[Traveller] Vetting Passengers.

ChalkLine

Rogue Conformist
Validated User
No, not spaying them, but rather trying to see if they're going to hijack you're very unpaid for starship.

You see, it's kinda easy as the setting is written to pinch someone's starship - especially if you're quite ready to commit sophonticide to do so. Body pistols, even 'Brawling', all let you overwhelm the rather small starship crews and then dispose of them at your leisure.

So, how do your PCs avoid this? Certain ships, especially the little ones like the Type S or the Far Trader almost seem to beg you to get hijacked.

(As a point, I have a character who does little but hijack starships. Beware anyone shipping autonomous low berths in your cargo bay)
 

rastilin

Retired User
The quick answer is to forbid weapons among the passengers while insuring that you stay heavily armed yourself the entire time.

If you're really paranoid, make the passengers stay inside their quarters during the length of the voyage. With various nerve agents hooked to said quarters in case they start cutting their way out.

Forbid people from carrying both cargo and passengers on the same flight if you know people tend to bring guns along. On cargo flights, insure you know what's inside (biological / electronic / etc..) and sterilize the contents with a supposedly safe level of radiation (for what's written on the manifest). In addition, operate with the storage compartments under vacum and secured to the ship via explosive bolts.

Mix and match for your level of paranoia.

EDIT: On cargo flights, not if they insist. Do not break the rules for anyone ever.
 

ChalkLine

Rogue Conformist
Validated User
I'm not sure what the story with civilian use of riot or narcotic gasses are, or whether the authorities would find your passenger-control agents on a customs sweep.
 

ChalkLine

Rogue Conformist
Validated User
By the way, here's a deck plan modification I did some time ago for the Far Trader. It moves the passengers spaces over to one side and puts them on two decks, sanitising the crew and command areas from the passenger spaces

.
 

rastilin

Retired User
I'm not sure what the story with civilian use of riot or narcotic gasses are, or whether the authorities would find your passenger-control agents on a customs sweep.
A fair point.

However it would probably be legal to modify said cabins to vent into space, and have the same effect.
 

Cosmic J

Type 'A' XYY
Validated User
A fair point.

However it would probably be legal to modify said cabins to vent into space, and have the same effect.

Call it a fire control system. :)

The OP presents an interesting question. What do modern day ships do to prevent this from happening?

Way back in the day, there was a Top Secret adventure, wherein some bad guys took control of a ship. Lots of people said it was rather implausible, but then the Achille Lauro thing happened...
 

rastilin

Retired User
The OP presents an interesting question. What do modern day ships do to prevent this from happening?
Modern day ships are filled with army personell who carry guns; additionally, they don't take civilian passengers or cargo.

What you're looking at is more of a siege type situation. In case a fight breaks out inside the ship (which is small), you need some way of enforcing a tactical advantage to your side. Without it accidentally going off and messing you up by accident.

Obviously anything you figure out can be countered, but each additional layer requires an extra counter, and it's attendant difficulties. With enough countermeasures, you will reach a point where your opponents didn't think of it, didn't consider it a threat, or failed to counter it properly. Much like the procedures for securing computer systems.

Call it a fire control system.
A good idea, except you wouldn't modify the crew cabins in the same way. Otherwise your technology could be used against you in the worst case, or simply be triggered by accident during a pitched battle. Maybe fake "fire control" decals on the outside of the crew cabins and a fake circuit leading to them.
 

Ace

New member
Banned
Ewwwwwwwww, that's nasty! :)
Not so much. Skin Suits are common in Trav. A skin suit is super tight spacesuit you can wear under your clothes and it comes with a bag helmet and an auto inflater. Pop on the helmet ring and gloves then push the button, takes a few seconds at most

As for hijacking -- good cameras, gun scanners and locks are usually enough. A quick pat down will find a body pistol as (I think) will some high tech scanners

Another trick (though I am not sure this is canonical) is to selectively turn up the ships grav -- if your ship is say at 6-12 G's internal gravity you get a hijacker pancake

If hijacking gets to be a problem it ends up being Low Passage or No Passage and no one wants that. The usual suspects get pressured by Imperial Security <shudder> and the Mega Corps both (business falls when people have to be frozen to Travel. People can die doing that you know)

any chance of profit on the thing vanish -- so Hijacking is pretty rare

The exception is the Ine Givar and the like. The usually advice is to just shoot them or the Navy will just blow the ship

Of course if VIP's are on board, sounds like a possible adventure -- no?
 

Fade

Active member
Validated User
The OP presents an interesting question. What do modern day ships do to prevent this from happening?
Not much. A hijacked ship is slow, visible (there's no way to hide from satellite imaging) and extremely difficult to dispose of. There's no profit in it. These factors don't apply so much in Traveller, where a hijacked ship can disappear into the void and be resold in a completely different star system that has never heard of the ship (now under a new name).
 
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