Scanlyze

The Online Journal of Insight, Satire, Desire, Wit and Observation

Lobopods of Mars Chapter 5: Confrontation with the Kangar Horde

By Henry Edward Hardy with Cadence Boynton, Greg Boynton, John Kelly, Jeff Young, Joe Zapytowski, and Mark Zapytowski.

Copyright © 2025 Henry Edward Hardy.

Diorama of a Kangar Horde fort on Mars
Copyright (C) 2022, 2025 Henry Edward Hardy

Lobopods of Mars Chapter 5: Confrontation with the Kangar Horde

A Mongoose Traveller (2e–compatible) Scenario

Disclaimer
“Traveller” is a registered trademark of Far Future Enterprises. This scenario is a fan work using Traveller-like terminology. It is not affiliated with or endorsed by Mongoose Publishing or Far Future Enterprises. The Lobopods of Mars references remain the property of their respective authors.


Table of Contents

  1. Adventure Background
  2. Scenario Overview & Hooks
  3. Major Factions
    • Kangar Horde
    • Local Authorities (Mutch City & Others)
  4. Locations
    • Thomas A. Mutch Crawlie Stop
    • Talhir (Kangar Base)
    • Potential Battlegrounds
  5. Running the Scenario
  6. NPC & Enemy Stats
    • Generic Kangar Raider
    • Kangar Lieutenant (Bear-Man)
    • Sheriff Olav Pekkonen
  7. Possible Endings & Aftermath

1. Adventure Background

Mars in 2034 is embroiled in multiple flashpoints. Tensions with Earth-based fleets in orbit are rising, while local powers jockey for territory. The Kangar Horde, a self-styled neo-Turkic clan from the edges of the Tharsis Plateau, has escalated from “rough trading” to outright raiding smaller outposts and crawlie stops.

Recent Incidents

  • Mutch Crawlie Stop Takeover: The Kangar Horde forcibly occupied the Thomas A. Mutch Crawlie Stop near Mutch City, terrorizing staff and travelers.
  • Sheriff’s Posse Victory: Sheriff Olav Pekkonen rallied volunteers to fire warning shots and flush out the Horde, prompting them to flee—albeit slowly—into the Outback.
  • Wider Ramifications: Now that the Kangar raiders have retreated, Mutch City is celebrating, but new rumors swirl that a larger Kangar warband is assembling deeper in the desert to retaliate.

2. Scenario Overview & Hooks

In Confrontation with the Kangar Horde, the Traveller PCs find themselves in the crossfire. They may be defending Mutch City, investigating the Horde’s motives, or even traveling outward to broker uneasy peace or deliver a preemptive strike.

Hooks

  1. Defensive Contract: The PCs are hired by Mutch City Council or a local trader’s guild to protect the region from further Horde attacks.
  2. Search for a Missing Victim: A friend or allied NPC is among those brutalized at the Crawlie Stop. The party tracks the Horde to reclaim stolen items or rescue a hostage.
  3. Diplomatic Overture: A neutral mediator tasks the PCs with meeting the Kangar Horde’s leadership, hoping to avoid an all-out war.
  4. Personal Vendetta: One of the PCs was robbed or humiliated by the Kangar raiders. It’s time for payback.

3. Major Factions

Kangar Horde

  • Identity & Mythos: A band of raiders claiming lineage from Old Turkic khans, led (officially) by Great Khan Kuara Tengri (real name: Georgi Kubatov, ~81 years old).
  • Base of Operations: The settlement “Talhir,” perched near a water seep in Valles Marineris. In reality, it’s a patchwork fortress of pressurized domes and salvaged crawler parts.
  • Capabilities:
    • Skilled in desert survival and constructing “hillbilly armor” for their vehicles.
    • Armed with older but functional slug guns and shotguns, plus some black-market ex-Earth military gear.
    • Rely on fear and intimidation to gather “tribute” from isolated outposts.

Local Authorities (Mutch City & Others)

  • Mutch City: A mid-sized settlement near Tharsis, with a precarious water supply but robust trade. Sheriff Olav Pekkonen is the de facto law.
  • Thomas A. Mutch Crawlie Stop: A privately owned stopover dome with cheap lodging, refueling, and basic entertainment. Important for local commerce. Recently besieged by the Kangar Horde.
  • Sheriff Pekkonen’s Posse: Ad-hoc volunteers, often outclassed by better-armed foes, but determined to defend their homes.

4. Locations

Thomas A. Mutch Crawlie Stop

  • Layout: A single pressurized dome with an attached refueling station, a bar, a few bunkrooms, and a cargo yard.
  • Recent Damage: Broken furniture, bullet holes, captured staff traumatized. The locals are angry but relieved the Horde left.
  • Clues: Searching the dome may yield leftover Kangar symbols, forced locks, or data logs showing messages from unknown sponsors (hinting they might be pawns for bigger factions).

Talhir (Kangar Base)

  • Environment: Deep in the Valles Marineris outback, perched near a dripping water seep. Minimal oxygen, raging dust storms.
  • Defenses: Spiked walls, watchtowers, roving crawlers. The place is half shantytown, half fortress.
  • Population: ~200–300 hardened raiders plus families. Possibly hundreds more innocents coerced into living under the Horde’s rule.

Potential Battlegrounds

  • Desert Wastes: Rolling dunes, unpredictable dust devils, ancient lava flows. Perfect for crawler chases and ambushes.
  • Mutch City Outskirts: If the Horde tries a mass reprisal, the city outskirts or surrounding crater walls become the front line.
  • Abandoned Mines or Lava Tubes: Could be fallback points or hidden outposts.

5. Running the Scenario

Phase 1: Gathering Intel

  • PCs investigate the aftermath of the Crawlie Stop raid. They meet witnesses, see traces of violence, and piece together who led the incursion (e.g., a Kangar Lieutenant known as “Bear-Man”).
  • Sheriff Pekkonen warns them: The Horde might regroup, or the PCs can take the fight to them.

Phase 2: Desert Pursuit or Negotiation

  • Option A: Pursuit
    • The PCs head out in crawlers or half-tracks, following the raiders’ trail. Dust storms hamper visibility. Potential stealth or infiltration to get close to the Kangar camp.
  • Option B: Diplomatic Approach
    • The PCs attempt to contact the Kangar leadership to broker peace or arrange a prisoner exchange. Batar Khan or Bear-Man might arrive suspiciously to parley, flanked by armed guards.
  • Complications
    • Earth-mined or Mars-based corporate interests could be egging the Kangars on, providing them with weaponry.
    • Tensions with the “Talhir Council” (the few quasi-civil officials in the Kangar settlement) might overshadow the warband’s own chain of command.

Phase 3: Showdown

  • The final confrontation can take many forms: a pitched battle on the desert floor, a stealth infiltration of Talhir’s perimeter, or a tense negotiation that might devolve if one side is provoked.
  • Combat Encounter: The Kangar Horde deploys multiple crawler rigs with improvised turrets, or they ambush from rocky outcrops. The PCs must coordinate tactics, use the environment, or even call in local militia.
  • Talk (or Betrayal): If the PCs attempt to negotiate, they might learn of the Horde’s real demands—e.g., new farmland, guaranteed trade, or a “tribute” system. Whether the city can accept that is another story.

Victory or Unrest

  • If the PCs defeat the Kangar leadership (like Bear-Man or Batar Khan), the warband might disperse. But the settlement of Talhir remains, potentially seeding future trouble.
  • If the PCs treat with the Horde respectfully, they might forge a new “tribute for peace” arrangement, but Mutch City’s populace may resent giving in.

6. NPC & Enemy Stats

Below are sample Traveller 2e–style stat blocks. Adjust skill levels and gear to match the desired difficulty.

Generic Kangar Raider

Value
STR8
DEX7
END7
INT6
EDU5
SOC5

Skills:

  • Melee (Blade) 1 or Gun Combat (Slug) 1
  • Athletics (Strength) 1
  • Survival 1
  • Streetwise 0

Gear:

  • Patchwork vacc suit (Armor 3–4)
  • Slug rifle or shotgun (2D–3D damage)
  • Improvised melee weapon (1D+1 or 2D damage)

Traits:

  • Raider Tactics: +1 DM to Stealth or Recon when preparing an ambush in Martian desert terrain.

Kangar Lieutenant (Bear-Man)

Value
STR10
DEX7
END9
INT6
EDU6
SOC5

Skills:

  • Melee (Blade) 2
  • Gun Combat (Slug) 1
  • Leadership 1
  • Recon 1
  • Survival 1

Gear:

  • Tough environment suit or combat armor (Armor 5+)
  • Sawed-off shotgun or heavy rifle (3D damage)
  • Brutal-looking scimitar or carbon blade (2D damage)

Traits:

  • Intimidating Presence: Gains +1 DM on any opposed checks to threaten or coerce.
  • Fanatical Loyalty: Nearby Kangar raiders get +1 to Morale checks.

Sheriff Olav Pekkonen

Value
STR8
DEX7
END7
INT7
EDU8
SOC5

Skills:

  • Gun Combat (Slug) 2
  • Recon 1
  • Leadership 1
  • Persuade 1
  • Vacc Suit 1

Gear:

  • Heavy revolver (3D)
  • Light ballistic vest or environment suit (Armor 4)
  • City crawler with a small railgun turret (non-lethal or low-power shells)

Traits:

  • Local Hero: Gains +1 DM to persuade or rally local fighters.
  • Outnumbered, Not Outgunned: The Sheriff never backs down if defending Mutch City.

7. Possible Endings & Aftermath

  1. Kangar Defeat
    • The PCs lead a decisive strike on the Horde, capturing or scattering the raiders. Mutch City breathes easy… for now.
    • Possible blowback: Remaining Kangars vow revenge, or other outback gangs see weakness.
  2. Negotiated Truce
    • The PCs broker a tenuous deal: The Horde gets safe passage, minimal tribute, or some autonomy. City authorities grudgingly accept.
    • The truce might turn fragile if hotheads on either side pick a fight later.
  3. PCs Switch Sides
    • If the party sees the Kangar cause as legitimate (lack of resources, forced to raid?), they might ally with them. Mutch City’s authorities become adversaries. This sets up an ongoing “bandit kings” arc.
  4. Stalemate & Expanding Conflict
    • Neither side gains a clear advantage. The setting escalates into a broad conflict as more raiders and possibly ISA or Earth forces intervene. The region remains a powder keg.

Conclusion

In Confrontation with the Kangar Horde, the PCs must navigate a fine line between local politics, outback survival, and the fierce warlike culture of the Kangar clan. Whether they choose to fight, talk, or outmaneuver the Horde, this scenario promises dusty chases, tense standoffs, and moral gray areas—perfect for a grounded, high-stakes Martian Traveller campaign. Good luck out there, and remember: on Mars, water and alliances are equally precious.

2 October, 2025 - Posted by | scanlyze | , , , , , , , ,

No comments yet.

Leave a comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.