Freetrader “Destinys Child”: How It All Started

Started by Ithoriel, 22 June 2021, 04:06:24 PM

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Duke Speedy of Leighton

You may refer to me as: Your Grace, Duke Speedy of Leighton.
2016 Pendraken Painting Competion Participation Prize  (Lucky Dip Catagory) Winner

Ithoriel

Freetrader "Destiny's Child": Turn 3 – The Great Monorail Turkey Shoot!

The crew think they have successfully escorted Princess Irulan to the monorail station and just need to hand her over until they realise that some of the punks hunting the princess are already there.

Fortunately, Mila's comm-link buzzes and a message comes through to say that if they can get the princess to the crossway where the exit from the monorail stations meets the banks of rent-a-terminals there is just room for a droid gunship to land and pick up the princess. The gunship will not land until the princess is in position.

In game terms, the princess must spend a turn within 3 squares of the nominated point to trigger the pickup.

The crew attempt to Seize the Initiative, needing a modified 10+ on 2D6. They score 7 with the dice, add 2 for THK07s Savvy rating and another 1 for the punk's attribute of Careless. Success!

The crew move cautiously forward, all except Gunner who hops up on a large cargo crate.

Rolling for reactions, only Gunner gets to act before the punks. Probably not a big deal, the punks are way out of range with their scrap pistols.

Not quite up to form Gunner puts one of the punks down and stuns another.

The punks move forward, staying in cover. The crew also push forward

Micah puts the mob enforcer down but other shots by the crew have no effect.



At the end of round the punks check morale for the loss of their two comrades. 1D6 per loss, on a roll of 1-3 a punk will bail (not counting as down but simply removed from the table). 2D6, double 1s. The two rearmost punks bail.



Turn one is over and the punks are down to the leader and a gang member.

Once again Gunner is the only one able to act before the punks. First shot is a miss, second is a stun, third puts the leader down. Has he lost his mojo?

The surviving punk moves forward but is still out of range.

The crew continue to advance but manage to miss the surviving punk with a volley of fire.

Clearly feeling immortal the remaining punk passes his morale check for the loss of the leader.

Gunner and Mila get to go before the punk. Gunner needs 6+ to hit with no modifiers to the die roll and rolls two sixes! He needs to equal or exceed the punk's Toughness of 3 and rolls a 3 and a 4. Last bad guy down and they didn't even get a shot off.

Princess Irulan is in positions and the following round the gunship arrives and an Imperial Guard  steps out and ushers the princess onboard.

As Scrapper quips,"I don't know which of the Seven Dwarves he is but he sure ain't Happy!"



I am torn between hoping my crew get some more competent opponents to give more of a game and hoping they don't so they get more gear and skill before they start tangling with Vent Crawlers and Assassins!
There are 100 types of people in the world, those who understand binary and those who can work from incomplete data

Duke Speedy of Leighton

You may refer to me as: Your Grace, Duke Speedy of Leighton.
2016 Pendraken Painting Competion Participation Prize  (Lucky Dip Catagory) Winner

Lord Kermit of Birkenhead

FOG IN CHANNEL - EUROPE CUT OFF
Lord Kermit of Birkenhead
Muppet of the year 2019, 2020 and 2021

fred.

The 'shoot first' tactics of the crew make these scenarios pretty easy.

If it was a war zone then shoot first seems fine as a tactic, but I think this is more of a civilian setting, so should the crew be limited from opening fire on suspected enemies, until they are actively hostile? Feels like there should be more consequences for shooting random civilians?

This does rather depend on the setting - but it does feel that (in game) the crew are allowed to know that the enemy is definitely an enemy long before they would have that certainty (in real life). Perhaps having a few groups of potential enemies around, only one of which are the hostiles, the others are groups of civilians, who are likely to be neutral (or even friendly) would make it hard for the crew to machine gun down enemies at long range.

Just some thoughts - ultimately if it works for you, it works for you!
2011 Painting Competition - 1 x Winner!
2012 Painting Competition - 2 x Runner-Up
2016 Painting Competition - 1 x Runner-Up!
2017 Paint-Off - 3 x Winner!

My wife's creations: Jewellery and decorations with sparkle and shine at http://www.Etsy.com/uk/shop/ISCHIOCrafts

Ithoriel

11 July 2021, 12:51:10 PM #25 Last Edit: 11 July 2021, 12:53:02 PM by Ithoriel
Thanks for the comments. As the others who post AARs regularly will know, it is sometimes hard to know if one is merely talking to oneself!

fred, the scenarios are set up as "I am your employer, here is the job I want you to do, here are your targets." So knowing what the bad guys look like isn't immersion breaking thing, for me.

I chickened out of having civilians in the last scenario assuming that late, at night, there would be few of them and that in bad neighbourhood the locals would recognise the punks , know trouble was brewing and make themselves scarce. I do have a lot of (unpainted) civilian types and I'm working on a scenario involving a fight in a spaceport with a crowd of colonists/ refugees and some cops. If combat is hand-to-hand only, the cops ignore it. If one side fires a gun or uses a grenade the cops become part of the other sides forces and colonists will move on random die rolls. If the bad guys take a morale test, failures don't cause one of their side to bail, instead each fail means they have drawn a gun and shot a bystander thinking they are part of the crew. After that round they bail as normal.  I need to run a couple of simulations and do some painting before running it for real.  

When I started I wondered if I would be able to avoid fudging die rolls but the die rolling has been so much in the crews favour that the only fudging I've done (so far!) has been to the crews detriment. In the last scenario there should have only been 4 punks. Roll 2D6 pick the high roll and add 3 - rolled snake eyes, so rolled a third dice which came up a 3. The leader, if I'm understanding things right, should only have had a power claw as a weapon but I gave him a scrap pistol too. Things like that.

Sooner or later they are going to come up against nastier things, I'm sure. So far the Conditions table hasn't come up with dust clouds that reduce visibility to a handful of squares, for example. That would cramp Gunner's style for sure!
There are 100 types of people in the world, those who understand binary and those who can work from incomplete data

fred.

If it all works within the context of the game, then that is all that matters.

And if these are early scenarios, and you are expecting more challenging opposition then good luck for those!

I know what you mean about the dice rolls - but I've been doing a bit of solo gaming recently, and like you haven't really found it a temptation. I think we games setup for solo play its less of a problem. Sometimes when I have played a standard game solo, I've been more likely to fudge dice rolls, or movement, but some of this comes I think from the complexity of a 2-player game played on your own, there can be a lot to remember and get right.
2011 Painting Competition - 1 x Winner!
2012 Painting Competition - 2 x Runner-Up
2016 Painting Competition - 1 x Runner-Up!
2017 Paint-Off - 3 x Winner!

My wife's creations: Jewellery and decorations with sparkle and shine at http://www.Etsy.com/uk/shop/ISCHIOCrafts

Ithoriel

Having made short work of the punks and successfully delivered the princess the party set about scavenging the battlefield and collecting their rewards.

Experience gained allowed several characters to improve their abilities.

More tangible rewards were in the form of cash and the patronage of House Rimush for the return of their errant princess plus a Flak Screen which provides a measure of protection against grenades, albeit the latter was damaged.

Trading and exploration provided a damaged Battle Visor (re-roll 1s when shooting) which was promptly fixed for free by a friendly mechanic, a chit for 6 credits worth of fuel and 4 starship repair parts which would repair 1 hull point each if Destiny's Child takes damage.

Placing items in their stash they discover one of their three stashed Colony Rifles was damaged.

Hearing that the punk gang intended to settle their score with the crew, Gunner and Scrapper go out to track down the hideout of the Laytown Buzzards.

They track the punks to their base in The Sump, an area wreathed in swirls of dust, gas and steam. Visibility is both limited and variable (8+1D6 squares, re-rolled every turn).

On the up side, there is an item that a collector will pay a couple of credits for in the area.

This may not be as one sided as the last fight with these punks!

Be careful what you wish for :) 
There are 100 types of people in the world, those who understand binary and those who can work from incomplete data

mmcv

Looking like a fun campaign, must take note of those rules if I ever start putting together some sci-fi stuff down the line...

fsn

You're protecting a princess! Shoot first is the obvious tactic.

Ask Han ... and Greedo.

Good read ... maybe 2022 will be Nobby's year of SciFi.
Lord Oik of Runcorn (You may refer to me as Milord Oik)

Oik of the Year 2013, 2014; Prize for originality and 'having a go, bless him', 2015
3 votes in the 2016 Painting Competition!; 2017-2019 The Wilderness years
Oik of the Year 2020; 7 votes in the 2021 Painting Competition
11 votes in the 2022 Painting Competition (Double figures!)
2023 - the year of Gerald:
2024 Painting Competition - Runner-Up!

Techno II


Ithoriel

16 July 2021, 12:14:51 AM #31 Last Edit: 16 July 2021, 12:16:58 AM by Ithoriel
Freetrader "Destiny's Child": Turn 4 – Down In The Sump Station At Midnight

Making their way down through The Sump to the station that processes the sump sludge, the crew became aware of people scurrying away in the gloom. Clearly word of their exploits had travelled far enough that the local denizens didn't fancy tangling with a bunch of heavily armed and armoured folk with murder on their mind!



Arriving at the Sump Station with it's vats of black sludge oozing and bubbling slowly away, the crew heard the punks in the gloom at the far end of the entrance hall. Nearest them, the giant maw into which autotrucks would tip waste to be processed with the sludge was a metre or so below ground level giving cover to those within.



On the other side of  of the central sludge sewer was a similar lower area this time with some sort of furnace far enough below it to allow it too to act as a sort of ad hoc trench.

The crew were, once again, able to seize the initiative and took the opportunity to make a cautious advance into the building.

The swirling murk briefly parted revealing the opposing punks



Rolling for visibility (1D6 + 8 ) gave the maximum 14 spaces.

The reactions phase was disappointing with only Gunner and Mila able to move forward and open fire. Gunner managed to put down a shotgun armed Specialist but Mila missed with both shots.

The punks advanced in a line, opening fire but, of the surviving seven, only one managed to score a hit. The basic punks count as Poor Shots and hit only on a natural 6.



THK07 was hit with enough impact to put him down but his armoured carapace saved him, leaving him stunned. The punk rolled a 6 to hit, 6 to beat toughness and THK07's saving throw was a 6. I should buy a lottery ticket :)

The rest of the crew stepped forward and opened fire but the only effect was that Scrapper put the punk leader down.

One of the punks decided he'd had enough and bailed.

Morale Phase, rolling 1D6 per casualty scored 1 + 5. Punks bail on 1-3.

So, one turn in and the punks have their leader and a specialist down and a grunt has bailed.

In return THK07 is stunned and can move or shoot, but not both, next turn.

In turn 2 the conditions are slightly worse and visibility is down to 13 squares.

The reactions phase is no better than the first and only Gunner and Mila are able to do anything before the punks.

Gunner now performs his party piece, putting the remaining specialist and a punk down and stunning a second punk.

Mila climbs up on the crate in front of her to get an angle on the two surviving, unstunned punks but again misses with both shots.

The punks, needing natural 6s return fire and, no surprise, miss.

At this point I remember that the punks have scrap pistols with a range of nine squares so most of their firing has been out of range. No harm done to be honest because their firing has been abysmal.

The last punk moved to within range (as his AI type says he should) and unstunned.

Mr Smith opted to fire at the two punks farthest away and put both down (for once I remembered his +1 if not moving, for his gun sight!).

The remaining crew failed to hit the last punk.

Morale phase, 4D6, 1-3 on any of them and he bails, surely he's gone anyway?

Nope, four 5s! What a hero!

Reaction phase and NONE of the crew get to go before the last punk!

Can he inflict damage on the crew at the eleventh hour?

Nope. Another 5. He needs a natural 6.

Mila fires twice, knocking him back and stunning him again with the first shot and putting him down with the second. The last opponent is down.

Showdown over. Time to see if the Laytown Buzzards have learned their lesson. On a 4+ they are no longer rivals. The crew's roll is 3. Plus one for having sought out the punks and another 1 for putting down at least one specialist. The Laytown Buzzards have had enough.

Scavenging the battlefield the crew find 3 credits in cash, a useable shotgun and a blade carried by one of the specialists.

Gathering dust in a dark corner is a plasma rifle also in working condition. Seems the punks were as bad at scavenging as they were shooting!

The crew accumulate some useful experience that will make them even tougher opponents in future.

Sightings of P'rang ships in the area lead to an Imperial lockdown of non-military travel for two campaign turns.

And in a surprise move Mr. Smith decides it's,"time for a makeover." This is basically just a cosmetic change but the game system suggests that if you have another appropriate figure you should use that. I have an Elheim figure I've recently acquired that I think would fit the bill. Time to get out the paintbrush!

Onwards to campaign turn 5 (of 20)


There are 100 types of people in the world, those who understand binary and those who can work from incomplete data

pierre the shy

entertaining read as always Mike.....your reasoning behind the crew opponent's actions seem fine to me.

Did you have Quadraphinia (sp?) or something from Sid Vicious playing in the background for a bit of atmosphere in the background while you were resolving the latest scenario?....I'm guessing probably not James Last though  ;)

Look forward to the next episode....
"Welcome back to the fight...this time I know our side will win"

Duke Speedy of Leighton

Great report.
I can confirm a disturbing lack of punks in LB recently too!
You may refer to me as: Your Grace, Duke Speedy of Leighton.
2016 Pendraken Painting Competion Participation Prize  (Lucky Dip Catagory) Winner

fsn

Could Mila not go down to the shooting range for a bit of practice?  :D
Lord Oik of Runcorn (You may refer to me as Milord Oik)

Oik of the Year 2013, 2014; Prize for originality and 'having a go, bless him', 2015
3 votes in the 2016 Painting Competition!; 2017-2019 The Wilderness years
Oik of the Year 2020; 7 votes in the 2021 Painting Competition
11 votes in the 2022 Painting Competition (Double figures!)
2023 - the year of Gerald:
2024 Painting Competition - Runner-Up!

Lord Kermit of Birkenhead

FOG IN CHANNEL - EUROPE CUT OFF
Lord Kermit of Birkenhead
Muppet of the year 2019, 2020 and 2021

Techno II


Ithoriel

Quote from: pierre the shy on 16 July 2021, 02:55:35 AM
entertaining read as always Mike.....your reasoning behind the crew opponent's actions seem fine to me.

Did you have Quadraphinia (sp?) or something from Sid Vicious playing in the background for a bit of atmosphere in the background while you were resolving the latest scenario?....I'm guessing probably not James Last though  ;)

Look forward to the next episode....

Thank you! Nothing playing during the game but The Jam playing as I wrote up the AAR - starting, naturally, with "Down in the tube station at midnight" :-)

Quote from: Lord Speedy of Leighton on 16 July 2021, 05:53:50 AM
Great report.
I can confirm a disturbing lack of punks in LB recently too!

Cheers!

I doubt lack of punks leads to people thinking "Can't Get used to Losing You"* :)

Quote from: fsn on 16 July 2021, 06:00:10 AM
Could Mila not go down to the shooting range for a bit of practice?  :D

What? She's the captain! Shooting is what the others are for! :)

Quote from: Lord Kermit of Birkenhead on 16 July 2021, 06:07:05 AM
More good stuff

Thank you.

Quote from: Techno II on 16 July 2021, 06:08:51 AM
Definitely !!

Cheers - Phil. :)

Thanks Phil.

*As sung by the Leyton Buzzards
There are 100 types of people in the world, those who understand binary and those who can work from incomplete data

Ithoriel

Freetrader "Destiny's Child": Turn 5 – Will They Never Learn

"There are three kinds of men. The one that learns by reading. The few who learn by observation. The rest of them have to pee on the electric fence for themselves." - Will Rogers


The bar is dingy, dark even. Just how the furtive patrons like it.

In the dimmest corner sits a blonde, eking out her Vadrassian Brandy while pondering the immediate future.

Destiny's Child's finances are pretty buoyant at the moment but won't stay that way without a steady stream of work and neither Gibbons nor House Rimush have anything for them at the moment.

"Gentleperson," an oily voice interrupts her thoughts,"May we speak?"

She says nothing but points at the chair opposite.

A tubby, grey-skinned alien with slicked back black hair sits. He is sweating profusely, staining the armpits of his cheap brown suit.

Mila wonders if this is down to his species' physiology, the humid atmosphere of the bar, or if he knows she has her glare sword in her hand, under the table, and that the flick of a switch will eviscerate him.

She says nothing.

"Gentleperson, I am an .... introducer. I introduce those with jobs needing done to people with the skills to do them."

"Sorry," Mila interrupts,"I don't do plumbing work any more."

The alien wheezes, it could be laughter or irritation. Who knew?

"It is said," the alien continues,"that a certain crew went to Cybot's off the books landing site, turned their warbots into scrap and extracted much useful information for their employer. Such a crew could be useful to a client of mine. Is yours that crew?"

"I'm not saying we are that crew ... but I'm not saying we couldn't handle such a job either."

More wheezing, laughter then,"All you need to know is on this." The alien stands, bows ever so slightly and oozes out of the bar.

* * * * * * * * * * * * * * *
"So," said Gunner,"We go to Downbelow Station, find the sleep box, hack the door data to find out who's stayed there and pass the info to Mr. Slimey."

"About right,"agrees Mila, looking at the data cube's display.

Micah,"At least the fate of the Laytown Buzzards should keep the locals out of our hair."
Scrapper snorts.

* * * * * * * * * * * * * * *
Late evening, the crew are ambling towards Downbelow Station when a voice calls out from the gloom,"Well lookee, lookee! It's Destiny's Babies! Lookin' all shiny and bright."

"Back off!"yells Mila,"We have no beef with you!"

"Dat right? Well we have a beef wid you Blondie! This is Banshee territory and you are trespassin'. I bet you think, cuz you croaked the Buzzards that youz are all that. But you ain't nuthin'! We're comin' for you, nomarks! We'll put Destiny's Babies to bed!"

* * * * * * * * * * * * * * *

The crew have an Access opportunity job with 9 punks as opposition. They need to make it to the centre of the map and  complete a successful hack. All the rest is my interpretation of those bare facts.
There are 100 types of people in the world, those who understand binary and those who can work from incomplete data

fsn

Lord Oik of Runcorn (You may refer to me as Milord Oik)

Oik of the Year 2013, 2014; Prize for originality and 'having a go, bless him', 2015
3 votes in the 2016 Painting Competition!; 2017-2019 The Wilderness years
Oik of the Year 2020; 7 votes in the 2021 Painting Competition
11 votes in the 2022 Painting Competition (Double figures!)
2023 - the year of Gerald:
2024 Painting Competition - Runner-Up!