Skip to main content

[Black Star - Solo Actual Play] Star Wars: Operation Black Star Ep.1

Introduction

A long time ago in a glaxy far, far away... Welcome to the first episode of my Actual Play mini-campaign of Black Star from LakeSide Games. For those not familiar, it's a rules-light, Star Wars with the serial numbers filed off, table top roleplaying game. It's not specifically designed for solo play, and yet the simplicity and design choices mean that it lends itself very well to solo gaming. It also makes playing a game in the Star Wars universe absolutely effortless, all you need do is rename a few things and there you have it. I'm also using the fantastic Mythic GME 2e, to drive the story forwards.

I'll preface this by saying this Actual Play is my first time playing with this system, so I will make mistakes. It's also my first attempt at writing my game into a tangible, readable format so again, I'm probably going to make mistakes. But let's not wast anymore time and jump into the action...

Episode 1 - Scene 1: "A Little Busy..."

I will be writing all game mechanics and my general thoughts and interpretations where necessary in italics.

Kael tries desperately to shake the squad of Imperial Tie Fighters on his tail.

Are there any interceptors in the squad? (Likely) = 50 yes

How many standard Tie Fighters are present? 2d6 = 10

Kael checks the scanner, looks like they are out of range of the Star Destroyer's turbolasers.

Kael: "Tater, take the controls, I'm gonna mount the gun. We need to shake these fighters."

RQ-T8R2: "Master, I must warn you, we are severly outnumbered. In order to engage the hyperdri-"

Kael: "Yeah, yeah I know we need to get clear of them. Just quit talking and start flying."

Tater continues to ramble as Kael jumps out of the pilot seat and runs back into the ship to get to the top mounted gunner position. Kael is a human male, around 20 years of age. Born on Nar Shaddaa and a smuggler by trade, Kael is no stranger to run in's with the Empire. RQ-T8R2 or 'Tater' for short, is an RQ model Protocol Droid, Kael's childhood project, and life long friend.

Kael: It's a good thing I had this gunner modification installed on this junk heap.

The ship is a modified YT-2400 Corellian Light Freighter, modified for someone who operates… outside of Imperial Law.

Kael mounts the gunner, leaving Tater to maneuver the ship.

Tater makes a Transports Roll to initiate the chase. They must reach 3 successes, before 3 fails to successfully out run the pursuers. The target number is always 9+. The break down of the roll looks like this:

Chase Roll = 2d6+1d6 penalty die due to the ships Handling score of 1, +3 for Tater's Transport ability score (when rolling with penalty die, roll and the total number of d6, so 3 in this case, and take the total of the lowest 2) OR to put it simpler; 

2d6(+1pd)+3 = 12 a success.

I rolled a 4, 5 & 6 so due to the penalty die, take the lowest two - 5+4, plus the ability score +3 = 12. 

Chase Success = 1 vs Fails = 0

I'll keep the mechanics brief in future, unless it's a new concept. +pd is the number of penalty die, where +bd is the number of bonus die. Bonus die work in the same way, except you total the two highest numbers, rather than the lowest. A quick question for the oracle before we continue the action.

Are there any obstacles in the area such as asteroids or debris? (50/50) = 8 Exceptional yes

I interpret this as the action moves into an asteroid field!

Tater skillfully maneuvers around a large asteroid, avoiding fire from the gang of Tie's behind them. Three of the fighters round the asteroid closely following behind the Echo Voyager, and open fire.

Group Attack 3 Minions vs Defence Roll = 2d6(+1bd-1pd=0)+3 = 7 fail = 3 damage -2 as our ship is larger in scale for 1 damage total. 

For each 1 or 2 rolled on a  failed Defence roll in vehicle combat, you take an extra point of damage. So I rolled two 2's, meaning I took 1 damage for the failed roll, then 2 extra damage for the low die results. This was negated due to our ship being medium in size, and starfighters being small in size.

The 3 Tie's focus their fire, but the Voyager's shields take the brunt of the blows. Kael aims the mounted gun at one of the Ties,

Transports Roll = 2d6(+1pd)+3 = 13 success (with two 5's. When attacking minion level enemies such as Tie Fighters, any action die that rolls a 5 or 6 destroys an extra minion. Minions die on 1 hit, meaning this roll will destroy 3 minions). Larger ships deal 2x damage to smaller ships but receive 1 penalty die to hit, so that would of been 2 damage + 2 extra destroyed minions

Kael lines up the ties, blasting them one by one, taking down the 3 on their tail with ease. Kael's comm link blinks.

Tater: "Master, sensors indicate that 8 hostiles remain. 1 seems to be operating alone and moving at great speed. My probability indicators suggest it is likely a Tie Interceptor. Please be careful."

Kael: "I've got it, just keep us moving!"

Another pack of 3 Ties closes in, as they weave through the asteroid field. The Echo Voyager is a transport ship by design, it's not as fast or maneuverable as the Imperial starfighers. They open fire.

Group Attack 3 Minions vs Defense Roll = 2d6(+1bd-1pd=0)+3 = 14 success

Tater weave's out of the line of fire, avoiding any damage. 4 more Tie Fighters come into view and split into two groups, trying to flank in pairs. A pair swings in from the left, opening fire.

Group Attack 2 minions vs Defense Roll = 2d6(+1bd)+3 = 12 success

They can't get a clear shot for the asteroids, and Tater weaves out of their fire. As that happens the other pair flanks from the right.

Tater: "Master, they seem to have us surrounded. You may have programmed me for combat flight but I am afraid I can't keep this up for ever."

Kael: "You're doing great, just keep them off us!"

The two flanking from the right open fire.

Group Attack 2 minions vs Defense Roll = 2d6(+1bd)+3 = 15 success

Again they fail to hit, shots absorbed by the deflector shields or harmlessly hitting surrounding asteroids.

Tater: "Master, the ship I believe to be the Interceptor is about to be in engagement range."

Kael: "Worry about him after, let's keep thinning the herd!"

The Interceptor roars round the corner, passing the group of three Tie's with incredible speed.

I've decided to give the Interceptor a Tag (tags add bonus die or abilities to NPC's, Heroes and Villains), the Tag is "Advanced Artillery" and I've interpreted this as it not suffering the -2 damage penalty for attacking a ship 1 scale larger than it.

Defense Roll = 2d6(+1bd)+3 = 13 success.

The Interceptor opens fire just as Tater dives behind an asteroid. The Interceptors powerful blasters obliterate the small asteroid. Tater tries to keep moving and weaving around the asteroids, attempting to lose their pursuers.

Chase Roll = 2d6(+1pd)+3 = 10 success

Chase Success = 2 vs Fails = 0

Kael: "Nice move's Tater, they are struggling to keep up!"

As Kael says that, the group of 3 Tie's comes into view, they line up their shots and open fire on the Voyager.

Group Attack 3 Minions vs Defense Roll = 2d6(+1bd-1pd=0)+3 = 12 success

They miss once again. Kael returns fire.

Transports Roll = 2d6(+1pd)+3 = 11 (with one 5) success, 2 hits

Kael blasts one of the Ties, the explosion causing one of his wing mates to lose control and crash into an asteroid, leaving one still standing.

Tater: "5 Tie's remaining Master, and the Interceptor."

Kael's comm blinks again, a female voice sounding in his ear.

Female: "Kael, got something interesting for you. A job with big potential."

Kael: "Shara, how nice to hear from you! I'd love to chat but I'm a little busy right now!"

The left flanking pair of Tie's open fire.

Group Attack 2 minions vs Defense Roll = 2d6(+1bd)+3 = 13 success

The shots hit the deflector shields harmlessly.

Shara: "Is that blaster fire? What have you got yourself into now? You know what, never mind. Make your way to the Tatooine system when you get out of whatever mess you're in. I'll forward the details of the job once you are there."

The comm link shuts off.

Kael: That woman doesn't mess around.

The right flanking pair of Tie's come in for another pass.

Group Attack 2 minions vs Defence Roll = 2d6(+1bd)+3 = 7 fail (with two 2's) = 3 damage - 2 = 1 damage

They open fire, several shots connecting with some even breaching the shields.

Tater: "Master, we are taking hull damage. If we don't escape or take them out soon, probability suggests we will be nothing more than space debris."

Kael: "I'm aware of what will happen Tater. When we are clear, aim for the Tatooine system."

Tater: "Tatooine? Why woul-"

Kael: "Just do as I say buddy, trust me!"

The Interceptor roars in, passing the flanking team on the right, and opens fire.

Defense Roll = 2d6(+1bd)+3 = 10 success

The Interceptor fails to land a clean shot. Tater makes some more skillful turns and movements through the asteroid field, trying to get into open space and clear the distance to engage the hyperdrive.

Chase Roll = 2d6(+1pd)+3 = 5 fail

Chase Success = 2 vs Fails = 1

Tater struggles to find a way out of the field of asteroids without exposing the Voyager to open season for the pursuing Ties.

The lone Tie flanks to the left and joins with the flanking pair on the left.

Group Attack 3 Minions vs Defense Roll = 2d6(+1bd-1pd=0)+3 = 11 success.

Even as a team of three, the terrain is too difficult and Tater too skilled for them to land a shot. Kael returns fire on the pack.

Transports Roll = 2d6(+1pd)+3 = 11 (with a 6) = 2 damage + 1 hit = 3 hits

I think to speed up combat (having only a single player character) I will house rule that the double damage caused by attacking a smaller target in vehicle combat will count as excess and count as an extra hit for each excess point of damage. This is not explicit in the rules but makes sense to me going forwards.

Kael wipes out the whole pack, shooting each down in turn with perfect aim. Only 2 Ties, and the Interceptor remain. The Ties flanking on the right split and try to flank separately, firing from both sides together.

Group Attack 2 minions vs Defence Roll = 2d6(+1bd)+3 = 14 success

Unable to hit their mark, the Interceptor weaves into view again, firing upon the Echo Voyager.

Defense Roll = 2d6(+1bd)+3 = 13

The Tie's continue to fire, hitting asteroids and harmlessly hitting the Voyagers deflector shields. Kael ducks down out of the gunners seat and runs back to the cockpit. He sits back down in his chair.

Kael: "I'm taking control, we need to get out of here."

Chase Roll = 2d6(+1pd)+3 = 10 success

Chase Success = 3 - Escape success

Kael deftly flips the Voyager and weaves through some narrow gaps in the asteroid field. The sensor shows the enemies getting further behind. Suddenly, he bursts out into open space.

Kael: "Tater, input co-ordiantes for Tatooine"

Tater obliges,

Kael: "Engaging hyperdrive."

The stars around them stretch to white lines all around them, then with a jolt, the ship jumps into hyper space, the swirling blue void surrounding them.

Kael: "Nice flying buddy, that was a close one."

Tater: "I was programmed by the best. What business do we have on Tatooine?"

Kael: "Shara has a job for us. Sounds big..."

END SCENE.

A few notes on the first scene. I think I need to try remember to use my Resolve (the games meta-currency that doubles up as your HP) to re-roll or force a risky success on some failed rolls to speed up the action. I also think carrying over excess damage (as decided towards the end) will help speed up combat.

I had a lot of success there, but both Tater and Kael have +3 in transports, which are the only rolls used in ship combat and chases, so the odds of rolling 9+ were pretty decent, especially with bonus die being pretty frequent. The ship has a Defence score of 3 meaning it gains +1 bonus die on defence rolls, making it pretty hard to hit. That dragged things out a little. Hopefully as I get to grips with the system more, I can speed things up a little. I need to think a little more creatively in my action choice in combat too. Perhaps Tater could of maneuvered in a way to cause Tie's to crash into each other for example, rather than just trying to escape every turn.

Hopefully you enjoyed that opening sequence. I plan to keep this campaign short, maybe 10 scenes, so I hope you will join Kael and Tater when they return, thanks for reading.

Comments

  1. Thanks so much for the opening chapter and the rules explanations. There's a ton of mechanical stuff you're pointing out that I'd missed on my first read through of the game, so this is gold from a learning point of view! Looking forward to following more episodes!

    ReplyDelete

Post a Comment

Popular posts from this blog

Scarlet Heroes - A Solo Scribe's Review

Scarlet Heroes - Review T his post is going t o be a review of my experiences with the Scarlet Heroes TTRPG written by Kevin Crawford, and published by Sine Nomine Publishing. The aim of the review is to briefly overview the system and what I like and don't like about it, from the point of view specifically as a solo roleplayer. So let's begin by talking a little about the system. The System The system is a classic OSR Sword and Sorcery style game, drawing heavily on the mechanics and themes of old school D&D and similar titles that use hit dice, classes, hit rolls on 1d20 etc. The game actually incorporates the "Red Tide" setting from Labyrinth Lord so is fully compatible with existing material for that game. Monsters, spells and other mechanics from Labyrinth Lord and other OSR titles that meet the aforementioned criteria, can be implemented with little to no conversion. The philosophy of the game is designed around having a single Player Character (PC) and a si...

[Black Star - Solo Actual Play] Star Wars: Operation Black Star Ep.2

Episode 2 - Scene 1: "Hive of Scum and Villainy"   Altered Scene? = 5 vs Chaos factor 6, yes The expected scene was to arrive in the system, and speak to Shara, then head to the planet. I'm going to interpret the altered scene as another person, other than Shara also contacting Kael prior to arriving on the planet. Is it Kael's rival? (very likely) = 36 yes The Echo Voyager drops out of hyperspace as the blur of stars around them reform into single points of light. Hanging in front of their view, the dusty backwater planet, Tatooine is visible. Kael: "Tater, send a signal to Shara. Let her know we've arrived." Tater: "Signal sent." A few moments later the comm link on the control panel of the Voyager blinks. Kael hits the button and a hologram image of a female human, with short dark hair and piercing eyes appears in front of them. Shara: "Good, you made it in one piece." Kael: "As always! Now, what's this job you mentioned w...