To Play the Game

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Read each deck description and resolve any combat as it occurs. There are specific actions that may be taken on each deck. These actions have a cost in time and they are keyed to an Action Result Index below.  Consult the number listed to find out what happens when your character takes that action. You must escape the ship and accomplish your mission before it fully floods.  The Decks are keyed to the deck plans from the Assault Scout article on page 20.

Deck 6

The player character begins play locked in a damaged cargo container. He may either make a STR check to break the container open in one turn or may attempt to fatigue the material of the container over a few turns to break it in time. The fatigue method simply records the PC’s STR score each turn till he reaches a total of 150 and may stand up on that turn. This is an either or choice break the container open in 1 turn or work to fatigue it. Failure to break it open does not apply the STR score to the fatigue method.

Savage Monkey is on this deck and he was stunned by the crash. The stun wears off in the first turn but he does nothing that turn. Baring the appearance of the Star Law deputy he will move to the elevator and begin opening it to climb up ship. If the cargo container is opened in the first turn combat will commence on the second turn. If he has moved to the elevator and has his back to the cargo container then the PC gets a turn of surprise to attack from behind. Unless stopped Savage Monkey will be in the elevator on turn 4, opening the roof hatch on turn 5, on the roof of the elevator on turn 6, climbing to deck 5 on turn 7, opening the door to deck 5 on turn 8 and entering deck 5 on turn 9.

On this deck the player character may:

  1. Search the closet for 2 turns (see Action Result Index #2 )
  2. Search the open deck for 1 turn (see #7 )
  3. Attempt to open the cargo hatch in the floor (see #11)

Note: If the elevator door is closed and the roof hatch is closed then there is a 3 turn bonus before deck 5 begins flooding.

Deck 5

The vrusk astrogator, Trip, is sitting at the right hand control station arguing with the captain by intercom about whether they should send a mayday. The Captain simply orders Trip to get to the sky bridge and help her cut a hole in the hull and cuts the connection on the turn that the PC enters the deck. Trip will turn and engage the PC when he enters the deck.

Savage Monkey may be encountered here if he escaped deck 6. Place him at the left hand control station. Note it may be a very close combat for both Trip and Savage Monkey to fight the player character but this is the consequence of allowing Savage Monkey to escape deck 6.

On this deck the player character may:

  1. Open the arms locker either with a successful technician skill roll vs a level 3 lock in 1 turn or smash the lock with a blunt object for 1d10 damage per turn till 30 points are reached. (see # 9)
  2. Operate communications gear to issue a mayday; 1 turn with a crew member’s ID card to unlock system or technician’s skill check vs level 2 lock for 2 turns (see #3 )
  3. Search Deck for 1 turn (see #13 )
  4. Access the computer; requires an ID card to unlock or technician skill check vs a level 2 lock then a successful Display information roll (see #14 )

Deck 4

This deck appears deserted but then the player character will notice that the lock to the captain’s cabin has been smashed and kicked in and the door is slightly ajar.  See #21 immediately.

On this deck the player character may:

  1. Search the Captain’s quarters for 1 turn (see #10)
  2. Search Savage Monkey’s quarters;  1 turn if in possession of his ID card, or 2 turns with a successful technician skill check vs a level 2 lock, or by doing 25 points of damage to the lock (see #16 )
  3. Search Trip’s quarters;  1 turn if in possession of his ID card, or 2 turns with a successful technician skill check vs a level 2 lock, or by doing 25 points of damage to the lock (see #19)
  4. Search Old Bill Yeager and Musket Mouth’s quarters;  1 turn if in possession of his ID card, or 2 turns with a successful technician skill check vs a level 2 lock, or by doing 25 points of damage to the lock (see #5 )

Deck 3

This deck appears deserted.

On this deck the player character may:

  1. Search the dining area for 1 turn (see #1 )
  2. Search the galley for 1 turn (see #6 )

Note: if the elevator door is closed here there is a 3 turn bonus before deck 3 begins to flood.

Deck 2

Marlo Musket Mouth, the ship’s rocket gunner, is here and he’s just begun calling the other crew members down ship via chronocom. He will engage the player character with his flintlock pistol then switch to his modern weapon.

On this Deck the player character may:

  1. Operate communications gear to issue a mayday; 1 turn with a crew member’s ID card to unlock system or technician’s skill check vs level 2 lock for 2 turns (see #3 )
  2. Search deck 2 (see #17)
  3. Access the computer for 1 turn; requires an ID card to unlock or technician skill check vs a level 2 lock then a successful Display information roll (see #14) 

Deck 1

Lady Cassen is here. She will fight but not to the death. Once she is wounded below half she will offer 100,000 Cr for her freedom. If the player character accepts this offer (see #15). If he does not accept that offer but negotiates for the vault schematics (see #20).

Once Lady Cassen is subdued, captured or killed the player character may:

  1. Operate communications gear to issue a mayday; 1 turn with a crew member’s ID card to unlock system or technician’s skill check vs level 2 lock for 2 turns (see #3)
  2. Search deck 1 for 1 turn (see #8)
  3. Access the computer for 1 turn; requires an ID card to unlock or technician skill check vs a level 2 lock then a successful Display information roll (see #14 )
  4. Cut a hole in the hull with hand weapons (see #4)
  5. Improvise a power source for a laser weapon to cut a hole in the hull (see #12)