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

Wednesday, March 18, 2020

Star Smuggler: e036 Rewrite for New Ships

When I created 3 new ships, I did so without access to e036. I was working from memory. So, let's rewrite the whole scenario using my house rules. The table at the end also addresses e001, which now gives you a choice of what ship to start with.

You can read all of e036 as it stands, but add in the following paragraphs to the end:

"Other options exist if you already own a starship. You may purchase another Antelope ship on credit and can trade in your old Antelope. Assuming you have paid off the loan on the first ship, that is. This option is not available if you owe anything on the old ship. If this ship is paid off, you will receive 60,000 credit against the principal and the interest payment will be reduced.

"You may also purchase a different class of ship under the same terms.

"Ships obtained from e001 have all of the items listed for an Antelope class, meaning you could be missing guns, hoppers and the like.

"When purchasing a new ship, you obtain it under the same conditions as the Antelope in e036. It will not have guns or hoppers or any other equipment. However, you have access to the shipyard's inventory. You may purchase boats (e035), boats guns (e053), ship's guns (e056) and hypercharges (e025). Stasis Units are not available here. Purchases each of these items at the dealership adds a premium. Add 100 secs. to the base price of each item.

"If you wish, you may purchase anyone of these ships outright. Please see the table below for all options.

"When trading in an old ship, you may transfer any gear or cargo from one ship to another, however, you may not remove the ship's guns, boats, boat guns, hypercharges, or permanently installed stasis units in the pilot's area. Items in the cargo hold count as cargo not equipment. If you are missing equipment, the ship is not sale-able and you will have to purchase these items either before going to the dealer (a die roll) or purchase them at the dealer's price.

"You may not roll against Cunning to negotiate the price of these ships, nor may you use ANY another mechanic such as psionics, drugs or pheromones to alter the prices. All attempts to do so will make you wanted in this system."

- no title specified
    Antelope    Alicorn   Blockade Buster    Buffalo   
    PriceInterestPriceInterestPriceInterestPriceInterest
Starting Ship120000300160000400256000640300000750
Full Purchase1800000240000038400004500000
Financed120000300160000400256000640300000750
Fin. w/Trade 60000150100000250196000490240000600

Players may wish a refresh on the alernate Hoppers:

Orbiter, e034. 1800 secs. base price. e035 is 2400 secs.
Fast Boat, e034. 1000 secs. base price. e035 is 1500 secs.
Interceptor, e034. 2500 secs. base price. e035 is 5000 secs.

Remember, the Orbiter is larger than most hoppers. Their full description is here.

The Alicorn's full description is here. Click the links for the Buffalo and Blockade Buster.

Look out for more house rules updates.

Strictly (Duke) Springer - Day 078 – March 18th.

On entry to the New Karma system, we are mind probed. Ugh. Duke is struck dumb and the crew struggles to find a target as he takes damage. Deadeye locates a small ship and blasts it out of his sky. He is also struck by an incredible force. Both Duke (2 hits) and Deadeye (4 hits) are wounded, but we will recover.

I forget this game psionics. Cool, but not cool.

New Karma is one of those double planet systems. Nipna, Mynkuria, Talitar, New Karma and Byzatium are all double planets. I have always thought there might be a way to set up a trade route from planet A to Planet B, but haven’t really found a good one.

Let’s look at the areas on New Karma. Planet I has Slums, 2 Spaceports, Colony, Mining, Gambling, and 2 Industrial areas. Planet II has 2 Colonies, Military Base, Industrial, Ruins, Rural, Prison, and Rough. I think I could set up a trade route from the Ruins to a Spaceport.

We have no problems and land at the spaceport on Planet I. Before we start rolling, Deadeye, Duke, Lefty and Bones report to sick bay for healing. Emily takes the rest of the crew out to get supplies in the remaining 4 hours of daylight.

Emily hires a woman named Ace as a backup pilot then refuels the ships with Hypercharges by the end of the day.

Lefty and Bones are fully healed. Duke has one more day and Deadeye has 3 more days of healing.

I have 165,743 secs. We are wanted in the Palatek.

Tuesday, March 17, 2020

Strictly (Duke) Springer - Day 077 – March 17th.

We move the fleet to the Spaceport to recharge our supply of hypercharges.

An interesting thing happens. I have ANOTHER chance to purchase a starship. Hmm… Tempting but not now.

We move the fleet to the Spaceport to recharge our supply of hypercharges.

An interesting thing happens. I have ANOTHER chance to purchase a starship. Hmm… Tempting but not now. If I felt like it, I’d create a variant of the Antelope. Like this or that, or maybe even this.

Let's do a crew review. Duke and Emily are pilots and ship gunners. Johnathon and Michael are Pilots. Between these four, I can fly the ships and the two hopper ship's boats. Left, Deadeye, and David are gunners, so I need one more gunner to operate all four ships at full capacity.

Bonus crew are my engineers (Ratchet and Lucy) and my medics (Doc, Bones). I wish medics had more ships skills. Perhaps drive a skimmer or something.




If I want that third ship, I need two more pilots and 3 more gunners, plus another medic and engineer to round out the crew.

Right now, I have the capacity for 16 crewmen split between the two ships. I might just do that.

We finally get the hypercharges for 1000 and then break for orbit. We need a new destination. We haven’t been to New Karma or Mynkuria, so New Karma it is. See you tomorrow!

I have 165,783 secs. We are wanted in the Palatek system.

Monday, March 16, 2020

Alicorn Light Transport for Star Smuggler and Other Science Fiction Games

I named a second ship the Alicorn while playing, but this would be Emily's dream ship. It can be purchased at the outset or from e036.


This ship has 161 CU of space and is configured for crew comfort. It has dual bays, which are interchangeable, but most of the time the Boat Bay is on the port side. For humanitarian missions, sometimes both bays are for cargo or carries a hopper in each. The two cargo tanks can carry liquids and gases only, which can be mixed in any combination. They are plumbed to refuel the ship's hopper. Aside from this, they can only be loaded and reloaded from the exterior. They are not detachable. It does not have a stasis unit or hidden compartments. The Alicorn can take 8 hits before being destroyed.

The ship has an unusual set of hypercharges. It carries 5, but the fifth hypercharge is special. In an emergency, it can be used 3 times. If the fifth charge is used at all, the engine needs an overhaul before more hypercharges can be installed. The cost of this is 1000 secs. on top of the price for the hypercharges themselves.

If you would like to incorporate this into Star Smuggler, I have pricing and other information here to mix into e001 and e036.

Buffalo Heavy Transport for Star Smuggler and Other Science Fiction Games

On page two of the Star Smuggler rules comes some sage advice. "Gamemasters of science fiction role-playing games may wish to use this as an adventure or campaign guideline (with appropriate rules adjustments to suit their own RPG system)."

It is now time for some adjustments.

This is the Buffalo Heavy Transport. It tops out at 290 CU.

The Buffalo has some rather interesting quirks. The boat bays are mounted topside of the ship meaning that replacement boats must be flight ready. The boat bays also have enough room for the boat plus skimmer, usually deployed on the boat. The centerline bay is meant for ingress and egress and also has sufficient space for single skimmer. A ramp deploys out the bottom of the ship. The port and starboard bays are big enough for a tank or a ship's boat. Crew quarters are shown in their spacious configuration and can be further partitioned for more crew. This ship has no hidden compartments. Pilotage is so spacious, players must purchase one stasis unit per chair (3) to protect everyone in the space. The Buffalo has 8 hypercharges and can take 15 hits before being destroyed.

If you would like to incorporate this into Star Smuggler, I have pricing and other information here to mix into e001 and e036.

Strictly (Duke) Springer - Day 076 – March 16th.

We get to start rolling at the prison. We get 5 rolls today.

We get 3 offers to hire bodyguards, the much needed stasis units and our final roll is “no more rolls”. Mission accomplished!

Ok, so what did I have? In the crew quarters, I had 8 one CU Stasis Units. I am converting these to four 2 CU Stasis Units per ship. I also move some of those 1 CU stasis units to Engineering and the Alicorn’s Turret. All of the remainders, I scrap. So far as I know, there is no way to sell a Stasis Unit.

The cost of this operation, not counting the lost units was 1,200 secs.

I have 166,783 secs. We are wanted in the Palatek system.


Sunday, March 15, 2020

Strictly (Duke) Springer - Day 075 – March 15th.

Ok, we are moving the fleet to orbit and heading off to Uruskop.

There is a quirk with getting certain supplies in certain places. For most areas, a roll of 2 is Stasis Units. There is only 1/36 chance of doing that at a spaceport or other place known for Stasis Units. Prisons are the best place with a 1 in 6 chance. They use them to store prisoners, which kind of makes sense. Uruskop is the closest planet with a prison.
As we enter the system, we hear a clunk on the hull. This is e414 and is one of my favorite events. A robot craft of some sort affixes itself to the hull. If an engineer goes out there to remove it, there is a 1 in 6 chance of discovering that it is a shuttle craft of some sort. It's cool ride, you can't mount weapons but it's far more stylish than the hopper.

This ship is super dangerous. There is 1 in three chance that it will explode and kill an engineer. A 3 in 5 to kill anyone else. We roll in the middle and do not find the super cool shuttle craft. In fact, we don’t understand any of it and simply pry it off the hull. I figured Duke is acting as benefactor lately, not a boss or pirate so he risked himself with the engineer to no effect.

We land at the prison and are rush by a horde of escaped prisoners. We take off again to avoid them. The rules don’t say we can do this, but they are unarmed and want to steal our clothes. I’m not shooting them over boots. If we hadn’t been landing, I would have played it differently.

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),
120 Side Arms, TL-6.
7 Side Arms TL-1, 1 TL-3 Side Arm, 1 TL-4 Side Arm
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 5 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,
130 Side Arms, TL-6.
and the ship is fueled with 5 hypercharges.

I have 167,983 secs. We are wanted in the Palatek system.

Saturday, March 14, 2020

Strictly (Duke) Springer - Day 074 – March 14th.

The gambling area has a strange assortment of goods available, in addition to gambling.

Duke and Emily are off with the crew to gamble again. I was hoping to get side arms or heavy side arms, but e071 it is.

I’m not doing tables again today. Only Duke and Emily are gambling. After more than a dozen games, we walk out with a cool 180,000. Since the deal with the team was 1% of all profits, each crewman receives 1,800 each. That leaves Duke and Emily with 163,000 in gambling profits. I forgot to do this yesterday, but the crew made out like bandits anyway.

On our way out, we get jumped by 4 guys with TL-6 side arms. The combat is short and brutal as we are toting heavy side arms with explosive rounds on a planet with no air. Emily goes down unconscious  but suffers no hits. Duke, Left and Bones are all hit for 1 point of damage, which isn’t much of a problem.

We walk off with our winnings and the 4 TL-6 side arms, which the crew distribute among themselves.

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),
120 Side Arms, TL-6.
7 Side Arms TL-1, 1 TL-3 Side Arm, 1 TL-4 Side Arm
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,
130 Side Arms, TL-6.
and the ship is fueled with 6 hypercharges.

I have 167,983 secs. We are wanted in the Palatek system.

Since I didn't do tables, let me share my character sheets. Duke and Emily's cash in combined in the total above.





Friday, March 13, 2020

Strictly (Duke) Springer - Day 073 – March 13th.

We are going to continue rolling at the Casino/Gambling Establishment. In 3 hours, we get the e071, which is a gambling mini-game which takes the rest of the day.

You put your money on the table and roll two dice. Doubles will win back whatever you bet (Break Even). 5 or 9 doubles your money while 3 or 11 triples it.

There is also a game called jackpot in which the only winning roll is a 12. That will net you 30 times your initial bet.

Jackpot has a 2.78% chance of winning, which a bad deal. In the other game you have 16.7% chance of breaking even with doubles. There is a 11.11% chance of rolling a five or a nine. There is also 5.56% chance of rolling a three or eleven. A little math helps here. Believe it or not, there is almost a 50-50 chance of not losing.

Emily and Duke both bet 5,000 in two independent games.

Emily rolls an 11 while Duke gets an 8 (a 6 and a 2). Duke loses 5,000 while Emily wins 15,000. We are up 10,000. We do it again, this time with 10,000 each. Duke rolls a 5 and Emily gets a 9. We doubled our money each. Third round. Duke decides to have a drink and hands out 9,000 secs. to the crew to play. I haven’t listed the crew in a while.

Crewman
Bet
Die 1
Die 2
Total
Results
Ratchet1000156Lose 1000
Doc1000459Win 2000
Lefty1000145Win 2000
Deadeye1000616Lose 1000
Bones1000516Lose 1000
David1000257Lose 1000
Lucy1000246Lose 1000
Michael1000224Break Even
Jonathon1000538Lose 1000

Well, six of the crew lost, so Duke throws issues another 6,000 secs. to the losers so they can try again. Michael broke even, so he tries again, too. The winners each ante up another 1000 from their winnings and Emily and Duke join them with another 5,000 each.

Duke loses 5000 while Emily breaks even.

Crewman
Bet
Die 1
Die 2
Total
Results
Ratchet1000224Break Even
Doc1000639Win 2000
Lefty10006612Break even
Deadeye1000224Break even
Bones1000549Win 2000
David1000549Win 2000
Lucy1000145Win 3000
Michael1000639Win 2000
Jonathon10005510Break Even

Duke foolishly drops 1000 on the Jackpot game and loses again. One last time, Duke tries his hand at the first game with a 5000 and rolls a 9. He doubles his money.

Crewman
Winnings
Ratchet1000
Doc4000
Lefty3000
Deadeye1000
Bones2000
David2000
Lucy3000
Michael3000
Jonathon1000

The crew is pretty happy now. They all have cash in their pockets. Collectively they took in 20,000.

Duke and Emily did worse, but managed to score 9,000 secs. Walking home with our winnings, we roll a 5 and nothing special happens. Isn’t that ominous?

I have 54,183 secs. We are wanted in the Palatek system.

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.