Stop the MADness
The Nelvarish system consists of six planets and a very large asteroid between the orbits of Locean, the fifth planet and Trellion the sixth planet. The two M-Class worlds are the competing halves of the Nelvar Hegemony. The Nelvar are an early starfaring culture with fusion powered low speed (warp 4 maximum) starships armed with lasers and nuclear torpedoes. Although both planets are sufficiently advanced to warrant visits by Starfleet vessels, neither planet is a member of the Federation. The asteroid belt is extremely rich in dilithium and both worlds, with equal claim to the belt’s resources, have deployed extensive orbital mining facilities within the belt. The Federation would be interested in establishing trade with the Nelvar however, a long standing Cold War is moving closer to open warfare. The Federation has offered to send mediators to try and negotiate a settlement, but the Nelvar have rebuffed every Federation proposition.
The subspace transmissions between
the two worlds have increased in rhetoric lately and as a result the PC’s ship
is sent to monitor the increasing tensions and to again offer to negotiate for
peace. The PCs stop their ship on the edge of system equidistant between the
two planets and send a simultaneous transmission with their offer to try and
broker peace. As the leaders of the two worlds speak in the three-way link,
First One Greshak of Locean reveals that their reconnaissance probes have just
detected that the Trellians have deployed missile launchers inside the belt.
Both planets maintain substantial stockpiles of nuclear missiles, but there is
a treaty that established the conditions of mining the belt forbade any form of
military facilities within the belt itself.
Primus Thebos of Trellion shows a
flash of surprise before denying the missiles existence. Greshak states that
this is the last possible straw. The normal flight time between worlds is
forty-five minutes. These missiles based in the belt reduce that, and reaction
time, to a mere twenty minutes.
“Since your denial proves that you
can not be trusted, I have taken steps to neutralize this unacceptable threat
to my people!” Greshak snarls and the PC’s sensors detect that several of the
Locean ore freighters are opening fire on the belt missile launchers. Thebos
manages to sputter that arming ships in the belt is also a violation of the
treaty.
Regardless of what any PC says at
this point, there is simply too much hatred and distrust for any meaningful
discussion. Before the Captain can regain control of the situation, both sides
bark: "You can never be trusted! This means WAR!" Both leaders speak
a single code word and the bridge reports multiple missile launches from the
planets. In addition, both sides mass their battle fleets.
The PC's ship, while more than a
match for any one of the local ships, each side has three dozen of them and
combined, they pose a serious threat, unless of course the PCs are willing to
conduct wholesale slaughter of the local ships. These ships are essentially
escorting their side’s missiles and will directly move to intercept the PC's
ship if they try to stop the missiles. If the PCs stay out of the fight, then
they will move to engage the other planet's ships in a no holds barred free for
all battle that only adds to the death toll. Since the Nelvar have rejected
Federation assistance, the PCs are fully bound not to interfere under the Prime
Directive.
The questions at this point are:
Can the PC's find a way to shock
the two sides into allowing them to destroy the missiles? Both sides are very
hostile and not ready to blink making any negotiations a Herculean effort.
Do the PCs sacrifice their careers
by violating the Prime Directive and intervene by destroying the missiles?
Are the PCs willing to just stand
by and let the Prime Directive allow them to be the witness to the deaths of
tens if not hundreds of millions?
The only way to save the
inhabitants is to somehow find a way to talk the two sides into standing down.
The most important step is that the GM use a watch set to forty-five minutes
and on a countdown to give the players the actual stress of coming up with a
solution before they watch two worlds die.
Complications:
The ship is on the edge of the
system, it will take more than forty-five minutes at Impulse for the ship to
reach the middle of the asteroid field (the half way point) and it is
impossible to fly a ship at warp in an asteroid field. If the ship moves toward
one planet, it will have enough time to intercept one set of missiles. A roll
in Astrogation and Starship Helm Operations will allow the ship to arrive forty
minutes minus one minute for each ten points the rolls succeed by and the
results are cumulative (IE making the Helm Ops roll by twelve and the
Astrogation roll by twenty-five allows the ship to arrive in thirty-seven
minutes). A failure adds one minute per ten points the roll is missed by. It’s
possible to make one roll and make the other the penalties and bonuses cancel
each other on a one-for-one basis. However, how can the PCs possibly choose
which planet to let live and which one to let die?
The respective governments on the
two planets knowing that the belt might screw up their missiles targeting,
program the missiles on multiple axis of approach: one third on a trajectory
above the belt, one third below, and the final third escorted by their war
fleet. This multi-axis approach forces the PCs to come up with three solutions
in order to stop all the missiles.
Possible solutions:
Use a portion of the forty-five
minutes to explain the ancient earth concept of MAD or mutually assured
destruction. Using the many Federation examples from the history of worlds and
allies (Earth, Vulcan, Andor, the Romulan War, and the Four Years War) that
have come to the brink of self-annihilation. A Negotiation/Diplomacy roll takes
1D3 minutes on a success a failure wastes five minutes. If successful that one
side is willing to keep talking. It will take three successes, with no
failures, to get that leader to order his forces to stop targeting the PC’s ship.
Ask each planet if they would like
the missiles directed at them to be destroyed or, to be strict to the prime
directive cleverly manipulate them to force them to act. A successful Computer
Operations roll will generate a computer model that will show both sides what
the future holds for fools willing to attack without consequence. (Science
officer: Our computer model estimates 3.9 billion people will die within the
first barrage, and then a further 2.7 billion will die as a result of the
fallout). This model will take 1D5+5 minutes on a success; a failure will waste
1D10+5 minutes and will require a successful Negotiation/Diplomacy roll to get
another try.
Explain to them the Federation
will be willing to assist with the post holocaust survivors, if there are any.
Once shown the brutal reality of their current course of action, it will only
take one Diplomacy/Negotiation roll to get a side to agree to allow their
missiles to be destroyed.
If
they do agree then the ship CAN take on the missiles, but then of course they
have the tactical problem of facing so many. However, using the previous
example they could get reinforcements by playing the governments of both powers
against the other, if only one side agrees that side will assist the PCs by destroying
missiles and engaging the ships of the side. If both sides agree, they will
actually work together to help destroy the missiles. Afterwards, the
cooperation showed in saving their worlds could be the basis of getting the two
planets to form an alliance!
Ask each side separately if they
would like Starfleet to destroy the missiles aimed at them. The PCs don't have
to tell them they made the same offer to the other side. The PCs can go so far
as having the Captain offer to help one planet with the destruction of incoming
missiles, while the First Officer offer the same to the second planet at the
same time.
It
will take an INT roll and a Diplomacy/Negotiation roll with a -20% penalty and
1D3 minutes to successfully coach the request the “Number One please talk to
‘side B’ I’m discussing the situation with ‘side A’ use your discretion to
resolve this before it’s too late” orders in a way that makes it seem
believable that each side is being offered a deal. Since neither side can know
what the other side said it stands to reason that they'll both say yes and the
PCs can destroy all the primitive (by Federation standards) missiles while
avoiding the Prime Directive technically because each side requested assistance
from Starfleet. This won't resolve the conflict, as both sides will be mad at
Starfleet for tricking them into destroying their missiles. But at least it
will give the Federation mediators more time to hammer out a diplomatic
solution.
Breaking
out Kirk’s favorite tactic: Bluff, tell the opposite sides that the Federation
is far more powerful and if MAD is what these people want then they will be
happy to ensure that all survivors are wiped out, basically shocking each side
into backing down and giving permission to destroy the missiles.
Or simply threaten the use of the
uber-powerful super weapon (that doesn't actually exist), to threaten the
offensive capabilities of each side. Threaten them that if they wish, the
Federation can ensure that the war will be fought with sticks and rocks, by both
sides.
The PCs can tell both sides that
they've just committed mutual assured destruction and since the Prime Directive
prohibits Starfleet's interference, the PCs are now leaving the system, since
after the nuclear exchange there won’t be any life on either planet. Both
planets have no one to blame but themselves and they had an interesting
civilization while it lasted. The Federation will probably send archaeologists
in the future to study the remains of their soon-to-be-dead civilizations once
the radiation has died down to safe levels. Unless of course both sides would
like them to destroy all the missiles & then sit down like adults &
negotiate a treaty that will benefit both worlds & make them eligible for
future Federation membership (and all of its inherent benefits).
Any of these risky strategies will
take a Diplomacy/Negotiation roll with a -50% penalty and 1D3 minutes to
successfully bluff a side into submission. The roll has to be made for each
side; the time roll is only rolled once.
The Nelvarish Hegemony has a
treaty that limits each side to fifteen hundred missile launchers, thus each
group consists of 500 missiles. Each missile has six warheads to maximize
destruction. Each planet has a population of five billion and each percentage
point that eludes the defense will wipe out 0.000666 of the planet’s
population, thus if 35 missiles break through and drop their 210 warheads, the
total lost on that planet is 2.33% or 116,500,000 casualties.
The crew can use the technology
difference between the Nelvar and the Federation to come up with a clever way
of preventing the missiles from being able to targeting properly under the
justification of self-defense. A roll in Warp Drive Technology or in
Astrophysics will create a tetryon pulse through the ship’s deflector array.
The only problem is the pulse will have to be unidirectional and thus can only
affect one set of missiles. This pulse will take 10 minutes minus one minute
per ten points the roll is successful to prepare. A failure costs 10 minutes
plus one minute per ten points the roll fails by. If the roll is success, the
pulse affects the amount the roll succeeds by times five with a minimum of 50%
to a maximum of 85%. (Example #1: roll is only just barely successful at +3%
multiplied by five would only be 15%. This is automatically bumped to 50%
effective. Example #2: roll is excellent and succeeds by 32% multiplied by five
would normally be160% this is reduced to 85% effectiveness. If the roll was a
failure, the pulse fails to affect a percentage of missiles equal to the amount
the roll failed by times three. (IE roll is bad and misses by 27% multiplied by
three equals 81 only 19% of the missiles are driven off course).
A second Astrophysics, Warp Drive, or
Starship Weapons Technology roll will devise that while setting up this wave
the ship can set a course across the path of another set of missiles while
venting plasma along the flight path. When the missiles reach the plasma, use
the phasers to ignite the plasma and destroy or drive off course the second set
of missiles. Venting plasma safely will require a Warp Drive Technology roll,
but no extra time beyond the flight time to set up. It will require an
Astrogation roll to properly place the plasma stream using the same percentage
of success/failure as above.
While ship-to-ship and planetary
communications use subspace, the Nelvar are not advanced enough to have
subspace transceivers small enough to fit in the missiles. They use
old-fashioned radio communications. Any attempt at tapping into these
relatively primitive missiles and disabling them from range will require
modifying the ship’s communications array to use radio wave lengths and the
time lag is eighteen light minutes from the ship’s current location. Each
attempt to modify the communications requires a Communications Technology roll
and 1D5+5 minutes. A failure uses up 1D10+5 minutes. Use the same percentage of
success/failure as above
Use the asteroid field to make the
missiles less effective by using tractor beams to cause the low-tech level
navigational computers to impact on asteroids. This will take a dozen Starship
Deflector Operations roll to tractor enough mass to stop the missiles. Each
roll uses 1D3 minutes successful or not. Each success will stop 10% of the
missiles.
Since the local fleets will very
busy trying to destroy their opponent’s incoming missiles and vessels. This
will nullify the escort ships as their battle commences leaving the Federation
ship to operate unopposed. For each turn the Captain can make a LUC and a
Starship Strategy and Tactics roll, the ships of one side are too preoccupied
to intercept the PC’s ship. Rolled for each side each turn and both rolls must
succeed for the tactic to work. However, each group of missiles will lose 2-12%
to the local cruisers.
Upload a computer virus that causes
spurious data to the missiles messing up their programmed flight paths, missing
the targets, impacting other missiles or blowing up short of the targets. This
is likely to be the most covert method and possible to blame on coincidence but
will the PCs be able to prepare the computer programs and upload them in time
given the radio wave time lag? The program will take a Computer Operations roll
with a-20% penalty to write as well as having the Communications modified as
above to use radio waves. The program will take 20 minutes plus or minus one
minute per ten points the roll fails or succeeds to write. Using the standard
success/failure percentages as the other solutions.
Breaking out Kirk’s favorite tactic:
Bluff, tell the opposite sides that the Federation is far more powerful and if
MAD is what these people want then they will be happy to ensure that all
survivors are wiped out, basically shocking each side into backing down and
giving permission to destroy the missiles.
Or simply threaten the use of the
uber-powerful super weapon (that doesn't actually exist), to threaten the
offensive capabilities of each side. Threaten them that if they wish, the
Federation can ensure that the war will be fought with sticks and rocks, by
both sides.
The PCs can tell both sides that
they've just committed mutual assured destruction and since the Prime Directive
prohibits Starfleet's interference, the PCs are now leaving the system, since
after the nuclear exchange there won’t be any life on either planet. Both
planets have no one to blame but themselves and they had an interesting
civilization while it lasted. The Federation will probably send archaeologists
in the future to study the remains of their soon-to-be-dead civilizations once
the radiation has died down to safe levels. Unless of course both sides would
like them to destroy all the missiles & then sit down like adults &
negotiate a treaty that will benefit both worlds & make them eligible for
future Federation membership (and all of its inherent benefits).
Any of these risky strategies will
take a Diplomacy/Negotiation roll with a -50% penalty and 1D3 minutes to
successfully bluff a side into submission. The roll has to be made for each
side; the time roll is only rolled once.
If the players have done well and
presented a believable case, the GM can use the following failsafes to backstop
the PCs if the dice are not cooperating:
1) A renegade
faction captain whose ship is hidden in the rubble field can start shooting
down missiles to reduce the total number the PCs have to intercept.
2) One or
possibly both planets have really effective (hidden as they are also treaty
violating) anti-missile systems that manage to shoot down any missiles that
slip past the PCs.
Finally, the GM should make sure
also to have SOME consequences for failure if the players have been less than
convincing in their attempts to stop the missiles...for example, even if only
some of the missiles hit the planets, even in empty areas, there's bound to be
some long term environmental damage. Also Starfleet might order the PCs to
stand before a review board to explain their actions too.
An interesting way to tell this
story would be to start out in front of the review board and ask the question
"So captain tell us exactly what happened in orbit over Locean...."
then switch into character and tell this story, with cut scenes to the review
board asking more questions. After the review board, unless the PCs have
grossly violated the Prime Directive or other major gaff, have the presiding
officer say "but there was nothing you could have done that could have
stopped this war...Case Closed."
A violation of the Prime
Directive, even to save the lives of billions will result in a full court
martial and being drummed out of Starfleet. This of course can be the
springboard for an entirely new direction of the campaign if the GM so desires,
as the PCs will be both famous and infamous for their actions.
Classification:
Treaty
Cruiser
Class: VIII
Model: I
Number
Constructed: 36
Superstructure:
31
Damage
Chart: C
Dimensions:
Length: 250m
Width: 160m
Height: 80m
Displacement:
108375
tonnes
Cargo Specs
Total SCU: 62 SCU
Cargo
Capacity: 3110 tonnes
Computer
Type: K-4
Landing
Capacity: N
Transporters-
6-person: 1
22-person
Emergency: 2
cargo: 2
Shuttlecraft-
Light
Shuttle: 2
Ships
Complement: 184
Officers: 37
Enlisted: 147
Passengers: 5
ENGINEERING
Total Power
Available: 35
Movement
Point Ratio: 5/1
Warp Engine
Type: FFTL-4A
Number: 2
Power Units:
16
Stress
Chart: O/L
Optimum
Speed: 3.00
Max Safe
Cruising: 4.00
Emergency
Speed: 4.50
Maximum
Speed: 5.00
Impulse
Engine Type: FNSP-3B
Power Units:
3
WEAPONS/DEFENSE
Beam Weapon:
FEL5
Firing Arcs:
2FP, 2FS
Firing
Chart: G
Maximum
Power: 2
Damage
Modifiers
+3
+2
+1 1-4
Torpedo
Type: FT3
Firing Arcs:
4F
Firing
Chart: G
Power To
Arm: 4
Damage: 10
Stock: 20
Shields-
Shield Type: FDS-3
Shield Point Ratio: 2/1
Maximum Shield: 3
D- 53.7
WDF- 8.4
The treaty
cruiser is adapted from the Horizon-Class cruiser on the Vintage Starships
website.