Wednesday, May 14, 2014

Adventure: Thrill-Raiders of the Rich and Famous

Pirates aren’t the only scourges of space. The sons and daughters of the decadently rich sometimes form fleets with their yachts and raid shipping and transport ships for the fun of it. They command crews of slightly less wealthy flunkies who want to tag along with those more notorious than them.

Worse, these wealthy thrill raiders rarely even loot the ships they destroy. They are in it for the fun and the violence. These dangerous spawn of the wealthy rarely pay a price for their raids as their parents will protect them from the authorities. In fact, several Captains have been removed from command because they stopped the fun of some rich bastard’s spoiled child.

Nothing can protect them from Space Pirates though. Even better, if a Space Pirate snags a rich heir alive, then they can ransom them back to their parents.

Lucky for the player, he has received a tip as to where a fleet of rich kids are intending to hunt. The player will intercept this fleet and attempt a few choice kidnappings.

The Thrill Raider fleet is comprised of Class 3 Runner ships. The number of ships in the force is equal to the number of pirate ships + d6. These ships will never call for help and if they did, local authorities would lose their call.

Set up is for a normal patrol contact.

For each Runner ship captured or forced to surrender, the Pirate player get 50 CV for ransom. 

Saturday, May 3, 2014

Update From Sick Bay

My wife's leg and ankle are healing nicely.  She now has 6 pins and 2 metal plates which I think makes her bionic. Heck, it makes her more of a pirate than I am now.

Her leg is still in a cast which means she can't put any weight on it. She has been stuck at home and I take care and assist her all day. It puts a real crimp in any sort of tabletop gaming.

I am still working on making random adventures for Star Navy. I broke out my old Realms of Chaos books for adventure ideas because in my flawed memory, I thought there was a random adventure generator that had hundreds of adventures. The reality is that the book had closer to 50 and most of them were variations of Guy A has sworn to kill his arch-enemy/rival/total stranger who just happens to be Guy B. It wasn't the wellspring of adventures that I remembered it being.

The tricky thing about making adventures for Star Navy is the ability of non-merchant ships to break away from combat on their turn. I am assuming this means they are going to warp speed or hyperspace as it prevents their enemies from following them. This instant escape hatch eliminates a lot of scenarios where the player would be required to shoot their way out of a trap or through a blockade. I am debating changing the rules for breaking off but I am still undecided. I often take the attitude that game designers make their decisions for a reason and I am loathe to tamper with that.