Previously, on the Arioniad: The gang’s all aboard the Dolphin, but Korkut has turned up with some dashed soldiery and demanded they hand Cori over to him. He clearly doesn’t know them very well…
New Hope Spaceport, Day 031
Mr Osheen’s grin is now terrifying whether you know what he means by it or not. Especially if you know what he means by it. He returns to the crew lounge with an improbably large gun.
“Orders, Captain?” he asks. Arion’s face creases in a frown, then smooths out; he doesn’t like the orders he’s about to give, but he doesn’t need to; he just needs to give them.
“One: Protect Cori. Two: Kill Korkut. Anyone with Korkut is a target of opportunity.”
“Understood.” Mr Osheen heads off towards the exit ramp; he has a purpose, and the skills necessary to carry it out. What more could a grath want?
Arion looks out of the bridge transparency, and notices one of the starport security detail waving at him from the edge of a cargo container. He has his faceplate up.
“Dolphin,” Arion asks, slowly, already half-knowing the answer, “Who’s that waving at me?”
“That would be Captain Flack,” the AI advises. “And no, I don’t know what he’s doing here, but he looks friendly.”
“Alright then,” Arion sighs, checking his trusty 12.5mm Karakush and heading for the loading ramp. “Showtime.”
“Tool up,” says Dolphin. “That’s a PDF squad, you’ll need decent armour and weapons.”
Setup and Strategy
I’m still all fired up about Stargrave, so let’s take it out for a spin. Reading through the free download of Dead or Alive, I think we’ll go with a starport as the scene, a gender-swapped Tamix Phage as the Mark, and proximity mines as the complication. Arion’s crew is aboard the Dolphin, but since he should have a crew of 10, let’s give him some allies among the security team.
It took me a couple of hours to figure out the crew, most of which was spent looking for powers that would be appropriate for the PCs. Captain Arion is a Veteran with Adrenaline Surge, Command, Concealed Firearm, Fortune and Power Spike; First Mate Cori is a Mystic with Fortune, Heal, Suggestion, and Temporary Upgrade. Given the only limit on what the captain and first mate can have is what they can carry, I’m giving them both heavy armour, hand weapons, pistols and carbines (5 slots). Arion has a slot left, so he will also take some frag grenades. Mr Osheen is a Gunner, Flack and the Pughs are Commandos, Don and Bex are Recruits. Korkut and company are defined in the scenario. There’s a Loot Token on NF2 and NF3, both data tokens – some useful intelligence that can be recovered.
Firefight
Once something goes over 3-5 combat turns, which this definitely did, I zoom out the blog post and just give you the highlights.

Game start. Arion and allies leave the Dolphin and look for Korkut among the cargo containers.
The initial plan was to defeat the gangers in detail and then make a pincer movement to engage Korkut on three sides (including over the top of one of the containers) and gun him down before he could flee. Things didn’t work out like that, as in play new gangers were spawning faster than we could kill them.

Turn 6. We really should stop messing around with those gangers and go after Korkut. Should’ve done that to begin with, in fact. We had to leave a few behind to do this, if we had punched straight along the top of the board we might not have taken so many casualties.

Turn 11. This one’s for all the marbles. Arion has to melee Korkut so that he can’t get away, and the others fire into melee to bring Korkut down, trusting to Arion’s armour and Health to save him. Risky, but it worked.
In turn 12 we finished him off, then the survivors rallied on Arion so that they could all leave the table on his activation in turn 13.
Aftermath
Flack, Pugh A, Don, Bex, and Cori are being loaded up into ambulances, and after a while, Arion notices Karagoz watching from a respectful distance. Karagoz clearly wants to talk, so after a last check on his crew, Arion limps over, followed by Mr Osheen and Pugh B.
“Don didn’t make it,” Arion says. “The rest will be OK. Don was my friend, Karagoz; what was going on that was worth him dying for? You owe me that much.”
Karagoz considers that for a moment.
“No,” he says, sadly. “I don’t. You don’t need to know, and as you’ve seen, knowing is dangerous. You should get that looked at,” he says, pointing at the hole in Arion’s armour where blood is still oozing out.
“Later. It’s just a scratch. Well, technically, more of a hole, but I need to see to my crew first. I want to be there when Cori comes round, and I need to be there for Bex when she wakes up.” A thought strikes him. “How did Flack and the others get involved?”
“After we finished debriefing, I had an idea. Your records were simply expunged from Hegemony databases; they can be inferred from the gaps in what’s left. Flack and his men never existed at all as far as the Hegemony is concerned. There are all sorts of interesting things we can do together.”
“What about Korkut?”
“Well, he’s dead now, so my version of events trumps his.”
“What about us?”
“Funny you should mention that… I have a job for you…”
Roll credits
GM Notes – Rules
The blow-by-blow account of the fight would make this post five times the size; I took a picture almost every turn and recorded die rolls until I was used to the system. The game took over four hours, in bits and pieces over three days, and while a lot of that was learning the system, there’s a lot of whiffing from everyone, and when you do hit, you tend to scrub off a few hit points at a time from each enemy, rather than landing a decisive blow.
Rereading the rules after the game, I realised I’d done melee wrong (which slowed things down) and allowed enemy NPCs to close with a target even if they couldn’t see it (which sped things up, so that’s probably a wash). I also consistently forgot to use powers and equipment, and that captains and first mates can activate grunts to follow them.
The enemy AI reminded me of the one for Rogues (unaligned figures) in Showdown for Savage Worlds Deluxe. At first I thought it needed something to tell NPCs to stay in cover, but realised this is taken care of by the admonition to break lines of sight when you set up the table.
It is a very simple game, and by hour three I found I rarely needed to look anything up any more. It’s also a lot of fun; the game was very tense, and could have gone either way up to the last die roll. It’s just not as fast as I expected from reading the rules. I can see myself playing it again, and possibly revisiting Frostgrave and Rangers of Shadow Deep, which essentially use the same rules engine.
Korkut’s snap shot power could’ve been a real issue, but because of where he spawned, he couldn’t use it until we were right on top of him. I didn’t realise until halfway through how important it was to go straight for Korkut, and leaving it that late cost me Don, because more gang members keep spawning, and the later in the game it gets, the more that happens. Luckily, even a figure that’s taken out has no more than a 20% chance of permadeath, which drops to 10% for first mates and 5% for captains.
GM Notes – Narrative
I wondered for a while what secret bound Karagoz and Korkut together, but realistically, neither of them has a good reason to reveal it, and it’s clearly worth killing for.
It was tempting to have Dmitri turn up as part of Flack’s cavalry, but the series hasn’t reset since he died, so that doesn’t seem fair. In fact, I’m not sure if he should ever come back; this is SF, so it’s definitely possible, but if there’s no risk of death, where’s the satisfaction in avoiding it?
Regardless, this is a good place to wrap season 6. More later in the year, but first I need to work out what I’m doing with the campaign longer term.
Credits: Rules – Osprey Games. Setting – Two Hour Wargames. Maps – Loke Battlemats. Tokens – Fiery Dragon. VTT – Roll20.
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