08 - Dead Belt

sulldawga
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sulldawga
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08 - Dead Belt

#1 Post by sulldawga »

I am going to use a modified version of the game Dead Belt to simulate exploring the wreck on Arcturus III-a.

I'm not quite sure how I'm going to modify it. I might just use the rules to build out the wreck but not the exploration rules. Or I might give Adam some stats that the game uses and use the exploration rules.

The one thing I do know is that I'll be adjusting the lethality. For some of the threats, you roll on a d6 and a 1-3 result is instant death. Not going out like that.
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sulldawga
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Re: 08 - Dead Belt

#2 Post by sulldawga »

Setup

Roll a d6 to determine the Tier of the Bird (aka wrecked ship) to scavenge. I am going to pretend I've unlocked Tier 4 ships. So a 1 is a Tier 2 ship, a 2-3 is a Tier 3 ship, and a 4-6 is a Tier 4 ship.
Bird size: 1d6 6 We're going big.

I would roll again to see what type of ship it is but we're assuming a Military ship. That means all Supply cards give +1 Supply.

There are four stats that are of primary importance:
Grit - Lets you turn a failed roll into a mixed success. Run out of Grit and a Threat appears.
Gear - Spend a Gear point to get Advantage on a Module Navigation roll (i.e. roll 2d6 and keep the higher one).
Glow - Lets you see into a Module before entering it.
Load - How much you can carry.

Since Adam is a Heroic player, I am going to start with a 4 in Grit, Gear, and Load, and a 2 in Glow. These are really good numbers compared to the average starting character. I'm also going to give Adam an Emergency Scrubber. It's a one-shot that lets him traverse three Modules without checking his Gas (aka Oxygen).

Each square is a Module in the ship. The Astronaut guy is my starting point, where my Airlock is (just above the '3'). You can ignore the lines for now. If the ship starts to break apart, that's where it'll break open. You can also ignore the numbers for now. If a Threat emerges, it will be at one of those six spawn points.

Image

Source of Starfield Astronaut picture
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sulldawga
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Re: 08 - Dead Belt

#3 Post by sulldawga »

Here are the mechanics of my scavenging delve. Note that the start point is different, as I got it wrong the first time I copied the picture. I made all the roles on Orokos but it takes forever to paste in the links so I'm not bothering to do so. Making the rolls on Orokos was probably the least fun part of the game so I think if I do this again, I'm just gonna roll a die here at home and you'll have to take my word for it.

I am going to use N, S, E, W directions to show where I moved, but you can also follow along by looking at the cards on the map below.

Image

Round 1
Oxygen check - pass (roll d6, anything but a 1 is a pass)
I (attempt to) move West
Card is 8 of Clubs - Flooded Module
Roll is a 3 - Dead end.
This is a bad place for an Obstacle because even if I spend Grit to make the roll a mixed Success, I would only be able to pass through once and not be able to get back. So now I won't be able to see what's in the two modules beyond that obstacle. Let's hope neither of them hold the Payday

Round 2
Oxygen check - Pass
I move North
Card is 8 of Diamonds - Survival Gear (Load 4)
The Load is also a measure of the value of the items. I am going to say that 1 Load = 10,000 cr
I can carry 4 Load so I take all 4
Now 0/4 available Load

Round 3
Moved back to the Airlock
I mistakenly thought you didn't have to make Oxygen checks at the Airlock, didn't figure that out until I was reading up on the game online.
Made an Airlock move - 5
I spend a Gear point to be able to drop my Load of Survival Gear.
Gear now at 3/4
Available Load back to 4/4

Round 4
I move East
Oxygen check - Pass
Card is 4 of Hearts - Blown-out Computer (Gear)
Gear roll is a 3
This is normally a fail but Military ships grant +1 to all Hearts.
Gear now at 4/4

Round 5
I move South
Oxygen check - pass
3 Hearts - Bug-Out Bag (Gas)
Gas roll - 1
+1 Gas (Military ship bonus)
Because I am already full on Oxygen, I carry the extra gas as 1 Load
Down to 3/4 available Load

Round 6
I move SW
Oxygen check - pass
King of Diamonds - What’s this doing out here? (Load 8)
Not sure what it is, but it's valuable!
Take 3 Load for now
Available Load 0/4

Round 7
I move East
Oxygen check - pass
2 Spades - Booby Trapped
5 - Check Gas to disarm
Oxygen check - passed

Round 8
I move North
Oxygen check - Pass
Already been here

Round 9
I move North
Oxygen check - Pass
Already been here

Round 10
I move West
Back to Airlock
Airlock move - 4
I decide to check gas in order to drop off my Load
Oxygen check - pass
Dropped off 3 Load
Available Load is 3/4

Round 11
I move North
Oxygen check - Failed
I use the Gas in my Load
Already been here
Load back to 4/4

Round 12
I move East
Oxygen check - passed
6 spades - Possessed keepsakes
Check is 2, which is a fail
Spend Grit to upgrade to Mixed Success, still need to check Gas
Oxygen check - fail
Now I fail on a 1 or a 2
Grit now 3/4

Round 13
I move East
Oxygen check - pass
6 diamonds - Nothing parts (Load 1)
I take 1 Load
Down to 3/4 Available Load

Round 14
I move South
Oxygen check - pass
J of Hearts - Spares lock up
I roll a 2, which is a fail
+1 Gear anyway thanks to Military bonus
Extra Gear in my Load
Available Load down to 2/4

Round 15
I move East
Oxygen check - pass
Q clubs - Hazardous Cargo
2 - Blocked
Spend a Gear to roll again (I think I was supposed to do it before I initially rolled, so I only roll once more), got another 2 anyway
Impassable, this also sucks because now two more Modules are inaccessible
Gear at 4/4
Available Load at 3/4

Round 16
I move North
Oxygen check - pass
10 Diamonds - Medical Supplies (5 Load)
Leave it for now

Round 17
I move North
Oxygen check - failed
Now I fail on a 1 or 2
9 Hearts - Gas (great timing!)
Spend 1 Gear to gain Advantage
Rolls - 4, 1
The 4 grants me 1 Gas and +1 Gas for Military Bonus
Gas now back to 6/6, fail only on a 1
Gear at 3/4

Round 18
I move West
Oxygen check - pass
Jackpot!
Payday roll - Spend 1 Gear to gain Advantage
Rolls - 6, 1
The 6 means there are six statements and I choose which three are True. The other three are bad.

Three true bullet points
• I can transport the Payday in one trip
• I don't attract attention from a Threat
• Removing it won't cause the ship to come apart

Three things I need to do
• Spend a Grit
• Check Gas
• Add +2 Load and Cred value

Gear at 2/4
Grit down to 3/4

Dropped 1 Parts, took the Payday

4 Gas checks to get back to the Airlock, passed all 4.
Airlock check was a 2.
Spend 1 Gear, down to 1/4
Check gas - passed
Dropped off the Payday
At this point, with the pathways to two more "treasures" open and a full oxygen tank, I decide to make a couple more runs. I can also resupply at the Airlock.

Heading to K Diamonds
Rolls - 2, 1, 3 (one Fail)
Heading back to airlock
Rolls - 5, 2, 4 (another Fail)
Bring back 4 Load of What's this doing out here?
Reload 2 Gas

Heading to 10 Diamonds
Rolls - 5, 4, 2, 2
Heading back
Rolls - 4, 2, 5, 5
Bring back 4 Load of Medical Supplies

I decide at this point to call it a day.

Grand total collected:
40,000 cr of Survival Gear
70,000 cr of "What's This Doing Out Here?" I need to figure out what this is.
120,000 cr of the Payday
40,000 cr of Medical Supplies
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