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.

"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.

FoodMaterialMachineryFuel Luxuries
10(7)9(6)6(3)10(7)7

Sell Prices (multiply by 1.25 and round up). Smuggling Prices in parenthesis.
FoodMaterialMachineryFuel 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

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...

Wednesday, January 30, 2013

Beowulf Adventures, Part 2

For Part 1 of our Tale and a more in depth look at the campaign rules: http://cerescrossroads.blogspot.com/2013/01/beowulfs-adventures-part-1.html

Entering: Asteroid Blues (the original saloon that the rest of the station was built off of). It uses Gentleman’s Club from New Beginnings. (Pop 4 for PEFs, L2 for resolution... its night time in a seedy club, not the nicer part of the station).  There is 1 Enemy Point in this encounter...

Dolan Popeo-Merc- Rep 5 Fit 4 Pep 2 Sav 3 Sci 0. Ballistic Vest/MP. Resilient.

Asteroid Blues is now a fairly large wheeled space station that mostly uses spin gravity. Originally it was merely an asteroid cargo drone with a jury rigged habitat spinning around it on a tug’s cable. While the habitat remains as Asteroid Blues, the original saloon, the rest of the station that grew around it is considerably larger. Still, Asteroid Blues forms the central core, and Bubba has retained power over the station both through owning all rights to attaching a station segment and also refusing to let any rival bars open.

Time to get those kidnappers and slave traders.


Resolves an automatic PEF in the entrance:

Barney “Bubba Blue” Bhargava- Dropout- Rep 5 Fit 3 Pep 4 Sav 5 Sci 0. BAP/Shotgun. Initiative

Bubba Blue, a middle aged ex-asteroid miner and founder of Asteroid Blues, greeted the crew of Beowulf as they came through the airlock. Wearing a large grey cowboy hat, longcoat, and a dull purple helmetless spacesuit beneath, he stood behind a counter with a security scanner, cash register, and a revolver. The butt of an old shotgun was sticking out from under his coat. His eyes came up from the security scanner’s screen to see Beowulf’s well armed crew.

“I don’t need a scanner to see that battlesuit, son.” he said to Alex Dempson.
Sam took out a Ceres-issued warrant. “We’re on official business. You’re technically harboring a fugitive.”
“If you don’t want any trouble you’ll let us pass, weapons included.” Yosi added.
“Hey now, I’m just a small business owner. I don’t want any trouble with fugitives or”- he gestured at Yosi Par- “hit squads and”- he pointed at Sam-”overpaid cowboys... but this institution has a simple rule: you want in, you don’t get to carry any long arms or wear anything heavier than a light vacc suit.”
Sam put his hands up in a show of defeat. “Alright, we don’t got no right to infringe on your saloon, ‘s’long as you promise to make sure that these fugitives are held in the brig until Ceres picks them up.”
“Fair deal, I don’t want to anger any law abiding customers.”
“Yosi, Alex, Sera, lose the rifles.”
Alex took of his helmet after putting his assault rifle in a locker. “Suit off, too?”
Bubba Blue nodded. “I’m afraid I have to be sure that Old Betsy”- he tapped his shotgun-” and I can handle any disagreements on the dance floor.” Alex looked at Sam. Sam nodded as well. Alex removed his suit.
Sam took a photograph out of his pocket and showed it to Bubba Blue. “This is the lone good photograph we have of a face. Recognize him?”
Bubba immediately nodded. “Yep, he’s upstairs in a private room with some buddies. You can get there through the elevator that way (he pointed to the door leaning into the dance hall, behind his counter) or up the stairs to the left.  
“Much appreciated.”

(Resolving the PEF now as we know about them from Bubba Blue).They’re Criminals  There are 6:
Ben Cho Ganger Rep 3 Fit 3 Pep 2 Sav 0 Sci 0 Pistol Cruel (surrendered)
Ken Cho Ganger Rep 5 Fit 5 Pep 4 Sav 3 Sci 0 Machine Pistol Brawler (Fights)
Tony Dodge Ganger Rep 5 Fit 5 Pep 3 Sav 4 Sci 0 Pistol Slow to React (fights)
Grenda Waters Ganger Rep 4 Fit 4 Pep 3 Sav 2 Sci 0 Pistol Poser (surrendered)
Boris Yitsar Ganger Rep 3 Fit 3 Pep 2 Sav 1 Sci 0 Pistol Attractive (Fights)
Denny Kraza Dropout/Pilot Rep 3 Fit 1 Pep 2 Sav 4 Sci 0 Pistol Lucky Bastard (fights)

PEFs move.

Alex turned to face the rest of the crew. “Alright, we’ve got two points of entry but we have to time this properly. Sam and I will wait in the elevator. Yosi, Brian, and Sarah will head up the stairs and wait outside the private room. We’ll go in at the same time for optimal surprise.”
The crew head through the door into the dancehall. Two couples dance to some mid-tempo rockabilly blues fusion song. Tonight didn’t have a live show. Two spacers sat at a table to the right, and two more at a table to the left, with a set of stairs running up just next to their table. Ahead was a door into the kitchen area. Trying to get to their target quickly, the crew cuts their way through the dancers; one group to the stairs, one group to the door to the right of the kitchen that should lead to the elevator.
Alex spoke to Yosi over comms. “keep moving quickly, we’re going to call the elevator.”
Yosi, Brian, and Sarah made their way up the stairs, past a lonely looking Viatsi woman with her helmet off but still in her space suit and onto a retractable little stage; when Asteroid Blues had live performers, they’d bring the stage down so that the dance hall would still have room for dancers but they could pull it up when they didn’t need it. Alex and Sam made sure their weapons were loaded as the elevator descended to them.
Unbeknownst to our heroes, One of the spacers downstairs stood up from his table, felt his holstered machine pistol, and headed for the stairs.
Yosi opened the door to an empty room with a table in it and a single door on the left. Through that door were the targets. “We’re waiting for you.”
“Just got in the elevator,” Sam responded.
Sarah and Yosi got behind the table and aimed their weapons towards the door while Brian slowly approached the door’s controls. Suddenly the door to their left opened , revealing a rough looking face and the barrel of a weapon it was aiming. “Yosi, you bastard, its time you done payed up!”
“What the-?” Sarah shouted. Almost instinctively, without aiming, she fired. The laser blasted a small hole in the wall just to the left of the spacer’s head. Within the same moment, the flinching spacer and Yosi fired at each other. The spacer’s bullets flew through the room and as he tried to hit all 3 of Beowulf’s crew, but they did nothing but damage the walls and the table.It was no wonder; in the same moment that the spacer started firing, Yosi’s first shot went through his head. The spacer fell dead, still firing, until his clip was empty.
There was a moment of shocked silence.
Sera quickly whispered, uselessly, into the communicator. “Cover’s blown! We just got in a random gunfight right outside their door!”
“Yeah, we heard! What the Hell?” Sam shouted back into the comms.  Just then the elevator door opened on the six shocked slave traders, all facing towards the gunfire... away from the elevator. Only Dempson, ex-Marine, was able to get to his senses quickly enough to fight.
“Surrender! Drop your weapons! NOW!” Two of the criminals threw down their weapons. Three more turned with guns drawn, and another started fumbling for his pistol. Alex started firing, as did the leader of the criminals. Both opened up with machine pistols. The ganger, in his surprise, had forgotten that his weapon wasn’t loaded. Alex sent a bullet into him and into the hardened pirate next to him. Though Sam was slow to react, the two criminals left standing were even slower. One was struggling to pull his gun from its holster while the other was still turning. Sam sent a large bullet into the gun arm of the the armed one who went down crying in pain while the clumsy one was shot right through the gut.
As the gut-wounded pirate kept trying to draw his weapon, Sam went up and stepped on his arm, aiming at his head. “Thats a nasty wound, feller. Best you let the prison infirmary heal you up.”
Sam proceeded to disarm the other wounded pirates while Yosi, Sarah, and Brian secured the surrendered criminals.
“Good work, everyone,” Sam said as he picked up a wounded ganger to be carried to the infirmary. “looks like we killed the leader but Ceres’ll be might happy with getting these slavers in prison. Maybe’ll find out where they’ve been taking the slaves. Send ‘em back home.”
“Nice thought.” Yosi said. “We get paid?”
“Soon enough,” Said Alex. “Sam, I could’ve sworn you were going to get shot again. It took you about ten seconds to realize we were in a gunfight.”
“Again?” Sarah cut in, “Don’t you worry Sam, I’ll keep on patchin’ you up.”
“I just took down six slavers with my crew. Same as the only folks who don’t respect me after a kind thing like that, I reckon,” Sam laughed.
“Aren’t you all forgetting something?” Brian said irritably. “What was up with that gunman, Yosi? Who the Hell is after you?” There was agreement from the rest of the crew.
“Well,” Yosi said, “Thats a whole story in itself...”
(Mid Late January over, onto Late January).
(May add a few pics later but I only took one or two and my Khurasan indoor terrain is not painted yet).

Tuesday, January 29, 2013

Beowulf's Adventures, Part 1

Samuel Fresco (Age 34, Free Trader and Navy) XP: 2
Contact Points: 5 Enemy Points: 2

QRS: Mercenary/Star Army Personality: Normal Pragmatic/Code(Job)
Attributes: None (Former Drunk).

Proficiencies: Pilot (Hull 5-2, Hull 3), Ship’s Crew (Sensor-2, Navigation, Engineer, Gunnery), Soldier (Marine-2).
Fame: 4 Notoriety: 0
Resources: BAP
Rep: 4
Fit: 3
Pep: 4
Sav: 4
Sci: 2


Alexander Dempson (Age 28, Star Army) XP: 2
Contact Points: 1 Enemy Points: 0
QRS: Mercenary/ISS            Personality: Normal
Attributes: Rage, Nerves of Steel, Born Leader
Proficiencies: Soldier (Marine-2, Grunt-2, Tactics, Vehicle, Recon, Commando), Technical (Electronics-2, Mechanical)
Fame: 3 Notoriety: 1
Resources: Hard Body Armor (Full Suit), Assault Rifle.
Rep: 5
Fit: 4
Pep: 2
Sav: 1
Sci: 0

Sarah Resnik (Age 26, Navy) XP: 2
Contact Points: 3 Enemy Points: 0
QRS: Mercenary/PDF Personality: Tribal Pragmatic
Attributes: Steely Eyes, Attractive
Proficiencies: Technical (Electronics-2), Computers (Hacking-2, AI-2), Soldier (Grunt), Ship’s Crew (Engineer-3)
Fame: 1 Notoriety: 0
Resources: Laser Pistol
Rep: 3
Fit: 3
Pep: 3

Sav: 3
Sci: 3


Yosi Par (Age 35, Free Trader) XP: 2
Contact Points: 2 Enemy Points: 3

QRS: Merc/Star Army           Personality: Selfish Pragmatic
Attributes: Slow, Cruel
Proficiencies: Soldier (Marine), Free Trader (Smuggling-2, Markets-2), Criminal (Bribery), Technical (Electronics), Ship’s Crew (Engineer), Pilot (Hull 2), Streetwise (Underworld).
Fame: 0 Notoriety: 3
Resources: Assault Rifle, BAP
Rep: 4
Fit: 3
Pep: 4
Sav: 3
Sci: 3

Dr. Brian Sera (Age 27 Doctor) XP: 2
Contact Points: 0 Enemy Points: 0
QRS: LWC Personality: Altruist
Attributes: Logical, Poser
Proficiencies: Ship’s Crew (Navigation-2), Doctor (Medicine-2, Surgery), Pilot (Hull 2), Scholar (Culture).

Fame: 2 Notoriety: 0
Resources: SA Rifle, Pistol
Rep: 2
Fit: 3
Pep: 2
Sav: 2
Sci: 4


Lightning Bug Class Freighter
Hull 5
Fighterlike
Speed 10
Engine 15 (15)
Systems 4
Armor 6
Mobility 4
5x Crew/Cargo (5 Supplies)(5 Cargo/Supply Spaces) (5(4) Open Crew Spaces)

Current Wealth Points: 52
Monthly Costs: 15 Wealth Points


Relationships Table

Sam F. 4Alex D. 2Sarah R. 3/4Yosi P. 4Dr. Sera 2
Sam F. 4Norm. Prag.AcquaintanceCoop FriendAnt. RivalAcquaintance
Alex D. 2AcquaintanceNormalAcquaintanceAcquaintanceAcquaintance
Sarah R. 3/4Coop FriendAcquaintanceTribal Prag.AcquaintanceAcquaintance
Yosi P. 4Ant. RivalAcquaintanceAcquaintanceSelfish Prag.Acquaintance
Dr. Sera 2AcquaintanceAcquaintanceAcquaintanceAcquaintanceAltruistic

The Following Campaign segment (I cut it off at the point that I finished yesterday... I played for about 2.5 hours, including the combat, setting up the campaign, etc). The previous weekend I had set up the map and the characters which ultimately took an hour and a bit, but (as I'll note further down) this was largely because I chose to go for more complexity than I normally would to have more chances to show off the Star rules and such.

Though I've been running a relatively slow moving PBEM campaign to test the campaign rules, I decided that running my own solo campaign parallel to that PBEM campaign would be a better playtest and would also be a better look at the game to 5150 fans.

I've opted to go "full complexity." Characters on a ship are all accounted for and treated as PCs (ie they have Contacts and Enemies, they had their proficiencies rolled in an interactive character life path system, etc). I'm using the Flight Sim Movement rules, which are harder to master than Simple Vector or Cinematic. I'm using all the bells and whistles to see what that looks like, as opposed to an approach that I've used many times and I expect many THW players use all the time: Just play the game, the rules are just guidelines.

A little background; some of you may remember Beowulf and her  crew from some earlier AARs. These are the same characters, though the system has changed enough since those earlier AARs that I opted to just keep the names and totally regenerate the characters. I did keep the results of earlier interactions (Sarah and Sam are Cooperative Friends, Sam and Yosi don't get along, etc) and tried to keep the characters close in spirit, but the mechanics have changed enough that those original Proficiencies didn't line up with the current ones. 

Last time we saw this crew they were carrying some semi-hijackers towards Ceres, an uninhabitable mining planet in the New Oregon system. This campaign picks up with the crew in orbit of Ceres, having just dropped off the now cautiously friendly pirates with cargo (to help compensate for them losing a ship and being so kind to the crew of Beowulf).

So here's the campaign so far, with everything recorded meticulously (I did this while I played) so that y'all can see how the game plays.

New Oregon; several uninhabitable (but inhabited) mining worlds of various sorts. Not high population, but there is a steady flow of travelers, traders, roughnecks, and criminals through this low key system.
WormGates: New Texas, Juldanta
-Ceres (Frontier Mining* Terrestrial Grav 1 L2 P1)
-Asteroid Blues-Saloon, Dance Hall, and Grill. (Frontier Trade* Space Station Grav 0 L3 P3)
-Asteroid Belt (Frontier Barren Asteroids Grav 0 L1 P3)
-Nevada (Frontier Farming Terrestrial Grav 2 L0 P2)
--Zephyr (Frontier Mining Terrestrial Grav 0 L1 P2)
-Nash (Uninhabited Generator Gas Giant Grav 5)
--Gibson (Frontier Mining Terrestrial Grav 1 L0 P2)
--Moons (Frontier Mining Asteroids Grav 0 L0 P1)
-Perth (Uninhabited Generator Terrestrial Grav 0)
-Three Craters (Frontier Barren* Terrestrial Grav 0 L1 P2)

Early December 590 AEE; Ceres Orbit, New Oregon, Paradise Sector
Offered Interplanetary Mission: Arrest from Ceres Government. Target: Kidnappers at the Asteroid Blues- Saloon, Dance Hall, and Grill. Pay=3x4=12. Intel 4. 

"Looks like some kidnappin' slave traders have been harassing some of the towns here. Ceres wants us to take them into custody on the Asteroid Blues space station." Sam reported from the bridge.
"Sounds like the right thing to do." Alex cut in.
"Sounds right if the pays right," Yosi retorted.
Sarah glared at him, "You owe Sam one for that stunt with Ha-Dam, Yosi."
There was a tense moment. "Aye, fair enough."

Actions Taken:
Traded (Yosi Par):
Buy Prices: (multiply by 1.25 and round up). Smuggling prices in parenthesis.

FoodMaterialMachineryFuel Luxuries
7 (5)4 (2)9 (7)8 (6)8

Look at these bloody prices, Yosi thought. Better to go to the black market and smuggle our goods out.

Successfully Smuggled.
Bought 2 Material (Cost: 6). Also Bought 4 Light Missiles for defense (Costs 2).

"We need some backup weapons," said Sam, "Don't want to get hijacked again."
"Too right," Sarah said, "No matter how friendly the pirates turn out."
Sera performed some rough calculations on a napkin, "Can't afford much more than a few missiles stowed away in cargo unless we want to risk losing all of our money in a bad trade."

Took on 1 Traveller as a passenger, headed for Nevada. (2 Wealth Points Gained).

"Thats a nice ship. I can pay fine coin to ride on it should you take me to Nevada."
"Alright, we're headed that direction anyhow. You traveling alone?" Sam sized up the traveller. he looked safe.
"Yep, just me and my weary old bones. Planning to rejoin some kin back on my home planet. Her atmosphere might not be breathable but the bio-habs are Eden compared to the rest of this system."

Odd Jobs (Dr. Sera helps local physicians, Sarah Resnick helps another crew fix their engine, and Alex Dempson and Sam Fresco provide security at the spaceport.) 4 Wealth Points Gained.

Takes off and flies towards Asteroid Blues (Distance 2, -2 Fuel for taking off and travelling. Travelling at 9” per turn, will spend one turn in transit.
13 Fuel remaining, 29 Wealth Points remaining.

Early Mid December 590 AEE; In Transit from Ceres to Asteroid Blues, New Oregon, Paradise Sector.
Discovered an Uncharted Asteroid. -1 Fuel. Explored; may be Mined. +2 Wealth Points, 8 Cargo Slots of Material Discovered. Dropped two Supplies and took 2 Material. Resumed regular flight: -1 Fuel.
11 Fuel Remaining, 31 Wealth Points Remaining.

Late Mid December 590 AEE; Near Asteroid Blues, New Oregon, Paradise Sector.

Lone Ship Encountered, travelling starboard-port (Perpendicular). 

Fury Class Missile Frigate with 4 MultiRole Fighters. No known affiliation, they do not hail Beowulf.

"Military ships... out this far... not normal for the Twin Suns Empire or the New Macedonians." Dr. Sera noted.
"Probably mercenaries." Said Sarah.
Sam looked at the powerful warships' data on the scanner. "Well, long as they leave us alone..."

Fury Class Missile Frigate Fly 4 Fight 5 Fix 5
Hull 5 Speed 6 Engine 15(11) Systems 6 Armor 6 Mobility 2
2x Heavy Missile (Torpedo)
3x Large Missile (Explosive)
3x Large Missile (Torpedo)
2x Crew/Cargo (2 Supplies/2 Cargo/10 Crew)
Wealth Points: 42 WP

Multi-Role Space Fighter Fly 5 FIght 5 Fix 5 (FIGHTER)

Hull 1 Speed 12 Engine 9 (7) Systems 3 Armor 1 Mobility 5
1x Light Cannon
1x Crew/Cargo (2x Supplies/1 Pilot)
Cost in Wealth Points: 9 WP

As this is our first AAR with this crew in a long while, it should be useful to go over positions:
Sam Fresco- Pilot, Fly 5. Also runs Sensors (Senses with +2 to Systems)
Sarah Resnick- Engineer, Fix 5. Also runs Hacking and Counter-Hacking.

Gunnery: Computer run (with Sam Fresco directing), Fight 4.
For Morale, Alex Dempson is acting Captain, also Fight 4.



1st Turn:
Beowulf gets 3 Actions, Pirates get 1.

All ships are detected.
Beowulf accelerate 7.

Pirates accelerate 6.
Beowulf hacks Fury twice but fails both times.
 

"Yosi, think they might be pirates?"
"Aye, Sam. Best to assume the worst and attack."
"Too risky," said Alex, "They'll beat us to a pulp, especially at this range."
"I could try hacking. We don't even know if they're planning anything yet, best to play gentle." Sarah responded. She pressed several buttons rapidly. "No... looks like their defenses are too good."
"Best we fly quick to Asteroid Blues..." said Sam.

2nd Turn:Beowulf loses activation, gets 2. Pirates get 2.
Beowulf flips around.
Pirates Drift.

Pirates Sensor Beowulf.
Pirates fire on Beowulf. 3 Light Cannon Hits (no Spec. damage). Hit by 1x Large Torpedo as well.
Beowulf takes evasive action.
Dodges all but 1 cannon hit.
Beowulf takes light damage. Special damage knocks out Yosi Par (but he’s merely knocked down).



"Gotta prepare to dock... time to start slowing down." Same quickly flipped Beowulf over.
Suddenly the loudspeaker was blaring a message from the Fury frigate: "SURRENDER NOW."
A moment later the Fury shot two large torpedoes and the fighters started sending guided munitions from their cannons. Sam managed to dodge most of the hits while Sarah caused a missile to go off track, but Beowulf was still hit by one of the cannon shots. A small missile bullet tore through the hallway Yosi happened to be standing in. He was knocked off balance by the blast but he managed to recover quickly; the atmosphere was kept in by automatic seals.



Next activation: Beowulf wins, 2 Actions. Pirates have 1 Action.
Beowulf accelerates.
Pirates drift.
Beowulf fires all missiles at Fury. 3 missiles hit. 1 special damage gained. Beowulf causes Severe damage and the Fury fails its damage check, exploding. (+21 WP)
Two  of the fighters (in range) initiate a dogfight.

Though disarmed, Beowulf manages to keep the fighters off target with some skilled (and lucky!) piloting.



"They probably think we're unarmed... let them get close." Yosi advised to Sam.
Indeed, the pirates, off guard against a supposedly unarmed civilian ship, pull in close to Beowulf, preparing to fire again if it does not comply rapidly.
Beowulf slows down as it approaches the space station, nearly matching its vector... but also gettting very close to apparently surrendering to the pirates... but then Beowulf unleashes all 4 missiles into the Fury at close range. Shockingly the missiles not only strike true but score massive damage (I rolled 6 for damage on all 3 that hit and then the Fury failed its Damage check)... the Fury exploded into 9 large chunks!

"Nice hit!" Alex called from down the hallway to the cockpit. "We need to check that kill in for a reward once we dock."

The fighters quickly engaged Beowulf in full force but Sam's careful maneuvering managed to keep them from properly targeting.

Beowulf wins next activation, 2 actions. Pirates get 2 as well.
Beowulf flies in for landing, successfully docks with the space station.


With the pirates shocked at having lost their flag ship, Beowulf manages to pull away from the dogfighters and pulls into Asteroid Blues' main hanger.  The pirates decide they stand no chance against an entire space station and instead continue towards Ceres, their original destination.

Beowulf's crew are at their destination... now they just need to bring these slavers into custody. 

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Some quick thoughts: Beowulf is doing pretty well monetarily. Its not too likely that Asteroid Blues will be a good place to trade away the Materials that Beowulf has picked up but that depends a lot on Yosi's bargaining abilities. Regardless, its lost a lot of fuel. At best it might be able to travel to one more world before getting more but it would be cutting it close. So even though it looks like I'm doing well I'm actually just about breaking even between killing a pirate, finding an asteroid, and doing some trade... If the mission on Asteroid Blues goes well and I get a good deal for the materials then I'm doing well, but the latter seems unlikely.  Hopefully I can take on a few more passengers on their way to Nevada or some other world thats "on the way." 

I got really lucky in that battle. Not only did  I manage to roll well for not taking much damage (dodge rolls, damage checks, poor shooting for the enemy, etc) but I got super lucky in taking down that Fury. Even then its not usually the best idea for the pirates to attack so close to a station. I also got lucky on activation... my crew was technically slightly worse than the fighters but the Pirates rolled 6 for activation more than once. 

Of course I suppose if it were any different then an unarmed ship would have no chance... even now, if you're caught in open space (not near a destination) by pirates, especially fairly powerful ones, your only real hope is to run and hope someone comes to help you (or that you outlast their engines). That is, of course, expensive in fuel, and if you are smuggling you might end up being caught by the authorities who have come to rescue you.