Long time, no post. Busy getting an MS, mostly.
However, I've also had some time for light game design!
I designed this '5 minute RPG campaign' for the University of Chicago Scavenger Hunt in 2020. It's meant to be played with a few players and uses Tarot cards - the more creatively you read them, the more it'll feel like an RPG. Of course, that also means it probably takes a little more than 5 minutes.
I would be happy to get some feedback on this game. It got some playtesting back during Scav but, due to the time constraints involved with that, not as much as I'd like.
You can use the link here or view below.
Tuesday, February 1, 2022
5 Minute RPG Design
Tuesday, October 3, 2017
Reconnaissance Squad
Painted up some New Vistula Legion recon troops with UAVs. Between this and playing Combat Mission Black Sea, definitely makes me want to try out some rules where stealth, spotting (differentiating between parts of the EM spectrum?) and electronic warfare play a big role.




I know these are supposed to resemble near future Polish forces, but to me they seemed almost a spitting image to near future IDF, so I took a degree of inspiration from that for the color scheme.
I know these are supposed to resemble near future Polish forces, but to me they seemed almost a spitting image to near future IDF, so I took a degree of inspiration from that for the color scheme.
Saturday, May 13, 2017
Tuesday, May 24, 2016
Warfare In The Age of Madness
Been playing a little Warfare in the Age of Madness. To teach a friend who is pretty green in wargaming I came up with two loosely "platoon-scale" (600 points, though these are each actually 680) forces that are designed to showcase different types of infantry and the mechanics of the game without involving many units to keep track of. To help make this work we played on a much smaller table than is normal for the game (roughly 6 bounds to a side) and with only three objective markers-- neither side uses a command post. Pictures will follow.
The forces:
Hell Divers ("Platoon" Level—8 models)
Inspired Motivation
Vast Network
Unified Teamwork
Heroic Moxie
Hawkeye Shooting
Elusive Evasion
Vast Network
Unified Teamwork
Heroic Moxie
Hawkeye Shooting
Elusive Evasion
Ninja Assault [As you can see these are meant to be the best of the best-- and this helps keep the unit count very low!]
Assault Rifle Element with Grenade Launcher and Hardened II (meant to represent 3 combat-suited Hell Divers with something like Traveller's Advanced Combat Rifles-- with integral smart grenade launchers)
Rifle/MG Element with LAW-T2 and Hardened II (3 Hell Divers, one with a SAW, and two as a rifleman and a rifleman with LAW on his back)
Assault Rifle Element with Grenade Launcher and Hardened II (meant to represent 3 combat-suited Hell Divers with something like Traveller's Advanced Combat Rifles-- with integral smart grenade launchers)
Rifle/MG Element with LAW-T2 and Hardened II (3 Hell Divers, one with a SAW, and two as a rifleman and a rifleman with LAW on his back)
Command Element w/Medic
Trait, Hardened II (the squad leader and a corpsman with assault rifles)
165+275+235= 680 its
165+275+235= 680 its
[I will say preliminarily that using this force really felt like the original "Ghost Recon"]
Trojan Belt Pirates (Platoon Level—15 models)
Aggressive Motivation
Aggressive Motivation
Broad Network
Tight Teamwork
Tight Teamwork
Brave Moxie
Average Shooting
Elusive Evasion
Average Shooting
Elusive Evasion
Ninja Assault [Also an elite force, but more 'focused.' They are good at close combat and not getting hit and have higher than average motivation, as they are meant to represent veteran space pirates who focus on swift strikes, stealth, and agility]
CQB Element w/Stun Grenades, Hardened II and Command
(The Captain and his two best fighters, all in colorful combat armor and carrying heavy pistols and stun grenades)
Assault Rifle Element w/Recon, LAW-03 (Three pirates specialized in stealth and equipped with rifles and an RPG)
Assault Rifle Element w/Recon, LAW-03 (Three pirates specialized in stealth and equipped with rifles and an RPG)
Rifle/MG element, LAW-03 (Three slightly less elite pirates, equipped as above but with an MG taking the place of one of the assault rifles)
Blade Element w/Molotov cocktails (2 pirates with blades and pistols, and one with a short range incendiary launcher)
CQB Element (3 pirates, 2 with shotguns and 1 with a carbine)
Blade Element w/Molotov cocktails (2 pirates with blades and pistols, and one with a short range incendiary launcher)
CQB Element (3 pirates, 2 with shotguns and 1 with a carbine)
[This force may actually represent a few more men than the models suggest, as tends to be the implication in WitAoM, but ultimately this is an elite force and it 'feels right' that it should be about fifteen men at 'platoon' scale-- if there are more men I'd imagine they'd mostly be in the CQB and Rifle/MG element, as those are the less elite troops and their relative strength suggests more men to me. Playing with these guys and their sweeping assaults definitely calls to mind 'Sid Meier's Pirates' land battles]
Neither of these forces is particularly well designed, in my opinion, for a regular game of WitAoM. They might work as half of an allied force, but at the end of the day they seem weak against armor or masses of cheaper troops, and all of those advantages ultimately don't mean that much for their price. However it turns out they make a pretty excellent skirmish game against each other!
The pirates are raiding a small research station-- of particular value are several expensive robots. The Hell Divers made a quick drop in response to the distress call and are engaging on the ground in an attempt to prevent damage to stolen goods (as would be the case if they intervened in a risky orbital battle). As is normal in WitAoM, both sides also would like to confirm enemy casualties-- either for its own sake or for the salvageable goods or intel that this entails.
We ended up playing four rounds, switching sides each time. I also played against myself with these forces once to test them (and did multiple 'what if' assessments to see different results). These pictures are from that game:
| Hell Divers Assault element attacks into an ambushing Recon team as both converge on a Salvageable robot |
| The rest of the squad take up a position by another Salvageable Robot |
| CQB and Blade pirates ready themselves behind a building as they prepare to assault. |
Monday, December 14, 2015
Some 28mm Characters
I'm a scale-hopper, what can I say?
I'm doing 15mm primarily, still, but some 28mm models are just too tempting. Perhaps I'll use 28mm for really small scale skirmishes more (15mm is a little fiddly on occasion).
And of course I recently made a pretty sizable order of 6mm that I'll probably use with Warfare in the Age of Madness, Dirtside II, and/or Stryker (the cheapness of vehicles and the way ranges look make this scale preferable for anything bigger than a platoon, to me, no matter what the rules were written for).
Anyway, here's some models I've painted in the past few days:
Other news; 5150: Fringe Space is coming out very soon. I think I should note for readers of this blog that most of the mechanics and concepts previewed on this blog are not in the final product (though it is possible some elements will make it into free or cheap expansions in some form). The game is closer to Urban Renewal with a streamlined, narrative focus, and streamlined rules for space combat (that are similar to RSBS, focused on using limited bonus dice) and man to man fire fights (a la Chain Reaction 2015). The whole thing is built to be very modular-- it is extremely easy (and perhaps preferable, in some cases) to port in Urban Renewal or New Beginnings, Star Army, Fighter Command or Star Navy, or really any other THW game (as the combat mechanics are very streamlined I think I'll personally be doing this for more important encounters, and using the streamlined rules for quick random encounters where what matters more is resolution than exact tactical events). The whole goal of the game is to keep your character above water (or improving) month to month; there isn't an economic or financial component to this (that isn't abstracted), but instead the focus is on how these things affect Rep-- increasing or decreasing based on successes and failures. This makes characters fluctuate noticeably over the course of an adventure, which I think is very interesting.
I'm doing 15mm primarily, still, but some 28mm models are just too tempting. Perhaps I'll use 28mm for really small scale skirmishes more (15mm is a little fiddly on occasion).
And of course I recently made a pretty sizable order of 6mm that I'll probably use with Warfare in the Age of Madness, Dirtside II, and/or Stryker (the cheapness of vehicles and the way ranges look make this scale preferable for anything bigger than a platoon, to me, no matter what the rules were written for).
Anyway, here's some models I've painted in the past few days:
| Reaper Miniatures (I've since fixed the weird black mark on his leg and changed the ear flap color to be more red as my reference photo was misleadingly orange) |
| Reaper Miniatures |
| Reaper Miniatures |
| Flash kinda washed out parts of this model so I took one without as well |
| Games Workshop (Not totally pleased with the armor markings) |
Other news; 5150: Fringe Space is coming out very soon. I think I should note for readers of this blog that most of the mechanics and concepts previewed on this blog are not in the final product (though it is possible some elements will make it into free or cheap expansions in some form). The game is closer to Urban Renewal with a streamlined, narrative focus, and streamlined rules for space combat (that are similar to RSBS, focused on using limited bonus dice) and man to man fire fights (a la Chain Reaction 2015). The whole thing is built to be very modular-- it is extremely easy (and perhaps preferable, in some cases) to port in Urban Renewal or New Beginnings, Star Army, Fighter Command or Star Navy, or really any other THW game (as the combat mechanics are very streamlined I think I'll personally be doing this for more important encounters, and using the streamlined rules for quick random encounters where what matters more is resolution than exact tactical events). The whole goal of the game is to keep your character above water (or improving) month to month; there isn't an economic or financial component to this (that isn't abstracted), but instead the focus is on how these things affect Rep-- increasing or decreasing based on successes and failures. This makes characters fluctuate noticeably over the course of an adventure, which I think is very interesting.
Monday, May 4, 2015
Squad Vs. Squad Playtest
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| The Marines approach the village from the west. |
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| To the East, the Asgardian Light Infantry move towards the buildings, their squad leader with an extra rifleman pulling overwatch from the center. |
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| The two weapon teams (SAW on the left, GL on the right) move into the buildings and sprint up the stairs to get into position. |
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| One of the Light Infantrymen gets unlucky and is killed outright by rifle fire. Between this and the weight of fire hitting their position, the entire fire team is suppressed. |
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| The corporal and SAW split off and provide additional covering fire against the 3 story building. |
Wednesday, April 29, 2015
Playtest AAR
Did a quick (well under ten minutes) play test of the tactical skirmish rules I'm toying with... This scenario used two identical forces of Space Pirates,
1x Pirate Leader with pistol and sword. (1 leader die)
1x Pirate with pistol and sword.
1x Pirate with nonautomatic shotgun (slug and shot selectable).
I'll do another play test soon with military forces-- the activation system makes military forces very different (and faster with greater numbers on the table). I'll also do a Pirate vs. Military scenario... I expect there to be a fair balance between the disorganized but fast and high-personal initiative pirates and the slow but steady, armored and organized soldiers. I hope also that this will bold well for even more varied forces (such as aliens).
For perspective, I see a baseline military squad as follows:
1 Sergeant (Has Command dice and Leader dice)
2x fire teams
-1xCpl (has leader die)
-3x Troopers
With all having less initiative (less personal activation dice) then the pirates but the leader and command dice meaning that they can put effort into coordinated actions while the pirates all act in essentially random order (though they are more likely to act individually in any one turn).
Of course a poorly trained force with low experience would have neither the pirate's personal initiative or the military's leadership and organization, while an elite force would have both to some degree (the 1-10 stat basis and having several stats play a function in activation and leadership allows a fair degree of granularity).
Hopefully even a platoon's worth of pirates will be playable, but we'll see-- regardless the system is really aimed at a handful of figures a side-- a la XCom. Admittedly this AAR is somewhat below the aims of the system in that it is two very simple AND small forces. Ideally if everyone has the same stats (excepting leader dice) and simple weapons and equipment (no SF weaponry or armor) then you'll be playing with more models on a bigger field, while a small game like this will be more interesting with more detail in each piece…
Anyway, onto the AAR:
1x Pirate Leader with pistol and sword. (1 leader die)
1x Pirate with pistol and sword.
1x Pirate with nonautomatic shotgun (slug and shot selectable).
I'll do another play test soon with military forces-- the activation system makes military forces very different (and faster with greater numbers on the table). I'll also do a Pirate vs. Military scenario... I expect there to be a fair balance between the disorganized but fast and high-personal initiative pirates and the slow but steady, armored and organized soldiers. I hope also that this will bold well for even more varied forces (such as aliens).
For perspective, I see a baseline military squad as follows:
1 Sergeant (Has Command dice and Leader dice)
2x fire teams
-1xCpl (has leader die)
-3x Troopers
With all having less initiative (less personal activation dice) then the pirates but the leader and command dice meaning that they can put effort into coordinated actions while the pirates all act in essentially random order (though they are more likely to act individually in any one turn).
Of course a poorly trained force with low experience would have neither the pirate's personal initiative or the military's leadership and organization, while an elite force would have both to some degree (the 1-10 stat basis and having several stats play a function in activation and leadership allows a fair degree of granularity).
Hopefully even a platoon's worth of pirates will be playable, but we'll see-- regardless the system is really aimed at a handful of figures a side-- a la XCom. Admittedly this AAR is somewhat below the aims of the system in that it is two very simple AND small forces. Ideally if everyone has the same stats (excepting leader dice) and simple weapons and equipment (no SF weaponry or armor) then you'll be playing with more models on a bigger field, while a small game like this will be more interesting with more detail in each piece…
Anyway, onto the AAR:
Saturday, April 4, 2015
More Character Models
Thursday, April 2, 2015
GZG Ravager and Rebel Minis Adventurer
As I head into painting again, and also fixing up some models that have been beaten up by moves, I've been reviewing some of my most recent paint jobs. Here are my most recent paint jobs, two SF adventurers who are probably usable for other settings as well:
(EDIT: Original post didn't properly include the photos!)

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| Rebel Minis Adventurer-- Needs some refurbishing here and there |
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| GZG Ravager-- really loved the detail on this model |
(EDIT: Original post didn't properly include the photos!)
Sunday, March 29, 2015
It's Been Too Long
I don't imagine I've been too missed, but I thought it'd be good to just give a brief update.
The short of it is that I've been extremely busy. I moved, I'm studying Mathematics and Physics at the University of Chicago, and what little time I've had to game has been spent integrating myself with some new gaming groups in the area (some of that started before my last update, but was also after a long hiatus…)
More specifically on gaming:
1) I decided I was too busy to continue working directly on Fringe Space. Perhaps when things calm down I'll return to the project to some degree (for various reasons I doubt I'll be 'lead'), but as of now it is Ed the THW guy's. I wouldn't be surprised if, once it is closer to coming out, it ends up with a different name, either. But for fellow THW fans, know that a more space-focused 5150: Urban Renewal expansion is still in the works. If that's something you're particularly itching for, it's probably something you can vote for in the "in the pipeline" polls that go up on the forum and yahoo group occasionally.
2) Board games are the busy man's friends.
3) I've run some one-off scenarios for others (some gamers, some not, but none with a real background in tactical miniatures games) that have been a lot of fun. Some 5150 (often with slight mods), but also one game of Tomorrow's War. Also two runs at Death Test. I had fun, as did others, but I've noticed a trend-- I'm still the wargaming equivalent of the "eternal game master." The other gamers tend to focus on light board games. Which means I kinda miss my 40k days, when my gaming group could pool ideas, energy, and resources a bit more.
4) I have a battle-plan. I dug up some of my old 40k stuff. I got Rogue Trader, 3rd-5th edition rulebooks, and the codices for my army. I've still got my issues with the rules. And also the setting. But to be honest, with so much time in the world of more tactical and "sim-ish" games, DIY setting, and hard SF, I'm sort of feeling something different. And empirically people get into this stuff. It's also the only miniatures game with which anyone else in the area can 'meet me halfway' without any real effort-- there are others with old dusty armies and codices. So I figure I'll have some fun updating my old forces to my greater abilities (some of the old paint jobs are pretty bad, and more tactical gaming has made me better even at 40k's tactics, I hope), subversively putting Rogue Trader references in what will likely be 4th edition forces, and throwing dice with some friends. And then maybe I can lead them beyond the comfort of nostalgia and IGOUGO.
5) I have been doing some light game experimentation. Calling it game development might be a bit too far, as I've play tested only twice, and the rules are very barebones. It's basically a hardcore d-10 based RPG modern combat system. Or maybe a squad vs. squad level sim. The basic idea was to make a game where the decisions are more about individual soldier placement and action, building into an overall squad performance (choosing to peek out at this moment, choosing to have the leader get his men moving rather than acting himself, choosing to clear a room by rushing all the troops in or by slowly pie-ing the corner). From what I've heard No End In Sight might be working with some similar concepts, but I still think the basic idea is pretty different from anything I've played (or even heard of): Soldiers are either "In Contact" or "Not In Contact."Troops Not In Contact activate as units (representing formations moving together seamlessly), but once in contact activate individually. Enemy fire basically makes activation more difficult. Leaders have more activation dice that they can loan out to troops around them-- even into a whole cluster together, if the troops are not suppressed. Suppressed troops, however, require individual attention to activate. Other than that, there are no morale rules at the moment. Leaders are somewhat arbitrarily defined. There is only one statistic.
Actions are pretty much built around an "action point" concept, although streamlined by the rules to get rid of bean counting-- so we have things like sprinting and nothing else, crawling low and nothing else, combat speed movement and snap firing, holding still and taking an aimed shot, or holding still and firing enough semi-accurate fire to get a suppression bonus. Actions are performed in order of activation die roll so that troops who roll higher either don't activate at all (and do an automatic action that basically holds them in place the vast majority of the time) or can choose whether to act first or defer (which means better troops can seize the initiative in the admittedly rare case that this is an advantage, and most of the time instead can wait and see what the enemy does and then act accordingly-- the interactions treat actions as simultaneous, essentially).
There are currently three "Interactions"-- cases where troopers of different sides interact in challenges, if you will. Spotting is the first, which takes the most recent action of both troopers into account. A soldier sprinting down a road while an enemy is sitting watching the road is at a pretty large disadvantage. Once Spotted, a trooper remains Spotted unless he manages to Break Contact; simply being out of LOS is not actually enough. Say I'm Spotted and I Spot my enemy, too. I duck behind a lone tree in an open field that is in his sight. Sure, he can't see me, but he knows where I am. I still am thinking like someone who is in danger. I'm still in Contact. My enemy however is as well until he moves while my LOS is blocked (by the tree)-- he can move to a new firing position and if I peek out I'll have to try spotting him again while he can easily be firing on my still known position. Reaction is the second interaction; a successful Spotting will cause a Reaction (the spotting trooper decides to fire at a new contact), but already Spotted troops can also cause Reactions by performing any action other than taking cover in LOS of an enemy. Both of these interactions are based around rolling dice and counting successes against one another, with modifiers to the number of dice being based upon the most recent action performed by a figure (hence the feeling of simultaneity).
The final interaction is shooting: Basically two dice are rolled against Skill for every 'shot' of ROF, and both must succeed to 'hit.' The defender then throws dice (the number of dice based on his cover) against his own Skill. Any successes result in the hit being commuted to Suppression. I've currently played that being hit (resulting from failing those cover dice, or being caught in the open and without cover dice and hit) is an automatic incapacitation but I'll change that down the line to allow for armor and injuries and so on. A survivor of an attack totals his suppression hits (with an addition based upon the Suppression Value of the weapon that targeted him) and rolls that number of dice against his skill; any failures result in being suppressed, which makes activation much more difficult next turn (and he's still targetable, even if ducking down breaks LOS, as his cover is still targetable until he moves while out of LOS, so he is easy to keep suppressed). There is one get out of jail card for troops that are worried about failing their cover dice (or who don't have cover dice)-- if they have direct LOS to the enemy and spotted them before being targeted (so they aren't ambushed or getting shot in the back), they can add a Cover Die for free at the cost of being forced to fail Suppression.
What this all means: a soldier in the open who is shot at by an unseen target is pretty much dead. The option to take an Aimed Shot or not is a little complex and situational, but in short, a meh-ish trooper (Skill 5 shooting) with an assault rifle (ROF:3 Suppression Value: 0) will kill a target roughly 50% of the time either way-- the complexity comes in the chance of getting spotted by other enemies, whether they are attempting to kill multiple enemies in one burst, etc. Adding in cover, spotting the enemy first (which doesn't help against Aimed Shots-- if you're in the open that +1 for Taking Cover at the last moment is counteracted by Aimed Shot's -1 Cover Die) quickly reduces those odds: just sitting behind a wall makes it only 12.5% chance of the aimed shot killing (assuming the defender has equivalent abilities). As I'm sure is apparent, the importance of causing suppression goes up as the enemy's cover or ability increased. A quick ambush by okay troops (Skill 5-6) against unsuspecting enemies, or flanking fire on suppressed enemies, or firing on enemies who are ineffective in using cover, can quickly result in all enemies incapacitated without any chance to react. Meanwhile firefights between troops who spot each other and have cover quickly become elaborate dances: individual soldiers roll around behind cover to get the advantage of unexpected new firing positions while their squad mates provide just enough fire to keep the enemy from suppressing the whole team, leaders shout orders to individual soldiers who need the extra push, and the whole thing is all about trying to use just the right amount of Aimed and Suppressing Fire to let your troops get a bit closer with a grenade or flanking position.
Usually once that beings to happen it is clear to the enemies to fall back, though… which means if you don't have pinning units or allies ready to ambush, a true firefight often ends with few casualties.
It sounds complicated but with streamlined charts it plays pretty fast. I'm hoping I can work on it and push it to platoon level with the addition of action chits. Armor and wounds need to be added, but I'm thinking that barring good armor the current model of general incapacitation will remain for anything bigger than a pistol as the current casualty rates are very realistic. Vehicles will be a whole extra problem (I'm hoping I can treat them basically as soldiers with excellent armor and more limited options). I'll want to add activation bonuses outside of those supplied to leaders (so that Special Forces are more independent and likely to keep moving without a leader, for example). I also might want to see if I can backtrace the mechanics to a wider range of stats (so number of activation dice could be one, accuracy could be one, a "cool" stat for resisting suppression, and so on).
Anyway, it's something I'm hoping I can spend more time on. Right now my play tests are a bit out of date (things were a bit too in favor of the target in shooting previously and it ended up with situations where people were standing next to each other, both 'peaking' around a shared corner yet getting cover for no logical reason, and blazing away for no effect), but I feel pretty good with where this is going. Any comments would be greatly appreciated, however!
As a final note, I'm also looking into taking my space combat rules (long detached from Fringe Space) and releasing them as a small standalone thing.
Anyway, hoping to update more frequently again, both with rules (space combat? Ground combat? RPG stuff?) and with bat reps (even 40k, perhaps). I'll probably get painting again, too. Thanks for reading!
Saturday, February 23, 2013
Beowulf Adventures, Part 3
Between being sick for nearly a week and then being out of town, I didn't have much game time. But on the plane ride back I decided to play out the next campaign turn:
Late December 590 AEE; Asteroid Blues Space Station, New Oregon, Paradise Sector.
No random encounter.
No random encounter.
"Do your business quickly," Sam told the crew, "we're going to get out of here as soon as possible; we've got to get our passenger to Nevada."
Ship is repaired using supplies (-1 Supplies).
"With this light damage," Sarah noted, "it makes more sense to fix it ourselves. Ship facilities only break even when you've got more problems to deal with."
Buy Prices: (multiply by 1.25 and round up). Smuggling prices in parenthesis.
| Food | Material | Machinery | Fuel | Luxuries |
| 10(7) | 9(6) | 6(3) | 10(7) | 7 |
Sell Prices (multiply by 1.25 and round up). Smuggling Prices in parenthesis.
| Food | Material | Machinery | Fuel | Luxuries |
| 3(6) | 3(6) | 4(7) | 7(10) | 3*D+2(3*D+5) |
Good prices, in some ways, but not quite ideal. Yosi's Free Trading ability hasnt' been tweaking the markets well, yet, but thats just bad luck. Still, there are good deals to be had here, especially because we're headed for a Farm world.
Yosi Par smuggles succcessfully.
Sell 3 Material (gain 18 Wealth Points).
Buy 3 Supplies. (cost 1 Wealth Point).
Buy 8 Fuel (cost 56 WP).
Buy 3 Machinery (Costs 9 WP)
Odd Jobs (Gain 3 WP)
There are 2 Spacers and a Net Runner up for hire, but Beowulf isn’t hiring.
There are 4 Travellers (to New Macedon for 2 WP each) and 7 Colonists(to Ceres for 2 WP each) looking for travel. We’re already headed the opposite way so we’re not taking them on.
Fly to Nevada. Distance: 3. Taking off, -1 Fuel. Will spend 2 turns in transit. -1 Fuel.
End of Late December
Sell 3 Material (gain 18 Wealth Points).
Buy 3 Supplies. (cost 1 Wealth Point).
Buy 8 Fuel (cost 56 WP).
Buy 3 Machinery (Costs 9 WP)
Odd Jobs (Gain 3 WP)
There are 2 Spacers and a Net Runner up for hire, but Beowulf isn’t hiring.
There are 4 Travellers (to New Macedon for 2 WP each) and 7 Colonists(to Ceres for 2 WP each) looking for travel. We’re already headed the opposite way so we’re not taking them on.
Fly to Nevada. Distance: 3. Taking off, -1 Fuel. Will spend 2 turns in transit. -1 Fuel.
End of Late December
When next month starts I'll have to pay 15 WP in upkeep... I currently have 17 WP. 2 WP is a bit less than I started with but on the other hand I didn't start with a full cargo hold on its way to a very lucrative trade...
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