Captain Degazio, PO Harkness, L-Sgt Von Ankh, assorted enthusiastic ithklur.
On the hull of the alien cruiser, still dead in space, Degazio, Harkness and Von Ankh prepare to board, supported by six ithklur marines (who have now all adopted names such as Teacake, Donut etc. in honour of Cpl Pancake).
Once the hole bored by Cpl Pancake’s PGMP has cooled enough to be safe, the boarding party enters cautiously. There’s no artificial gravity inside, but their suit sensors indicate an atmospheric pressure of about 1.15 standard, 25% chlorine and significant amounts of hydrogen – hydrochloric acid takes up the space occupied by water vapour in terrestrial air. Suit sensors alert the boarders to the fact that their suits will fail in a few hours.
More mundane sensors – flashlights – reveal an organic tunnel leading deeper into the ship, with a junction a few metres inside. Harkness moves up to the junction, and three ithklur follow, fanning out around him for protection. Von Ankh takes a couple more marines and explores one arm of the junction, but it leads to a dead end. Captain Degazio enters and has a marine allocated as a bodyguard.
Von Ankh moves back to the crossroads for a good field of view, and forwards the video from the marines’ helmet cameras to himself, Harkness and Degazio. Two marines head deeper into the ship, while Harkness leads two along a tunnel parallel to the ship’s hull and pries open a wall sphincter at random. Inside, Harkness finds a cache of spherical objects about the size of a basketball. Leaving the marines on guard, he takes this outside and tapes it to the the hull for easy retrieval.
Meanwhile, deeper in the ship, the marines find a chamber dominated by a tall structure made of dark green chitin, which looks like it should revolve. One marine enters a niche in the structure and pushes; it rotates easily and he emerges into another chamber, where he can see the entrance to a crawlspace of some kind.
At this point, the marines Harkness left on watch shout “Movement!” and their helmet cameras show a swarm of man-sized insectoids approaching at speed. The boarding party brace themselves for firing in zero-g, and as the bugs continue to close, open fire with their ACRs on full auto. This kills a few bugs, but fails to stem the tide, so Von Ankh orders the rearmost marines to fire RAM grenades into the onrushing horde. While they are preparing those, Harkness steps out of the tunnel and uses his engineering admin passwords to access the ship’s two triple pulse laser turrets and blast the tunnel from the outside. This is surprisingly effective, considering he is firing blind by dead reckoning, and makes a large hole.
Lt. Degazio is more demurely armed than the others, with revolver and cutlass. Nonetheless, she manages to drop one bug before the RAM grenades fire – and both fall short.
The ensuring carnage is an abject lesson in why you do not charge down a long straight corridor towards a squad with automatic weapons and explosives. Many bugs died to teach the boarding party this lesson. Unfortunately two marines are in the grenade blast radius, and not even combat armour can stop that much damage. Their armour is now holed, with a chlorine atmosphere flowing in and forming hydrochloric acid on contact with their body fluids, and additionally they themselves are perforated by shrapnel.
More bugs flood the tunnels from the direction of the rotating structure, and overrun the boarding party. However, it soon becomes clear that their focus is mending the hole the Old Musky‘s crew came in from, and they have no hostile intentions as such.
Patching their fallen comrades’ suits, the boarders retire through the latest hole they’ve made and return to the ship, where Dr Moon Moon can attempt to save the casualties.
As they exit the alien vessel, the XO’s voice comes over the radio: “Captain? Get out of there, that ship is starting to move!”
To be continued…
Not many players this week, which helped as it’s the first time we’ve used the combat rules in earnest. Questions I couldn’t find a quick answer to, and had to make spot rulings for: Is it possible for a high initiative traveller to go “on hold” waiting for someone else to go? (I decided yes, at least until I check the rules.) How much damage does a ship’s hull absorb if you’re shooting at someone inside it? What happens if you’re not braced when you attack in zero-g? I expect those are in the rules somewhere, but I haven’t found them yet.
Ideas I borrowed from Savage Worlds were to let each player control two of the six marines, and have those marines act on the controlling player’s initiative. That sped things up considerably and meant Degazio’s player had something to do – the Captain herself is not well-suited to boarding actions.
Traveller personal combat seems to flow faster and better with this group than Savage Worlds did with the same players; using d6 for everything helps, as does using the same initiative roll on each combat round.
Meanwhile, Von Ankh’s player had missed the first improvement roll from training while overseas, and rolled retroactively, increasing his Zero-G to expertise-1.
Quote of the session: “Why am I in the boarding party? I’m not Captain Kirk!” (Lt. Degazio.)