hole. No more computer. No computer equals no starship. It can't fight, can't call for help, and can't even run away.

Now your remaining core squad can escort the heavy equipment in to haul away the goods and round up any desirable 'assets'. If anyone wants to argue you settle it with the recoilless and plasma. And don't forget to round up as many refugees as you like and have them set out in front of a couple machineguns and announce that if there is any trouble they all die.

To cover your eventual retreat with the goods you have already used the rest of the semtex and assorted shrapnel to mine the road, rigged with detonators you set on the way out.

I don't know if that misses a salient point or two but as a rough plan I think it works.

As to teaching the PC's that they aren't invincible, well they'll find that out quick enough if they try to do anything except hide inside the hull of what used to be a starship. Presumably that is the "if they play it smart" role you were referring to
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Well the big guy sounds like a real badash so...

After getting the place scoped out by the kid I'd pick a really vulnerable and valuable (to them) asset, like the medical station, and send the kid on another 'recon' with a 'camera' to take some pictures of the doctors. The 'camera' is of course just the housing, filled with some semtex and bent nails, the shutter button rigged to the detonator.

His explosion is the go signal for the 20 or so local thugs to charge into the camp and raise as much noise as possible under the direction of your trusted 10 hired goons, split them into 3 groups and stagger them by a minute or so.


The medical station is very close to much of the gear you want to capture. As well some of the medical personnel are people you want to grab.

Now with everyone sufficiently distracted and running around from one incident to another, your core squad goes into action.

A two-man team, having studied blueprints of the Fat-Trader (widely available) place an 8kg penetrating charge of semtex on the hull adjacent to the computer core, BOOM, and then just to be sure they throw a satchel charge of another couple kg into the small hole. No more computer. No computer equals no starship. It can't fight, can't call for help, and can't even run away.


If this was high guard then reducing the computer model number by getting a hit on it in the combat results chart would reduce the ability to communicate, this is not the situation. IMTU the computer core is important to a lot of the functionality of the ship, it is not the only computer. The major electronics subassemblies and components have their own distributed sub cores. In addition the main comp in a Fatty is on the top deck, three stories in the air. This would mean that the team would have to scale the outside of the ship to place the explosive. They might draw some unwelcome attention.


Now your remaining core squad can escort the heavy equipment in to haul away the goods and round up any desirable 'assets'. If anyone wants to argue you settle it with the recoilless and plasma. And don't forget to round up as many refugees as you like and have them set out in front of a couple machineguns and announce that if there is any trouble they all die.

To cover your eventual retreat with the goods you have already used the rest of the semtex and assorted shrapnel to mine the road, rigged with detonators you set on the way out.

I don't know if that misses a salient point or two but as a rough plan I think it works.

As to teaching the PC's that they aren't invincible, well they'll find that out quick enough if they try to do anything except hide inside the hull of what used to be a starship. Presumably that is the "if they play it smart" role you were referring to


All in all a good plan. There are a couple of places where point failures can occur which may derail the plan. But then that is the place where the PCs could try to be heroes.
Thanks for the excellent input!
 
Hmm. I think a few improvised directional mines (a dinner plate covered in C-4 which has rocks / metal bits etc. embedded in it will do in a pinch) deployed around the various points of egress from the ship could come in handy. ;)

Or, coming from the complete opposite direction conceptually, find a way to draw a fair number of the PCs outside and cut them off from the ship with only whatever they have in their pocketses. ;) Do they come out to confer with the missionaries and the students from time to time, perhaps?

John
 
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