Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 08-21-2011, 09:01 PM   #6
Lamech
 
Join Date: Mar 2011
Default Re: Sneaking onto a planet at TL 10

Quote:
Originally Posted by Diomedes View Post
Most traffic will leave hyperspace at a distance of about 5 light-seconds from an Earth-type planet; anything farther is probably the result of a navigational error. There will usually be a space station in orbit, containing one or more teleportation gates to locations on the surface. A tiny, new colony will only have one settlement, and thus need only one gate, while a slightly larger one may have more settlements, some unserved by gates - until those get installed, too. Most non-paperwork related smuggling is likely to be on these types of planets.
Wait. Teleportation gates? Teleportation gates!? Simple smuggler pops out of hyperspace, activates his tele gate, sends cargo through. And then jumps out.
Or he has some cover as a different kind of ship. For example, the ship could get raw unobtanium, tele'd into his cargo hold after unloading the contraband and claim to be a cargo ship for that. Or he could claim to be a survey ship, or someone on personal business or whatever.

The other option is don't get detected. This time you simply pop out behind the moon. Even if sats are cheap, they probably aren't so cheap as to send up high tech anti-stealth sats to the other side of the moon.
Lamech is offline   Reply With Quote
 

Tags
space, ultra-tech


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:55 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.