Showing posts with label Saucy Sue. Show all posts
Showing posts with label Saucy Sue. Show all posts

Sunday, 8 August 2021

Babysitting duty (Five Parsecs from Home)

Location: Zircon/Jewell

Date: 001/1105

I rolled for the planet's attributes twice and got a Fuel Refinery result and a Gloom result. The former means that travel only costs 3Cr and the latter that visibility will be 1d6+6". I interpreted the fuel refinery as meaning there was a scout base in system. For the latter, I decided it either meant a tainted or an exotic atmosphere. I picked the Jewell subsector to check for a suitable planet first, because it is at the border of Zhodani and Imperial space. I have a vague idea that conflict along the border will be part of any future campaign, although that could change according to whatever whim takes my fancy. So, looking through the systems with scout bases, I noted that Zircon has a dense tainted atmosphere and a scout base. Perfect. Whatever taints the atmosphere causes reduced visibility. It's a non-industrial planet so I think the taint must be natural and may be dust because of the planet's low hydrographic index. At this period in the history of the Spinward Marches Zircon is a non-aligned planet.

The team had dropped in at the scout base for a cheap refuel and Eshtovr went off to see the local commander while the others ran errands. Shelby was in the local market playing dice and doing rather well. Weeb was nearby dickering with a trader and arranging delivery of some trade goods to their ship. Just as he was raking in his latest winnings, Shelby's comms rang.

"Gotta mission," announced Eshtovr, "Some kind of drop being made. I need you to escort the VIP to a data terminal downtown where they will need to access it. Hostiles are likely to be limited in number, but don't take any chances. Seems we could be looking at Cyclan involvement. You and Weeb get over there. We'll follow up as quick as we can. Remember that all weapons are illegal here, so be careful. If you must take that cannon of yours with you, don't let the local cops catch you. Sending coordinates for pick-up and drop off to your comm now."

Sector government (one of the team's patrons) assigned a protection mission. It involves getting the target to the centre of the board for a full turn. The enemy is Converted which I am interpreting as Cyclan, based on E. C. Tubb's Dumarest Saga. I only rolled one enemy, but will be using random events, so let's see how it goes.


Weeb and Shelby met up with the VIP quickly and set off at full speed for the data terminal. The area was not too busy at this time of day, so Shelby powered up his jump belt and hopped onto the roof of the Penneys Building. He took cover behind an air processing unit directly above the objective. Weeb moved quickly up the opposite pavement but paused when finding a data stick in the mouth of an alley he passed. The bot grabbed it, thinking it might have something useful on it. The VIP followed as close behind them as she could. There was no sign of any enemy presence yet.

The team got the drop on the enemy and made a full move before the enemy got to move. On top of that, I rolled low enough that both of my crew were able to act in the quick actions phase. Woohoo. That got Shelby into position while Weeb was able to pick up documentation that would give the team a quest rumour. Who knows where that will lead? The enemy figure advanced at full speed, but did not get into line of sight yet.

Weeb advanced to the corner of the Penneys Building. The bot's sensors quickly detected a suspicious figure moving quickly into cover behind a parked car. It's suspicions were confirmed when the figure pulled an assault rifle out from under it's duster coat and fired at Shelby on the roof. Shelby yelled and pitched over, dropping his rifle. Weeb groaned mechanically as it heard Shelby fall, and again when two ROUS crawled out of a nearby vent. It pinged Eshtovr and told her to hurry up as it raced across the street to get a clear shot at the Cyclan infiltrator. Weeb blasted the infiltrator with both barrels. It would not be getting up again. Now to deal with the ROUS that was launching itself at it. The ROUS's claws were sharp but failed to damage Weeb's plasteel shell. Weeb's shotgun, however, crushed the vermin's skull. One down, one to go, as the other ROUS raced as fast as it could towards the bot. The VIP raced past the bot and the ROUS, reaching the data terminal. Hopefully, she could do whatever she needed to do before anything else could go wrong.

The hostile managed to roll the 6 needed to hit Shelby, taking him out of the fight. I only remembered about using story points later on so I let this result stand. Weeb got to act and moved to a spot where the hostile could not count as in cover. It blasted the infiltrator before being attacked in a brawl by one of the ROUS (vent crawlers). The two brawlers tied but Weeb rolled high enough to kill the ROUS while the ROUS rolled a 1 and did not hurt Weeb. I used giant rats as the vent crawlers because that is what I had to hand.

Weeb quickly pumped the action of its shotgun and let the second ROUS have it right in the face. Two solid hits and the ROUS practically disintegrated. Meanwhile, Eshtovr and Garth had finally arrived! Out of breath, they raced towards the ongoing fight. When they arrived, the VIP was done with their task and disappeared into the crowd. The crew quickly recovered Shelby and looted the corpse of the infiltrator before merging into the crowds that were gathering and then disappearing back to the Saucy Sue where they found that Shelby was just winded. His jump belt had taken the full brunt of the shot and been destroyed in the process.


 The crew earned 9 Credits for this mission, including danger pay and bonuses for completing it quickly. They also gained a Military Rifle and a Blade, and a CredCard that they were able to cash in for 3 Credits.

Shelby was not hurt but lost a random item of equipment.

At this point I awarded experience and moved on to other post-battle activities. No character had enough experience to spend the points yet, and I did not have enough credits to invest in advanced training. I did decide to spend 6 Credits to get a roll on the Gear table and a roll on the Gadget table. The crew snagged a set of Combat Armour and a Repair Bot. With law levels in mind, and the thought that I can introduce the police as a programmed problem in some scenarios, I also spent 2 Credits on Hand Guns for those worlds where rifles are illegal and 3 Credits on Blades for those worlds where even Hand Guns are illegal. I foresee issues where the bad guys pay no heed to the law, but I'll deal with that when the time comes. To offset the cost, I sold a spare shotgun.

The help I gave the VIP has led to making friends among the locals (+1 story point). I suspect we are no involved in some attempt to free the planet from its extra-system rulers.

Shelby and Eshtovr had a heart to heart after his near death experience and Eshtovr was able to both guide and encourage him (+1 XP each). Meanwhile Weeb cracked the data stick and the team gained a Quest Rumour.

And so the crew of the Saucy Sue has been blooded. They took down their first bad guy and made some progress on something bigger than themselves. With the events that have happened, they will stay on this planet and see what opportunities occur. I'll let the dice decide it, but it may be that the planet is being targeted by the Converted and we have to do something about it. I like that idea, but I'm sure the dice will have something else in mind for me. Unfortunately, the next game will have to be when I return home at Christmas as I am now back at work and separated from my figures by the North Sea.

One thought I had before setting up this game was that I really should add civilians to the table and a system for moving the cars. I chose not to for simplicity's sake this time around. I justified this decision by assuming it was very early morning and all the cars were parked, but it feels wrong to have games in an urban environment without moving cars and civilians that we have to watch out for. I might borrow the 'flock of seagulls' rule from TwoHourWargames for pedestrians where they will panic and run in random directions and random distances. The cars will probably just move along the roads at a fixed rate, stopping at junctions if other cars are in their way. I might also dice to see if they crash because of shots fired near them or figures running in front of them.

Saturday, 31 July 2021

The Saucy Sue in Space (Five Parsecs from Home)

So, I recently picked up Five Parsecs from Home 3rd Edition. I love the digest-sized hardback rulebook. Aesthetically, this is my ideal. This probably stems from getting into sci-fi gaming via Traveller and the Little Black Books in the late seventies and the digest-sized Laserburn rulebook with its supplements in the early eighties.

Better yet, this rulebook really does hark back to the Traveller adventures we had back then. The contents very clearly show a debt to Traveller. I've bought a lot of the Nordic Weasel material along the way and found it interesting, but I always found it hard to read because of the layout. It just did not suit my reading style and made learning the rules harder, which is a shame because the games are just the kinds of things I wanted. This rulebook is a sea change in that. It is easily readable and I love what I have read. I am really looking forward to getting a few games in soon.

The first thing I decided when reading the rules was that they mapped so clearly onto the Traveller background that I would set my adventures in the Spinward Marches in the period covered by the earliest adventures and supplements I owned. This is the first decade of the year 1100 of the Third Imperium. It is a time when things start to unravel culminating in the Fifth Frontier War. This will give me background events to set my own crew's adventures against, and perhaps for them to get involved in. Who knows? They might even change the course of history!

Five Parsecs from Home uses a lot of tables to procedurally generate encounters and worlds. I shall need to fudge things a little so that these results make sense within the Traveller universe. I'll be limiting myself to the Traveller jump technology, so it will probably be a case of checking the details on whichever planet I land on and picking among the various Five Parsecs from Home options for worlds. There will be a fair bit of fudging things and winging it but the tools are all there in the rulebook and it should adapt easily. And, to be honest, that will not be much different from how I GMed my Traveller games all those years ago. It will also be interesting to see if I can deconstruct the original adventures into a series of set pieces with perhaps some procedural dice rolling between episodes. Some of them will probably work better than others for this, so we'll have to see how I go.

The other thing that is fun is to dig out my old Traveller figures. So much nostalgia! And that is despite the fact that some were painted thirty years ago and it shows. I shall have to see about patching up the paintwork a bit here, and it might encourage me to return to some of the others sitting around the house.  I did rebase a lot of them not so long back, so there is that, at least.
The crew of the Saucy Sue

So, on to my team. I mostly diced randomly for them, but did make a couple of executive decisions about their backgrounds to fit the storyline I had in mind, which is based on ideas from the introductory adventure The Imperial Fringe that came with the Deluxe Traveller boxed set. This also meant that I decided to keep my team to just four crew, because the standard Type S Scout/Courier in Traveller has berths for only four crew. I wonder how much trouble they will get in, and how long they will survive. I'll be running them in some test games first to get to know the rules, before starting out in the campaign proper, so there may well be a few games that turned out to be all just a dream.

The concept here is a team that starts with a patron: The Sector Government. This will be an enduring patron who will give the team missions occasionally. I need to figure out how the survey work that the team is meant to do fits in. Not sure how to do that yet, but I'm sure it will become clear as the game progresses. Hopefully, I shall have time to do that before I have to return to work and find myself once more in a different country from my figures.

Nudge Unit 3561

***detached scout team on roving commission***
***assignment: Spinward Marches***
***team assigned to Type S Scout/Courier Saucy Sue***

Commander Eshtovr Vindenes

  • Team leader of Nudge Unit 3561
  • Homeworld: Jewell/Jewell
  • Empath. Psi powers believed inherited from her Zhodani mother. Nothing distinguishes her human father to suggest they come from him.
  • Successful career in Contact & Liaison with specialism in intelligence analysis.
  • Now mustered out but engaged by Senior Scout Administrator Galadden for the Imperial Fringe Audit. Mission to conduct surveys of planets in the Spinward Marches. Secondary mission to nudge societies towards desired future paths.
  • Vindenes is known to be particularly dedicated to the Scout Service and the Third Imperium in that order. Her early upbringing on Jewell was characterised by alienation from both human and Zhodani societies because of her mixed heritage. The Scout Service gave her a home where she belonged and she is fiercely loyal to it.

Supervisor Garth Burnside

  • Security chief of Nudge Unit 3561
  • Homeworld: Squanine/Trin's Veil
  • Standard Imperial human
  • Successful career as security specialist in Contact & Liaison.
  • Now mustered out but engaged by Senior Scout Administrator Galadden for the Imperial Fringe Audit.
  • Burnside grew up in the Feudal Technocracy of Squanine and is known to crave recognition for his successes since leaving there. This has occasionally led to him taking too many chances in the field. Since joining Commander Vindenes' team he has shown more moderation. She appears able to manage him better than many of his previous commanders.

Skilled Worker Shelby Kutts

  • Engineer of Nudge Unit 3561
  • Homeworld: Rethe/Regina
  • Standard Imperial human
  • Undistinguished career as engineer with Contact & Liaison.
  • Now mustered out but engaged by Senior Scout Administrator Galadden for the Imperial Fringe Audit.
  • Kutts grew up in the arcologies of Rethe as part of the underclass in the lower levels Arcology Pinochet XXIII. Although a good engineer, he lacks seriousness and is only interested in the gadgets rather than knuckling down and doing the routine work. His attitude has improved under Commander Vindenes.

W33-b Omnibot 'Weeb'

  • Assigned bot to the Scout/Courier Saucy Sue
  • Standard programming package
  • The Omnibot series is an anthropomorphic general support bot designed for flexibility rather than specialist use.
  • W33-b is usually called Weeb by the crew of the Saucy Sue.
  • Intelligence suspects that W33-b may have gone AI sometime around 1103. This is unconfirmed. Intelligence continues to monitor the situation.