Sunday, March 1, 2020

The TEK - Februrary 2020

Sales lagged in February, no help for that. People are done buying stuff by now. The end of the year explosion carries people for at least a quarter before they come back for more. 

February 2020 Downloads via DriveThruRPG:
AD&D Character Sheet For Use with Unearthed Arcana - 1
Compass Rose Inn Minisetting - 3
Kobold Folly Minisetting - 2
Zero to Hero: Uncommon Commoners - 1
Swashbucklers Character Class - 5

Webstats were much better.



Webstats (Updated):
Google Analytics Pageviews - 1,270
Google Analytics Sessions - 800
Pageviews per Session - 1.59

Page views were also down 13.84%, which was to be expected with a short month and the end of my 52 Weeks of Magic series. Post Christmas lags through January and the dries up mid-month. I am not disappointed as I had some great feedback on my new series, Strictly (Duke) Springer.

Strictly (Duke) Springer - Day 061 – March 1st

Obviously, I am trying to do something in particular. So we make 10 more rolls at the spaceport.

It takes all day, but I finally nail the roll I want. E036 – Buy a Starship. It costs 120,000 in cash. I got that. The ship is a Tech Level 1 ship, has no boat or guns and no crew. It has a single hypercharge, but I can buy up to 5 more for 500 secs. each.

Well, here comes the major rule breakage. I buy the ship for Emily as she is a pilot and heir to Duke's Smuggler Empire. Not much an Empire, but hey. This gives me a fleet of two ships. I suspect the rules weren’t designed for this but there is nothing saying I can’t do it. There are two rules, r220b and r220c which covers abandon crew and isolated crew. Neither really fits because I plan on having the two ships stick together. This would be no different than having Duke flitting around in the Hopper while the Antelope follows along.

We are going to sit tight at the spaceport and do some RRR tomorrow.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Boat guns, TL-2 in the cargo bay.
1 Hopper with boat guns, TL-3.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
4 CU Status Unit (e103),
10 Fuel Units in the Ship’s Boat,
8 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
10 TL-1 military U-suits.
6 TL-1 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
10 TL-4 heavy hand weapons with explosive effects
4 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

1 Antelope starship with no guns or ship’s boat,
1 TL-1 Ship’s Guns in the cargo bay.
1 Boat guns, TL-2 in the cargo bay.
and the ship is fueled with 6 hypercharges.

I have 54,171 secs. We are wanted in the Palatek system.

Saturday, February 29, 2020

E182 Combat Event Analysis

The other day, I posted my character sheets in preparation for this post. The ship is attacked by pirates who are pouring into the ship via the airlock and cargo hold. Three can enter the cargo hold per turn and just one enters the main airlock per turn. They have side arms, a problem producing axe and u-suits.

Each pirate has the following stats: Endurance 8, Marksmanship 4 and Hand-to-Hand 6.

My team has two doctors who cannot fight, but can wear u-suits. I have two engineers that can only use side arms and u-suits in self defense. I have 5 characters that can use heavy side arms, regular side arms and u-suits.

To the pirates advantage, each carries an axe which can easily cut through walls and will automatically breach a suit, disabling the character inside it.

My advantage is, my character’s have military u-suits which take two hits to breach, 5 are carrying heavy side arms with explosive rounds and high tech level and two characters have good side arms, which are TL-3 and TL-4 respectively. Also, I roll for the pirate’s equipment and it is TL-1, while my lowest tech level is TL-3 and the rest are TL-4.

This game has no initiative and rarely a surprise round. The person with the highest tech level weapons goes first. In this case, it will always be my crew. Surprise is defined on a case by case basis by the event listing, which didn’t happen this time.

The game is not really specific about distances. There is melee and ranged. You can shoot or you can move into melee range and attack. You get one attack per round, either ranged or melee, but not both. Ranged attacks are resolved first then melee. A person can forgo a ranged attack to avoid getting into melee range. Duke has a noticeable bonus in hand to hand attacks, he can use his cunning to add one die to the attack roll.

To resolve ranged weapons, add the character’s marksmanship score to the weapon’s tech level. Roll under this value with a  2d6. Success is a hit. The same goes for Hand-to-Hand, but generally this is punching which is very low damage. There are not many hand weapons available in the game.

Mechanically, this scenario is unwinnable by a crew of less than four, because they must disable 4 targets in one round. Even with a party of 9, it took me 5 turns to do so.

For ranged attacks, the pirates had a ranged target number of 4+1 or 5, while my worst character had a target of 6. Two of my characters had a target of 6+4 or 10. Each hit does a critical or one point of damage.

Now, critical hits also play into this as do special effects. When rolling to attack, a critical occurs on a die roll of six. To resolve this, a special die is thrown. On a roll of 1 or 6, the target takes no damage but is disabled by concussion. If a 2, 3, 4, or 5 is rolled, that is number of hits the target receives. So a regular side arm can put someone down in a single hit on a good roll.

Heavy side arms are different for damage. They roll 2d6 for damage. On a 2-7, that is the number of hits done. On a 8-12, the target is down due to concussion. My heavy side arms have explosive rounds, which shreds u-suits. In a vacuum, this is lethal. It seems like the author intended to have heavy hand weapons and explosive effects as two different things, but it was left out for some reason. It does briefly come into play in specific events with unique equipment. In some cases, a heavy side arm is not able to damage a thing unless it has the property of explosive rounds. The primary example of this is Utility suits. To automatically rupture them requires explosive rounds or multiple hits in one turn.

When playing out this scenario, the Pirates have an Endurance of 8. This means a single, non-critical hit will not knock them out of the fight. You must either get a critical or depressurize the ship. It wasn’t until the 3 round that I noticed this was possible. I was taking down 3 of 4 guys by piling on wound points, but there was always a pirate that survived. Once I depressurized the ship, every hit with a heavy weapon downed a pirate. Since I had 7 shooters and 5 with heavy weapons, it was a piece of cake.

Since I am thinking of using these rules as an actual RPG, let’s look at some assumptions that I made. First is movement. I assumed that a person could only move from one area to the next in a round and moving away from an attacker was avoiding contact. Duke did this when he ran to Pilotage and back as did Emily when she went to the cargo hold. Running into an attacker would allow for contact and melee, but only if the stationary person wanted it. The pirate did not, so it didn’t happen.

The next question I would ask is about explosive rounds vs. heavy hand weapons. I would use the heavy hand weapon damage rules on their own, but not allow them to breach U-suits unless they also had explosive rounds. The explosive rounds rule seems to allow heavy weapons to damage ships and vehicles in limited cases, which is not obvious because part of rules are embedded in individual events.

Those axes are problematically for the player’s crew. They can down someone in a single hit, suit or not. I didn’t add them to the Antelope inventory because they nearly create an automatic win condition for the crew. Some crew can do Hand-to-hand in self defense, therefore the axe allows them to down opponents in cases where the rules seemed to indicate only a minor defensive ability. That ain’t minor.

I wasn’t in much danger from this attack. Remember, I placed Bones and Doc in Pilotage, which has a functional Stasis Unit. If they had gotten in to trouble, they would have activated it. The Stasis Unit removes the possibility of using the ship until removed by an engineer. If Duke was the only one on board, then I would assume turning on the Stasis Unit is an automatic loss.

The danger in this scenario is the number of crew vs. the number of pirates. If a pirate gets to the controls, it’s all over. The player merely has to stop the guy coming in the airlock, not the distraction in the cargo hold. However, the distraction allows the pirates to flood the ship if the player doesn’t acknowledge that they need to defend Pilotage. By simply waiting in Pilotage, the pirates will cut a path from the hold to the cockpit, which allows a group of characters assembled in that area a clear shot at everyone. This should eventually work to the player’s advantage.

Strictly (Duke) Springer - Day 060 – Feb 29th

Ah, I should have healed up my characters. We get jumped by 3 guys and make short work of them. But now Duke has two hits scored on him, Emily one and Lucy one. I’m going to rest tomorrow. Maybe.

We manage to sell off all of the side arms for a cool 170,400. Now I could have tried to double these with the special pheromones, but I want those for later. Because they will come in handy when I start really breaking the rules.

We have 7 hours of daylight left, so we move to the Spaceport. It takes 3 rolls to get the hypercharges we need. I’m curious as to what is in that Status unit, but we don’t get that result today. In fact, nothing interesting or needed happens for the rest of the day.


1 Antelope starship with TL-5 Guns. I owe nothing.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
2 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
4 CU Status Unit (e103),
10 Fuel Units in the Ship’s Boat,
8 Repair units,
5 Life Support Units in the Ship’s boat.
3 TL-1 military U-suits.
10 TL-1 Heavy Hand Weapons for sale.
7 Side Arms TL-1.
5 TL-4 heavy hand weapons with explosive effects
4 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

I have 176,671 secs. We are wanted in the Palatek system.

Friday, February 28, 2020

Strictly (Duke) Springer - Day 059 – Feb 28th

It’s tenday and I am glad I don’t owe anything on this ship.

We get an entry contact to sell several types of illegal items. We don’t have any, so we land and start looking for a buyer for these side arms. The first roll we get is to buy stolen hand computers. We have no interest, but it is funny to see that in 1982, hand computers take up 4 CU each, which is larger than a robot, a space suit AND a heavy hand weapon.

Next, I do have a chance to sell these side arms, but the price is really low. We pass on this bargain and the day ends.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
2 Boat guns, TL-2.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
4 CU Status Unit (e103),
10 Fuel Units in the Ship’s Boat,
8 Repair units,
5 Life Support Units in the Ship’s boat.
10 TL-1 Heavy Hand Weapons for sale.
5 TL-4 heavy hand weapons with explosive effects
7 Side Arms TL-1
4 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.

You'll notice that I removed the U-Suits, PS bots and a couple of heavy hand weapons as the characters are using them. This should make things easier to track.