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Newbie adventure and questions

Is this a solitaire you're describing or a one player and one ref adventure?

Sounds cool, whatever it is. Did you collect a bounty on the pirates?

Its strictly solitare. I come up with some idea I'd like to try then decide what restrictions I would put on the idea if I were the GM. Then I put play it out and keep it fair. For example, if the characters in "Chairman Mao" had mis-jumped to somewhere with no system, that would probably been the end for those 4 characters, good thing they made it...

I didn't think about a bounty on pirates, good idea! The system I left them in had a very low law level though, so I was thinking they may not have cared to even get involved...

Next time I can sit and play, my 2 ships will get upgraded and the Patrol Cruiser "Fancy" is going pirate hunting while "Chairman Mao" does some cargo runs. Then I'm thinking about taking my favorite characters and running through some of the adventures. There is no real element of surprise, but I am also putting together some "mini - adventures" that will rely more on random dice rolls for events so even a single player can have some randomizing.
 
I'll clean this up later, but this is where we are at:

Year 5 (1108)

Now its time to branch out. I want to use the Free Trader (dubbed "Chairman Mao") as bait. I want to hire 6 former military men to pose as refugees and we'll go up and down the dangerous path back to Regina hoping to get a pirate ship to board us and we'll see if we can't get the jump on them and take their ship instead, if I don't break down or misjump...

But first, so I feel like there is some continuity in case I lose the characters, they create a new corporation: "4DC corp.". In the event of death, each of the 4 characters wills 1/4 of their holding in the company to their Next of Kin (aka, the next character I roll to replace them...) so they have a few millions of spending money to start out. Next, the crew spends one month looking for 6 military. The deal is each of the 10 crew keep 1/10th the value of any ships caught and resold; with 4DC corp. retaining the right of repurchase (I want a patrol cruiser!). If no pirates are met or ships captured before the end of the year, the 6 hired soldiers got a free 1 year vacation and will be paid 500,000cr each.

Bought 10 Laser rifles, 10 TL13 vacc suits, various other weapons, med kits, etc for the dangerous trip and headed to Regina with my "refugees"....

Jumped between Whanga, Knorbes and Forboldn. I just figure 2 jumps per month, with R&R on planet.

Pretty uneventful, until the May jump from Whanga to Knorbes… MISJUMP!

Yikes! Rolled up a 19 hex misjump! Since my map doesn’t go that far (!) the GM decides that when you hit the edge of the map, reroll for direction so you stay on the map but still in a random direction.

Misjump ended in: PATINIR asteroid belt. Phew!

Misjump was 6 weeks! GM ruled that there would not be enough supplies and some would have to go into low passage, fortunately, all made the low passage survival roll.

Now we have another problem my map show no way out of this little grouping of systems so “Chairman Mao” is stuck here… Oh well, stick to the plan, jump between Patinir and Lewis, look for a Pirate…

7/1/1108

Got a pirate patrol cruiser to attack, rolled on reaction table and tried to get him to dock and believe we are just refugees and he can take cargo, success:

Simple battle, 18 pirates with rifle and mesh, (777xxx) vs 6 hired former Marines (AAAxxx) with Vaccsuits and laser rifles.

All pirates captured or killed, wounded treated by Medic.

New problem, don’t have enough crew for both ships (doh!). Jumped back with both under crewed, but neither misjumped or broke down on the way to Patinir.

The characters have now decided that they are tired of risking misjumps. One engineer undertakes a project of converting 25 tons of “Chairman Mao” cargo hold to fuel tankage. Costs 100,000 cr and requires a roll of 8+, success. The rest of the crew turn in the pirates to the authorities.

New house rule: Book 2 says military ships are built to use unrefined fuel, “Fancy” is a military ship, therefore can use unrefined fuel with no penalty, but cannot refine it for other ships.

Players jump to Aramis in “Fancy”, and pay for maintenance and overhaul of the pirate Patrol Cruiser, 224,040cr.

They then jump to Natoko, flush the fuel tanks, fill up on refined fuel, jump to Patinir, transfer 40 tons refined fuel to “Chairman Mao”, refill unrefined and both ships jump to Natoko (“Mao” makes 2 jump 1’s to get there, taking 1 full month). Phew, finally back in safer space.

By the time this whole operation is done, the year is up.

The PT “Fancy is deemed to be worth 60% new cost, so each of the 6 hired former military are each paid 13.26Mcr for their services and dismissed. One of them Lisa k. asks if she can buy into ownership of 4DC corp for her 13.26Mcr. The GM agrees and she is also allowed Navigation -1 so the crew of 5 owners can operate their own ship on a basic level (saves me from having to roll another character and Lisa K. was kind of light on skills…).

“Fancy” gets a computer upgrade to Level 6 (costs 79.9Mcr!) and multiple combat programs to fill it, including Predict 5, Gunner interact, Select 3, Maneuver Evade 6, Return Fire, Anti Missile and ECM.

Removed 6 pulse lasers from “Mao” put on “Fancy”, sold extra missile launchers, “Mao” is now unarmed, “Fancy” has 4 triple laser turrets.

1/1/1109

Credits 163,115,990cr
Ships:
1. FT “Chairman Mao”
3209 Natoko.
Fuel – refined.
Crew - Hired complete crew to run cargo in local area
2. PC “Fancy”
3209 Natoko.
Fuel (Military ship, irrelevant).
Crew: Engineer x3 (Ron Gianti, Galron Alengran, Alyanna Sonrari)
Navigator (Lisa Kantaren)
Pilot (Krak Ranklin)
Hired: 7 marines for anti piracy campaign.

“Fancy” - Spent the year trying to get a pirate ship to attack in Class C starport systems (Pisardi to Cardson), none did (boo!!!)

“Mao” – Spent the year running cargo, doing speculation, taking passengers from Class A and B starports, made 29.4 Mcr (after year end overhaul), no hijacking attempts. For the sake of paperwork, the ship is assumed to pay for itself with standard cargo and passengers, 4DC corp pays for year end maintenance and takes profit from speculation. If no hijacking, no conflict, pure profit (though local area is not as good as Regina for speculation…).

Paid for yearly maintenance and total upkeep on both ships (800,000 for Fancy) then:

1/1/1110
Credits: 191,715,990cr
Ships:
1. FT “Chairman Mao”
Location = 3209 Natoko.
Fuel – refined.
Crew - Hired complete crew to run cargo in local area
2. PC “Fancy”
Location = Paya.
Fuel (Military ship, irrelevant).
Crew: Engineer x3 (Ron Gianti, Galron Alengran, Alyanna Sonrari)
Navigator (Lisa Kantaren)
Pilot (Krak Ranklin)
Hired: 7 marines for anti piracy campaign.

This time “Fancy” will jump between 2 E class systems (Rethe and Focaline) looking for pirates.

1/1/1110 – Pirate encounter on first jump (patrol cruiser)! Distance starts out at 3000 mm, ships both assumed to be speed 0 (pirates wait at common jump points waiting for prey).

Attacker phase:

Pirate accelerates to 300 mm, fires lasers, all of which miss (and, for that matter, cannot hit at all due to “Fancy” defense programs!).

Fancy return fire gets 10 hits (!!) 3 of which are chosen locations.
PP hit – 2
Jump hit – 1 (now destroyed)
Hull – 4
Computer – 2
Hold – 1

Defender phase:

Fancy fires 12 lasers, 7 hits destroys jump drive (critical) and a couple turrets.

Battle continues, “Fancy” undamaged, pirate ship gutted. Marines board:

11 marines and crew vs. 12 pirates (Alyanna stays behind, she is medic and too valuable).
Marines are AAA with laser rifles, Pirates are 777 with Rifles, all in vacc suits. Ok, not much of a fight here.

The pirate ship is so heavily damaged that its final value is only 3Mcr! GM ruled that all pirate ships are worth 60% face value, minus damage.

“Fancy” spends the rest of the year anti pirate, GM sends increasingly better armed pirates, though Fancy’s computer pretty much makes all battles completely lopsided…

Chairman Mao does safe cargo and speculation runs, rolled for hijack attempt = no
Fancy comes across a couple more pirates, ends the year in Paya for refit and to pay Marines.

GM rules that going forward, all pirates have a bounty of:

1d x 10,000 cr (dead) and 1d x 100,000 (alive).

4DC corp. totals the income from all bounties and pirate ship salvage, takes ½ profit. The remaining amount is split evenly between all members of the Fancy ship crew. Each crew profit = 8.23 Mcr (!). the 7 Marines are paid this amount each (57.61 total) and that is removed from the remaining profits. The 5 permanent members of the Fancy crew pool their funds back into 4DC corp, including the year end profits from Mao.
 
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Apparently I need to do a better job of posting these and not waiting till there is this much data!

Date: 1/1/1111
Credits: 360,305,990 cr
Ships:
1. FT “Chairman Mao”
Location = 3209 Natoko.
Fuel – refined.
Crew - Hired complete crew to run cargo in local area
2. PC “Fancy”
Location = Paya.
Fuel (Military ship, irrelevant).
Crew: Engineer x3 (Ron Gianti, Galron Alengran, Alyanna Sonrari)
Navigator (Lisa Kantaren)
Pilot (Krak Ranklin)
Hired: 7 marines for anti piracy campaign.

Begin anti piracy campaign for year 1111, GM decides that on the roll of 11 or 12, the pirate ship will be a Mercenary Cruiser (PT’s not enough challenge for fancy).

2/1/1111 – Rolled a 12, Merc cruiser.

Standard Merc cruiser also no match for “Fancy”. Even the couple of missiles they got off failed to penetrate the anti missile fire.

However, the GM is tired of not presenting enough of a challenge. The Pirate ship is damaged (critical to PP) but they refuse to surrender. Fancy sends all but Alyanna as boarding party. Also, the pirates now have Auto Rifles and there are 25 of them. This is not told to the players until they attempt the boarding action.

The 25 auto rifles overwhelm the attackers! All are wounded and unconscious, including all players who went aboard.

Alyanna, hearing their defeat on the comm., disconnects the docking clamps and moves the ship to a parallel course (the pirate ship is still moving) and needs to come up with a plan. If she tells them to put the wounded in an launch, they might put a bomb in it, if she comes on board, they could overwhelm her, if she waits too long they may get a missile turret working (they were damaged). She contacts the pirate ship and tells them if they don’t put the wounded into a graceful path behind the drifting pirate ship immediately, she will bump their ship with “fancy” and send them spiraling off into oblivion.

Roll on reaction table (with held breath!), a 12! Genuinely Friendly! GM rules that the remaining conscious pirates have been held against their will by their leader who is now disabled. They view the “Fancy” crew as their saviors and they just want to go home. They had been taken aboard as crew but then forced into piracy. They put their former leader in cuffs and care for the surviors themselves as Alyanna contacts the local patrol for assistance. In exchange, she agrees to allow the pirates to leave their ship in both of the cutters before the authorities arrive and will not fire upon them. When both cutters launch, She uses the ships docking clamps to bring the Merc cruiser to a stop, and when the authorities arrive, tells them the 18 missing pirates escaped in the confusion. One is dead, 6 wounded and captured.

GM institutes new Anti Piracy League rules (see Mini Game #2 for details).

Players now have 150 Reputation points, plus 1d x 10,000 cr killed pirate and 6d x 100,000 captured pirates, plus 86 reputation points. In addition, GM rules captured ship is worth 50Mcr and it turned into the APL.

2/15/1111 – 3/15/1111 – Healing, R&R and police paperwork.

3/15 – Begin anti piracy campaign again.
 
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I've been enjoying the story so far, but I need to put in some quibbles with this one.

The Pirate ship is damaged (critical to PP) but they refuse to surrender. Fancy sends all but Alyanna as boarding party. Also, the pirates now have Auto Rifles and there are 25 of them. This is not told to the players until they attempt the boarding action.

At this point, I would have just kept lasering them until the pirates begged me to stop, or got blown into a red haze. Generally speaking, I'd never trust my crew's lives to them: I'd order them to abandon ship, and when I'd given them enough time to, I'd blow it. Then it's a matter of picking up vaccsuited pirates one by one and sticking them in low berths.

The 25 auto rifles overwhelm the attackers! All are wounded and unconscious, including all players who went aboard.

? If all those autorifles could bear on the boarding party at the same time, I can't imagine them being able to surprise the party that way all at once: after the point men went down, the rest should have been able to pull back, bringing us back to plan A (the blowing into a red haze bit)

Alyanna... contacts the pirate ship and tells them if they don’t put the wounded into a graceful path behind the drifting pirate ship immediately, she will bump their ship with “fancy” and send them spiraling off into oblivion.

At that range, I'd have thought she could have put a laser directly into the pirate's bridge and ended the matter.

Roll on reaction table (with held breath!), a 12! Genuinely Friendly! GM rules that the remaining conscious pirates have been held against their will by their leader who is now disabled.

But but but. If you were a pirate leader holding your crew against their will, why would you arm them so well? If you were held against your will by pirate leader who armed you so well, why aren't you leader yet? If they viewed the “Fancy” crew as their saviors, why didn't they turn on their leader as soon as things turned sour?

There's too much to disbelief for me to suspend here. When I do the reaction rolls, I skew it to match the situation. IMO, Genuinely Friendly coming from a pirate whom you've just defeated but who's handed your butt back to you during a horribly botched boarding action might just be following your instructions to the letter: which would be venting the dead and wounded, in their perforated vaccsuits and all. Meanwhile, they'd be getting those missile turrets online again...
 
Maybe they were Vargr?

Digging this so far.

And for the Pirate Crew quibble, the Ref's free to rule them Vargr held by the Bond of Charisma to the Leader. That would allow things to work out as Ref said they did.

Hey Ref! Where is Mini Game #2?
 
I've been enjoying the story so far, but I need to put in some quibbles with this one.

No problem!

At this point, I would have just kept lasering them until the pirates begged me to stop, or got blown into a red haze.

I have to play both sides. I am the GM and the characters. So far the characters have been extremely lucky and now, very rich! It turns out that a Patrol Cruiser with a maxed out computer can take on any standard ship you'll meet on the encounter table. "Fancy" has destroyed or captured around 3 Patrol Cruisers and 1 Mercenary Cruiser and not even been hit. The GM decided to give the "players" some challenge and decided they would meet a a well armed, ready to die rather than be reasonable, pirate force.

If all those autorifles could bear on the boarding party at the same time, I can't imagine them being able to surprise the party that way all at once

Since I'm still so new I have to refer to tables, etc like crazy. For simplicity sake, every boarding action so far I've simply written down the stats for the boarders and the pirates and each gets a turn to fire, one from each team until the combat is complete. Up till now, its been 12 marines (AAA with laser rifles) against 12 (patrol cruiser) or 25 (mercenary cruiser) pirates (777 with rifles). I wanted to give the characters more of a challenge, actually the GM went a little overboard :) The pirates took some casualty's too, but because the autorifle fires twice, they won the battle.

At that range, I'd have thought she could have put a laser directly into the pirate's bridge and ended the matter.

Well, she doesn't have turret skill (she is a doctor with some piloting skill) and she figured she was already at the helm and would have to run down, get in a turret and then how would she contact the pirate ship? Alyanna was more concerned about negotiating back her friends than doing more damage to the pirate so she contacted them quickly when the comm traffic stopped.

When I do the reaction rolls, I skew it to match the situation.. Meanwhile, they'd be getting those missile turrets online again...

Ahh, I did the opposite. I did the reaction roll first, then the GM makes the roll fit the story. Its the only way I can play both sides of this in my head, if both sides have to agree to a base set of rules (such as the reaction table) and live by them. It also helps to be mildly bipolar :)

The GM rolled "genuinely friendly", so thats how he has to play it if possible (and without ruining the fun). In fact, it took me 2 days of thinking to make the story fit the roll, so I'd say your disbelief is justified...

In addition, the pirate ship had a critically destroyed powerplant and was still moving. Alyanna took note of what direction the pirate ship was moving in before contacting them, and the GM confirmed that they would not pass any other planets and would drift off into oblivion if left to themselves, so that helped her case with them too. Even if they got a missile turret going again, they would still be stuck drifting in space...

Mini Game #2 is called The Anti Pirate League. I'm putting it together as I go and making rules to keep it fun. Its loosely based on some video games I've played in the past, such as Egosofts X3 game, which had rules for becoming a pirate hunter. The game is not complete, I barely just started it, but I'll post it in another thread for review. For example, I created the Reputation system. Each pirate ship and pirate gets you reputation points with the local and Imperial authorities. These points can be used to bargain for things not normally available to characters, such as combat armor. Its very, very much a work in progress, but it helps the characters get some things they want but still keep some balance. Its really geared toward a single player who needs much more structure than a group. I'll post it up for more ideas!
 
I have to play both sides. I am the GM and the characters. So far the characters have been extremely lucky and now, very rich! It turns out that a Patrol Cruiser with a maxed out computer can take on any standard ship you'll meet on the encounter table.
Understood. I've done the same thing, and experienced the same thing. How do you decide how loaded your players' opponents' computers are? I figure the only time a computer will be running on its "basic package" is during a ship's first few months of operations, generally speaking. Military craft should always be maxxed out.

Pirates are a puzzle: software's expensive, but then, so are starships, and a pirate needs good software to survive. IMTU, I imagine one of the last acts of a ship's crew, when expecting a pirate boarding, would be to wipe the computer - erase the software and destroy the backups. A pirate's then stuck with having to reprogram the computer from soup to nuts, and IMTU that takes time and money. If your pirates are actually some world's privateers, there's no reason for them having anything but the best software their computer will take. If the pirates got lucky capturing a ship, the software might be the best their computer wonk can produce: so figure the skills of the crew, and see what programs they can cobble together on their own. Assume they're successful on their rolls: if they're known pirates, they've had time to work it out.

Since I'm still so new I have to refer to tables, etc like crazy. For simplicity sake, every boarding action so far I've simply written down the stats for the boarders and the pirates and each gets a turn to fire, one from each team until the combat is complete.

Maybe you can run the boarding actions using book 1 to determine surprise and so forth - your marines should get the benefit of their military experience and any tactical skill their leader has - and maybe break the action up a bit. I would imagine that at close quarters in a ship, only two or three would be able to engage the enemy and still be able to evade: imagine popping through doorways, clipping a few shots around corners - while the rest of the team protects the approaches to the entryway. I'd say that more than four or so in a hallway were sitting ducks, which only an Imperial Stormtrooper could miss.

For example:
Pirates roll 3 for their surprise; marines roll 3, but are +1 each for tactics, leadership and military experience: they achieve surprise. They didn't try to force the airlock: they entered via one of the blown hardpoints. Two took point, four defended the exit, and six followed the pointmen to make sure they don't get flanked. The pointmen peek 'round a corner, see a group of pirates with their guns pointed at the airlock. (Roll for range - probably short.) They might be able to drop two or more of that crowd before anybody even knows they're in the ship...

Maybe there's more than one encounter: before the above action ended, one managed to give the alarm, so maybe there's a counterattack on the way... with another roll for surprise, and so on.
 
Just a thought there are write ups on Privateering and letters of Marques in the Traveller Universe & the Merc shares in book 4 (I think) on page 19 is a good starting place for prize monies. I have also enjoyed this thread.
 
Understood. I've done the same thing, and experienced the same thing. How do you decide how loaded your players' opponents' computers are? I figure the only time a computer will be running on its "basic package" is during a ship's first few months of operations, generally speaking. Military craft should always be maxxed out.

Good point. I have noticed that a good computer with high end programs really makes a difference. It might be better to have one Patrol Cruiser with a maxed out Level 6 computer than 3 standard patrol cruisers. I wrote out custom Merc Cruiser designs to help determine what you would actually encounter when you come accross a Pirate MC and I'll post them in the APL thread since they are part of those rules IMTU. If anyone wants to do something similar for a Patrol Cruiser, I'll play test them or make my own in the next week or so.

I've noticed that missiles are particularly nasty in book 2 combat, but I don't think pirates would rely on them much, they are too unpredictable. They would be great in a war, but would probably destroy all cargo and maybe the whole ship you were trying to pirate so I don't use them too often in Pirate designs.

Maybe you can run the boarding actions using book 1 to determine surprise and so forth ship...

Maybe there's more than one encounter: before the above action ended, one managed to give the alarm, so maybe there's a counterattack on the way... with another roll for surprise, and so on.

I love this idea. I'm still so new to combat that I noticed that I was doing it wrong when I reread the rules. Firing is supposed to be simultaneous, I was allowing Marines in my boarding party to disable pirates who hadn't shot yet. Since the marines are better equipped, it gave an unfair advantage to the marines, so I'll have to change the way I do that. I'm going to add surprise and see how it turns out.
 
It might be better to have one Patrol Cruiser with a maxed out Level 6 computer than 3 standard patrol cruisers.

I was just referring to software, actually: If a free trader merchant's been in business a year or so and hasn't gone bust, he almost certainly will have made enough money to afford a full suite of top-of-the-line software: Maneuver/Evade 5 (unless the skipper's only got Pilot-2, in which case there's no point)... basically all the best software a Model/1 can run. A stock patrol cruiser should never have less than M/E 6 and a combo of Target, Gunner Interact and Predict-5: with any kind of skilled gunners at all, the ship should never be firing at less than +4 to hit. Pirates might not have it that good, but if they've been able to score a T ship then they've probably got full whack for software too.

I actually don't like retrofitting computers IMTU - It's always seemed to be too integral a feature of a ship's design for it to be changed casually. So while there's plenty of basis for computers being swappable in LBB2 (the 1977 edition was quite explicit about this) I think I'd make it hard to do: putting in a different computer than a ship's specced out for would be almost as complicated and expensive as putting in a different set of drives ought to be. (Again, that's IMTU and no impediment at all to you.)
 
I've noticed that missiles are particularly nasty in book 2 combat, but I don't think pirates would rely on them much, they are too unpredictable. They would be great in a war, but would probably destroy all cargo and maybe the whole ship you were trying to pirate so I don't use them too often in Pirate designs.

They are nasty, though not as much as one might like: there's no way to be precise in your firing with them, and they can do more damage than you care to, but they're chancy. If you try to be dainty with them by firing one in at a time, a target with Anti-Missile up and running can survive.

That's not to say that anyone, faced with fighting prey, would hesitate to use a salvo to finish the thing. It's hard to blow a ship into a red haze in LBB2 combat, even with a T-ship's 6 missile salvo, and if you accept that a pirate has enough time to keep up a long fight like that, then you can accept that a pirate can take the time to pick over a drifting hulk after missile-battering it into silence.
 
Pirates are a puzzle: software's expensive, but then, so are starships, and a pirate needs good software to survive. IMTU, I imagine one of the last acts of a ship's crew, when expecting a pirate boarding, would be to wipe the computer - erase the software and destroy the backups. A pirate's then stuck with having to reprogram the computer from soup to nuts, and IMTU that takes time and money. If your pirates are actually some world's privateers, there's no reason for them having anything but the best software their computer will take. If the pirates got lucky capturing a ship, the software might be the best their computer wonk can produce: so figure the skills of the crew, and see what programs they can cobble together on their own. Assume they're successful on their rolls: if they're known pirates, they've had time to work it out.

In Mayday, Pirates had all software by default. Think about it. They're pirates. :devil:

(I've always thought of the computer "software" as being clunky 20 lb modules that you physically switch out. Vilani "Jump tapes" are 5 lb cartridges.)
 
The continuing Adventures of 4DC corp (the birth of a Mega corporation in the Spinward Marches.)

Total year income for “Fancy’ in 1111 = 33.2 Mcr after Merc costs.
“Chairman Mao” rolls for 23 hijack attempts, none. Income for Mao = 29.4Mcr for speculation

Year end credits = 422,905,990 cr
Year end reputation points = 236

1/1/1112
Credits: 422,905,990 cr
Reputation: 236
Ships:
1. FT “Chairman Mao”
Location = 3209 Natoko.
Fuel – refined.
Crew - Hired complete crew to run cargo in local area
Task: Cargo, passengers and speculation in Natoko area. Year average income after expenses is 29.4Mcr. Roll for 23 hijack attempts, if survived, add income to 4DC corp.
2. PC “Fancy”
Location = Paya.
Fuel (Military ship, irrelevant).
Crew: Engineer x3 (Ron Gianti, Galron Alengran, Alyanna Sonrari)
Navigator (Lisa Kantaren)
Pilot (Krak Ranklin)
Hired: 7 marines for anti piracy campaign.
Equipment:12 Laser Rifles, 24 LR power packs, 20 VaccSuits (TL13), 20 handcuffs, 5 IR goggles, 10 cold weather clothes, metal work tools, mechanical tools, medical kit, long range comm (1.5kg – 500km), 9 suits combat armor.
Task: Anti pirate contract with APL from Rethe to Focaline for 1 year. 23 jumps, last 2 weeks is for ship maintenance.

4DC corp uses 225 reputation points and 180,000 cr to buy 9 suits of combat armor for “Fancy” crew.
“Fancy” does anti pirate run from Rethe to Focaline.

9/15 pirate encounter with PT. GM rules PT is 12 missile launchers, Maneuver / Evade 3.

Intruder laser fire = none. “Fancy” cannot “return fire” because no laser fire from pirate.
Pirate launches 12 missiles

Native laser fire = “Fancy” fires 12 lasers, 10 hit, 2 miss, 2 picked (running Select – 3). Pirate ship damage: hull – 5, hold – 2, Fuel – 1, Critical (computer destroyed, Pirate effectively disabled).

Fancy braces for missile barrage! Anti missile fire = 5 stopped, 7 get past. ECM stops 4 more, “Fancy” takes 3 missile hits, rolls 14 points of damage (yikes!): Fuel – 2, Hold – 3 (Gcarrier destroyed), computer – 1, maneuver – 2, hull - 1, turret – 5 (!).

PHEW!

Boarding action = 6 killed, 6 wounded pirates.

Pirate PT only needs computer replaced (18 Mcr). Salvage value = 92.5. 4DC corp retains right of repurchase. APL will deliver repaired ship to Paya for 5 Mcr plus cost of repair (no bounty paid). “Fancy” damage repair = 5 Mcr (turrets), 25 Mcr (computer). Gcarrier is a loss and not replaced.

Repair of “Fancy" takes until 10/15, restart anti pirate operation.

12/1 – Merc Cruiser encounter (!).
 
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