A Woman Scorned
Aboard the Far Trader
Adroit Persuit in jumpspace....
Jenn Thurgood-Bastion, 858AA8, AutoPistol-0, lies in wait. She hears her target moving down the ship's starboard long-corridor, his footsteps clanking on the deckplates.
From her hip, she draws the heavy automatic pistol, and with a two-handed grip, she inches backwards until she feels her back rub up agains the bulkhead.
The corridor access from engineering is open. Jenn had set the hatch that way when she planned her attack. Now, as the footsteps get louder, she swings around pointing her weapon down the length of the corridor, but checks her fire.
Salmon Jones, 888478, is surprised. He raises his hands and doesn't blink at his fellow crewman leveling the weapon at him.
"You piece of scarp." Jenn says through clinched teeth. "You fracked her. I know you fracked her. Did you think I wouldn't find out?"
Salmon manages a nervous smile, "Baby, what are you talking about? Put the gun down."
"Frack you! You hurt me. Now, I'm going to hurt you!"
...A little situation set-up to test these rules. I like to run little encounters like this, roll real dice, use real characters from my campaign, just to see how things pan out.
I haven't changed my campaign combat system yet as I'm just brainstorming this new system. I don't like to rush into anything. I want to make sure it "works" first. Besides, I like the system I'm using now A LOT. I just want to see if this one is "better".
So, let's see what happens with Jenn and Salmon...
In game terms, Jenn is using a
Watch Action. She's covering Salmon with the weapon. Should Salmon attempt to flee, Jenn automatically gets initiative during the round to allow her to fire first.
In the story, Salmon knows Jenn well enough to know she's serious. He also knows what he did:
Yeah, I fracked her. OK? Yep, that's right. But, baby...Jenn...I make love to you...
Since we have no example without Salmon making a run for it, let's have him bolt and see how this combat system works.
Salmon can see it in her eyes. Jenn's really going to do it. He focuses on her trigger finger. It's flushed white on the trigger.
Behind him, the hatch to the starbard cargo airlock remains open. If he makes a run for it, he can make it to the airlock in one combat round.
There's a quick flash of momement, and he's gone. His legs pump will all their power trying to get him to safety inside the airlock.
Jenn had her weapon leveled at Salmon. The Watch Action gives her first action as soon as Salmon moves. Jenn decides to use
Panic Fire, squeezing off three rounds in Salmon's direction.
-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.
Her roll:
2D of 1, 4
Her DMs:
+0 for Skill-0
-2 for DEX DM
-4 for Medium Range
-2 for Panic Fire
---
-8
Shot #1 misses. No need for Salmon's Evasion roll.
-------------
Panic Fire #2
Using the same DMs
Her roll:
2D of 1, 6
Shot #2 misses. No need for Salmon's Evasion roll.
-------------
Panic Fire #3
Using the same DMs
Her roll:
2D of 3, 2
Shot #3 misses. No need for Salmon's Evasion roll.
ROUND 1 ends with Salmon making it to the airlock. Jenn is 9 meters aft of him, just inside engineering. Frantically, he slaps the red button to seal the airlock hatch then taps in a code to engage the locking mechanism.
ROUND 2 begins. Initiative is rolled. Salmon moves first.
The airlock sealed on the engineering side, he moves to open the lock to the bow-side corridor. As his fingers run over the emergency open code, the lock controls read "DENIED".
He taps them again.
DENIED.
The green glow from the LED letters play across his confused face. There's nothing he can do. He's trapped. Trapped inside the starboard cargo airlock.
Combat rounds now cease. We're back into regular role-play time.
Jenn casually moves through the starboard long-corridor, her weapon still held with both hands, smoke forming at its barrel.
Out of instinct, she raises her gaze towards the ceiling, although it's not necessary, when she speaks. "Computer, recogize Jenn Thurgood-Bastion, ship's Steward."
She doesn't wait for a response from the computer because it has been programmed not to verbalize acknowledgement of commands--only to carry them out.
"Sal, you predictable frack. I thought you'd run off with proverbial pants between your knees. Didn't cha think that I'd have the airlock covered? I mean, there's only two ways out of his corridor. Well, three, once I open the outer lock. You wonder about what every skirt between here and Aramis has between her legs. I wonder what you're going to think about the mother crotch of jumpspace."
Salmon's voice breaks over the comm, "Jenn...please. What's the crew going to think? You know there's a dummy light that just blinked on the bridge. They're going to be here in a few seconds. What do you think they'll do to you when they see you've murdered one of their own?"
"I don't care you frack! Why'd you have to frack her? Her, of all people! She's my mother for gods sakes!" Jenn's voice cracks as tears stream down her face. "Computer, open outer airlock, override safties."
But, it's the inner airlock door that opens.
"Computer. Recognize Jenn Thurgood-Bastion. Open outer--"
Those on station on the bridge had obviously caught the alarm before the computer could comply. Both Salmon and Jenn recognized this at the same time.
We're back into combat rounds. Initiative is rolled. Jenn moves first this time.
ROUND 1
She sees both inner airlock access doors opening. If Salmon bolts through the far hatch, he'll hide among the other crewmembers like the coward he is.
In a combat round, a character is allowed to move and act. Jenn moves down the corridor, through the airlock hatch, and fires at Salmon, point blank.
Because she's not the best of shots (Skill-0), she'll use Panic Fire again, suffering the negative DM in order to receive three chances to hit.
The weapon explodes in the confines of the cargo lock, deafing the two of them momentarily.
-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.
Her roll:
2D of 1, 6
Her DMs:
+0 for Skill-0
-2 for DEX DM
+2 for Short Range
-2 for Panic Fire
---
-2
Shot #1 misses. No need for Salmon's Evasion roll.
-------------
Panic Fire #2
Using the same DMs
Her roll:
2D of 3, 4
Shot #2 misses. No need for Salmon's Evasion roll.
-------------
Panic Fire #3
Using the same DMs
Her roll:
2D of 4, 2
Shot #3 misses. No need for Salmon's Evasion roll.
Three more shots. Three more misses. Bullets ricochet in the airlock.
Salmon's turn.
Jenn is two meters away from him. He can run, but he decides to go hand-to-hand with Jenn. Maybe he can knock her out.
A step or two, then Salmon throws his Brawling attack.
-------------
Brawling Attack
Salmon must roll 8+ on 2D to hit.
His roll:
2D of 5, 6
His DMs:
+0 for Skill-0
+0 for STR DM
+1 for Short Range
+0 for Weakened Blow
---
+1
He hits! His attack totals
12. Jenn is allowed her
Evasion Roll to avoid damage.
Jenn's Evasion
She must roll 12+ on 2D to evade damage.
Her roll:
2D of 5, 1
Her DMs:
+1 for Brawling Parry (Skill)
+0 for Weapon's Block DM
+1 for Evasion at Short Range
---
+2
Jenn does not evade Salmon's swing. Now, Salmon rolls damage.
Using the
Hit Location Chart that does not require an additional roll, it's easy to see that Salmon hit Jenn flat in the torso.
Jenn is wearing a shipsuit, which does not count as armor
(AV 0). According to the Weapon Penetration Chart, Hands vs. No Armor results in a +1 DM to the damage throw.
Hands do 1D damage, and this is modified to 1D +1.
Salmon's Damage: 6 + 1
Since this is a Brawling Combat attack, Jenn can take this damage anyway she sees fit as long as the "6" die is not broken. She can take 6 points from one of her physical stats and 1 point from another, or she can take 7 points, all from one stat. It's her option.
Guessing that she might need her STR stat for a Brawling encounter, Jenn's best allocation of damage is to take all 7 points from her END stat. Saving her DEX doesn't help her much since she is already being penalized when using her autopistol, she keeps DEX at full for now in order to be able to absorb more damage with that stat later. Besides, having only one stat damaged is better for the
penalties to her initiative.
Jenn's stats are now: 851AA8.
ROUND 2
Initiative is thrown again. Despite her wound, Jenn acts first again.
The autopistol holds 15 rounds. So far, six have been fired. As the two of them scrape around the cargo lock, she lifts her pistol in order to kill Salmon.
It's Panic Fire again. Three more shots at -2 DM each.
-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.
Her roll:
2D of 3, 5
Her DMs:
+0 for Skill-0
-2 for DEX DM
+2 for Short Range
-2 for Panic Fire
---
-2
Shot #1 misses. No need for Salmon's Evasion roll.
-------------
Panic Fire #2
Using the same DMs
Her roll:
2D of 4, 2
Shot #2 misses. No need for Salmon's Evasion roll.
-------------
Panic Fire #3
Using the same DMs
Her roll:
2D of 1, 5
Shot #3 misses. No need for Salmon's Evasion roll.
That crazy bitch with her pistol spitting fire all over the gods damned airlock.... Salmon slapped her once. Now, it's time to put her down.
Salmon's turn. His Brawling attack continues.
-------------
Brawling Attack
Salmon must roll 8+ on 2D to hit.
His roll:
2D of 3, 3
His DMs:
+0 for Skill-0
+0 for STR DM
+1 for Short Range
+0 for Weakened Blow
---
+1
This time, Salmon misses. There's no need for Jenn's evasion roll.
ROUND 3
We're going round-n-round. Salmon ducking and trying to land a punch that will deck Jenn, Jenn waving that pistol around and squeezing its trigger every time she can even though she can't hit the broad side of a barn (Skill-0).
Initiative is rolled: Jenn moves first.
She fires three more shots at that unfaithful frack of a man, Salmon.
-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.
Her roll:
2D of 6, 2
Her DMs:
+0 for Skill-0
-2 for DEX DM
+2 for Short Range
-2 for Panic Fire
---
-2
Shot #1 misses. No need for Salmon's Evasion roll.
-------------
Panic Fire #2
Using the same DMs
Her roll:
2D of 2, 2
Shot #2 misses. No need for Salmon's Evasion roll.
-------------
Panic Fire #3
Using the same DMs
Her roll:
2D of 1, 4
Shot #3 misses. No need for Salmon's Evasion roll.
Salmon attemps Brawling again.
-------------
Brawling Attack
Salmon must roll 8+ on 2D to hit.
His roll:
2D of 1, 6
His DMs:
+0 for Skill-0
+0 for STR DM
+1 for Short Range
+0 for Weakened Blow
---
+1
He hits! Since the attack is an even number, hit location is automatically the "torso". Damage, if she doesn't evade, is the same as above: 1D +1.
Jenn's Evasion
She must roll 8+ on 2D to evade damage.
Her roll:
2D of 5, 6
Her DMs:
+1 for Brawling Parry (Skill)
+0 for Weapon's Block DM
+1 for Evasion at Short Range
---
+2
She evades! She slaps the blow to the side.
ROUND 4
Initiative: Salmon moves first this time.
He keeps on the offensive, looking for his "in", slapping the bitch around.
-------------
Brawling Attack
Salmon must roll 8+ on 2D to hit.
His roll:
2D of 5, 5
His DMs:
+0 for Skill-0
+0 for STR DM
+1 for Short Range
+0 for Weakened Blow
---
+1
He hits!
In order to evade damage, Jenn must make her throw.
Jenn's Evasion
She must roll 11+ on 2D to evade damage.
Her roll:
2D of 6, 1
Her DMs:
+1 for Brawling Parry (Skill)
+0 for Weapon's Block DM
+1 for Evasion at Short Range
---
+2
Nope. This time she's hit. She didn't evade Salmon's blow.
Because the attack throw is odd, we'll use the no-roll Hit Chart, easily seeing that, yet again, Salmon has landed a blow on her torso.
Damage is as it is above: 1D +1
Salmon's Damage: 5 +1
Jenn's only choice is to reduce her STR by "5". Wanting to keep one of her stats "high" to absorb future damage, she leaves her DEX alone. All 6 points of damage are applied to her STR.
Jenn's stats are now: 251AA8.
And, she now takes a further penalty to initiative.
Jenn's turn.
She's only got three more bullets in her autopistol, having fired 12 rounds previously in the encounter.
As a last ditch effort, she uses Panic Fire one last time.
-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.
Her roll:
2D of 6, 6
Her DMs:
+0 for Skill-0
-2 for DEX DM
+2 for Short Range
-2 for Panic Fire
---
-2
She HIT!
But not so fast. Salmon gets a chance to evade the shot.
Salmon's Evasion
He must roll 10+ on 2D to evade damage.
His roll:
2D of 2, 6
Her DMs:
+1 for Evasion at Short Range
+0 for Cover or Concealment
+0 for Speed
---
+1
Uh-oh! Salmon's been shot! Since the attack roll was even, it's a torso hit.
But, too, Jenn rolled boxcars on the attack. Normally I'd check for a UGM Critical Success, but since this is a regular CT example, I'll use the suggestion to where, if 6-6 is rolled on the attack throw, an extra die of damage is added to the damage throw.
Salmon wears no armor (AV 0). The autopistol vs. Nothing provides +1 damage. Doing a usual 3D damage, now that a 12 was roll on the dice to hit, that is modified to 4D damage.
Jenn's total damage is: 4D +1.
And, this damage is taken as a
whole, reducing Salmon's stats randomly, because this is a gun shot wound.
Jenn's damage roll: 3, 1, 2, 3 +1
Total damage is 10 points.
Salmon lucked out. She rolled low.
Applying this damage randomly, it looks like it will be applied to Salmons....END attribute. But, we have 2 points left over after END is reduced to zero, so that's applied to his STR.
This combat is over.
Salmon's stats are reduced to 680478.
They must have been wrestling with the gun. The gun went off and flash-burned his chest. He's incapacitated from the incident.
Jenn walks up to Salmon as he quivers on the ground. She lifts the weapon to his head--two bullets remaining. Her hand tightens as she begins to squeeze the trigger.
"Hold it right, Jenn! What the hell are you doing?!"
It's the captain and the rest of the crew. It's been a minute and a half since this encounter started. They've come rushing to investigate the loud gunshots.
"I'm gonna kill 'em, the fracker. He deserves it!"
"No, Jenn, don't! It's not worth it. He's not worth it!"
"Don't come any closer! I mean it! I'll kill him!"
She's panting, sweating, her face flushed from the fight.
"Jenn--"
BOOM!
BLAM!
And, Jenn's two remaining bullets are spent.