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Wednesday, April 15, 2020
Strictly (Duke) Springer - Day 125 – April 15th. Hour 1.
According to “About the Game”, this system can be used an adventure or campaign guideline. Since I have effectively “won” this game a couple of times over, let’s try this.
1 hr, 00 minutes: Duke and the gang leave the ship to make a contact at the spaceport bar. On the way, they are intercepted by the police. Apparently, they don’t like smugglers. These police are listed in e017. There are 3 police skimmers with TL-1 guns, each with a driver and gunner (E:6, M:5, H:3). There are two troopers in the back of each vehicle, (E:7, M:4, H:6) armed with TL-1 side arms and heavy weapons. They surround our party and order them to surrender. It’s 12 vs. 13. Game on!
Combat rounds on the ground are 5 minutes. In space, they are an hour.
Duke, Lefty, Deadeye, Emily, David and Audrey have TL-4 heavy weapons and open fire. But Lucy, Michael, Jon and Ratchet have TL-6 side arms and go first. Side arms will only damage skimmers on a critical. They hit 3 times, but fail to do any damage. But it keeps the troopers in the skimmers.
Next go the heavy weapons which should go better. And they do. All three skimmers are disabled and one officer is down. The police jump from their burning vehicles.
1 hr, 05 minutes: Duke and the gang run back to their ship in the distance. The drivers and gunners stay with the burning vehicles while 3 troops chase Duke’s gang and 3 other shoot. They all miss.
1 hr. 10 minutes: Duke and the gang reach the ship’s ramp. Duke, Lefty and Emily guard the ramp while the rest pile into the ship. They exchange fire with the Troopers. One trooper is killed outright, another is KO’ed and the third has a single hit point. Return fire is ineffective again.
1 hr. 15 minutes: Duke hit’s the last of the pursuing trio, killing him. In the meantime, the police have put out the fires and have called for backup. Jon fires up the ship while Deadeye takes one turret and Audrey takes the other.
1 hr. 20 minutes: The police have regrouped. The skimmer gunners have remounted the smoking vehicles and open fire on Duke, Lefty and Emily. Skimmer guns aren’t as dangerous as I thought, Duke shrugs off a single wound and the gang retreats into the ship.
1 hr. 25 minutes: Deadeye and Audrey return fire from the turrets. Two vehicles explode killing the gunners. In the meantime, the police units have recovered their dead, wound and more importantly, their weapons. The police force is down to just 7 guys, but 6 have heavy hand weapons and 1 has a side arm.
1 hr. 30 minutes: Audrey and Deadeye finish off the remaining vehicle as the police take cover. David and Ace head for one hopper while Mike and Lefty head for the other. Jon rotates the ship.
1 hr. 35 minutes: The military is on the scene now. 6 soldiers armed with heavy weapons and 4 frag grenades each. They have the same stats as the troopers, as e018 neglects to give stats. On top of this, the officer has a field scrambler. He fires on the ship and misses. The rest of the men start assembling an artillery piece.
1 hr. 40: I’m making a judgment call here. Starship guns inside an atmosphere use the ship’s computer skill which is 6 instead of the gunner’s skill. I call B.S. because I have TL-6 guns, which is an automatic hit. I’ll roll 1d6 per tech level, minus one 1d6 for being in the atmosphere. That is 5d6, and a hit occurs on a 1 or 2. If I roll more than 2 hits, the each extra hit is a critical. I hit that artillery piece and destroy it. The officer fires back with his discombobulator. He hits and the ship falters, but doesn’t breakdown.
1 hr. 45 minutes: The gunners try to hit that officer, Deadeye misses, but Audrey wipes him out.
1 hr. 50 minutes: 3 TL-2 tanks arrive on the scene and open fire on the ship. One vehicle takes a single hit while the other takes a single hit and an ineffective critical. In the meantime, someone retrieves the officer’s field scrambler. One tank lands a hit on the ship for a single point of damage.
1 hr. 55 minutes: Return fire cripples the last tank, but they keep shooting. They don’t hit. The ship is hit by the field scrambler and power flickers again. Duke orders the ship to land and the hoppers to launch.
The police force is down to 6 troopers and the military has 3 damaged tanks and 6 soldiers.
We have 71,573 in cash, have 8 hypercharges. Duke and the ship has taken one hit. And we are in big trouble...
Tuesday, April 14, 2020
Strictly (Duke) Springer - Day 124 – April 14th.
We land at the space port with no trouble and set about shopping for hypercharges. We are rudderless again since we paid off the ship.
Let’s take stock today by displaying the character sheets again. I’m only missing a few bits. The ship has screens and the hoppers have TL-6 weapons. The pantry is pretty bare. We could probably have a dozen skimmers, a pair of tanks or two hoppers in the ship's holds. But we don't.
On the character sheets, I removed all money and salary. I wasn't tracking that for a good long time. Audrey should have a military suit from the hold.
We have 71,573 in cash, have 8 hypercharges. We now own our ship. We are wanted on Palatek.
Let’s take stock today by displaying the character sheets again. I’m only missing a few bits. The ship has screens and the hoppers have TL-6 weapons. The pantry is pretty bare. We could probably have a dozen skimmers, a pair of tanks or two hoppers in the ship's holds. But we don't.
On the character sheets, I removed all money and salary. I wasn't tracking that for a good long time. Audrey should have a military suit from the hold.
We have 71,573 in cash, have 8 hypercharges. We now own our ship. We are wanted on Palatek.
Digging Deeper into Star Smuggler - Surprises in the Events Booklet - Military Equipment (e018)
In my first post in this series, I detailed the Battleship found in e081. This post will cover the cool military gizmos found in e018. This encounter plays the reader against a military force determined to capture Duke and the gang.
These soldiers have standard equipment such as side arms, heavy weapons and plus some items really meant to take down a criminal lord. The force numbers between 6 and 9 men.
The first item is a frag grenade. These weapons have a variable tech level, but also are reduced by 3 tech levels to reflect the fact that they are thrown weapons or fire indirectly. The rules don't specify how much damage they would do, but I think we can safety assume they do damage like a heavy weapon with explosive effects. They should be able to do damaged to everything smaller than a ship and probably can't be used against a hopper or ship's boat in flight.
Next up is a dalurium-screen helmet. It protects the officer in charge from psionic attack. I haven't mention psionics before, but it is one of the options for the reader. This helmet makes the officer immune to attack by mind powers.
The third item is a shimmer-screen. It imposes a -2 to hit the target. If the characters take them, they are subject to a breakdown roll and once this occurs, they cannot be repaired.
The four item is really fun, a field scrambler. On a hit from this weapon, it forces a breakdown roll on 4-6. Otherwise it does no damage. It cannot affect ships with ECM.
This equipment is super fun for they player to deal with and expands the setting with new tech not obvious from a read through of the rules. These items aren't overpowered, but do present more challenges and surprises to the player.
These soldiers have standard equipment such as side arms, heavy weapons and plus some items really meant to take down a criminal lord. The force numbers between 6 and 9 men.
The first item is a frag grenade. These weapons have a variable tech level, but also are reduced by 3 tech levels to reflect the fact that they are thrown weapons or fire indirectly. The rules don't specify how much damage they would do, but I think we can safety assume they do damage like a heavy weapon with explosive effects. They should be able to do damaged to everything smaller than a ship and probably can't be used against a hopper or ship's boat in flight.
Next up is a dalurium-screen helmet. It protects the officer in charge from psionic attack. I haven't mention psionics before, but it is one of the options for the reader. This helmet makes the officer immune to attack by mind powers.
The third item is a shimmer-screen. It imposes a -2 to hit the target. If the characters take them, they are subject to a breakdown roll and once this occurs, they cannot be repaired.
The four item is really fun, a field scrambler. On a hit from this weapon, it forces a breakdown roll on 4-6. Otherwise it does no damage. It cannot affect ships with ECM.
This equipment is super fun for they player to deal with and expands the setting with new tech not obvious from a read through of the rules. These items aren't overpowered, but do present more challenges and surprises to the player.
Monday, April 13, 2020
Strictly (Duke) Springer - Day 123 – April 13th.
We decide to go right back to where we began, Regari.
I'm not sure what I'll do there, but it'll be nice to be home. We pass through the Palatek system and meet no troubles. The same for Regari. We'll head to the spaceport to refuel.
We have 72,573 in cash, have 6 hypercharges. We now own our ship. We are wanted on Palatek.
I'm not sure what I'll do there, but it'll be nice to be home. We pass through the Palatek system and meet no troubles. The same for Regari. We'll head to the spaceport to refuel.
We have 72,573 in cash, have 6 hypercharges. We now own our ship. We are wanted on Palatek.
Sunday, April 12, 2020
Strictly (Duke) Springer - Day 122 – April 12th.
We enter the Palace area. We get a chance to steal some statues, but we are here to sell a bed for a base price of 1,100. We have a 10 times multiplier. The crew is hysterical because Duke uses another one of these pheromones to double the price. We take in another 19,850 while the crew gets 220 each.
We move the ship over to the spaceport and try to replace our hypercharges. We end up doing it by the end of the day. Not bad for a day’s work.
Where do we go next?
We have 72,573 in cash, have 8 hypercharges. We now own our ship. We are wanted on Palatek.
We move the ship over to the spaceport and try to replace our hypercharges. We end up doing it by the end of the day. Not bad for a day’s work.
Where do we go next?
We have 72,573 in cash, have 8 hypercharges. We now own our ship. We are wanted on Palatek.
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