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. 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. 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...