Monday, August 14, 2017

What's Hiding under the Earth in these Hills

The dark young of Shub-Niggurath are Lovecraftian monsters, servitors of the dread Black Goat of the Woods with a Thousand Young. They are described as huge, black tree-like horrors made of tentacles and snapping maws. They walk upon great hooves.

It came crawling up the hillside to the alter and the sacrefice, and it was the black thing of my dreams—that black, ropy, slimy, jelly tree-thing out of the woods. It crawled up and it flowed up on its hoofs and mouths and snaky arms. And the men bowed and stood back and then it got to the alter where they was something squirming on top, squirming and screaming.

—Robert Bloch, “Notebook Found In a Deserted House.”

Both the Reaper Miniatures Bones 3 set and Sandy Petersen’s Cthulhu Mythos for Pathfinder contained very cool miniatures of the dark young. The two sculpts are of similar size, though the Petersen version fits on a Large sized base, while the Reaper 3 version fits on a Huge one. I based both of them on Huge bases for consistency sake.

The Reaper dark young (right) has long, serpentine tentacles and a weird central maw in the top center of its trunk.

The Petersen dark young (left) is somewhat more alien, and its circular maws are filled with rows and rows of nasty teeth, a grotesque little detail that really adds to the creepy factor.

There were some annoying flash lines on both figures that I either missed or couldn’t quite eradicate. But all-in-all, I was pretty happy with how both of these models painted up.

Paizo included stats for the dark young in Pathfinder Adventure Path 46: Wake of the Watcher (2011), but I honestly found this take a bit pedestrian. Once the Petersen version is out I will probably do conversions to 0e, 3.5e, and 5e.



Monday, August 7, 2017

A Huge, Slimy Leprous Gray Mass

The giant slug is a classic monster that goes all the way back to the original Greyhawk supplement (1974), and was included in the AD&D Monster Manual (1977).

The origin of the slug can be traced directly to L. Sprague de Camp, who expanded a Robert E. Howard fragment into the Conan short story “The Hall of the Dead,” which appeared in The Magazine of Fantasy and Science Fiction, February 1967 issue. The slug in de Camp’s story is a dead ringer for the D&D version, complete with the acid spit.

The slug made it into the 2nd Edition Monstrous Compendium Volume Two (1989), but does not appear to have made the leap to 3e or beyond. Fortuantely Necromancer Games salvaged the slug in their indispensable Tome of Horrors (2002), giving us a nice OGL base to work with.

And Otherworld Miniatures makes not one, but two giant slug miniatures in resin. As with all Otherworld stuff, these cleave pretty closely to the old AD&D illustrations. I painted the one shown to the right, which is a really nice sculpt. I based my color scheme on Duke of the Blood Keep, who did an amazing speckling design on the slug’s hood that far exceeds my skill or patience.

The following text is Open Game Content.

Slug, Giant

Though many times larger, this creature appears to be an enormous grayish slug. A large slime trail marks the ground as it moves.

Scavengers and Predators. Giant slugs are found in moist or wet environments such as swamps, marshes, rain forests, and dungeons. They feed on both plants and animals.

Nocturnal Creatures. Giant slugs spend the daylight hours away from the heat of the sun. On extremely hot days, giant slugs bury themselves in debris where they secrete a thick coating of mucus that covers their entire body and protects them from the heat.

Larger Versions of Normal Slugs. Giant slugs are pale gray in color with a dull white underbelly. They have a single pair of long, thin tentacles or antennae. The giant slug uses them to sense brightness, heat, and to smell.

A typical giant slug is 20 feet long but can grow to twice that length.

0e

Giant Slug CL 13 (2,300 XP)

These tremendously large masses of slimy, rubbery flesh are completely immune to blunt weapons. In addition to their powerful bite, giant slugs can spit their acidic saliva at one target at a time. The base range for spitting is 60 feet, and within this range the slug’s spittle will be 50% likely to hit (no other to-hit roll required). For every additional 10 feet of range, the chance to hit decreases by 10%. On its first spitting attack, the slug only has a 10% chance to hit within 60 feet, and no chance of hitting beyond that range.

HD 12; AC 8 [11]; Atk bite (1d12) or acid; Move 6; Save 3; AL N; Special: spit acid (6d6)

3.5e

Giant Slug CR 8

Always N Huge vermin

Init +0; Senses blindsight 60 ft.; Listen +0, Spot +0

Defense

AC 16, touch 8, flat-footed 16
(+8 natural, -2 size)

hp 102 (12d8+48 HD); DR 10/slashing or piercing

Fort +12, Ref +4, Will +4

Defensive Abilities vermin traits; Immune critical hits

Weakness vulnerability to salt

Offense

Spd 20 ft., burrow 10 ft.

Melee bite +15 (2d6+8 plus 1d8 acid)

Ranged acid spit +7 (4d8 acid)

Space 15 ft.; Reach 10 ft.

Special Attacks acid, spit acid

Tactics

During Combat A giant slug begins combat by spitting a line of corrosive saliva at an opponent. It then moves into combat and uses its bite attack.

Statistics

Str 27, Dex 10, Con 18, Int –, Wis 10, Cha 2

Base Atk +9; Grp +25

SQ rubbery hide, malleable

Ecology

Environment temperate and warm marshes and underground

Organization solitary

Treasure none

Advancement 13–21 HD (Huge); 22–36 HD (Gargantuan)

Special Abilities

Acid (Ex) A giant slug’s saliva is highly caustic. Any melee hit deals acid damage.

Blindsight (Ex) Giant slugs have no visual organs but can ascertain all foes within 60 feet using sound, scent, and vibration.

Malleable (Ex) A giant slug can squeeze its body through openings it normally could not pass through (up to Medium sized openings).

Rubbery Hide (Ex) A giant slug’s rubbery hide grants it immunity to critical hits.

Spit Acid (Ex) Every 1d4 rounds, a giant slug can spit a line of acid at an opponent within 60 feet (no range increment). A successful ranged touch attack is required to hit. If struck, a target takes 4d8 points of acid damage.

Vulnerability to Salt (Ex) A giant slug is highly susceptible to salt and takes 1d6 points of damage per pound of salt it contacts.

5e

Giant Slug Challenge 7 (2,900 XP)

Unaligned Huge beast

Init +0; Senses blindsight 60 ft., passive Perception 10

Defense

Armor Class 15 (natural)

Hit Points 161 (14d12 + 70)

Immune bludgeoning damage

Offense

Speed 20 ft., burrow 10 ft.

Bite. +7 melee weapon attack, reach 15 ft., one target. Hit: 22 (4d8 + 4) piercing damage plus 28 (8d6) acid damage.

Acid Breath (Recharge 5–6). The slug exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

Statistics

Str 19 (+4), Dex 10, Con 21 (+5), Int 1 (-5), Wis 10, Cha 2 (-4)

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Tuesday, August 1, 2017

Reaper Bones IV

I just backed Reaper Miniatures Bones 4: Mr. Bones EPIC Adventure! on Kickstarter


Wednesday, July 19, 2017

Wargaming the Battle of Austa

The Austa system (Magyar 2503) represented the last high population world in Anise subsector that had been untouched by Admiral Kemper’s Magyar offensive. In 1000 the mainworld was the highest population world in the entire sector, with 90 billion inhabitants. A second major world, Geaamshuu, had over 2 billion inhabitants.

The Austa system was first explored by the Vilani during the Ziru Sirka, who named the mainworld Karikmir. And although both Karikmir and Geaamshuu have abundant water and orbit within the habitable zone of Nagishar, the G2 V primary, both worlds had dense carbon dioxide-nitrogen atmospheres with a notable absence of free oxygen. The Vilani established an outpost on Karikmir but did not attempt to colonize either world.

The Terran Confederation assumed control of the system late in the Interstellar Wars, and Confederation terraformers introduced genetically modified algae to both Karikmir and Geaamshuu, producing breathable atmospheres on both worlds by the end of the Rule of Man. Terran colonists flocked to the system and began settling Karikmir and Geaamshuu in earnest. Lacking an asteroid belt, the colonists thoroughly explored the system over the following centuries, establishing mining bases on several other planets and moons.

During the Long Night Austa became a major power in the region, rivaling both the Tolson Interstellar Kingdom and Tralp, though its general reach had been greatly curtailed by the time the Imperium entered into the region. By 400 Austa was an impoverished, over-populated, TL 8 planet eager to join the Third Imperium. By 700 disappointment in Imperial rule led Austa to embrace the Solomani Movement; with assistance from the government of the Autonomous Region the economy of Austa finally began to improve, increasing its technology level from 9 to 12 in just 200 years.

Although the majority of the system’s population is Solomani, a small Vilani minority appeared during the Long Night, refugees from worlds conquered by Tralp and reavers. These newcomers were shunted to Geaamshuu and the mines on Dikhii, the innermost world.

The Austa System (circa 1000)
Orbit
Radius (AU)
NameUWPRemarks
PrimaryNagisharG2 V
0.32DikhiiFDB5669-8Mi Pe Tz
0.5UkaalimY9C4000-0Tz
0.71GeaamshuuF5879DF-4Ho
1.01Austa (Karikmir)B796AAA-DHi In
1.98KiselinaY6CA000-0Co
2.82ZamruznalY9A3100-5
TopkaH200457-7Mi Sa Lk
4.53ChervenLGG
Cherven AyY300000-0Sa Lk
Cherven BeeY100000-0Sa Lk
SofiaY301100-8Fr Sa Lk
Cherven EyeY202000-0Fr Sa Lk
Cherven EnY433000-0Fr Sa
Cherven YuY202000-0Fr Sa
9.02OranzhevLGG
Oranzhev EffY425000-0Fr Sa Lk
Oranzhev VeeY336000-0Fr Sa
PolyaG414244-5Mi Fr Sa
15.15ZelenLGG
RositsaY300254-9Mi Sa Lk
GenadiH10048A-9Mi Sa Lk
KrasimirY20426B-8Fr Mi Sa
25.76ZhultLGG
Zhult BeeY100000-0Sa Lk
Zhult EeY100000-0Sa Lk
Zhult GeeY202000-0Fr Sa Lk
Zhult ArrY200000-0Sa
Zhult ExY100000-0Sa
38.64MoyataHCB4664-7Mi

Order of Battle

Austa’s enormous population supported formidable defenses, including 24 separate wings of system defense boats and a squadron of large planetoid monitors. The great dilemma that faced the Austan commanders, though, was how best to defend settlements dispersed so widely across the system. In a compromise, 5 wings were dispatched to the gas giant Zelen, 9 wings were positioned at Geaamshuu, and the remainder were placed at Austa along with the Austan system squadrons. No regular Confederation units were available.

Solomani Confederation Units
UnitTLJRating
Austan SDB Wing 11300-2-2
Austan SDB Wing 21300-2-2
Austan SDB Wing 31300-2-2
Austan SDB Wing 41300-2-2
Austan SDB Wing 51300-2-2
Austan SDB Wing 61300-2-2
Austan SDB Wing 71300-2-2
Austan SDB Wing 81300-2-2
Austan SDB Wing 221300-2-2
Austan SDB Wing 231300-2-2
Austan AssautRon1330-0-4
Austan Monitor Squadron1305-1-2
Austan PatRon1333-1-2

Admiral Kemper committed most of the 4th and 18th Fleets to the assault, which she herself directed. Her plan called for a carefully coordinated jump of units from Guenivier (Magyar 2505) and Ferstenberg (2704). She hoped that the presence of such a large Imperial force would result in the surrender of the system without a fight.

Imperial Units
UnitTLJRating
285th BatRon1446-5-6
337th BatRon1446-3-6
894th BatRon1334-1-4
214th CarRon1441-1-5
265th CruRon1442-1-3
810th CruRon1330-3-5
355th BatRon1445-3-7
106th CarRon1441-1-4
293rd CarRon1331-1-4
484th BatRon1446-1-3
568th BatRon1444-0-4
2542nd Colonial BatRon1334-1-4
926th BatRon1334-1-4
355th CruRon1443-0-3
484th BatRon1446-1-3
Sternbach Colonial CruRon1332-0-2
115th TankRon1440-0-4
155th TankRon1440-0-4
244th TankRon1330-0-4

Resolution

Unfortunately for Admiral Kemper, the Ferstenberg task force arrived in-system several hours ahead of the Guenivier task force, jumping just outside the 100-diameter limit of the mainworld. Austan defenses were scrambled to engage the invaders, and were surprised when the Guenivier task force emerged from jump space. While the Ferstenberg task force engaged the SDB wings, the Guenivier task force focused on the squadrons

  • Turn 1
    • Attack
      • Imperial Ferstenberg task force rolls 6
      • Austan SDB wings roll 1
      • Imperial Guenivier task force rolls 1
      • Austan squadrons roll 2
    • Damage
      • SDB wings 22, 23 eliminated
      • 265th CruRon eliminated
      • Austan AssaultRon eliminated
      • No damage
  • Turn 2
    • Attack
      • Imperial Ferstenberg task force rolls 1
      • Austan SDB wings roll 3
      • Imperium Guenivier task force rolls 1
      • Austan squadrons roll 4
    • Damage
      • SDB wing 8 eliminated
      • Stenbach CruRon eliminated
      • Austan PatRon eliminated
      • 355th CruRon eliminated
  • Turn 3
    • Attack
      • Imperial Ferstenberg task force rolls 2
      • Austan SDB wings roll 1
      • Imperial Guenivier task force rolls 2
      • Austan squadrons roll 2
    • Damage
      • SDB wing 7 eliminated
      • No damage
      • Austan monitor squadron eliminated
      • No damage
  • Turn 4
    • Imperium conslidates forces
    • Attack
      • Imperial squadrons rolls 6
      • Austan SDB wings roll 4
    • Damage
      • SDB wings 6 and 5 eliminated
      • Eliminates 568th BatRon
  • Turn 5
    • Attack
      • Imperial squadrons rolls 5
      • Austan SDB wings roll 3
    • Damage
      • SDB wings 4 and 3 eliminated
      • No damage
  • Turn 6
    • Attack
      • Imperial squadrons rolls 3
      • Austan SDB wings roll 1
    • Damage
      • SDB wings 2 and 1 eliminated
      • No damage

After Action Report

With the mainworld defenses defeated, the Imperial force moved quickly to destroy the orbital highport before regrouping and jumping outsystem, bound for Anise. While the primary mission objective had been achieved, attrition was beginning to take a toll on the Imperial squadrons: a scant 14 weeks after entering Magyar sector, Kemper’s CruRons were particularly thin and two disabled Inkaalurs needed to be scuttled and left behind. Had all of the Austan SBD wings been massed around the mainworld Kemper’s force would have have been unlikely to have assailed the starport.

The two task forces began methodically combing through Anise subsector, destroying all Class A and B starports they encountered. The rich worlds of Amunet (2507), Milenky (2603), Lontarelli (2801), and Sweet (2901) all fell rapidly to Kemper’s raiders, and were followed by the pre-high population worlds of Volund (2607) and Typoer (3210). Pinnock (2701) and Waldrin (2910) both surrendered without a fight. The success and tempo of the Imperial operation at times outpaced resupplies, and as squadrons depleted nuclear missiles they improvised with mass drivers to destroy targets.

Kemper demonstrated the fundamental weakness of Magyar’s planetary defense forces. Prior to her invasion, most of the systems in Beta and Delta quadrants faced few threats beyond piracy, occasional Aslan raids, or (more likely) hostilities from neighboring Confederation systems. As such they had relatively limited system and planetary defences, lacking deep meson gun sites, nuclear dampers, or city-sized meson screens. The planetary navies rarely drilled with Solomani regular forces and were generally unprepared for fighting a TL 14 force.

Once Kemper had broken the Confederation naval forces in Anise subsector, the Solomani worlds were essentially defenseless, allowing her to reduce industrial and infrastructure targets at will. This vulnerability which would eventually lead to the creation of the Home Guard following the war.

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Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Monday, July 17, 2017

The Bloated Purple Spiders of the Neighbouring Vales

The horrific spiders of Leng are another product of H.P. Lovecraft’s novella “The Dream-Quest of Unknown Kadath.” Lovecraft provided scant details on this monster, and Paizo included a version in the Pathfinder Bestiary 2. Sandy Petersen will provide a CR 12, but only slightly less nasty version in his Cthulhu Mythos for Pathfinder Kickstarter.

The Kickstarter also included a great Leng spider miniature that I painted last week, as seen in the picture to the right. The sculpt is absolutely fantastic and approximately Huge size. I experimented some more with a glazing technique—using many, very thin layers of semi-translucent paint to gradually build up color. I am reasonably happy with the results. On one hand, I wish I had gotten a little more of a reddish hue for the bloated body. But on the other hand, the sepia wash settled in a way to make the “skin” seem uncomfortably real. I decided it was best to leave be.

The following 3.5e version is a straight back-port from the Pathfinder rendition, but I might revisit this to incorporate some Petersen elements once that book comes out.

The following text is Open Game Content.

Leng Spider

This immense purple spider has a legspan of nearly forty feet and a hideously bloated body, yet still moves with fluid grace.

Dark Aspirations. The spiders of Leng have long warred with that realm's more humanoid denizens, yet this does not make the spiders allies of sane life. These spiders see themselves as deserving of true positions of power, and the only creatures they suffer to live apart from their kin are their magically controlled slaves.

Bound to Leng. Fortunately, the spiders have no intrinsic way to travel to the Material Plane, and must use portals or other methods to visit this world.

Artistic Trap Builders. Leng spiders construct lairs of dangerous and haunting beauty made of webs and other materials found nearby.

A Leng spider's body is 18 feet long and weighs 6,000 pounds.

Leng Spider CR 14

Usually CE Huge magical beast (extraplanar)

Init +13; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Listen +21, Spot +21

Languages Aklo; tongues

Defense

AC 29, touch 17, flat-footed 20
(+9 Dex, +12 natural, -2 size)

hp 202 (15d10+120 HD); fast healing 10

Fort +17, Ref +18, Will +10

Immune cold, confusion and insanity effects, poison, sonic; SR 25

Offense

Spd 40 ft., climb 40 ft.

Melee mwk flail +22/+17/+12 (3d6+8), bite +16 (2d6+4 plus poison)

Ranged mwk bolas +23 (1d8+8)

Space 15 ft.; Reach 15 ft.

Special Attacks web (+24 ranged, DC 25, 15 hp), web weaponry

Spell-Like Abilities (CL 15th)

At will—arcane sight, dispel magic, fabricate (webs only), freedom of movement, tongues

3/day—air walk, invisibility, major image (DC 19)

1/day—charm monster (DC 20), insanity (DC 23), mirage arcana (DC 21), veil (DC 22)

Tactics

During Combat Leng spiders fight intelligently and delight in luring prey into deadly traps.

Morale A Leng spider withdraws if reduced to half its normal hit points.

Statistics

Str 26, Dex 29, Con 26, Int 21, Wis 17, Cha 22

Base Atk +15; Grp +31

Feats Combat Expertise, Combat Reflexes, Improved Initiative, Improved Trip, Iron Will, Point-Blank Shot

Skills Balance +11, Climb +16, Concentration +26, Jump +23, Knowledge (any one) +23, Listen +21, Spellcraft +23 (+25 to decipher scrolls), Spot +21, Tumble +20, Use Magic Device +24 (+26 with scrolls)

Ecology

Environment any

Organization solitary, pair, or cult (3–6)

Treasure double standard

Advancement 16–30 (Huge), 31–45 HD (Gargantuan)

Special Abilities

Poison (Su) Injury, Fortitude DC 25, initial and secondary damage 1d4 Con plus confusion for 1 round. A Leng spider's venom causes flesh to blister and rot away and the mind to experience vivid and horrific hallucinations—these visions cause the poisoned creature to react in an unpredictable manner, as if confused. The hallucination element of this poison is mind-affecting. The save DC is Constitution-based.

Web Weaponry (Ex) A Leng spider is talented at using its webs to construct masterwork weapons. This technique of weapon creation allows the spider to effectively create a flail or bolas by attaching a heavy object such as a rock or chunk of metal to a cord of webbing. The spider attaches one end of this webbing to a leg and can then wield the weighted cord as a masterwork flail or a masterwork bolas. It can only wield one such weapon at a time—it must use its other legs to walk. If a Leng spider drops or loses a web weapon, it can create a new one as a full-round action, provided it has access to heavy-weight objects of the correct size (such as loose rocks or skulls).

Skills A Leng spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Friday, July 14, 2017

Two Gugs

As I had mentioned in an earlier post on gugs, I received two new gug miniatures from two separate Kickstarters. The gug on the left is from Sandy Petersen’s Cthulhu Mythos for Pathfinder, while the gug on the right is from the Reaper Bones III set.

Whenever I get a new giganto set of miniatures, I try to do triage, sorting the prospects into three or four categories based on priority. High priority are minis that are immediately useful for a game, easier to paint, and/or particularly cool. At the other end are minis that I either don’t like or are unlikely to be used, like steampunk figures. Both gugs ended up in the high priority bin, but I was a little surprised that I decided to paint them first out of the new batch.

Both are really nice sculpts and were a lot of fun to paint. They are very different takes on the same concept: both are Large creatures with 2-inch bases, but much smaller than the Pathfinder Battles gug, which is probably twice as tall as either. I was initially disappointed by the size of the Reaper gug, but it has grown on me. It is certainly the most alien rendition of the monster, with a pretty gruesome maw. I was not quite sure how to paint this, but was fairly happy with how ghoul flesh looked on this figure. The Petersen gug probably better fits my idea of the gug from H.P. Lovecraft’s Dreamlands.

In any case, I don’t think any of my players would like to see either of these gugs appear on the play mat. Which is a weird sort of endorsement for these minatures.

Wednesday, July 12, 2017

Wargaming the Raid on Tralp

The Dootchen Estates, supremely confident in its own military prowess and long isolated from the fighting of the Rim War, did not feel particularly threatened by the Imperial invasion of Anise subsector. After all, in over 3,000 years of recorded history no foreign army had ever set foot on the capital world of Tralp (Magyar 1913). The government of the Estates had even sent two divisions of armored infantry and two regiments of the elite Aazlantrope into the Solomani Rim to assist the Confederation. They would soon regret that decision.

The Tralp mainworld orbits inside the 100 diameter limit of its K5 V primary, so the Imperial 9th Fleet was forced to jump in-system just outside this area, giving the defenders enough time to scramble an interception force as the 9th made at best speed for Tralp. The Imperials were met by the two system defense squadrons as well as the Confederation 12th AssaultRon, the 56th FleetRon, and the 6th HSRon.

Order of Battle


Solomani Confederation Units
UnitTLJumpRating
12th AssaultRon1332-8-6
56th FleetRon1334-0-5
6th HSRon1431-1-5
Tralp PatRon1130-0-2
Tralp Monitor1100-0-2
120 SDBs110

Imperial Units
UnitTLJumpRating
380th CruRon1443-2-3
381st CruRon1442-1-4
587th CruRon1452-2-2
602nd CruRon1452-2-2
706th CruRon1443-0-3
811th CruRon1441-2-3
428th BatRon1445-1-4
492nd BatRon1444-0-6
495th BatRon1444-0-6
246th TankRon1430-0-4

Resolution

For this battle, I used rules from Fifth Frontier War instead of Invasion Earth. FFW allows units to be reduced before being eliminated completely; it also treats SDBs individually rather than combined into wings of 50 SDBs. Together these changes create more back-and-forth as space combats go quite a bit longer than in IE.

  • Turn 1
    • Attack
      • Imperial squadrons roll 6
      • Solomani squadrons roll 1
    • Damage
      • Imperials deal 7 damage, eliminate Confederation 6th HSRon, Tralp PatRon
      • No damage
  • Turn 2
    • Attack
      • Imperial squadrons roll 2
      • Solomani squadrons roll 5
    • Damage
      • Imperials deal 4 damage, eliminate Tralp monitor squadron and reduce 12th AssaultRon to 1-4-3
      • Solomani deal 2 damage, reduce 428th BatRon to 3-1-2
  • Turn 3
    • Attack
      • Imperial squadrons roll 4
      • Solomani squadrons roll 1
    • Damage
      • Imperials deal 5 damage, eliminate 12th AssaultRon and reduce 56th FleetRon to 2-0-3
      • No damage
  • Turn 4
    • 56th FleetRon withdraws and jumps outsystem to Namedih (Magyar 1713)
    • Imperials move to the Tralp interface, engage SDBs
    • Attack
      • Imperial squadrons roll 5
      • Tralp SDBs roll 1
    • Damage
      • Imperials inflict 60% casualties on SDBs
      • SDBs do 1 damage, reduce 706th CruRon to 2-0-2
  • Turn 5
    • Attack
      • Imperial squadrons roll 3
      • Tralp SDBs roll 1
    • Damage
      • Imperial squadrons inflict 20% casualties on SDBs
      • No damage
  • Turn 6
    • Attack
      • Imperial squadrons roll 1
      • Tralp SDBs roll 4
    • Damage
      • No damage
      • Tralp SDBs eliminate 706th CruRon
  • Turn 7
    • Attack
      • Imperial squadrons roll 6
      • Tralp SDBs roll 3
    • Damage
      • Imperial squadrons inflict 50% casualties on SDBs
      • SDBs inflict 1 damage, reduces 811th CruRon to 1-1-2
  • Turn 8
    • Attack
      • Imperial squadrons roll 3
      • Tralp SDBs roll 1
    • Damage
      • Imperial squadrons inflict 20% casualties on SDBs
      • No damage
  • Turn 9
    • Attack
      • Imperial squadrons roll 1
      • Tralp SDBs roll 2
    • Damage
      • Imperial squadrons inflict 10% casualties on SDBs
      • No damage
  • Turn 10
    • Attack
      • Imperial squadrons roll 3
      • Tralp SDBs roll 4
    • Damage
      • Imperial squadrons inflict 40% casualties on SDBs
      • SDBs inflict 1 damage, reduces 587th CruRon to 1-1-1
  • Turn 11
    • Attack
      • Imperial squadrons roll 6
      • Tralp SDBs roll 1
    • Damage
      • Imperial squadrons inflict 90% casualties on SDBs
      • No damage
  • Turn 12
    • Attack
      • Imperial squadrons roll 5
      • Tralp SDBs roll 3
    • Damage
      • Imperials eliminate remaining SDBs
      • No damage

After Action Report

The subsequent battle in far orbit above Tralp was vicious but decisive. The Imperial Fleet dispatched the system squadrons as well as the 12th AssaultRon and 6th HSRon; the 56th FleetRon was severely mauled and barely managed to jump out in the face of destruction.

The 9th Fleet then moved into position for bombardment runs when swarms of system defense boats emerged from the atmosphere. The 706th CruRon was shredded in the subsequent fighting and the 587th CruRon and its Lightning-class fleet intruders were forced to pull back from the fray. After grinding down the persistent SDBs the Fleet destroyed the mainworld’s Class B starport and left the capital city of Tralpstad a smouldering ruin. It is ironic that one of Kemper’s most iconic decisions of the campaign is also the most atypical: the selection of a largely symbolic target rather than one with high industrial or military value.

After razing Tralp Admiral Arrighetti and the 9th Fleet began to systematically harrass the member worlds of the Estates. The Jump-5 capabilities of her Lightning-class fleet intruders allowed them to strike essentially anywhere in Voyager subsector, and by the time Confederation reinforcements jumped into besieged systems they found only shattered starports, shipyards, industrial centers, and communication networks. In only 18 weeks the 9th Fleet struck at Wondagaal (2204), Stevanic (2413), Voorond (2416), Vaderwall (2218), Pieper (1919), Vivian (1817), Voetsak (1815), and Headley (1714), all lightly defended systems with good or better starports. Word of the Raid on Tralp quickly spread throughout Magyar and soon no Confederation world in the sector felt safe.

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