Wednesday, April 23, 2014

Adventure: Where in Space is Captain Enigma's Treasure?

Captain Enigma was a highly successful if a bit paranoid space pirate. She raided merchant ships from one end of the galaxy to the other and was famous for almost never spending her ill-gotten gains. She regularly paid off her crew, fired them, and then stashed the rest in secret remote asteroids. She would pull into port with an empty ship, take on a full crew and begin the pirate cycle anew.

Although she disappeared completely some time ago, people still stumble upon one of her secret treasure hoards. The fact that people keep finding her treasure is a testament to how successful she was.

Luckily for the player, he recently came upon a map that shows where one of Captain Enigma’s treasures are hidden. Unluckily for the player, the sentient who sold the player the map also sold a copy to another group.

First determine the competitor for the treasure. Roll a d6.

1 – Pirates of the same race as the controlling ring.
2 – Xeog Pirates who love this kind of treasure hunt.
3 – Free Company mercenaries.
4 or 5 – Military from the controlling ring.
6 – Star Navy Admiral willing to abuse his power to get some retirement fund money.

Determine size of the force as if generating an encounter for a patrol contact mission.

Make rolls for long rang scans. Determine starting distance from one another. The Treasure Asteroid is halfway between the two forces, but 6 inches closer to the side with the higher long range scan roll.

Getting the treasure isn’t too hard. A ship must board the asteroid and search it for treasure. Unlike ship boarding, the ship can keep their shields up but are still unable to fire guns. Roll 2 dice against their Rep and count successes.

0 successes – Captain Enigma hid it well. Pirates are confused by the multiple false doors, strangely carved X’s into the rock and false crater openings.
1 Success – The pirates begin to untangle the multiple clues that Captain enigma left behind. Turns out that X does mark the spot, but which X? Add an extra die to future search rolls.
2 Successes – The pirates find the treasure! They begin transfer of treasure and may leave the asteroid next turn.

First group to leave with the treasure wins. Note that a ship can simply break off from fighting the turn after they get the treasure.

The treasure stashed away in the asteroid is 5d6 x 10CV.

Tuesday, April 22, 2014

Adventure: Steal the Ransom!

On a recent raid, a certain other pirate took a valuable hostage. A ransom has been negotiated and a freighter full of treasure is headed to a rendezvous point in order to make an exchange. The pirate player just so happens to know where that point is and plans to steal the ransom for themselves. 

It is considered bad etiquette to steal from other pirates. It is also considered really stupid to NOT to steal from pirates when you can.

Determine the size of the pirate victims as you would a normal patrol encounter. Set them up in the center of the table at a thrust of zero.  There is also a standard class 3 freighter. Every cargo bay in the freighter is filled with rarities.

The pirate player enters the table at the edge of their choosing at a speed of ten. The pirate player activates first.

The freighter is the goal of the mission. The freighter starts under the Pirate Victim’s control but is incapable of breaking off the fight. Whichever pirate force drives off the other will receive the willing surrender of the freighter.

Monday, April 21, 2014

Adventure: Spacenet Piracy

The Spacenet is an amazing feat of technology. Using highly advanced lasers and collecting arrays, the Spacenet is a system of space stations that beam information back and forth between each other. Most planets have their own internet but connecting to the internets of other planets was impossible before the creation of the Spacenet. Now planets can connect to one another and share vast amounts of information, conduct commerce and transmit images of feline aliens to anywhere in the known galaxy.

About a month after the creation of the Spacenet, most governments and corporations restricted access to the Spacenet. To connect, you need to purchase a highly expensive access code and there are restrictions on downloading amounts. The Corporations primarily use Spacenet to transmit holovideos, AI programs and other commercial products between worlds for selling.

Most Spacenet stations are heavily armed and automated. The Pirate Player however has bribed/seduced/stolen a Spacenet Station’s personal disarmament code. This code will allow a ship to link with the Spacenet Station and steal information. Of course, local government forces will respond because if there is one thing that corporations cannot allow is Spacenet Piracy.

The Spacenet Station is a fixed point on the board. Normally it would have 10 guns, 5 shields and 10 missiles but the Pirate’s code has shut it down. At the moment, it is a hunk of space metal with 10 hull points.

The Pirate Player sets up his ships next to the Spacenet Station. He must decide which ships are tapping information and which ships are active.

Tapping Ships are boarded with the station. Their shields do not work and they are incapable of firing guns. They drain 1d6 of CV information per class of the ship each turn. The randomness comes from the uncertainty of what they are downloading. They could be downloading anything from weather reports on distant planets to the latest version of Friday the 13th: Part 678 before it reaches commercial release.

Example: A Class 4 Ravager is tapping information. On the pirate’s turn, the Ravager rolls 4d6 to determine the value of the information it tapped.

Active ships are free to act as normal.

After the 1st turn of Spacenet Theft, roll 3d6 and count successes for anything 4+.

0 Successes – Local Forces are debating who should have to go respond to the call. No help arrives this turn.

1 Success – Local Forces are mobilizing and will be there shortly. Add an extra die to the next Response Roll.

2 Successes – A Local Force has arrived. Roll on table 2 to determine forces.
Note that you keep rolling for Local Forces Responding until pirates have been cleared from the station. This can escalate quickly.

Table 2 – Response Force

1 – 1 Class 5 Ship from controlling planet. Yes, Spacenet Piracy is dealt with harshly.

2 – 2 Class 4 Ships from controlling planet.

3 – A Class 4 Ship from controlling planet.

4 – 1d3 Class 3 Ships from controlling planet.

5 – 1 Class 3 Ship from controlling planet.

6 – 1d3 Fighter Squads from controlling planet.

Response forces emerge from a random side of the table at Thrust 10.

Play continues until all pirate ships have left the area. Local Forces have no hesitation in firing upon a ship docked with the Spacenet Station. Replacing a Spacenet Station is cheap, replacing the profits to be gained from the latest software upgrade can not!

Unlike most adventures, success is dependent on much CV was stolen. The mission is a success if the pirates steal a CV equal to the number of pirate ships x 20. Player greed might demand higher values.

Friday, April 18, 2014

Adventure: Vendetta

Some pirates just don’t get along. While looking for clues to a big score, the pirate player managed to talk to the wrong attractive person, brag a little too loudly in a brothel or punched out a crewman to another pirate. Whatever the reason, the player has started a feud with another pirate that can only be settled in the cold battlefield of space. This adventure will yield little to no treasure but the personal honor of the pirates are on the line.

First, generate the pirate fleet of the pirate who has been offended. Use the patrol contact chart on page 34 of the Star navy rules to determine the size of the fleet. Generate pirate ships as normal.

Second, determine which pirate decided where to have the fight. Do this by rolling the player’s flagship’s rep vs the vendetta pirate’s flagship’s rep. Roll one die for each point of rep and add it together. The highest result picked the area of space, which means for this conflict, they count as “Controlling the Space”

Now that a place has been picked, both pirates take their fleets there. Roll for long range scans and do initial setup as normal.

The Vendetta fight does not necessarily go to the death. Ships are allowed to break off at any time. The winner is determined by who has the last ship on the field of battle.

Losing the Vendetta means that the player counts the mission as failed for morale purposes.

Winning the vendetta means that the player counts the mission as a success for morale purposes.

If the pirate flagship is captured, generate 2d6 CV as flagships always hold onto the best loot and this represents the player knicking the pirates’ collection of gold cups and jeweled underwear.

Thursday, April 17, 2014

Space Prison Break!

Advanced societies often deal with criminals in innovative ways. They can use mind altering techniques to rehabilitate criminal minds or they can resort to cyber implants that make sure some criminals can never act out their crimes again. As advanced and effective as those techniques are, some societies enjoy just locking some people away some place really unpleasant.

Space Prisons satisfy this desire. These space stations are often located in desolate areas of space far away from civilized worlds. The interiors are unpleasant and barely qualify as habitable, while armed guards and merciless robots keep the criminals in line. If anyone ever does escape from their cell, the only place they can escape to is the cold vacuum of space.

Anywhere that there is a legal system, someone rich and powerful are going to try to buy their way out of consequences. Today a criminally wealthy person wants to hire pirates to break them out of the space prison that they are incarcerated in. The pirate will be paid handsomely if they bring them out alive.

First, generate the type of prison that they are located by rolling a d6.

1 – Class 3 Space Jail Rep 3
2 – Class 3 Space Jail Rep 4
3 – Class 4 Space Prison Rep 3
4 – Class 4 Space Prison Rep 4
5 – Class 4 Space Prison Rep 5
6 – Class 5 Space Maximum Security Rep 4

Class 3 Space Jail

Class – 3
Thrust – 0
Hull – 8
Shields – 2
Guns – 2
ML – 1
AAR – 1

Class 4 Space Prison

Class – 4
Thrust – 0
Hull – 16
Shields – 3
Guns – 3
ML – 2
AAR – 2

Class 5 Space Maximum Security

Class – 5
Thrust – 0
Hull – 24
Shields – 4
Guns – 4
ML – 3
AAR – 2

Space Prisons can’t move. They also have no facing so their missiles are effective in a 360 degree arc. The Space Prison is of the same faction as the faction controlling the ring that it is located in.

Rescuing a criminal from a Class 3 Jail is worth 100 CV.
Rescuing a criminal from a Class 4 Prison is worth 200 CV.
Rescuing a criminal from a Class 5 Maximum Security is worth 400 CV.

Once you know the size of the prison, the Pirate player can decline the adventure. This results in time passing on the campaign log and counting as a failed mission.

The Prison starts at the center of the table. The pirates may enter in from any side of the table and from multiple sides if wanted. The Pirates activate first. The Prison will fire a warning shot at any ship that comes within 48 inches. If the Prison will skip a warning shot if fired upon.

The Prison will send out a distress signal as soon as fired upon just like a merchant ship.

The Pirates have two options. They can either wear the prison down and try to get the Prison to surrender, or they can board and try to grab the prisoner.

When boarding, roll as normal except that if the pirates are successful, they have found the right prisoner and returned to the ship. At no point can the pirates seize control of the prison as these kinds of space prisons have triple backup systems to prevent prisoners from doing such a thing.

A Prison Station has Cell Bays instead of Cargo Bays. It is entirely possible to kill the prisoner you are looking for by accident! Make a note of how many Cell Bays are destroyed. When the Pirates force a surrender OR do a successful boarding action, roll randomly to determine which of the Cell Bays that the prisoner is located in. If it blew up, oops!

Example: The Pirates hit the Space Jail’s Cell Bays twice. Out of the 10 Cell bays, only eight are left. The Space Jail surrenders and offers to hand over the prisoner. The Pirate player rolls a d10 to determine which Cell Bay the prisoner was in. Then he rolls a D10 twice to see which Cell Bays blew up.

Wednesday, April 16, 2014

Adventure: Crypt Ship

Background

The Pygptiaks are a wealthy if eccentric minor race. They are one of the few star faring races that believe in astrology and in fact use astrology in most of their business decisions. The amazing thing is that it seems to work for them.

Another curious trait of the Pygptiaks is that they believe when you die, you can take it with you. The trick is that you have to transport your wealth, and your corpse in a massive crypt ship through a complex serious of rituals performed in different star systems. Once the trip is over, the entire ship is interred in an asteroid field that is heavily guarded by Pygptiak forces.

Pygptiak Crypt ships are beautiful works of art. The corridors are lined with rare metals. The engines are hand crafted. The storage bays are filled with rare goods and exquisite statues. Even the waste facilities use rare water imported from the most exotic springs.

Understandably, these ships become targets for pirates. The Star Navy has stopped answering Pygptiak Crypt ship distress calls ever since a breakdown in treaty negotiations back in 4190.  That is why each ship is usually accompanied by Free Company ships hired for protection.

Rules

The Pygptiak Crypt ship has the same stats as a Class 4, Rep 4 Tanker with the following exceptions.

The crew of the Crypt Ship rolls 3 dice for received damage tests. This represents how fanatic the Pygyptiaks are when it comes to protecting Crypt Ships.

A captured Pygptiak ship has a CV of 300. However, every point of damage it takes to any part of the ship, results in a loss of one CV. If a cargo bay is destroyed, 30 CV is destroyed.

Generate the escorts as you would for a Patrol Contact and then add the Crypt ship the total.

Example: I have a three pirate ship fleet. I roll an 8 which means I encounter a Crypt Ship with 3 Free Company escorts.

The Pygptiak Crypt ship will be in front of the fleet, with the escort ships forming a line behind it. The crypt fleet will open fire on anyone that closes to within 36 inches, which is the other reason that no one answers their distress calls anymore. The escorts are allowed to move as normal when fighting begins but the Crypt ship cannot. It is restricted to a speed of 2 and it must continue flying in a straight line from its initial starting position. The rituals for preparing the corpse and the wealth are quite strict on this.

The Free Company escorts will break off as normal but the Crypt ship is incapable of breaking off. The fight will continue until the pirate player decides to flee or the Crypt Ship surrenders or is captured.

Monday, April 14, 2014

Report From Sick Bay

Two weeks ago my wife fell on some stairs and broke her leg. It was one of those freak accidents that has amazed medical professionals. She had surgery last week and is now couch bound with a cast.

Let me tell you, it is hard to be a space pirate when taking care of your spouse. The table I normally play on has been re-purposed to hold everything from her laptop to her many painkillers.  I am taking care of her 24/7 and that doesn't leave much time for merchant raiding. That doesn't even take into account the time and energy spent worrying about her and there has been a lot to worry about.

During this forced pirate vacation, I'll be working out scenarios for pirate missions. Heck, by the time I have time to play again, I should have enough missions for an actual random table to roll on.

Thank you for your patience.

Saturday, April 5, 2014

Random Adventures

Star Navy comes with four missions but if you are a space pirate; you only get the one mission. Patrol can be fun but since this is space pirates, I would like to delve in something more high swashbuckling action. 

One of my inspirations is the random mission table in the old Realms of Chaos game. if you haven't played it, it is a simulation for chaos warbands fighting each other. It is fun and pretty ridiculously broken.  A bad roll can make for some ugly unfair fights where you can throw a cultist and his two peasants versus knight and his pet hydra. On the other hand, random missions had you performing prison breaks, hijacking wagon trains and engaging in crazy duels.

I would like to come up with something that is fun but not quite broken. Star Navy has a fairly good system of generating random enemies that keeps it interesting. The only thing it is missing is doing something a smidge more dramatic.

My initial idea is that every period in the pirate campaign, the player can choose to either go on a patrol, or they invest their time in ports and bars looking for a good score. They roll on a chart and find out what adventure is happening at the time. If they decide not to go on the adventure, well they lose their turn in the campaign map and must make a morale roll as if they had failed a misison.

How many adventures will be on the chart? I think Realms of Chaos made you roll a D00. I don't think we'll do that many. Say, six to start with?


Wednesday, April 2, 2014

Help is on the Way Adjustment

When a merchant ship calls for help in Star Navy, there is the possibility of fighter squads coming to the aid. If any other ship comes, then the rules are clear as to the Rep of the ship but with fighters, there is no guidance.

To aid with this, I plan to use the following chart.

Roll 1d6

1-4 Rep 3 Fighters
5 – Rep 4 Fighters
6 – Rep 5 Fighters

Obviously Rep 5 fighters would be terribly lethal, especially in multiple numbers but hey, random butt-whooping is what Star Navy is all about.