Militia Service Encounters

jedion357's picture
jedion357
May 13, 2015 - 6:33am
You could think of this as a brainstorm thread for WoWL 2.0
It need not be specifically the Royal Marines of Clarion but any militia service and indeed even Space Fleet vessels would work.

looking to throw mud on the wall for encounter ideas and or even full blown adventure ideas

Encounters can have both a AD and KHs action component both or only one of those components.

found this in the Adventure writing project:
http://www.starfrontiers.us/node/5541

The Assassination of Lord Hobbs
I would retool this to involve a Trans Travel large freighter with a star liner pod attached (see FE#? with the deck plan for the star liner pod/system ship). VIP passengers include the Clarion delegation to the Council of Worlds on Prengular. the ship spotted a persuer as it was beginning its accel phase for void jump it immediately radioed for militia assistance and the Osprey was scrambled from Clarion station. Though the Osprey had a short intercept the persuer was able to attack the TT ship. just as the Osprey is entering the area. KHs encounter for the Osprey to drive off/destroy the persuer.

The persuer used weapons that caused ionizing radiation (disrupter cannon or Torp amoung others) and passengers have been exposed to dangerous radiation levels during the attack including Lord Hobbs who now will require a dose of Neutrarad (see ZG) and the Osprey is ordered to return him to Clarion Station soonest for medical exam. (this could be the pretext for the enemy vessel getting away to plague the PCs again another time).

While Lord Hobbs is in the med bay on Clarion station there is an assassination attempt or success on him. probably best done as a quick set up by the assassins infiltrating a "doctor" into the hospital before security can be tightened there and he attempts the kill just after the PCs deliver him to the hospital thus giving them a chance to intervene.

Of course who wants Lord Hobbs dead and why is a whole story to be invented

 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

jedion357's picture
jedion357
May 13, 2015 - 6:37am
Another idea: The Derelict

Osprey is detailed for a routine mission to do medical checks on the crew of a system ship (science research vessel) in the outer system. Gravity sickness is always a danger on such vessels and the Osprey's medic will do med check and treatment. While there one of the scientist or the captain of the vessel will conversationally mention something they spotted but were unable to investigate: a suspected derelict ship.

Osprey crew can opt to investigate once completing their ho-hum routine mission with the science vessel.

Use deck plan from FE or SFman.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
May 13, 2015 - 6:43am

Smuggler's on the Run

freighter arrives with X number of cargo pods but it was seen or recorded to have X+1 cargo pods previously. One pod is discovered to be missing and crew are saying, "you're mistaken".

Interrogate the crew, search the ship and eventually search their back course for the missiong cargo pod and its presumed contraband.

Could lead to discovery of a whole smuggling ring.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
May 13, 2015 - 6:54am
Personally I'd almost prefer that the PCs be a shoe string operation of a light population planet that confiscated a small pirate/smuggler or other criminal enterprise vessel while it was on planet and have started a "militia" with this one vessel and its minimal crew (the PCs) that they have hired. There is no existing military structure and the PCs are pretty much little better than mercenaries.

They can do what they want (within reason) and get little respect from Space Fleet when its vessels show up though space fleet is somewhat required to cooporate with them.

Adventure could start as the one and only Star Law marshal deputizes a pose of PC to aid in dealing with suspected pirates that have landed and are doing stuff. Pirates claim to be Out Reach militia but are acting like pirates. several encounters here:

1. bar fight/shoot out
2. PCs must sneak into the star port landing feild and lock down the landing struts
3. board and secure the vessel
4. Star Law Marshal takes identified interstallar criminals back to star law headquarters on Prengular and local government confiscates the vessel due to criminal actions of the crew and decides to hire the members of the pose to be their first militia crew
.
Naturally there could be some "official objections" made by "appropriate authorities" from Outer Reach even some "diplomacy by other means" to take back the vessel.


I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

OnceFarOff's picture
OnceFarOff
May 14, 2015 - 4:42am
While I don't have anything original at the moment, I susbscribed to a thread at RPG.net which has a bunch of plot hooks for an asteroid mining complex. There could be some action in the asteroid belt? Here's the link:

http://forum.rpg.net/showthread.php?747960-101-plot-hooks-for-an-asteroid-mining-installation

Putraack's picture
Putraack
May 14, 2015 - 6:44pm
Some ideas I had while thinking about Clarion Marines. Working as a new planet's militia could also be good. I thought it might be interesting to be one a civilian ship that is chartered as an auxiliary to a militia, for those chores that don't really need a warship. A partial inspiration would be a coastguard's light ships, buoy tenders, dredges, icebreakers, stuff like that. Or, if not a government militia, maybe a corporate fleet's subcontractor?
- target practice/obstacle course in out-of-the-way space
- testing new weapons or ship systems before buying
- setting up a sensor satellite network farther out from the planet, with relay stations. Something might be found out there, or someone might try hacking the sensors?

jedion357's picture
jedion357
May 15, 2015 - 7:05am
@ once far off: I'll dig into that thread when I'm not limited by the too smart phone, thanks. Thinking on the less then official militia and or start up militia one title popped into my head: "A Well Regulated Militia" and use a larger portion of the quote in the intro of the adventure: "...is neccessay for the security of a free state." The question then is will this adventure be set on an established cannon world or on a new colony to be worked up with a new system brief?
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

rattraveller's picture
rattraveller
May 15, 2015 - 10:26am
@Jed As everyone knows we have an Active Army, a Reserve and a National Guard. Lesser know is that some states have State Guards. These units are run very much the same as the other military units the only difference being they can not be called up to duty by the Federal Government or leave their state without the Governor's consent.

While we tend to see the planets as one big happy family with an all for one, one for attitude; we could have some dissent and possibly some cities or countries (which seem to be lacking in SF) having their own militia units and maybe a system ship or two.
Sounds like a great job but where did you say we had to go?

jedion357's picture
jedion357
May 15, 2015 - 11:34am
Yeah, I'm debating how to set up a new militia where the PCs become the core of a new organization. Looking, over the astrocatalog one planet stood out- Starmist set after the module. Perhaps before a station was built. At any rate Starmist could be a possibility. Rupert's Hole occurred to me but I believe Cassidine has a militia (presumably headquartered at Triad). Devco could be good but it a CDC planet of plague refugees so I don't know. A lot could be said for making up a new colony with light population and fledgling economy.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

dmoffett's picture
dmoffett
May 16, 2015 - 9:40am
Zebulon System, A Volturnus Militia set after the series of modules and you have a lot of NPC Natives willing to join up and many new colonists working the mines. You Already have maps of the planet made.... lots of advantages.
The bombing starts in five minutes.

jedion357's picture
jedion357
May 17, 2015 - 4:21am
dmoffett wrote:
Zebulon System, A Volturnus Militia set after the series of modules and you have a lot of NPC Natives willing to join up and many new colonists working the mines. You Already have maps of the planet made.... lots of advantages.


Volturnus, works and you have an extensive ecosystem developed from the 3 modules (not that i like all the creatures). Its complicated with megacorps looking to exploit, a UPF appointed governor and the eorna with their own aggenda. I actually like it better than Starmist and there is the possibility of running an "I, Mechanon" campaign.

Rupert's Hole is a possibility and surprisingly Cassidine does not have a militia. Another plus is that Dramune, a hotbed of pirate activity, is one jump away and Cassidine become the gateway for these pirates to access the non-vrusk portions of the Frontier. There are 4 different space stations here: both planets have an armed space station, Triad has a docking station and Rupert's Hole has a Trade station. It is surprising that with Cassidine being an hub of commerce that there is no organic militia here however you could see the residence of Rupert's Hole getting frustrated with Triad's lack of interest in securing the space lanes and the tendancy of pirates to use Rupert's Hole as a prefered landing field in system. thus provoking the "Well, we might as well do something" response. primary mission of this new militia is to deter piracy and protect the grain shipments.

Devco/Cass is perhaps unsuitable being a mega corp planet and is disadvantaged lacking a space station, though we can presume a nice mix of population.

K'aken-Kar has 2 assault scouts listed as their militia in the campaign game, its a Ag economy and a moderate population. The game could present the founding of this militia but it would be vrusk dominated.

K'tsa-Kar is another vrusk dominated system but with a fortified space station and a Recreation space station. Light population with a research based economy. No mega-corp presence either. Footnote says the system is for scanning for sathar presence in the White Light nebula so we can presume space fleet presence but if patrol groups went harring off and the system was frequently uncovered and pirates came around that would make the locals want to do something about it and I cant see the admin of the recreation station viewing pirates as good for business. Despite this being offically a vrusk system I think the presence of the RSS and space fleet will let it work as a multi race system.

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

rattraveller's picture
rattraveller
May 18, 2015 - 11:53pm
Jed i believe you might be forgetting the racial component of the game. Militias could work for Human planets and the silly Yazirians always looking for an enemy might band together in a military organization but not so much the Vrusk or Dralasites.

Vrusk would have trade houses specializing in planetary defense under government contract. Or possibly under a combined contract of several of the leading trade houses on a planet. The typical Vrusk first loyalty being to their trade house rather than planet or race.

Dralasites do not explore much and have the fewest worlds in the Frontier. This could show an attitude of defending what they have more than the other races. The militia would have a far greater reserve but also be much more fluid in their postings, since every Dralasite is eligible for maternity leave. These organizations would also have special powers alllowing for the termination of any and all debates so that an emergency situation could be dealt with quickly.
Sounds like a great job but where did you say we had to go?

jedion357's picture
jedion357
May 23, 2015 - 12:17pm
OnceFarOff wrote:
While I don't have anything original at the moment, I susbscribed to a thread at RPG.net which has a bunch of plot hooks for an asteroid mining complex. There could be some action in the asteroid belt? Here's the link:

http://forum.rpg.net/showthread.php?747960-101-plot-hooks-for-an-asteroid-mining-installation
I finally read through half of those- some great ideas.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!