06. Let the players ask you; questions, but don't answer them.
Instead, tell them, "You better keep quiet, if you know what's good for you." Then ask them what they want to do: -Stand still and wait to see what happens (Read 05). -Try to draw a weapon and attack (Read 07). |
07. If the players try to draw their weapons, the raiders will attack. The abilities the raiders use in combat are listed below. if for some reason you need to know their other ability scores, go ahead and roll them. Remember, everyone has cover because they are in a building (-10 to hit). The player with the highest Initiative modifier should roll 1d10 and add the result to his IM. The reader also should roll 1dl0 and add the result to the raiders' highest initative modifier (6). The side with the highest total gets to move and fire first. After this turn, initiative must be checked at the start of each turn to see who moves and fires first. THE RAIDERS
| NAME | Konchinho Gramic Geiger Manetoe RACE | (Dralasite) (Vrusk) (Human) (Yazirian) WEAPON | Laser Laser Laser Laser IM | 5 6 5 4 DEX | 45 55 50 40 STA | 35 40 55 65 MOVE | 1/4 3/7 2/6 2/6
When each raider has been shot once, tell the players that one of the raiders grabsthe cube and they flee. Gramic will take the cube and run if he can. If he can not, then the reader should have either Geiger or Manetoe grab it. (Read 08)
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11. Since the players have decided to chase the lone raider, the reader can remove the skimmer from the board. Now the reader must move the running raider, determine who he will shoot at and tell the players what is happening. The lone raider is the character who took the metallic cube. He will run north to the road and then cross the road. When the raider reaches the other side, he will turn and fire at the player characters, then run into the monorail terminal. The raider will be one turn ahead of the player characters. If the player charaaers stopped to call Star Law he will be an extra turn ahead of them. Be sure to move the raider these extra turns at running speed. He must stop at the road, and then spend one turn crossing the road. --If the raider is caught (Read 20). If the raider boards the monorail, ask the players what they want to do: --Cal Star Law to intercept the raider (Read 13). --Board another monorail car and follow the raider (Read 14). --Call a cab to chase the raider (Read 15). |
12. Because the players decided to chase the skimmer, the raidercan be removed from the board. The reader must choose where the skimmer moves and who the raiders will shoot at. Remember, characters in a skimmer have cover (-10 to the attacker's roll) and are moving (-10 when the raiders try to shoot), The raiders will be one turn ahead of the piayer characters, an extra turn if the players called Star Law. Be sure to move the raiders ahead. The raiders can drive along the main roads, or take shortcuts through the underground parking areas. They can only drive one way on one-way streets. Ask the players: --Do you want to chase them on foot? (Read 18). --Do you want to call a cab to chase them?(Read 19). |
14. The reader should move the raider's counter along the rnonoraii 10 spaces per turn. The raider will be one turn ahead of the players, plus an extra turn if they s20pped to cail Star Law. The raider will get off the monorail at the Government Buiidi ng terminal. Once the raider has exited, piace the skimmer at the curb there and check below to see what to read next. --If the player characters exit one turn after the raider does (Read 16). --If the player characters exit two or more turns after the raider (Read l7). |
15. The reader should move the raider's courter along the monoraii 10 spaces per turn, as the player characters pursue in a skimmer. It wili take one turn for the cab to arrive. The raider should be moved one extra turn if the players calied Star Law. The raider will exit at the Government Building terminal. The reader should place the skimmer at the curb there. --If the player characters arrive one turn after the raider (Read 16). --If the player characters arrive two or more turns after the raider (Read 17). |
The players can shoot at the raiders in the skimmer. Rernember that characters in a skimmer have cover (-10). The reader shouid pick one of the raiders to be the driver. If he is knocked unconscious the skimmer witl stop and the raiders wili surrender. The raiders will try to drive off the board to the spaceport. Check below to see what to read next depending on the result of combat. --If the raiders escape and Star Law was not cailed (Read 21). --If the raiders escape and Star Law was called (Read 20). --If the raiders were captured (Read 22). |
18. If the players run after the skimmer, the reader should make sure that the rules for crossing roads, getting onto walkways, and running through buiidings are followed. The reader should pick one of the raiders to be the driver of the skimmer. If the driver is knocked unconscious the skimmer will stop and the raiders will surrender. The raiders will try to drive to the Government Building monorail terminal. Check below to see what to read next depending on the result of combat. --If the player characters are one turn behind the raiders when they reach the Government Building (Read 16). --If the player characters are two or more turns behind when the raiders reach the Government Building (Read 17). --If the skimmer was stopped and the raiders are captured (Read 22). |
19. If the piayers call a cab, it will take one turn to arrive. Move the raiders one extra move. The reader should make sure that rules for moving through intersections, around curves on ramps, and through underground parking areas are followed. The reader and the players should each pick a character to drive their skimmer. Drivers can not shoot. If the driver is knocked unconscious the skimmer will stop. If the raiders' skimmer stops, they will surrender. The raiders will try to drive to the Government Building monorail terminal. Check below to see what to read next depending on the result of combat: --If the player characters are one turn behind the raiders when they reach the Government Buiiding (Read 16). --If the player characters are two turns or more behind when the raiders reach the Government Building (Read 17). --If the skimmer is stopped and raiders surrender (Read 22). |
For each raider captured | +20 Cr
For retrieving the cube | +50 Cr
| For alerting Star Law... |
| during the battle | +20 Cr
| after the battle | +10 Cr
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Weapon | Points
Needler | 4
| Gyrojet | 6
| Laser Pistol | 8
| Laser Rifle | 12
| Doze Grenade | 2
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