and I thought the first post was too long. . .
Part 2
How we’ve set the game up:
We started with 4 players playing 6 travellers. Less than ideal, but I knew we would need a lot of characters for this campaign. Two former Imperial Navy, a former GeDeCo agent, a Vespexer, and Asimer, and a Drinaxian noble. Once they started gathering ships and wanted to split them up to achieve multiple objectives, I let them bring in another group of 6 that we had rolled up but never used. Now we’re down to three players, and with 12 characters it’s already too unwieldy, so there will be no more traveller PCs. They are going to need to hire some help pronto. It does give them unusual options, however. For example, our Asimer is more loyal to Asim than he is to Drinax. If this came to head the player could role play this to an extreme. He could turn against the other travellers (I’d take him over at that point) without the player having to leave the game, as he’d have more travellers to play.
Vespexers: In maneuvering the who’s who of the floating palace, they were approached by Chieftain Galx about taking a few warriors into space with them. I brought this idea in much earlier than it would be in the written Campaign, because I thought they could use a few warm bodies to fill their ships. They completely took ahold of this one, with the Vespexer traveller wanting an army to go fight for glory, and the Marine Colonel agreeing to train them. Haven’t quite fleshed this out as to their ultimate motivation. A mercenary’s salary doesn’t quite seem to fit what would drive these people.
The result for now is 27 Vespexers, organized into a platoon similar to that of the U.S. Army infantry. Four man fire team consists of a team leader, rifleman, automatic rifleman, and a grenadier. In our case the automatic rifleman is instead the “heavy weapons man”. Two fire teams plus a sergeant squad leader equals a squad. Three squads is a platoon. They have all completed basic training, which I defined as equivalent to Core Rulebook Marines: Level 0 in Athletics, Vacc Suit, Tactics, Heavy Weapons, Gun Combat, and Stealth. Also gave them Level 0 Melee, Survival and Navigation as background skills. All have average stats (limited pool to recruit from), with the exception that those carrying heavy weapons have Str 9.
They were equipped with mostly low tech equipment (sub machineguns, shotguns, cutlasses) in preparation for the Revolution on Acrid. As they have been diverted to this adventure, they are equipped with a hodgepodge of powerful weaponry taken from the very well stocked armories of the Harrier and the Medina.
For the purposes of the combat below, we gave up the normal player/traveller assignments, with one player taking one ship and its travellers – The Meatgrinder, the Mendina, and the Harrier. One traveller is on the Martin II, for what that’s worth.
Okay, let’s get this party started:
Space Combat, round 1:
Two rounds out from Very Long Range, Hroal fires off 12 missiles at the Arshad. Dominick, running sensors on the Harrier, considers firing up the Countermeasures Suite, but is counseled not to as, the power surge might give them away (Referee Ruling: can a countermeasures check be made against the missiles aimed at a different ship? Yes, so long as only one check is made per round against that salvo.) The Arshad uses countermeasures against the salvo to no effect.
Space combat, round 2:
Hroal fires off another 12 missile salvo from distant range. The Arshad uses countermeasures again against salvo 1, this time eliminating 3 of the 12 missiles in the first Salvo.
Now the Harrier does fire up its countermeasure suite, directed at the Meatgrinder’s communications, completely and immediately jamming them. Chadwick, monitoring the comms traffic from the power plant section of the Meatgrinder with his troops in the adjacent cargo bay, hears static and gives the long awaited signal. The Vespexers, ostensibly suited up for radiation projection and boarding, spring into action, simultaneously charging the four turrets, the particle bay, and the power plant, all on the same deck as the cargo bay where they begin the round.
Moving to regular combat rounds: Carnage ensues, with Chad’s troops getting the drop and wiping out the 5 gunners and 3 engineers in short order. (Hindsight: probably would have made more sense for the particle bay gunner to be on the bridge rather than in the bay, but it’s too late now. He’s already dead).
The ambush goes well, with two exceptions. In one turret, the Vespexers lose their +6 initiative roll, and three rounds of incredibly low rolls on the part of the Vespexers and the gunner, who has a gauss pistol on full auto, finally result in two Vespexers injured, one severely, and the gunner dead. (Referee ruling: the turret, although not the weapons mounted on it, is completely destroyed by the gunfire). Elsewhere, our fearless leader, Colonel Chadwick Vangeles, retired, of the Imperial Marines, MCG, MCUF, kicks off the combat by hoisting a plasma gun at a defenseless pirate engineer, and promptly places the opening shot right into the fusion reactor. (Referee’s note: snake eyes. A natural 2 is more than a miss. One dton of Fusion reactor is now damaged beyond repair, and the ship’s available power drops by 15. That’s one way to kill the power to the ship!).
Those incidents aside, almost all combat is over in one or two rounds, with the turret destruction being the exception. The troops rush up the ladders to the drives on deck 4 as planned. Reality check: one man is bleeding out, and the platoon has no medic. Never thought about it until now. They also have no medkit. The injured man’s fire team stays behind to pull him out of the turret and into the cargo bay, where Chad (Medic 1), considers first aid, decides he ain’t got time for that, and administers a fast drug instead.
The now shorthanded fire team go to the power plant to cover Hima, Engineering (Power) 2, who is attempting to cut power to the drives and weapons. (Referee’s note: Very good argument by the players that cutting power to a specific area should be a routine task as the controls would be designed with this functionality. Nice try. Due to security protocols and alien controls, Hima can roll Engineering (Int) to find specific power couplings that can disabled by destroying (fast) or decoupling (not nearly as fast) them). With both the Medina and the Harrier in close proximity to the Meatgrinder and its remaining particle beam bay, time is of the essence. A successful check and some use of his gauss pistol as an engineering tool, and the power goes down. (Referee’s note: he made the check easily so I let him disable the drives and the weapons while keeping background systems operational. In hindsight, I made this too easy. Missed opportunity for zero-G combat, which given the number of slug throwers on both sides, would have been hilarious).
While Hima starts working, there are fourteen pirates are alive on the upper decks. That drops to 12 as the Vespexers overrun the two poor souls manning the drives. They heard the gunfire in the lower deck had time to grab guns and take cover, but there are a lot of Vespexers coming up those ladders. The first Vespexers come up the ladder in round 3, more in 4 and 5, and they have the room secured in round six with five men (fire team plus a squad leader) at each entrance, with a third team in reserve taking cover but with a clear line of site to either door.
Chad gets on the internal comm and orders the pirates to surrender, and to walk into engineering one at a time and unarmed. (Referee’s ruling: fat chance. I gave Hroal a plasma jet, because can you really think of a better weapon for Hroal? and I want it used).
12 pirates. Hroal is in combat armor. Gunners are in Boarding Vacc Suits. Bridge Crew that didn’t expect close combat are in TL 12 vacc suits. Hodgepodge of powerful weaponry. Hroal wants one massed attack, but our heroes, to their credit, have planned well and cover two major chokepoints. Third fire team is in reserve. So the pirates split into two groups and attack with a fury.
The starboard side combat goes well, with the pirates being cut down by well placed defenders, who sustain only modest injuries. Combat lasts two or three rounds.
The port side, where Hroal is, goes worse. The pirates win the initiative roll, and Hroal catches the five Vespexers with his plasma jet, killing one, dropping two more, and injuring the Sergeant. The one man who shrugged off the hit (damage roll 1) is the heavy weapons man, and he catches the exposed Hroal square in the chest with a plasma gun (damage roll 5). No more Hroal. (Referee’s note: This guy is now officially a badass, and is going to need a name). The other four pirates do little damage, and our heavy weapons man and the injured Sergeant fall back into the engineering room. Now both the five remaining pirates and the reserve fire team have cover, and exchange fire with a few hits for two rounds. Chad, Hima and the two uninjured members of the fourth team are downstairs, but coming up through the hatch completely exposes them, so they are momentarily stuck unless they want to exposure themselves to heavy cross fire. Chad takes the ladder farthest from the pirates and pops his head up, firing his laser pistol. (Referee’s ruling, he has cover, but he’s firing at -2DM because he makes it clear he’s popping in and out of the hatch. Also, a natural 2 from the starboard side fire team might just hit him.) The other ladder is right next to the pirates, so the other men stay put.
The Sergeant on the starboard side takes charge, and orders his grenadier to fire his Grenade launcher. Grenadiers were given a laser pistol to use as well as their launcher, and close quarters combat meant the launchers stayed slung over the shoulder until now. Good roll leads to a frag grenade going through the open hatch and hitting the back wall of the passage the pirates are taking cover in. The reserve team’s grenadier sees this, does the same thing, and also makes a successful roll. Two frag grenades = five dead pirates. Our heroes are victorious.
Real life conversation at this point:
Me: “There are no pirates moving, and no sounds from elsewhere.’
Player 1: “I think that’s all of them, but we need to search the upper two decks.”
Player 2: “We only lost one guy, right? What are our injuries?”
Me: “You still got two injured men in the cargo bay. Two of your guys in the starboard door are injured but moving. Two guys are down in the port doorway, in addition to one dead.”
Player 3: “Isn’t that right where we put those two grenades?”
Me: “Uhhh….yup. Forgot about that. Correction: You got three guys dead in the port doorway” *smile*
Hima goes back to the power plant to try to repair the damage he inflicted less than one minute ago. A guard is posted at the ladders, and the rest of the troops begin a systematic search of the ship, but all the pirates are dead.
Returning to Space Combat, round two: Where were we?
The Meatgrinder is now a dead stick, but there are still 21 missiles flying. The Harrier and the Mendina, keeping a close watch on the on the Meatgrinder, see the power drop and the thrust stop, and immediately launch a surprise attack against the unsuspecting fighters. 6 turrets fire, 5 hit, and four fighters are popped. (Referee Note: The rules say that if a spacecraft manages to be caught completely by surprise, it gets no action that turn. That seems harsh for a 6 minute turn. Ruling: no evading, sensor locks, etc., but the gunners do each get a shot). The two traveller ships, however, go into evasive maneuvers, and are pretty hard to hit. With the rush of unexpected combat, I roll randomly to see which ship each gun fires at. The Harrier is hit a couple of times but not badly, while the unarmored Mendina takes a beating.
Space Combat, Round 3:
Arshad again uses countermeasures, again killing 3 missiles. (Referee note: easy to lose track of missiles, so I do those first thing every round). The Arshad and Komino are now at Very Long Range. The Arshad puts on the brakes so as not to close with the missiles and lose a countermeasure turn, but the Komino and Martin II keep coming. The remaining three pirate ships could try to jump if they had the initiative, but they don’t, so its particle beam time!
The Harrier and Mendina both fire on the Dancing Spider, with their logic being they can destroy it now before it can jump, and they need the salvage value to cover the cost of repairing Chad and Hima tearing up the pocket warship from the inside. Arianna, Captain of the Mendina, observes: “I think we’re going to need the cash to repair the Mendina.” Excepting the Mendina’s beam laser, both ships unload on the Spider, and sure enough, they turn it to scrap. That beam laser targets a fighter, and actually hits it! 5 fighters left.
The Arshad turns its attention to Monkey Business, bringing two particle barbettes and its fire control system into the fight. Particle Barbette from Very long range is a tough shot, but one of them hits, and with it comes a VERY high radiation roll. That story is repeated with the Komino and Sindal's Shame, and just like that, both ships are taken out of action by radiation damage. (Ref note: I thought at least one of them would get away. Oh well. Pay the extra credits for radiation shielding, boys and girls).
Space Combat: Round 4:
Those pesky fighters at dogfight range are hard to hit, but Mendina manages to snag one them, although she continues to take a beating. The Harrier enters the dogfight but misses both rolls. 4 fighters left.
Referee’s note: crap, forgot about the missiles again. Arshad again uses countermeasures, but gets nothing. 18 still coming.
Arshad is backing off so as to get that last countermeasures roll, and Komino is still coming. Mendina has used a little thrust to inch closer to the Komino as well, trying to the close the range. We could really use the Martin II’s six beam laser turrets, but she’s way the hell back there. Komino holds its fire against the fighters, not wanting to risk particle beam friendly fire, and is still too far away to use beam lasers.
The Pirates’ surrender is demanded, with two fighters standing down and two continuing to fight.
Space Combat Round 5:
Missile Salvo 1 has reached its destination. All six missiles are cut down by the lasers of the Arshad. Bummer. They would have attacked at DM-6 anyway, but still. With only two fighters left, Dominick turns the Harrier’s massive countermeasures against Missile Salvo two, cutting down nine of the 12. Many missed shots between the four ships engaged in combat.
Space Combat Round 6:
The Arshad again uses its beam lasers to cut down the last of the missiles. MCr6 worth of missiles for nothing. The Komino has made it to Long Range. (Referee Note: I did mention the cost of the missiles when the last ones were destroyed. Players got mad because they thought this was the reason I had fired them. The real reason is because I wanted to try missile combat, and because I thought it was funny. I knew they wouldn’t expect it. They are too smart for me, but they didn’t see that coming.)
We had run very late with the game, so we didn’t actually kill the last two fighters, as people had to leave. (Referee ruling: they surrendered )
We covered the aftermath of the battle over email:
Damage Check: Mendina is at hull 81, having taken the brunt of the pirate fire. Amazingly, nothing worse than Critical 1, so not as bad as it could have been. Harrier only took seven points and is at Hull 73. Monkey Business took 16 damage and Sindal’s Shame took 20. Dancing Spider is destroyed but salvageable. Six destroyed fighters are “expanding clouds of debris”.
Communications are established with the Meatgrinder. The ever dutiful Colonel Vangeles tries to keep things official, and he’s also subdued by the loss of three good men, but Hima patches in a video feed from the galley, where the Vespexers are having a memorial service for their fallen comrades. To the cultured Imperials, this looks a lot like drunken savages singing, shouting, and dancing while consuming pirate rum. Captain Torsa orders his ships to recover all the pirate ships, which the Travellers immediately protest. Captain Torsa wants control all ships and informs the Travellers they can file a claim with the Admiralty Court. In effort to be generous, he makes it clear that his report will reflect well on the Travellers, so their share of the claim could be quite lucrative. The Travellers aren’t having it, and move to recover both the Dancing Spider wreckage and the Sindal’s Shame. Tensions are high, but no one wants particle beams to fly, so cooler heads eventually prevail.
The Aftermath:
The travellers and the Navy eventually agree just to haul everything into the star port at Exe and sort it out face to face. After a night’s sleep (both in the game and IRL), everyone is a little more reasonable. Torsa may be an incompetent buffoon, but he’s not actually going out of his way to rip off the travellers and their efforts. He starts by declaring that on behalf of the Imperial Navy, he is prepared to award the MCr5 bounty on Hroal Irontooth to the Captain and Crew of the Mendina. Today. In cash. So with that bit of diplomacy, the rest is settled as follows:
- The aforementioned MCr 5 for the bounty to the travellers
- The travellers claim salvage on the Dancing Spider, which they have brought into the port. A representative from GeDeCo agrees to the customary 10% of value for the destroyed ship. Another MCr 3.6.
- The travellers will file a proper claim with the Admiralty Court in Immisaa for the recovery of Sindal’s Shame, and leave the claim for the Monkey Business to the Navy. The traveller’s lost interest in the Monkey Business when they found out it was Jump-1, and decided to give it up to help the negotiations. Both ships will remain in Exe while the claims are considered.
- The Martin II recovered the surrendered fighters, and will deliver them with the rest of its cargo to the Aslan Delegation as a diplomatic gesture. Surprisingly, the travellers really don’t want them. They have other ideas.
- The Navy agrees to cover the cost of repairs to the Mendina in return for services to the empire and making no claim on the fighters.
- Captain Torsa states that the matter of the Meatgrinder will be between the travellers and the Aslan Hierate. Porter, the former GeDeCo man who is educated in Aslan language and culture, replies with an Aslan expression: “The strong prey on the week, and there is nothing wrong with that.” (POD Ship Encounters, page 18). (Referee Note: Okay, so I gave him that quote. I figured that with his background and education, he would know that sort of thing).
- The Harrier’s role does not make it into the official report. The Harrier crew have a reputation as friendly to pirates if not pirates themselves, and they have already pushed that issue with the capture of Ferrick (although sanctioned by Admiral Darokyn) and Grim Jack. They may have also been spotted on Arunisir meeting with the Navy and the Mendina crew, but they want to keep the game going as long as they can. The public record will show that one additional pirate ship, small and heavily stealthed, possibly a Harrier Class Commerce Raider, was engaged but jumped out, escaping capture.
All agree that they are better off without the Meatgrinder being part of the convoy that meets the Aslan delegation. The travellers are ready to cut this adventure and move on, but Torsa insists that Willow complete her obligation as far as Byrni. In any case she’s tending to the care of the injured Vespexers on board the Martin II. Torsa is willing to have them on board for medical care, but not to delay his mission, so the travellers have an issue. Other than the Harrier, which can’t be seen with the Navy beyond this point, their other ships aren’t all that space worthy. Willow can’t really renege while Torsa and purser Vaughn are counting out their cash payment for the bounty. She can either go it alone and catch up with her friends down the road, or perhaps more travellers can come on board.