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.
The story so far... Duke and the gang were jumped by the police. They shot their way out, but then the military showed up with 3 tanks and 6 troopers. All three tanks are disabled, but still firing on the ship. They have the equivalent of tech level one spaceship guns. The battle has been going on for an hour. The officer leading the tanks had a field disruptor, which forces any piece of equipment to make a breakdown roll. The ship has been hit several times, but has succeeded in it's save. This ship is Tech 6. Tech levels for ships only come into play for breakdown or risky jumping.
Dirtside, combat rounds are 5 minutes. In space, they are an hour. This the second hour of combat. We're going to do a little space combat soon.
2 hr, 00 minutes: Duke has ordered the ship to land and the hoppers to launch in the last round. This hasn't happened yet and he doesn't know why. Duke has taken over shooting from Audrey. He blasts another tank, as does Deadeye. The last tank misses.
David and Ace are in one hopper while Mike and Lefty are in the other. Each hopper can hold 14 CU of things. There are 13 crewmen. If they suit up, but abandon their heavy weapons, each one can carry 7 crewmen. Emily splits the crew up: Ace's hopper holds David, Audrey, Ratchet, and Bones. The second hopper hold's Mike, Lefty, Doc, Jon and Lucy. There is space for 2 more people on each Hopper. The crew in the hoppers are ready to pull in Fuel and Life Support units.
2 hr, 05 minutes: Emily is now at the controls of the ship, Duke and Deadeye have the guns as they break for orbit. Duke is confused by all of this, but rolls with it.
3 hrs, 00 minutes. Emily spots two patrol ships (e108) in orbit, ready to intercept the Buffalo. She switches on the ships ECM, sets the autopilot for max speed and orders Deadeye to a hopper. Deadeye hops into Ace's shuttle and they load one more Fuel Unit and Life Support Unit. Ace opens the Hopper bay doors.
The patrol ships are TL-4, have TL-4 guns and 10 hits. They have neither ECM or Screens. Duke and Emily unload on them, as does Ace's shuttle. They focus their fire on one of the two ships. Splitting fire in the game doesn't work. Duke and Emily roll six dice each, since they have TL-6 guns. The hopper rolls 5 dice, while it has TL-6 guns, against ships they do one die less. A roll of 1 or 2 is a hit, a roll of multiple hits indicates a critical has occurred, too.
Duke hits the lead ship for two points of damage. Emily piles on the criticals, doing 3 points of damage plus 2 criticals. Life support goes down in that ship. David scores another 2 hits plus a critical. The ship's cargo hold is bleeding air.
The ships return fire. They get 4 dice each. They lose one die because of the ECM, but gain one because there is no one at the controls of the Buffalo. I said we were on autopilot, but effectively, all three ships are flying in a straight line with no change in distance. The patrol ships are maneuvering for advantage while our hero's can't.
The Buffalo takes 3 hits, but no criticals. It's down to 8 more hits.
4 hrs, 00 minutes. Emily orders Duke to met her at the last hopper. You know he won't do that.
David scores three more hits on the lead patrol ship. She begins to break up. Duke rains now a barrage on the second ship. He scores 3 hits plus a critical that would have been scored on their ECM system. They don't have one, so the critical doesn't count. Emily is running back to the hopper, so she doesn't shoot.
The Buffalo takes another pair of hits. She is down to 6.
5 hrs. 00 minutes: The crew of the second hopper want to get out of here, but Emily is holding out for Duke. He blazes away at patrol ship, doing one more point of damage. David does the same.
It's not an even trade, as the Buffalo takes three hits. The Buffalo has 3 hits left while the patrol ship has 5.
6 hrs. 00 minutes. The last hour... Emily orders the hopper to leave as Duke hammers the other ship with 2 hits. It returns fire and explosions rack the Buffalo. As the ship burns, the hoppers destroy the last ship.
THE SEVENTH AND FINAL HOUR. Duke was all about the safety of his crew. He had a stasis unit installed in each turret, but as a consequence, there was no room for a U-suit.
Several civilian ships rush to search for survivors. Ace's hopper lands on the
Serena Dawn out of Truane's Star while Emily's group makes for a courier ship bound for Mithril...
This adventure with the Star Smuggler Rule set is at an end. I hope you enjoyed it as much as I did. I tried to use this set of rules as a jumping off point to see what I could start with a more advanced set of RPG rules. This set has its limits set the stage for future adventures. Half the gang will be moving on to the planet Volturnus in the Zebulon system while the larger group will join the crew of the courier to conduct the survey of Mithril. Fortunately, Lucy's ability to drive a skimmer, and possibly an ATV, will be an advantage.
Perhaps someday, they will meet up with Duke again. Or perhaps, one of them will become a Star Smuggler like him.