Showing posts with label Star Smuggler. Show all posts
Showing posts with label Star Smuggler. Show all posts

Thursday, March 12, 2020

Strictly (Duke) Springer - Day 072 – March 12th.

I still need Stasis Units, Fuel, Life Support and Hypercharges. Let’s try again.

I get the last three on the first roll… then nothing. Sigh. That’s another 2013 secs. gone. I also do a bit of RRR, the engineer installs the boat’s guns. If you look at the ship’s pictures, I have added HSA for “heavy side arms”, U for “U-suits”. Anything else I messed up is gone.


You'll notice I am getting short on space. The Antelope has 18 free spaces in the hold, while the Alicorn has 28 free spaces. I am sure you can see the point of playing "Russian stacking doll" and loading stuff into the ship's boat or other crew spaces.

I won't be doing that any time soon.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo of note:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
7 Side Arms TL-1,
2 TL-4 heavy hand weapons with explosive effects,
5 TL-1 Heavy Hand Weapons,
4 Doses of pheromones (e009) in Duke’s pocket,
and the ship is fueled with 6 hypercharges.

1 Alicorn starship with TL-1 Guns. We owe nothing.
1 Hopper with TL-2 Boat guns,

Cargo of note:
5 Military U-suits (e044)
5 TL-1 Heavy Hand Weapons,
and the ship is fueled with 6 hypercharges.

I have 47,183 secs. We are wanted in the Palatek system.

Wednesday, March 11, 2020

Strictly (Duke) Springer - Day 071 – March 11th.

We are all patched up, sitting at the Talitar Spaceport. We are flush with cash and I need to get stuff done.

Meta-note: I have flubbed up my character inventory over the past couple of days. I need to fix that. But let’s get today done before I do it. I have 10 rolls to make.

I need fuel units, life support units and a hopper. I also need sale-able goods. I get the hopper, which helps. It costs 900.

At this point, I am going to impose an penalty on myself for not keeping good records. If I can’t easily find a record of an item, I am going to delete it. This isn’t exactly punishment, I just don’t want to drive myself nuts. If you notice a mistake, it’s true, I made mistakes. I have also been cheating a bit, which isn’t going to end, so that is that.



Lost items... Maybe the pirates got them or perhaps they got blown out of the cargo hold in the fighting with the scout ship.

Better luck tomorrow.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo of note:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
7 Side Arms TL-1,
2 TL-4 heavy hand weapons with explosive effects,
5 TL-1 Heavy Hand Weapons,
4 Doses of pheromones (e009) in Duke’s pocket,
and the ship is fueled with 4 hypercharges.

1 Alicorn starship with TL-1 Guns. We owe nothing.
1 Hopper with no boat guns.

Cargo of note:
1 TL-2 Boat guns,
5 Military U-suits (e044)
5 TL-1 Heavy Hand Weapons,
and the ship is fueled with 4 hypercharges.

I have 49,196 secs. We are wanted in the Palatek system.

Tuesday, March 10, 2020

Strictly (Duke) Springer - Day 070 – March 10th.


We take another day of RRR to get the Antelope patched up.

Why is it so important to have undamaged ships? If you attempt to enter hyperspace with a damaged ship, you have a 1 in six of being destroyed, per hit. More than 5 hits and you are automatically destroyed on jumping.

There is also another form of risk, being to close to a planet. Jumping from the surface has a 5 in 6 chance of destroying the ship. From low orbit, an asteroid or a space station, it drops to 4 in six. Each level of out reduces this number by one. Four levels of "out" is a zero chance.

Why take any of those chances?

Today, I realized that I didn't update the record sheets for the Alicorn and Antelope and now they are a complete hash. I will have to go over my inventory and fix them both.

Rather than plug another product, would you mind taking some time to answer a poll for an upcoming product?

Here is the poll link.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
2 TL-4 heavy hand weapons with explosive effects,
5 Military U-suits (e044),
7 Side Arms TL-1,
10 repair units,
4 Doses of pheromones (e009) in Duke’s pocket,
and the ship is fueled with 4 hypercharges.

1 Alicorn starship with TL-1 Guns. We owe nothing.

Cargo:
1 TL-2 Boat guns,
10 repair units,
5 Military U-suits (e044)
10 TL-1 Heavy Hand Weapons,
and the ship is fueled with 4 hypercharges.

I have 50,096 secs. We are wanted in the Palatek system.

Monday, March 9, 2020

Strictly (Duke) Springer - Day 069 – March 9th

We take a day of RRR to get the ships patched up. It takes one day per hit, per engineer, per ship. Alicorn is ready at the end of today, while the Antelope needs another day of RRR.

It’s midterms, so I won’t bore you with more ads. I will simply offer the game design books, I mentioned before. They are very interesting, packed full of good ideas I wish I was reading, but am not because of midterms.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
2 TL-4 heavy hand weapons with explosive effects,
5 Military U-suits (e044),
7 Side Arms TL-1,
10 repair units,
4 Doses of pheromones (e009) in Duke’s pocket,
and the ship is fueled with 4 hypercharges.

1 Alicorn starship with TL-1 Guns. We owe nothing.

Cargo:
1 TL-2 Boat guns,
10 repair units,
5 Military U-suits (e044)
10 TL-1 Heavy Hand Weapons,
and the ship is fueled with 4 hypercharges.

I have 50,096 secs. We are wanted in the Palatek system.



Sunday, March 8, 2020

Strictly (Duke) Springer - Day 068 – March 8th.

We are heading back to the Spaceport. On entry, we learn of a person we can bribe to enter an area on this planet without a contact/entry roll. It’s costs 25 secs times the multiplier table number. Cool. We select the military base. We pay at the time of entry.

We wasted time getting here and we need a day of RRR to fix the damage to the ships. We should also pick up some repair units, fuel and other stuff for the future. We are running low.

It takes all day, but we get the repair units we need. I buy 30 of them, at a price of 60. Not bad.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
2 TL-4 heavy hand weapons with explosive effects,
5 Military U-suits (e044),
7 Side Arms TL-1,
10 repair units,
4 Doses of pheromones (e009) in Duke’s pocket,
and the ship is fueled with 4 hypercharges.

1 Alicorn starship with TL-1 Guns. We owe nothing.

Cargo:
1 TL-2 Boat guns,
10 repair units,
5 Military U-suits (e044)
10 TL-1 Heavy Hand Weapons,
and the ship is fueled with 4 hypercharges.

I have 50,096 secs. We are wanted in the Palatek system.

Saturday, March 7, 2020

Strictly (Duke) Springer - Day 067 – March 7th

It takes 2 hours to get to the base. On our way in we meet a patrol who is looking for people without papers. We have them and proceed after losing another hour.

If only U-Suits looked like this. 
We get military u-suits on the first roll, which is great. I buy 12. That suits everyone with 10 extra for 540 secs. On the second roll, we can slip into an unguarded office and search it. It is so not worth it, so the day ends.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
2 TL-4 heavy hand weapons with explosive effects,
5 Military U-suits (e044),
7 Side Arms TL-1,
4 Doses of pheromones (e009) in Duke’s pocket,
and the ship is fueled with 4 hypercharges.

1 Alicorn starship with TL-1 Guns. We owe nothing.

Cargo:
1 Ship's boat
1 TL-2 Boat guns (as cargo, not installed)
5 Military U-suits (e044)
10 TL-1 Heavy Hand Weapons,
and the ship is fueled with 4 hypercharges.

I have 50,156 secs. We are wanted in the Palatek system.

Friday, March 6, 2020

Strictly (Duke) Springer - Day 066 – March 6th.

I’m not armed as well as I wish, but we are off.



On entry into Palatek, we receive a signal to wait to be inspected. We’re wanted here, so we jump away. Next, we receive a distress call, like the one that caused the problem with the pirates. We jump away again without answering. In the Talitar system, we are buzzed by a scoutship with the evil guns that kill the crew on a single hit.

We have every advantage so I’m tempted to go in guns blazing, but there is a 1 in 3 chance it will simply fly off. We take that chance and lose. He opens fire on us and gets the first shot.

The Antelope takes a pair of hits, which would have knocked out defensive ECM if we had them. The magnetic plasma cannon hits The Alicorn in the cargo hold.

Alicorn misses it’s shot, while The Antelope rains down 3 hits and the scout explodes.

That was not a good trade, but it’s probably what a crew PC’s would have done. We are limping down to the planet. We’re on our way to the Military base.

Thursday, March 5, 2020

Strictly (Duke) Springer - Day 065 – March 5th

I need stasis units (a roll of 2), a boat (5), hypercharges (7), PS bots (9), and a gunner (10). So, 5 of 11 rolls should help.

I get 11, 8, 7, 12, 5, 4, 7, 6, 11 and 10. That so-so. We buy the ship’s boat for the Alicorn for 900. It’s TL-1. Next we get our hypercharges, all four of them for another 2,000. And finally, we hire our last gunner named Edith for an initial payment of 25.

That’s a cool 2,925 spent today.

I also dole out the weapons and u-suits. Two of the crew need military U-suits, which will come later I am sure. We are going to depart for Talitar. That is a 3 jump flight and we will have to make it one hop at a time.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
2 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.

1 Alicorn starship with TL-1 Guns. We owe nothing.

Cargo:
1 Ship's boat
1 TL-2 Boat guns (as cargo, not installed)
10 TL-1 Heavy Hand Weapons,
and the ship is fueled with 6 hypercharges.

I have 50,696 secs. We are wanted in the Palatek system.

Wednesday, March 4, 2020

Strictly (Duke) Springer - Day 064 – March 4th

At the spaceport, there are 11 possible results. One of which is no more rolls, which is an annoying thing. However, since both ships are paid for and I am cheating the system for crew pay, this one is now meaningless except for the fact that it can burn time.

I need stasis units (a roll of 2), a boat (5), hypercharges (7), PS bots (9), a gunner (10), a pair of pilots (11). So, 6 of 11 rolls should be fruitful but sometimes the dice lie.

I get 11, 9, 8, and 3 which is no more rolls. The 9 is useful, as it the 11. We hire two pilot/navigators, Michael and Jonathon. I didn’t think about this one since the crew is getting a split of the profits, what do I pay these guys? I’ll give them first weeks pay plus the sign on bonus. That is 35 secs. each.

We pick up a couple PS bots for David, Lucy, Michael and Jonathon. The bots are hardcoded to the user, so I can’t purchase them in advance. They cost 120 each. If I had rolled a 9 first, I wouldn’t have been able to get PS bots for Michael and Jonathon, so that worked out well.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
1 TL-1 military U-suit,
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 4 hypercharges.

1 Alicorn starship with TL-1 Guns. We owe nothing.

Cargo:
1 TL-2 Boat guns, 
10 TL-1 Heavy Hand Weapons,
and the ship is fueled with 4 hypercharges.

I have 53,621 secs. We are wanted in the Palatek system.

Tuesday, March 3, 2020

Strictly (Duke) Springer - Day 063 – March 3rd


Ok, we are still at the Spaceport on Imperia. We need to get out of here, because everything that doesn’t have a base price is going to have inflated prices. We lift off and make for Regari via Palatek. I could double jump at the cost of 3 hyperchargers per ship or I can risk an encounter passing through Palatek space. Since we are all armed up, we will take the risk of entering Palatek space.

We roll a one on entry, which is e092. We receive a radio message and can proceed as we wish. In the Regari system, we are spotted but ignored. We take the next four hours to land.

We have 54,171 secs. and we need a lot of supplies from the Spaceport. We land with two hours left and make two rolls. We get Usuits or repair units. As of this moment, we have enough of both and end our day.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
1 TL-1 military U-suit,
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 4 hypercharges.

1 Alicorn starship with TL-1 Guns. We owe nothing.

Cargo:
1 TL-2 Boat guns,
10 TL-1 Heavy Hand Weapons,
and the ship is fueled with 4 hypercharges.

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

Monday, March 2, 2020

Strictly (Duke) Springer - Day 062 – March 2nd

Ok, I have to do some book keeping. We are taking a day of RRR. I have two engineers, so I have them get to work on the new ship. They install some guns and stasis units. Lucy, Duke and Emily are healing up.

We decide to name the second ship the Alicorn.

I am dividing the areas protected by stasis units among the ships. There are 4 CU of protected space in each ship’s crew quarters. I move the 2 CU stasis unit from engineering to the other ship’s pilotage. The turret of the Antelope has 1 CU of protected space. There is a 4 CU stasis unit in the cargo hold of the Antelope. I have created a pair of sheets to mark all of this down.

We also redistribute cargo and the crew.

Four crew members are on the Antelope: Duke (pilot/gunner), Bones (medic), Ratchet (engineer) and Lefty (gunner). Five are on the Alicorn: Emily (pilot/gunner), Deadeye (gunner), Doc (medic), Lucy (engineer) and David (gunner). We lose the capacity to fly the hoppers and the ships at the same time. We have 9 crew and need another pair of pilots and one gunner.

In order to protect all of these people, I need to buy some more status units. In doing this, I will refit the crew quarters with 4 3 CU stasis units. This will allow me to protect up to 12 crew per ship in groups of 3. I can move the single CU units to various parts of the ship to protect workstations. I’m almost OSHA compliant. :)

Since I am being so nice to the crew, I am going to cut their salaries and simply give them a 1% cut off of all profits. This is 1% each, not total. Cheating, yes, but this will make record keeping easier. Payouts will be much higher than a measly 15 secs. a week.

As an additional cheat, I will no longer be tracking personal items owned by the crew as cargo. That removes side arms, PS bots and USuits from the cargo hold and presumably into the crew quarters. I am simply going to assume the weekly cost of the bots as a loss, per week.

You'll note on these sheets that I am only coloring very large items like big guns and multiples of repair units, fuel and life support units. The Alicorn has no boat, so the fuel and guns are simply sitting in the boat bay. Since I am actually working on paper, I merely have a sheet with penciled in notations. I may share that later.

1 Antelope starship with TL-5 Guns. I owe nothing.
1 Hopper with boat guns, TL-3.

Cargo:
1 Boat guns, TL-2,
4 CU Status Unit (e103),
1 TL-1 military U-suit,
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.

1 Alicorn starship with TL-1 Guns. We owe nothing.

Cargo:
1 TL-2 Boat guns,
10 TL-1 Heavy Hand Weapons,
and the ship is fueled with 6 hypercharges.

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

Sunday, March 1, 2020

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.

Thursday, February 27, 2020

The One About Star Smuggler Characters

Alright. Tomorrow I want to look at the combat that I just went through. In order to do that, we need to look at a character sheets. And because I am doing that, I need to reintroduce an old cheat that I implemented on day one, and a new one that I will implement tomorrow.

First, let's look at Duke and Emily. Duke is the player's avatar and has some extra abilities no other character has, such as a last name.

Duke has the ability to fly the ship or fire the guns. No other character should be able to do that. He can also use heavy and standard side arms, which is not typical for a pilot. He can also trick people with his cunning skill.

On day one, I wasn't sure how long this game would last, so I declared that Emily would have all of Duke's abilities except cunning. If she had taken over for Duke due to death, she would have been given an Cunning of 4.

Next, I want to talk about the medics. They can keep a character at zero hit points alive until rescue. They will attempt to avoid hand to hand combat, but do have a score.

Medics can assist Duke in certain events in the book, which is hinted at in their introduction, so they are good to have around.

Additionally, they can stop a bullet or tie up a person in melee. It's a bad idea, but they can.

As another limitation, they cannot use the ship's radio.

The next 3 characters are the starship's gunners. They can use heavy hand weapons, the ship's guns, boat's guns and skimmer guns. They cannot drive a skimmer, fly a boat or operate the ship for movement. They can use the ship's radio. This is interesting as the rules seem to delineate characters by those who work on a ship vs. those who happen to be on a ship.

What is interesting about this type of character is, they are better than bodyguards. Bodyguards do have skill to interpose themselves between Duke and a shot, but can't operate the ship's equipment like the gunners can.

Next in the crew are the Engineers. They fix and maintain things. They can use a side arm in self-defense. Oddly, they are one of the few characters that can drive a skimmer. I am not sure why this is.

Engineers can repair the ship, the hopper, robots and other vehicles at a rate of one hit per day in RRR.

One thing that I did over the course of this series was limit the Engineers ability to repair. Technically, you can take a crewman out of service so they can perform RRR while the ship is in motion or while other crewmen do something else. I didn't allow this for clarity.

As you can see, I have been keeping a running tab on how much money each character has. What you are not seeing is an accurate count of hits. Hits reduce endurance and I have been using pen and paper for that. Lucy has a hit of damage, Duke has two and Emily has one.

From this point on, I will be doing a second cheat in regards to crew equipment. If it is on the character sheet, it doesn't count against my CU space on the ship. This is a slight bending of the rules, as a character can wear a suit, carry a heavy side arm and be attended to by a PS bot but that takes up 4 CU's of space. I am ignoring that for simplicity's sake. Someone may have to strip off a suit and drop their weapons to get into a 1 CU space, like a Status unit but other than that, I am no longer counting carried personal equipment as taking up cargo space.

Tomorrow, the adventure will continue and I will do a breakdown of the combat from today.




Strictly (Duke) Springer - Day 058 – Feb 27th

Let’s start today right. I pay the crew. In the next hour, I get side arms TL-1 at 4 secs. each. I buy 8,500 of them and break for orbit. We double jump back to Imperia and have two ours of daylight left.

Our entry encounter is interesting. We respond to a distress call and get jumped by pirates. They storm the ship, 1 through the airlock and 3 enter the cargo bay. They have suits, so depressurizing won’t help much. They carry TL-1 side arms and a magic axe that can incapacitate anyone it hits. Fun.

My crew also has suits, military U-suits with PS bots. We’re going to play this out the hard way.

The first time I read this, I wondered how many pirates there were. The rules say that unless I kill all intruders in a single turn, 4 more enter the next turn in the same fashion. Ok. That is interesting.

Emily and Duke take the airlock. Lucy and Ratchet with side arms head to the cargo bay along with Deadeye, Lefty, David. The non-engineers have Heavy Side Arms with explosive rounds, TL-4.

Duke kills his target in one shot. Emily heads to the Cargo bay. In the bay, the fire fight is frantic. Ratchet hits a target for one point of damage. Lucy misses. The other all hit, leaving only one guy standing with 4 hits left. He fires and misses.

Next round. Duke incapacitates another target. In the bay, the fire fight continues. Emily, Deadeye, and Lefty down 3 bad guys, David misses. Lucy and Ratchet fire on the last guy doing one more point of damage each. He fires back and hits Lucy for one point of damage.

Third round. Duke retreats to the cockpit area where the doctors are and vents the atmosphere. In the bay, the team guns everyone down again, 3 are incapacitated and the last guy is dead.

Round four. Duke returns to the airlock and is fired on. He’s hit for one point of damage. Emily returns to the airlock area. David, Deadeye and Lefty all hit with explosive rounds. It doesn’t matter what they roll, they all have ruptured suits and drop.

Round Five. Let’s start in the Cargo bay. Round four is repeated, with all three pirates going down. Duke and Emily get the same result. The battle is over.

Time to gather up the goods. We strip the enemy ship of 1000 secs. worth of stuff before it’s engines malfunction. I take another 640 secs. from the dead pirates, plus their 20 side arms.

Duke and Lucy are hurt, suffering one point of damage each. Could be worse. I am also out of hypercharges, so we can't jump.

We descend toward the planet, in our final hour of the day. We are heading to the slums to unload these side arms.

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.
8,520 Side Arms, TL-1.
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 no hypercharges.

I have 6,271 secs. We are wanted in the Palatek system.

Wednesday, February 26, 2020

Strictly (Duke) Springer - Day 057 – Feb 26th

We break orbit in the first hour of the day. We have 9 left. Where do I go from here? We are going to make a double jump for Cubro.



On entry, we stumble across a 4 CU status chamber from e103. We pick it up, but have no way to open it now. There is not much on Cubro, so we head for the slums with 4 hours of day light. We run right into a riot in progress. Duke has to make a save vs. cunning or every person and every vehicle will take a point of damage. We succeed in escaping unharmed.

Each roll takes 2 hours and we have 3 hours to spend. The rules say that if you can start before time runs out, you complete that last action, so I can make two rolls. Except I roll a 4, which results in no more rolls.

Sigh.

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.
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.

I have 38,731 secs. We are wanted in the Palatek system.

Tuesday, February 25, 2020

Strictly (Duke) Springer - Day 056 – Feb 25th

Where do I go from here? I have technically won the game as I no longer owe on my ship. If Duke is supposed to break the law, perhaps I could bend the rules for fun.


Sounds like a plan. Let’s break some of the solo rules for Star Smuggler. I’d like a bigger ship, but let’s not go that far. We could do some other things and check for consequences as we go.

Let’s start with where I am. I’m on Imperia, at the spaceport. I didn’t mention this move yesterday, but that is what I had to do to sell the boat guns. It takes 3 rolls to purchase hypercharges. I top up and keep rolling. I have hired a second engineer and another starship gunner. I’ll call them Lucy and David.

That took seven rolls, so I have three hours of daylight. We make for orbit and get three units out.

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.
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.

I have 38,731 secs. We are wanted in the Palatek system.

Monday, February 24, 2020

Strictly (Duke) Springer - Day 055 – Feb 24th

I need to unload these weapons. I have 10 tries. In my first roll, I get a 9 for Side Arms. Yeah!

It’s the exact same deal as yesterday, 20 secs. each. If I use the  pheromones again, I could double the price to 40 each. 40 is actually a possibility on the price multiplier table for Imperia. Do I use the pheromones for something I could do by a free die roll?

Naw, let’s not be too greedy. I’ll sell all 7,500 side arms at 20 each for a total of 150,000.

Later, I sell of two of the extra boat guns for 300.

That is bitter sweet, because I just won the game. 150,000 less 117,000 leaves me 33,000 secs. after paying for my ship.

My inventory is:

1 Antelope starship with TL-5 Guns. I owe nothing.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
1 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.
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 4 hypercharges.

I have 39,571 secs. We are wanted in the Palatek system.

So is this it? Is it the end? We shall see.

Let me share the link back to Dwarfstar's website, so you can relive their great products, too.