twisted moon
Moderator
here's the third (and unexpectedly long) instalment in my renegade scout campaign.
having failed to offload their haul of melange to the scabies punks, and with no prospect of another peaceful meeting being set up, the bonehead skins are lying low trying to come up with another plan to make some credits in order to buy themselves a new spaceship and get out of the caribbean VIII sector.
they have taken a suite at the down-at-heel lee perry conapts, and have hired a lock-up garage to store their utility walker and the remaining proceeds from the van heist, including the boxes of melange. They have also bought a second hand camper van to keep their options open should they find a sudden need to move on from spanglish town.
members of the gang are taking turns to sleep in the camper parked near the garage to guard their investment.
one night some familiar characters seek to break into the garage in an attempt to reappropriate the loot.
here's the table before the game begins:
the red building behind the storage facility is the nightclub. the camper van is parked between these with the rear doors facing the left of this picture (closest to to their garage) which i determined is number 4.
dave and jammy are in the van tonight. once they become aware that something odd is going on they can alert the others who will turn up D3 turns later. to determine this they must test against observation; i will give them positive modifiers for proximity and loud activity.
the security detail are deployed in three civ utility vehicles and will drive into the alley that is to the right of this picture, as this is out of sight of the nightclub entrance. they have a jokeiro with them to determine which is the correct garage, i am using the scientist stats from sourcebook 1: characters. s/he will do this by tapping into an entry pad and using the research rules from sourcebook 1: characters, with a research interval of one turn and complexity of 2; they then intend to break in and remove the boxes of melange to load onto their vehicles.
clarence, the bouncer, is outside the nightclub’s entrance; he has starport scum stats. he will be alerted by sounds of fighting and may become involved if he passes a leader skill test. either way he will alert the authorities resulting in D3 cyber enforces (sourcebook 1: character) turning up D4+1 turns later, assuming the dealers will have enough sense to leave the area before the cyber enforces can arrive.
at the opposite end of this alley are two dealers selling leaf to patrons of the nightclub. they will react similarly to clarence apart, of course, from alerting the authorities. these also have starport scum stats.
pre-game:
some of the bonehead skins had exp,. to spend.
connie increased cool under fire to 6.
rachel increased cool under fire to 6.
pricey increased movement to 5.
karen increased shoot to 3.
note i forgot to apply the cool under fire rules this game, so two of those advance went unutilised.
because they controlled the field of battle after the last game they could make three looting rolls; they rolled two 1s and gained rab’s sharpshooter’s slug rifle with sniper sight.
i rolled a couple of times on the character events table (sourcebook 1: characters) for rachel, this time, but neither roll seemed appropriate so i ignored them
turn 1:
I give priority to the security detail, since the bonehead skins have nothing to do just yet. they drive their civ utility vehicles 12” onto the table.
dave and jammy make observation tests to determine if they hear the vehicles and suspect anything. with scores of 2, unsurprisingly they both fail.
a couple of smartly dressed punters are allowed into the club, whilst the dealers conclude a transaction and their happy customer makes his way towards the club.
here's the table at the end of turn 1:
turn 2:
priority alternates to the bonehead skins.
both dave and jammy fail their observation tests again - get used to this.
the security detail disembarks from their vehicles and the jokeiro moves towards the closest entry pad.
the dealers' customer continues on his way, another punter is allowed into the club and another arrives outside.
here's the table at the end of turn 2:
having failed to offload their haul of melange to the scabies punks, and with no prospect of another peaceful meeting being set up, the bonehead skins are lying low trying to come up with another plan to make some credits in order to buy themselves a new spaceship and get out of the caribbean VIII sector.
they have taken a suite at the down-at-heel lee perry conapts, and have hired a lock-up garage to store their utility walker and the remaining proceeds from the van heist, including the boxes of melange. They have also bought a second hand camper van to keep their options open should they find a sudden need to move on from spanglish town.
members of the gang are taking turns to sleep in the camper parked near the garage to guard their investment.
one night some familiar characters seek to break into the garage in an attempt to reappropriate the loot.
here's the table before the game begins:
the red building behind the storage facility is the nightclub. the camper van is parked between these with the rear doors facing the left of this picture (closest to to their garage) which i determined is number 4.
dave and jammy are in the van tonight. once they become aware that something odd is going on they can alert the others who will turn up D3 turns later. to determine this they must test against observation; i will give them positive modifiers for proximity and loud activity.
the security detail are deployed in three civ utility vehicles and will drive into the alley that is to the right of this picture, as this is out of sight of the nightclub entrance. they have a jokeiro with them to determine which is the correct garage, i am using the scientist stats from sourcebook 1: characters. s/he will do this by tapping into an entry pad and using the research rules from sourcebook 1: characters, with a research interval of one turn and complexity of 2; they then intend to break in and remove the boxes of melange to load onto their vehicles.
clarence, the bouncer, is outside the nightclub’s entrance; he has starport scum stats. he will be alerted by sounds of fighting and may become involved if he passes a leader skill test. either way he will alert the authorities resulting in D3 cyber enforces (sourcebook 1: character) turning up D4+1 turns later, assuming the dealers will have enough sense to leave the area before the cyber enforces can arrive.
at the opposite end of this alley are two dealers selling leaf to patrons of the nightclub. they will react similarly to clarence apart, of course, from alerting the authorities. these also have starport scum stats.
pre-game:
some of the bonehead skins had exp,. to spend.
connie increased cool under fire to 6.
rachel increased cool under fire to 6.
pricey increased movement to 5.
karen increased shoot to 3.
note i forgot to apply the cool under fire rules this game, so two of those advance went unutilised.
because they controlled the field of battle after the last game they could make three looting rolls; they rolled two 1s and gained rab’s sharpshooter’s slug rifle with sniper sight.
i rolled a couple of times on the character events table (sourcebook 1: characters) for rachel, this time, but neither roll seemed appropriate so i ignored them
turn 1:
I give priority to the security detail, since the bonehead skins have nothing to do just yet. they drive their civ utility vehicles 12” onto the table.
dave and jammy make observation tests to determine if they hear the vehicles and suspect anything. with scores of 2, unsurprisingly they both fail.
a couple of smartly dressed punters are allowed into the club, whilst the dealers conclude a transaction and their happy customer makes his way towards the club.
here's the table at the end of turn 1:
turn 2:
priority alternates to the bonehead skins.
both dave and jammy fail their observation tests again - get used to this.
the security detail disembarks from their vehicles and the jokeiro moves towards the closest entry pad.
the dealers' customer continues on his way, another punter is allowed into the club and another arrives outside.
here's the table at the end of turn 2: