Showing posts with label Ship Log. Show all posts
Showing posts with label Ship Log. Show all posts

Sunday, 4 June 2017

5P-Job 1 - Hologame Part 5

Hi all,
This is my fifth installment of the Hologame in the lounge of the Spaceship Magic Carpet.

The remaining players.

Squad 1 100 PTS    Armour                       Snap Fire       Aimed          Combat
                React Exposed Cover Weapon       Range to hit    Range to hit     Hit Parry Speed
Lucy            8           7          10    BP + Knife        8       1D+1      16     1D+1  2D+2              3
Sgt Ted      10           8          10    BP + Chain       8       1D+1       16     1D+1 2D+3    Y
Gus             8           7           10    BP + Knife       8       1D+1       16     1D+1 2D+2
(now -2 to hit rolls).

Squad 2 100 PTS
Martin       8            7         10      BP + Knife       8 1D+1 16 1D+1 2D+2
Chris         8            7         10       BP + Knife      8 1D+1 16 1D+1 2D+2
Pinky         8            7         10      BP + Knife       8 1D+1 16 1D+1 2D+2
Harry        8             7        10       BP + Knife       8 1D+1 16 1D+1 2D+2                              4

Extra Action Table D12 Roll Actions
1-4 = 0 Charge = Speed +2 (No shoot, can attack
5-8 = 1 (cost 1 square of move))
9-12=2 Advance= Speed (Can Snap shoot, can attack
13-16=3 (cost 1 square of move))
17+=4 Ready Weapon = Move 1 square (Optional)
Sgt. gives +2 to extra action rolls. Take an aimed shot or throw grenade. Enter Overwatch status.
Reload= Reload weapon.
Move 1 square (Optional)
No attacks.

For other stats and House rules, see part one.

Turn 11

Roll for extra actions. 1 +2 =3. So no extra actions.

Squad 1

Lucy finds her comrades. Ted tells her to go the other way, as they have checked all the area in there. She retraces her steps and turns left at the junction, glancing at the body to make sure it is not moving.

Sgt. Ted leads Gus back down the passage towards Lucy.

Squad 2



Martin yells for help at the trapped room entrance, Pinky and Harry rush back to Martin. Harry does not quite make it in time, but Pinky adds his strength to Martin's efforts to open the door. (Door strength weakened, now 11.) Roll 9 + 2 Strength= 11.
SCWLAPP
With a “SCWLAPP” the doorway springs open. Luckily the tentacles had not grown long enough to grab onto Chris. They pull him to safety, while the hole expands a bit larger, then starts to shrink, as it senses its prey has escaped. 2 Victory points.

Meanwhile

Lucy's sensors report another large chamber ahead, but with the other vibrations going on around the ship, it is masking any life forms that would otherwise show up.

Turn 12

Roll for extra actions. 7 +2 =9. 2 extra actions.

Squad 1

Lucy advances towards the doorway, followed by Sgt. Ted and Gus.

Squad 2

Pinky leads the rest of the squad towards the Squad 1 locator beacons. 
Extra Actions – He moves forward (1) and opens the door (2).



 Sgt. Ted sees the door opening, reacts too quickly, turns and fires.

 (10) A hit, Pinky's armor goes down by one, to 3.

Meanwhile


Lucy's scanner seems to be playing up, giving inaccurate readings. 





There is no way to tell how many creatures is behind the door.



 The vibrations continue to be felt through the spongy floor surface. Lucy listens at the doorway, but she is unprepared for her proximity to cause the door to spring open wide !


That is where we have to leave Part 5........

You can catch up on the other four installments if you have missed them.
If you liked them, please press the relevant G+1 button.
Please add a comment below.

Ivor


P.S. Based on Warhammer 40K "Advanced Space Crusade", Copyright 1990 Games Workshop Ltd. All rights reserved.



Monday, 15 May 2017

5P - Job 1 - Hologame Part 4

Hi all,
         This is my fourth installment of the Holo game in the lounge of the Spaceship Magic Carpet. Buckle in and hold on to your controllers, its fun time again.

The remaining players are:-

Squad 1  100 PTS  Armour                            Snap Fire          Aimed               Combat
             React Exposed Cover    Weapon     Range to hit   Range to hit        Hit Parry  Speed
Lucy 8          7        10       BP + Knife    8 1D+1    16 1D+1    2D+2                             3
Sgt Ted       10         8        10       BP + Chain    8 1D+1    16 1D+1   2D+3               P            5
Gus             8 7        10       BP + Knife    8 1D+1    16 1D+1   2D+2                              4
(Rescued survivor, infected with nanobots (-1 to hit rolls)).

Squad 2 100 PTS
Martin        8 7        10      BP + Knife     8 1D+1    16 1D+1   2D+2                             5
Chris 8           7        10      BP + Knife     8 1D+1    16 1D+1   2D+2                             5
Pinky 8           7        10      BP + Knife     8 1D+1    16 1D+1    2D+2                             5
Harry 8           7        10      BP + Knife     8 1D+1    16 1D+1    2D+2                            4
(Rescued survivor).

Baddies
Boss Gizmo   8            9       10      Plasma Pistol - - 16 1D+1     2D+2                                            3
                                                     (2 rounds to charge up)
                                                     Power Fist                                                              1D+8
Warrior                                        1 Bone Sword                                                         3D+6      4
                   (Speed -2 due to 2 bodies eaten, 6-2=4).

Extra Action Table D12 Roll Actions 
1-4 = 0 Charge = Speed +2 (No shoot, can attack
5-8 = 1            (cost 1 square of move))
9-12=2 Advance= Speed (Can Snap shoot, can attack
13-16=3                                                    (cost 1 square of move))
17+=4 Ready Weapon = Move 1 square (Optional)
Sgt. gives +2 to extra action  rolls.                 Take an aimed shot or throw grenade.
                                                  Enter Overwatch status.
                                                 Reload= Reload weapon. Move 1 square (Optional)
 No attacks.

 For other stats and House rules, see part one.

Turn 9

Roll for extra actions. 6 +2 =8. So 1 extra action.

Squad 1

Lucy is trying to find her comrades. She turns left at the junction.


Gus leads Sgt. Ted towards the smoky room.

Squad 2

(Note: The frag grenade broke off close combat.)
While there is room to move, Chris takes a pace to the right and shoots at Boss Gizmo.
(10+1=11), a hit and the boss is down. 1 Victory Point.


Martin moves up towards the nearest door.

Pinky and Harry fan out to give cover.

Martin uses the Extra Move to check the nearest door. He finds a dead end.


Meanwhile

The Warrior sees its next victim in the distance. Finding the last two rather tasty, it advances to attack Lucy.

Lucy stands her ground,  reacts (2) and makes a snap shot (12+1=13). the warrior unable to parry while on the move, dies at her feet.



Turn 10

Roll for extra actions. 8 +2 =10. So 2 extra actions.

Squad 1

Squeezing past the evil smelling body, Lucy decides to avoid the area where the monster came from, until she has a bit more backup. She turns left and moves off warily hoping this is the correct tunnel to go down.


Gus and Sgt.Ted enter the smoky room, to find an air purification unit, (Armour 12), gurgling and glopping to itself. There are small moving creatures doing various tasks amongst the tubes and wobbling tendrils.

Gus fires once at the organic machine (Snap shot) 9 +1-1=9, a miss on anything vital, although the smoke and steam seems to thicken.


One of the creatures spits a foul green liquid at him. (12) A hit, he screams in agony as the acid burns into his shoulder (Save roll =9, he survives again thanks to his nanobots in his system, but he is now at -2 to hit). He staggers back against the door, but it remains shut.

Sgt. Ted fires once at the creature(Snap shot) 9 +1=10, a miss. It ducks int hiding, but another one pops up its head and squirts more green goo in his direction. (2) A miss.

Sgt. Ted fires again (Snap shot) 6 +1=7, a miss.
A third creatures retaliates to their being there with another quick squirt. (3) A miss. Pools of hissing goo are forming across the floor.

Sgt. Ted fires a volley. Extra Move  (Snap shot) 2 , 12 +1=13, a Hit. The gurgling starts to slow down and a shudder runs through the ship. 10 Victory points gained.



D4 (2) of the creatures spits more foul liquid at him and then scurries away into the darkness. (3, 12) A miss and a hit. His shield is reduced to 4.

Squad 2

Martin and Chris explore the alcoves to the right. Chris triggers a trap (3) and is locked in (Strength 12). Chris lets out a scream and claws at the opening.

Pinky and Harry were exploring other compartments and came face to face with each other at the same time as the scream, each fired off a shot.  Pinky realizes it is Harry just in time to jerk his weapon away (5+1=6), manages to miss. Harry returns fire at Pinky (12), unfortunately, he hits him in the chest armour, his shields drop down to 4. They apologize to each other.

Martin uses Extra Move to go back and see if he can open the door. (4+1 strength=5). It is still jammed shut.

Meanwhile

More shudders and groans are felt throughout the ship. Chris gives out another scream as tentacles start forming out of the walls ! Just when he thought it could get any worse, the floor started to open, revealing hundreds of fangs lining a pit. "Its gonna eat me !!"

----------------------------------

That concludes this spine tingling episode. Have you seen the first three ? If you liked them, please press the relevant button. There are another couple of episodes to come.

Ivor


P.S. Based on Warhammer 40K "Advanced Space Crusade", Copyright 1990 Games Workshop Ltd. All rights reserved.



Sunday, 16 April 2017

5P Job 1 - Hologame Part 3

Hi all,
          This is my third installment of the Hologame in the lounge of the Spaceship Magic Carpet. Have you seen the first two parts ?

The remaining players.

Squad 1 100 PTS Armour Snap Fire Aimed Combat
          React Exposed Cover Weapon Range to hit Range to hit       Hit     Parry   Speed
Lucy     8          7            10     BP + Knife 8     1D+1   16      1D+1     2D+2                    3
(Off stage for one round to get healed, but still -1 to speed.)
Sgt. Ted 10      8            10     BP + Chain 8     1D+1 16        1D+1     2D+3       Y
Gus      8         7            10      BP + Knife 8     1D+1 16        1D+1     2D+2     (-1 to hit rolls)

Squad 2 100 PTS
Martin 8        7             10       BP + Knife 8    1D+1 16        1D+1     2D+2
Chris   8        7             10       BP + Knife 8    1D+1 16        1D+1     2D+2
Pinky   8       7              10      BP + Knife 8     1D+1 16        1D+1     2D+2

Baddies
Boss Nutter  8  7            10      BP+ Knife           8     1D+1 16   1D+1      2D+2                     3
Standard                                                                                                 1D-2         Y
Spike           8  7             9      Plasma Pistol        - - 16 1D+1       2D+2                                  3
                                               (2 rounds to charge up)

Extra Action Table D12 Roll Actions
1-4 = 0                                   Charge = Speed +2 (No shoot, can attack
5-8 = 1                                                  (cost 1 square of move))
9-12=2                                   Advance= Speed (Can Snap shoot, can attack
13-16=3                                               (cost 1 square of move))
17+=4                                    Ready Weapon = Move 1 square (Optional).

Rank of Sgt. Ted gives +2 to extra action rolls. Take an aimed shot or throw grenade. Enter Overwatch status.
Reload= Reload weapon.
Move 1 square (Optional)
No attacks.

For other stats and House rules, see part one.

End of part 6

Stepping out into the room where Flashy has just met his end steps Boss Nutter and his bodyguard, Spike. Looking over at Flashy he snorts, “That wasn't very good manners was it. Take em out, Spike”.

Spike thinks for a moment, “Uuh, take 'em where, Boss ??”

Nowhere, just kill them !”

Oh, I like that job.”
Fire !”

Click, click.

I fogot to charge it.”
BZZZT, HUMMMMMMM.

“Idiot”
Turn 7

Roll for extra actions. 10 +2 =12. So 2 extra action.

Squad 1

Lucy leaves the spaceship. (She will be healed next round.)

Sgt. Ted lobs a frag grenade at Boss Nutter while he reloads.
(Attack roll 3+4=7. A miss.)

Boss Nutter heads the frag grenade into the back room, where it explodes harmlessly.

Gus lets loose a hail of lead at Boss Nutter.
Attack Roll (2,12 - a hit, Boss Nutter falls to the ground, dead.)
Extra Action Gus switches his aim to Spike.
Attack Roll (7+1=8 - a hit, Spike falls across Boss Nutter, its green blood oozing across the floor .)


Squad 2

Martin finds another prisoner in a small chamber off the main room. 1 Victory point gained.
Extra Action, He frees Harry and charges up his weapon.
Pinky and Chris check two of the doors, both are dead ends.

Meanwhile

The Warrior spends its time eating its first victim. It throws the outer skins into a corner.

Turn 8

Roll for extra actions. 11 +2 =13. So 3 extra actions.

Squad 1


Lucy, who has now been healed, returns to the spaceship. (But at a reduced speed 3 from now on.) She sees a dim figure in the distance, but it does not look like one of her squad.


Gus and Sgt.Ted try the two nearest doors, but both were dead ends.
Extra Action. As Gus approaches another doorway, he feels a strange vibration coming through the floor. He pauses to see if anything else happens. He notices a slight flickering of light.


Squad 2

Pinky and Chris check two of the doors, both are dead ends.


Extra Action. Chris checks the door on the left and it opens to reveal a passageway ahead and two openings to the left and right. Martin, Harry and Pinky follow behind.

From around the corner lumbers the menacing figure of Boss Gizmo.


                       100 PTS    Armour                       Snap Fire             Aimed                   Combat
                      React Exposed Cover Weapon     Range to hit      Range to hit    Hit    Parry Move
Boss Gizmo        8           9         10      Plasma Pistol        8     1D+1       16    1D+1      2D+2               3
                                                          (2 rounds to charge up)
                                                           Power Fist                                                      1D+4

Close Combat
Round 1

While his Plasma pistol is charging up, he swings his Power fist at Chris, (2+4=6) who ducks out of the way and fires back (4+1=5). but it bounces off Boss Gizmo's armour.

Round 2



Boss Gizmo's fires the now charged plasma gun at Chris, (3+2=5, 6+2=8, A Hit on his shield, now down to 2) who staggers back slightly, then fires back (1+1=2 miss). but it just makes a loud "CLICK", he is out of ammo.

Round 3



While his Plasma pistol is charging up, he swings his Power fist at Chris, (7+4=11, a hit on his shield, now down to 1). Chris lobs a frag grenade at the Boss, while he is reloading. It lands at Boss Gizmo's feet and the blast blows him backwards. Since Chris was so close, he has to check for damage too,(11) his shield is weakened by 1, now out of charge.

Meanwhile

The Warrior spends its time eating its second victim, having learned how to peel it from its not very hard shell.

---------------------------------------------------------------------

More to come in parts 4 to 6.

Ivor Cogdell


P.S. Based on Warhammer 40K "Advanced Space Crusade", Copyright 1990 Games Workshop Ltd. All rights reserved.

Thursday, 18 August 2016

5P - Ship Log 3d - Job 1 Droids - Trouble pt2

Hi all,

Previously 5P - Ship Log 3d - Job 1 Droids - Trouble pt1.

On the Bridge of the Magic Carpet

Dave and Martin are still trying to troubleshoot the problem of a stuck sensor turret.

Mike, "Rosie to the bridge please. Just to let you know, we do have a technical issue at the moment, but it is not life threatening. Out".

"Maybe she can spot something that we have missed."

Rosie soon appears and they fill her in on the problem, "Well, our options are, we could limp back home to Hougemonte, but having the turret sticking out into the atmosphere would throw us off balance during re-entry, so I would have to manually retard our speed, it could also be damaged or totally wrecked in the process."

She pauses, "We could dock at Wheel One or Two with no problem, then see if they could somehow modify a large safety bubble, attach that to the hull with someone in a spacesuit, they could then remove the spacesuit and make the repair. Time consuming and messy.. But that would violate all sorts of safety regulations along the way, very costly to us."

They all have glum faces, looking at the display, when there is a knock on the door.

David, "Enter."

In walks D 834, "I have been listening to the problem. There is another option that you have missed."

David retorts, "Rubbish."

Martin looks puzzled, "I'm listening D 834."

D 834, "The one thing that you have overlooked," it pauses, "Is that you now have me on board. I do not need a spacesuit and I can fit into Aperture Port 23. I can splice the wires together and repair them at a later date."

Martin considers this, "Ok, D 834, you are our best option, you can give it a try. What do you need ?"

D 834, "Just a heating module, a number 4 toolkit, plus a standard safety line and clips."

Martin, "We will want to monitor your progress, so Ted will fix you up with Hologram capability as well".


-------------------

A short time later.

D 834 was just about to enter the airlock.

Martin, "Comm Check."

D834 , " Coming through clearly.  My eyebrow LED's are  turned on and hologram feeds from my eye cameras are transmitting, as requested. The internal fluid heaters are active. The upgrades are working fine. My battery charge is at 93%.   All systems are ready."

Rosie, "We have Holo and audio links, all comms are ok. Patching it through to the projectors."

Martin saw a small version of himself appear on the Holomats dotted around the area. "Away you go."

D 834 entered the airlock It closed and latched behind him, began the air storage cycle and the warning panel lit up.

PRESSURE DROPPING, NO ENTRY ALLOWED.

It clipped on the safety lines to the eyelets, tested them and moved to the outer door. The inner panel display read.

INNER PRESSURE ZERO. OUTSIDE PRESSURE ZERO.

INNER GRAV PLATE AT 1.00 GRAVITY. OUTSIDE GRAVITY ZERO.

PRESS BUTTON ZERO TO SOUND ALARM.


PRESS BUTTON ONE TO EMERGENCY PRESSURIZE.

PRESS BUTTON TWO TO OPEN / CLOSE HATCH.

PRESS BUTTON THREE TO PRESSURIZE.

PRESS BUTTON FIVE TO BEGIN DECONTAMINATION CYCLE.

PRESS BUTTON SIX TO PAUSE / RESUME DECONTAMINATION CYCLE.

PRESS BUTTON SEVEN TO BEGIN HEATING TO 17'C.

PRESS BUTTON EIGHT FOR HELP / SETTINGS / CHANGE LANGUAGE.

(Underneath this was a translated message in the Screand and Orkragg languages).

D834 pressed button two.

PLEASE CONFIRM SAFETY LINE IS ATTACHED AT BOTH ENDS BY PRESSING BUTTON FOUR BY THE SAFETY LATCH.

D834 pressed button four.

ATTACHMENT CONFIRMED.

REDUCING INNER GRAV PLATE TO ZERO AND OPENING DOOR.

PLEASE USE THE EXTRUDED HANDHOLDS PROVIDED.


D 834 took hold of the handrail as his weight began to reduce. It was not fitted with "Mag Feet" as it was not expected to be operating in a space environment. It soon floated off the floor.

ZERO GRAVITY, OPENING DOOR.

The door swung open to the blackness of space.

It clipped on its second safety line on the point outside the airlock, then began to move towards AP 23, which was on the left side of the nose. At regular intervals it clipped the line to the handholds as it fed from the spool by its waist.

It halted outside Access Port 23.

Rosie on comms, "I am releasing the safety locks now. You are clear to open the hatch, the security code is 3341 Bravo. The faulty wire is in bundle Hotel 22. Power to that area has been cut."

It felt a small vibration through the handle as the locks disengaged around the port. It entered the code into the keypad. The panel flashed a green light and the hatch sunk into the hull slightly and slid towards the rear, exposing a tunnel. It pulled itself head first inside and looked for section 4a.

Section 4a was outlined with white tape for easy identification. It floated further in to find the optimum working location. Once it had located H22, it locked its feet into a stable position so that it would be operating from a stable base. It selected the snips from the toolkit, then cut the tags holding the wires together, then placed the bits in a waste bag, then spread out the wires for inspection.

D 834, "I have found the cause of the problem. The wire had been rubbing against a protruding bolt end as it vibrated it wore through the insulation, causing a short. Putting some padding over the bolt and a quick splice should fix it. Then I will add some more ties to a bracket that will keep it in a better position."

The job was soon done. It exited out of the port. "Try it now."

Rosie powered up the section again and got a green light on the status board. She pressed the turret deployment switch and it smoothly extended into its operating position.

Rosie, "A green light on the status, initiating a passive low level scan."

A smaller port on the turret slid back to reveal a series of lenses. The turret then rotated 360 degrees. The program mulled over the data returned.

Rosie, "The low level scan has been completed, the results are as we had hoped, our position has been verified. Its not accurate enough to initiate a jump from, but it is good enough to confirm it is working properly. Well done, Droid 834. I will just try the retract and deployment sequences, just to confirm the repair is holding."

The turret obeyed her commands without a hitch and  the board remained green. "All clear, Martin."

Martin, "Come on back, D 834."

D834 retraced its path, retracting in the safety line as it did so, finally unclipping the one outside the doorway and swinging itself inside, then pressed button 2 to close the hatch and begin the entry and decontamination sequence.

--------------

The inner airlock door opened and the Droid emerged to smiling faces and a round of applause.

Martin, "Well done D 834, you have saved us from a very tricky situation. In recognition of that fact, I have decided to keep you on as part of the crew of the 'Magic Carpet'."

The screen noted, "Change of status has been recorded in the Ship Log, this date and time."

D 834, "Thank you, Martin".

Another round of applause and cheers met this news.

Martin, "You can download the ship maintenance logs and review them, always remembering that it states what should have been done, but not necessarily what actually has been done. There could be a difference."

----------

Later, after lunch.

Martin, "I had originally planned to just dump all of  the droids at the first port of call, but they are quite useful, so I am thinking maybe selling one or two per customer and we hang on to 834."

Pinky, "If you don't mind, I would like to keep one too, for a hobby project. You can deduct it out of my pay."

Martin, "That's fine, Pinky."

-------------

If you are enjoying this, please hit the like button. Thanks.

Regards all,

Ivor








Wednesday, 10 August 2016

5P - Ship Log 3c - Job 1 - Trouble pt 1

Hi all, 

Previously 5P - Ship Log 3c - Job 1 - Coasting to CL.

On the Cargo Deck of Magic Carpet

Ted hits the start button of Droid 834, "Wakey Wakey sleepy head, rise and shine."

Droid 834,"I was not sleeping, I was deactivated."

Ted, "Same thing, same thing. Since you are fond of cleaning and I am on light duties, you can do my share of the polishing. Cleaning materials are in that storage bin there. Start at the top and work downwards, cleaning the hand rails. I want them clean, but not so polished that I cannot get a grip on them if I needed to. Safety is paramount. The same when you do the deck later, clean but not slippery, that is slippery by human standards, as in the safety protocols. You do have them loaded ?"

Droid 834, "Yes, Orakkg."

Ted, "Well, I'm glad to see that your species recognition software is working, You can call me 'Mr.Greene'...on second thoughts, you might as well call me Ted, like the rest of them."

Droid 834, "Yes, Ted."

Ted, "Any questions or problems, I should be in the kitchen. You may begin."

Droid 834, "Yes, Ted."  He walked over to the storage bin, selected the correct items and went to the top deck and began cleaning the handrails.

After a few moments observing the droid, he walked off to the kitchen, thinking to himself *This is the life. I wonder if there is any of that Gerbiloid pie that Dave made left ?*

-------------------

Later, on the bridge.

From one of the console comes "Beep, Beep, Beep" , on comes a red warning light.

Dave is alone sitting at his desk in  Navigation / Science mode,  "What now ?", he wonders.

The console flicks to diagnostic mode, showing that the sensor turret has only partially extended from the hull. He checks for more information and it reveals that the wire to the motor has snapped. "Oh dear."

He flicks a switch, "Martin to the bridge please."

Martin soon comes bounding up the stairs, almost colliding with the droid as he did so and into the bridge, "Whats wrong?"

Dave, "We have a major problem, The Navigation system is down. The sensor turret is stuck, half way extended. It will not budge either way. The fault is a snapped wire, but to get to that wire we have to go through Access Panel 23."

Martin nodded, "Which is only used on planets, and is too small for our spacesuits to get inside, even the ladies. So, we're stumped. We will have to go back, blowing our schedule and our reputation."

Continued in....Trouble Part Two.

Regards,


Ivor Cogdell







Tuesday, 23 February 2016

5P - Job 1 - Droids Part 3

Hi everyone,
                    Note: Have you seen parts 1 and 2?

The gang will be controlled by random dice throws, most of the time.
1-3 Fire then Move. 4-6 Move then Fire.
1-3 Go left, 4-6 Go right or 1-2 Left, 3-4 Straight, 5-6 Right.

I roll for initiative - Our heroes win.

Turn 1



The droids march (6” advance) onto the front courtyard of the maintenance hangar, with Martin, Alex and Ted lagging behind on the right side, with no idea of the danger to come. (Pinky and Dave are still in the cockpit of the hopper, watching the news in comfort on the holo-screen, projected in front of the windows - so they cannot see out or hear what's going on outside).

Alex asks, “Will the droids all fit in the Hopper in one go ?”

Ted replies, “Sure, if there are any problems with the room, we can always get them to lie down on each other, they are tough enough not to take any damage from that, I doubt if it would even scratch their paintwork. I don't think they would complain about the accommodation”.

In the cargo section to the east of the hangar, one of the crates' doors swings silently open on well-oiled hinges and the infamous Scum Gang begins to emerge from their hiding place. (Advance 5”).

Turn 2










The grey droids march towards the bottom of the ramp, with our team strolling along beside them.

The Gang advance 5” and splits up following a few hand signals from Pete.


As Pony moves through the shrubbery and sees the droids for the first time, she remarks to Pete,
 “Look how big those droids are, I thought that they were going to be the little ones. Where are we going to put them all ?”

Pete smirks, “Let me tell you a little secret. The bigger the droids are, the more credits we can get when we sell them. My mate, Rusty, we call him Rusty Gold, will take them off our hands with no questions asked. We will have to dump the hopper though, it is too big. We will have to quickly make the transfer to our transports.”

This is when Pete's inexperience in this sort of operation shows, as they have not finished getting into good positions, when he yells out,  "Hold it there, fools! Those droids are ours !"

 Turn 3  (Scurry)
 “What do you want ?”.

Martin to Alex, “Stay down, I’ll try to distract them.”

He runs over to the nearest container for cover, “What do you want ?”.

Ted gets on the mini-com to the hopper, “Hey guys, pay attention, somebody’s trying to rob us out here”.

Dave was shocked,” What’s going on over there? We have been watching the local news on the holo-vid with its sound dampeners turned on.”.




















Pinky turns off the holo-screen. “Oh, yes, we can see two of the rats skulking around now and there is some movement in the bushes by the hangar. One has a blaster by the green crate and another woman by the rocks has a shotgun”.

Dave said, “I’ll go out the right mini cargo door and give them a hand. You can let us know what they are up to from here on the com.”

He puts his earpiece in and goes through the hatch. “Bolt this hatch behind me, just in case.”

Pinky, “Will do.”
 --------------------------------------

Pete yells, ”Nobody has to get hurt today, just give us what we want and we will be on our way, no messing.”.

"Specks" says, “This will wake them up to the situation”. He fires his blaster into the air.

"Blade" retorts, “Aw, I wanted to do that.”

"Specks" comes back, “Well, don’t let me stop you.”

The "Blade" fires his blaster too, ”Yeah. That was good”.

Turn 4 (Firefight)

Pete hits a droid
Martin disagrees, “Sorry, no can do, there are folks depending on these droids and we aim to see that they get to them. So back off, before you get into trouble you can't handle.”

Pete yells, “Well then, see if you can handle this! Let ‘em have it!”

Pony stays put and fires in their general direction. (With no effect).

Pete fires his shotgun at Ted, who has a lucky escape, as it hits a droid in front of him, with a "BLAM".
The droid issues a warning













The droid staggers slightly under the impact, then it slowly turns to face Pete and explains, “I hereby inform you that I am private property, and if you damage me you will have to pay a fine of 300 credits.”

Pete is amused by that and yells back “That's where you are wrong, metalhead! Your shiny tin butt belongs to me. So get used to it.”

Suzy heads towards the brick fence, to get a good shot at Dave, who she can see has just gotten out of the hopper and is walking into their trap.

"Specs" quietly moves to the edge of the cargo crate with Blade nervously following behind him. (Specks is peeking and Blade is in cover). Specs cannot get a good aim at Martin yet, so he holds his fire.

Blade “What can you see ?”

Martin peeks around the corner of the crate.

Specks, ”I can just see one smarty pants over by the other crate.”
Ted shoots at Pete

Ted fires at Pete, but misses as he dodges aside.

Alex gets on the Com and calls Spaceport security. “This is Director Hammond. We are being attacked at Maintenance Bay 3. Armed criminals are attempting to steal a shipment of droids. We need help now”.

Security officer: “This is Pat Clark, Director. How many are there ?”

Alex, “At least four of them, in the container area to the east of the Depot. I'm not sure what weapons they have, but at least blasters.
Pete shoots at Suzy

Pat,” Understood. Help is on the way”.

Dave peeks around the corner to see if things have changed from when he was in the cabin. He can see Suzy looking menacingly at him. She might get Martin from there. He takes a shot at her and misses.

"Pinky, let me know which way I should move next, or if they make any moves from where they are."

Pinky, “Ok, will do, but let me know if you want me to come out and assist you. But all I have with me is my shock wand, no proper stuff.”

Turn 5 (Standard)

Pony gets into cover as the blast from Ted hits a tree behind her. (Hiding).

Arrrggghhh
Pete goes down on one knee and fires at Ted again. Having taken better aim this time, he hits and knocks him off his feet.      
(1 Knock Down, random roll for hit location). Pete gets +1 xp for First Blood."

Ted, “Arggh.” Wounded., Gets 1 Xp".

Pete, “I got the ugly brute”.

Bravely, Alex dashes forward to him and drags Ted back into cover. (He Recovers from Knock Down on a 5.) Alex gets +1 xp for Bravery under Fire.

Ted, “Don't worry, it's only a flesh wound, I've had worse”.


Meanwhile, "Specks" sees an opening and fires at Martin with his blaster, narrowly missing him, but hits another droid in the process, the shot pings off it's casing.

Martin returns fire at "Specks", but he hits Suzy, who had blundered into the crossfire, while trying to get a better shot at Dave.


"Uggh", Suzy drops her shotgun, holds her chest and then slumps to the floor. (Out Of Action). Martin gets +1 xp for First Blood.". Suzy  Wounded, .Gets 1 Xp".


Specks yells, “They shot Suzy”.


Blade, “I’ll get her.”

Specks, “No !”.

But Blade is very quickly on the move, going around Specks, leaping on the rock pile and over the wall.
(7" Move for extra drama).


Pinky,Dave, one of the thugs is going for the girl Martin hit, go left to the container corner, he should be wide open.


Dave is swiftly in position and has no trouble hitting Blade (Out Of Action), who had all his attention focused on Suzy.
"Blade" collapses, motionless, on top of Suzy., who lets out a muffled groan.
 Blade, Wounded. Gets 1 Xp".

Seeing two of the gang members go down so quickly is just too much for "Specks" to handle, (Despair = 2), “Oh no, they got Blade too.“





Turn 6 (Standard)

"Specks" heads towards their bikes, which were hidden behind the blue crate they were hiding in originally.

He yells,  “You can count me out of this job, it sounded too good to be true. You‘re on your own from now on !"

Pete, “You stinking yeller rat !

 He turns and fires at "Specks", but misses by a whisker.

Pony does not have so far to turn round and has a better line of sight with no foliage in the way, manages to get a better shot off and brings him down. (OOA).

Gottim!”.She yells in triumph. Hit. .Gets 1 Xp".

Gottim.















On hearing this exchange between the gang members, Martin and Ted break from cover and fire at Pete, while he has been shooting at "Specs".





Martin misses narrowly.



Yaaaaa

 Ted gets revenge on his foe, with a sweet hit."Yaaaaaa. Hit. .Gets 1 Xp".

Pete collapses into the dirt with a crack (OOA).  Wounded. Gets 1 Xp".


Pony is terrified by this raging beast running at her, who has just shot her leader, she drops her gun and runs into the trees.

Don’t let it kill me too, I give up. I give up.”

Martin and Dave carefully approach the tree she is hiding behind from either side, while Ted keeps an eye on Pete. Pinky keeps alert for any others that may be lurking about.

Dave demands, “Show us your hands, now, blondie. Keep them where we can see them and stand up slowly.”

Pony does so, still trembling with fear at the sight of Ted.

They frisk her and take her to one of the droids, which they use as a giant set of handcuffs, by getting it to hold onto her wrists.

Pinky rushes down the ramp and over to the group. “Is it always like this? I thought civilian life would be boring.”

Martin replies, laughing to relieve the stress, “Why don’t you stick with us and find out? You did well today, all of you did.”

Ted agreed, “Alex certainly got me out of a tight spot, thanks again.”

Alex disagrees with him, “Nonsense, it was you protecting me most of the time."

She looks up, "Ah, here comes security now, along with a medevac hopper.”

Pinky says, “I told them we had some casualties here, I‘m just glad it was not any more of us.”.

 After the Paramedics have put a dressing on Ted’s wounded arm, the Medivac hopper flies off with the casualties and security detail, and then two officers take Pony into custody to be charged.



“Right”, said Martin, “Let's get these droids loaded and be on our way. Alex, would you like to do the honours.”

A few precise commands are given and they are soon secure in the hopper's hold, with command authorization transferred to Martin and his crew.

Our team say their farewells to Alex, Pat and Rick; They climb aboard the hopper and after gaining clearance from the tower, take off.



With a slight wobble, the hopper takes off

The security radio channel crackles into life, Cy here, Sir. We have just received a notification from Med center 2.

 Officer Benson reports that Peter Janse, alias “The Poacher”, has a concussion and a broken left wrist. 


Suzy Singleton, alias “The Slasher”, is currently still unconscious with deep lacerations to her head, three fractured ribs and a punctured lung.


Joe Morales, alias “Blade”, was dead on arrival at the Medcenter. Over.”


Rick replies,” Thank you, Cy, Tell Benson to put them in the secure section, give their weapons and stuff to Intelligence and I’ll be over to see them later. Out”.

Alex asks, “But what about the other one ?”.

Rick looks puzzled, “What other one ?”.

Alex replied, “The other one, the one the woman with the ponytail shot over by the small containers. I thought the Medical team had taken him as well in all of the commotions. Is he still there ?”

“Let's find out”, says Pat.

They carefully make their way through the garden to the small containers.











 They find no body lying in the dirt, but tracks leading to the container with an open door, where they vanish.

The officer immediately checks in, “This is King to Control. One of the felons from the attempted Hangar Bay three robbery has managed to escape on some sort of speeder. He may be injured. I want him found. He is armed and dangerous. If seen, report the location, but do not approach. Wait for backup. Over.”

“Yessir. I will alert all units. Control out.”

He changes channels, “King to Hopper 3, be advised, one of the gang members from this morning has managed to escape. Assume they are still armed. Watch your back. Over.”

“Pinky here, Officer King. Thanks for the warning. We will do. Stay safe too. Out”.
------------------------------------------------------------------------------------------------------------
When they arrived back at The Magic Carpet, Ted went to the med bay to let Lucy check on his shoulder wound, while the others got the Droids into the cargo hold.

Martin orders, "COMMAND: Droid 834, Since you like doing new things, there are three charger hoses, connect one to Droid 811 and see to it that it is fully charged, then do the other droids, in order of battery status, yourself included. After each droid has been charged, run a diagnostic program on it and save the results to this pad."

He gives the droid an epad.

 "The other droids can sit along here and grasp the tether points and then go into standby mode. You will then report to the bridge. You will find all the information you need on the pad. If you have any problems ask one of us for help :End Command. Understood, 834 ?"

Droid 834, "Understood, Martin."

Martin ,"Then you can begin, 834, and call me Captain, not Martin".

Droid 834, "Yes, Captain not Martin.", he pauses for a moment"Only kidding, Captain."

Martin, "That will be all, 834.", but he was smiling as he turned and headed for med bay.

------------------------------------------------------------------------------------------------------------
In the Med bay, Lucy gives the Captain a warm greeting. "Hi Captain, have you come to check up on our real life local hero, Ted here ?"

She pats him on his good arm. "There has been no long term damage done to him, but he is just on light duties, like eating, once he gets out of here. Which will be in about ten minutes, after I change his bandages, so scoot and let me finish off, while YOU can prepare lunch."

Martin retreats, "Yes Doc. Glad you're going to be ok, Ted."

"Thanks, Captain."

------------------------------------------------------------------------------------------------------------
Martin goes to the bridge and flicks on the ship-wide com..

"Good news, bad news, people,"

"Good news, Lucy agrees that Ted is going to be fine."

"Bad news, its my turn to do lunch."

He pauses. A deathly hush....

 "Good news, I'm taking us all to 'The Admiral's Table' tonight, on me".

He hears assorted shouts of delight coming from the crew.

In the cargo hold, Droid 834 wonders to itself, "Does that include me ?, probably not, I don't eat."
-------------------------------------------------------------------------------------------------------------------------------------After battle awards.

Martin gets 3 xp for being victorious and 1.5 xp for first enemy down.
Dave gets 3 xp for being victorious and 1 xp for the hit.
Ted gets 3 xp for being victorious and 0.5 xp for Knock Down..
Pinky get 3 xp for being victorious.
Alex gets 1xp for Bravery under fire.

Pete gets 1.5 xp for First Blood and 1 xp for being a casualty, 2 xp for being a survivor.
"Specs" gets 2 xp for being a survivor and 1 xp for escaping.
Pony gets 2 xp for being a survivor and 1 xp for the hit on Specs.
Suzy gets 2 xp for being a survivor and 1 xp for being a casualty.

Awarded 8 Credits for Bounty Award.
No Battlefield Loot.
Not an Invasion Force.

Regards,

Ivor Cogdell