Stealing a Ship

NomadMike

Mongoose
My players are in a quandary. They're in a fairly good starport that is more or less a way-station for traders and naval vessels. But their ship was gutted by a fire, and they barely escaped with their lives.

Now they're on the run from the local law enforcement authorities, and they're looking to steal a ship.

I hadn't really anticipated this too much, but now that it's come up I would like to know how easy or hard doing this might be in Traveller.
 
How hard do you want it to be? If the Imperium is run anywhere on the same spectrum as "competently", the authorities are going to have large advantages in tracking down and "dealing with" hijackers, but if you want a more space-opera style game, your group could have a chance of staying ahead of pursuit and (possibly) eventually dropping off the radar. Of course, until and unless they get rid of that incriminating evidence (the stolen ship), they're constantly subject to suddenly renewed pursuit, and selling a stolen ship is only going to be as easy as you decide to make it...
 
A 200 ton A1 or A2 is little different to the one next to it, what sets it apart would be the identifying markers a ship has, unique transponders and such the like.

Given the size of the Imperium and the fact Free Traders are standard designs, there could literally be thousands or more of the things flying about.

A hijacker will have to make sure that anything that can trace the ship to it's original owners has to be scrubbed out. The original crew have to be 'dealt with' in a manner that can't re-emerge to bite him in the ass. (hey, whoever said hijackers were nice people?)

For fun, you could always try to hijack a Naval ship. :) Especially if they're the ones who shot up your other ship. Then you can paint the ship black, paint some white skull and cross bones on the sides, and say "Arr" a lot while you plunder the Spanish - er, I mean "Spinward" Main for loot and rum.
 
Oddly enough I think very soon I will be running a "Privateers" traveller game set in my own setting however.

Being Privateers they will be allowed to seize ships. However I've made it clear in the Letter of Marque they are expected to hand them over to the Navy for ship shares.

If they don't well they've just crossed the line from Privateering to Piracy.

As to just plain stealing a ship...

Electronic lockouts will need to be removed.
Similarly physical lockouts.
Transponders and identifiers need "filing off"
You might even need to fiddle drive output incase people have good readings on the ship.

Doing it in a starport...

If the original crew is not onboard but is on the port then you probably aren't going to make it. The starports will have something that can chase you (a couple of serpents for example) or guns. You will get spotted leaving as you WONT have clearance most likely.

Doing it in space is possibly easier.. except the crew will likely resist.
 
A hefty dose of Deception and Persuade, along with a whole lot of forged documents and a lot of qajunpaQ, could get you a stolen starship to order. But it would require a big story, probably involving hiring a lot of working women to distract the real crew during their shore leave, some stolen Skyport Authority uniforms and documentation and some judicious hacking into the Skyport computer systems.

Don't let "real world" security and economics put you off running what is, essentially, a heist story. Just ask yourself "Is it big? Is it really stupid? And will they be talking about it for years to come?"

And if the answer to all three is "Yes," do it. :)
 
Exploit a weak link.

If stealing a SPA patrol cutter is so untinkable, how well will it be guarded? One might simply walk aboard and leave with it - no questions asked - if you had the right uniforms and looked like you belong.

Is the shipyard as tight on security as the starport?
That ship in for maintainence has had all of the anti-hijacking programs shut down to protect the workers. I could easily drive off with a semi from a truck repair station (if you can get to it) - just trying to enter and walk around is the hard part. "Hey, what are you doing here. This area is for mechanics only."
 
My point exactly. :)

It's like the old joke, about the security guy who for years kept an eye out on Old Jonesy. He knew that Old Jonesy was a damnable thirf and a scoundrel, but the watchman could never get any evidence on him. Each night, Old Jonesy would leave the works premises riding a bike, but he never had anything on him.

Eventually, both Old Jonesy and the watchman were stood down, retired. As they both headed off down the pub, the watchman asked Old Jonesy "Look, I know you've been nicking stuff from work, but damned if I ever saw you with any stolen stuff. How'd you do it?"

And Old Jonesy replied "It was right under your nose the whole time. I was nicking the bicycles."
 
i tired something similar on my players first time out. A GM characther attempted to highjack the ship out from under them. However the NPC's acted too over confident (they captured 2/5's of the crew quickly & had a large amount of weaponry availble to them).

However the players took advantage of superior postion (control of internal systems) and fought off the attempt. Only one serious injury to a player, who got caught as a pirate came through a cieling Iris as he prepared to go up through same Iris.

But if you are attempting a high jacking in space, you need to get weapons on board, and a close examination of what the ship crew is like.
 
If the characters have a qualified medic on the team, it'd be laughably easy to incapacitate the crew in transit and have the rest of the crew just board the ship without resistance.
 
alex_greene said:
If the characters have a qualified medic on the team, it'd be laughably easy to incapacitate the crew in transit and have the rest of the crew just board the ship without resistance.
Um, how?
 
NomadMike said:
My players are in a quandary. They're in a fairly good starport that is more or less a way-station for traders and naval vessels. But their ship was gutted by a fire, and they barely escaped with their lives.

Now they're on the run from the local law enforcement authorities, and they're looking to steal a ship.

I hadn't really anticipated this too much, but now that it's come up I would like to know how easy or hard doing this might be in Traveller.

I would imagine this would be tricky as heck, considering they would not just gave to take the ship but get away in a system with a naval presence. I'd think there is some form of port authority that issues gate passes, berthing assignments, and launch permissions. If they're not in on the theft and you make an unscheduled departure (screwing up their traffic) you almost certainly can expect a pinnace with an inspection team. The inspection team will in all likelihood be a harbor patrol so it'll be an armed crew. If the characters actually ran from them, they'd be looking at a chase by the local Serpent class or smaller military ships.

All of this would be before word gets out of the hijacking under the noses of the imps of some 70MCr of ship and whatever cargo. That kind of a black eye means the Xboat network will be making sure word gets out ahead of the characters.

Sounds like a fun adventure but it wouldn't be a walk in the park. I'd recommend getting a copy of Prison Planet. :-)
 
Stofsk said:
alex_greene said:
If the characters have a qualified medic on the team, it'd be laughably easy to incapacitate the crew in transit and have the rest of the crew just board the ship without resistance.
Um, how?
'Erm, Captain, we all need to get inoculated if we're going to be setting foot on X world. There's an advisory: a bug going around. I've done everybody else. Just you now.'

Captain: 'Go on, then.'

Doc: *injects*

Captain: *snoozes*
 
alex_greene said:
Stofsk said:
alex_greene said:
If the characters have a qualified medic on the team, it'd be laughably easy to incapacitate the crew in transit and have the rest of the crew just board the ship without resistance.
Um, how?
'Erm, Captain, we all need to get inoculated if we're going to be setting foot on X world. There's an advisory: a bug going around. I've done everybody else. Just you now.'

Captain: 'Go on, then.'

Doc: *injects*

Captain: *snoozes*
:lol: If a starship captain is that stupid, he deserves to lose his ship to hijackers.

The only way that could work is if the Medic is a part of the ship's crew, and decides to betray his fellow ship-mates by stealing the ship from under them; there is no way known a Captain would allow any member of his crew to be injected by anything by a passenger, which I would have assumed the hijacker would be. Think of the legal liability if nothing else.
 
I would suggest a movie marathon of such heist classics as:

Ocean's Eleven
The Italian Job
Reservoir Dogs
The Thomas Crown Affair
Gone in 60 Seconds
the original Pink Panther movie by Blake Edwards
A Fish Called Wanda
Rough Cut
 
See Core pg 143-145 and pg 92 about shipboard and computer security...

As others have said - it's basically up to you wether this is plausible in your TU.

If you want them to succeed, one way could be:

Introduce the players to a computer programmer who needs offworld fast! Let them charter or obtain passage (possibly via a job/patron) on a ship. Onboard the programmer can attempt to override security protocols and take over the ship. Via the computer or players the crew can be tranq-ed (carried on canisters with programmer giving access to life support or already a feature of the ship that the programmer can control) or vacc-ed (via computer or players assisted by overrides or players via brute force methods). See pg 92 for computer intrusion...

Locks, physical overrides, conning authorities, etc. are doable with proper luck - but without control of the computer nothing else would be a go - IMHO.
 
Stofsk said:
alex_greene said:
If the characters have a qualified medic on the team, it'd be laughably easy to incapacitate the crew in transit and have the rest of the crew just board the ship without resistance.
Um, how?

Sleeping, knock out gas in the life support.
Or in key locations to knock out most of the crew for hours (or longer).

Or some type of virsus that is airborne and makes everyone sick, except the ones who bring aboard. They can pretend to be sick and then they help out the crew and slowly take over the ship during Jump (or long transit to Jump zone.)

Dave Chase
 
Since you're not the one planning the heist, the players are, you need to be more aware of where their ideas may/may not fail or suceed. A few things to keep in mind:

- people tend to become complacent about security when it's not drilled into them and/or there hasn't been a recent security event. This means things like not locking the doors because it's inconvenient, forgetting to set the alarm system, failing to replace necessary sensors, and actually overriding security protocols that have become a hassle, etc, etc.

So when the PCs are staking out specific ships, you should have some idea of how recently said ship/crew/security zone has had recent security concerns and have the personnel involved react accordingly - you can give them lots of subtle signs that a given ship will be harder or easier, and then let them make the choice. The slovenly crew that walks away from their ship with the cargo bay door left open frequently is likelier to be an easier target than the spiffy looking crew uniformed crew that is constantly using security access badges and closing doors immediately.


- most people don't question those who look and act like they belong there, unless it's an ultra secure environment or an attentive person, or a really small/closed environment. That means in a large facility where many people are - like a starport - people who act like they belong in a certain area are less likely to be questioned about their presence there. Of course, certain Hi tech tools like GPS tracking badges, etc, can negate this, but even in those cases, many people assume that the technology is handling the security - IE, "Well, if he's walking around here, and security hasn't shown up yet, I guess he has the right to be here."

Little anecdote - this was drilled home to me when two guys walked into a pizza parlor my company had video games placed in, told the guys behind the counter that they were swapping one game out with another game that they'd bring by that evening, and walked out with the video game - even getting an employee at the pizza parlor to sign a 'receipt' for the game they were stealing.

My point is, that in game, if your PCs act bold and decisive about being where they don't belong, they may actually have _less_ of a chance of being caught than if they are slinking around in the shadows.


- the more complicated the plan, the more likely things can go wrong. But even when things go wrong, that doesn't mean the plan fails.

- a lot of criminals don't get caught, or at least not right away. So what if the authorities figure out the starship they stole off the landing pad wasn't theirs before they make it to the 100d limit. Every bit of distance they get between the crime scene and themselves ups their odds of staying free - even if they think everyone knows who they are.

- sometimes the law can work against the authorities just as much as it can the criminals. The SDB boat following them through the system may know they stole the ship - but that doesn't necessarily mean they can just shoot them out of the sky at will, particularly if that shooting might put innocents in danger. Take a look at the policies of some cities regarding high speed chases for some examples of how the law can let criminals get away.

- Finally, stealing from the wrong person can be worse than the authorities catching you. A ship may be "unguarded" because everyone knows it belongs to Louie the Kingpin and that he'll crucify anyone who dares steal from him. Even the cops won't step in.


BTW, most of my examples were assuming they would be stealing a ship from a starport, rather than hijacking. A lot of it applies to hi-jacking as well, but you did say "stealing a ship". In any case, a lot of others here posted inof on hi-jackign, so I felt it was covered.

If this were in my game, how hard/easy it would be for the PCs to steal or hi-jack a ship would really be based on how clever the players were and the resulting actions of the PCs. Basically, whether or not their plan suceeds would really come down to what situation was more fun overall - a really exciting plan that required lots of skill rolls and resulting in lots of narrow escapes for them to successfully pull the heist off would win out over them trying to use brute force.
 
Hells, they had women, ghosts, even children take over and board the Enterprise in Star Trek back in the day. The Mangalores did a damned fine job of taking hostage of the doomed Phloston Paradise in The Fifth Element, and even Picard had to contend with thieves boarding his D in Star Trek TNG, not to mention incidents where the ship was boarded and taken over by little grey guys who talked binary to one another, silicon life forms and even, well, children. Well. Almost, this time.

Even Serenity got pretty comprehensively trashed by a single lowly whore. And all she needed to do was kiss the captain, kick the pilot in the head and escape the killer securitybot *cough sorry* trained companion into the shuttle.
 
How to steal a starship
-----------------------

Hijack in port. A small starship would have a one man "anchor watch" on board while the rest of the crew is off carousing. When the junior engineer staggers back to the ship with a working girl under his arm (holding him up?) the watch keeper opens the hatch to the drunken fool to take three or four stunner bolts. The rest of the crew will be easily subdued when they return.

Hijack in port. Every fleet has a certain number of "hanger queens." These are vessels that are striped of parts to keep other flying. When the new parts arrive the hanger queen is fixed but in the mean time other parts have been removed. If the PCs can find a ship that is red-lined because the cargo handling equipment or passenger accomedations are down, they might have little trouble stealing it. Who guards a broken ship?

Hijack in flight. The hijackers book passage or lease the ship and then jump the crew. A classic, but messy.

Scam the yearly maintenace. The PCs set up a fake maintenace shop and take the keys for a startship going in for its annual. And as an added bonus the PCs can give a discount for payment in advance.

Scam the yearly maintenace. The captain of a starship in for its annual gets an email explaining that there has been a problem with parts and the work will take a week longer than predicted. A call to customer service (number supplied in the email) will produce profuse apologies and a 15% discount. When the crew returns to the starport they find that the PCs with the right papers and IDs took off a few days ago. With the right uniforms and paper work the PCs even get a police vessel.

A ship lands, the crew starts carousing and suddenly come down with Humbug fever. The local CDC puts them all into a locked ward to keep it from spreading. Three days later when the crew breaks out of the warehouse they discover their ship is gone.

A ship lands, discharges its cargo, and the cops show up wanting know about the contraband hidden in the cargo. The crew can call the Spacers Guild form the detention center. Three days later when the crew breaks out of the warehouse they discover their ship is gone.
 
Back
Top