Spodilicious
  • News
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    • Contents
  • Rage Virus
    • Part 1 - A police story
    • Part 2 - Attrition
    • Part 3 - Going nowhere
    • Part 4 - Special Weapons and Tactics
    • Part 5 - Tactical retrograde
    • Part 6 - Mission accomplished
    • Part 7 - It's pretty much all downhill from here
    • Part 8 - Hollerton Field
    • Part 9 - Out of the frying-pan
    • Part 10 - How few remain
  • Five Men in Ukraine
    • Five Men in Ukraine: 30 October 1943
    • Five Men in Ukraine: 05 November 1943
    • Five Men in Ukraine: 14 November 1943
    • Five Men in Ukraine: 29 November 1943
    • Five Men in Ukraine: 13 December 1943
  • First Bishops' War
  • DBA
    • Mongols v Georgians
    • Timurids v Georgians
    • Mongols v Il-khanids
    • Mongols v Il-khanids II
    • Pre-feudal Scots v Anglo-Danish
    • Caledonians v Scots-Irish
    • Vikings v Saxons
    • Mongol campaign
    • Ming v Mongols campaign
    • Picts v Strathclyde Britons
    • Mongols v Russians
    • Russians v Swedes
    • Danes v Prussians
    • Kaykhusraw & the Mongols
    • Köse Dağ
    • Mongols in Korea
    • Mongols in Korea II
    • Yuan v Koreans
    • The Danes in Estonia
    • Danes v Estonians
    • Norwegians v Scots 1263
  • SF
    • Sladden >
      • Sladden - chapter 0
      • Sladden - chapter 1
      • Sladden - chapter 2
      • Sladden - interlude I
      • Sladden - chapter 3
      • Sladden - chapter 4
      • Sladden - chapter 5
      • Sladden - interlude II
      • Sladden - chapter 6
    • Dunhold >
      • Dunhold I - the raid
      • Dunhold II - the Guffinsson device
      • Dunhold III - a walk in the country
      • Dunhold IV - assassin's greed
      • Dunhold V - assault on precinct XIII
      • Dunhold VI - hostage & rescue
      • Dunhold VII - the gun
      • Dunhold VIII - tank shock
      • Dunhold IX - raid on Beteneb
      • Dunhold X - firebase Ragnhild
      • Dunhold XI - hit and run
      • Dunhold XII - just-in-time logistics
      • Dunhold XIII - infiltration
      • Dunhold XIV - Applewhite & Nettles
      • Dunhold XV - 'They've got a cave troll!'
      • Dunhold XVI - The bridges at Itrook
    • Dalek Invasion >
      • Dalek invasion - chapter 1
      • Dalek invasion - chapter 2
      • Dalek invasion - chapter 3
      • Dalek invasion - chapter 4
      • Dalek invasion - chapter 5: Bob's story
      • Dalek invasion - chapter 6: Bob's story (2)
      • Dalek invasion - chapter 7: Dalek hunters
      • Dalek invasion - cast
    • Voyage of the USS Minotaur
    • Mutants & Death Ray Guns >
      • From Dust: Introduction >
        • From Dust: Prologue
        • From Dust: Chapter 1 - the Trademaster
        • From Dust: Chapter 2 - the Wretched
        • From Dust: Chapter 3 - the Device
        • From Dust: Chapter 4 - Tucamari
      • Big Dode in the wastelands >
        • 1 - The ordeal
        • 2 - The rats
        • 3 - An ally
        • 4 - Scorpion!
        • 5 - Water! Water!
        • 6 - Cornered rats
        • 7 - The river
        • 8 - R-10-T
        • 9 - The pilgrims
        • 10 Hostile contacts
        • Appendix 1 - Bestiary
      • Don Chimpanzino
      • Therianthropes are go!
      • Against the Wretched >
        • Against the Wretched - 1
        • Against the Wretched - 2
        • Against the Wretched - 3
      • Rangers of the wasteland >
        • RotW scene I
        • RotW scene II
    • Five Parsecs from Home: The Independent Scout part 1
    • Five Parsecs from Home: The Independent Scout part 2
    • Five Parsecs from Home: Jot the Jawa
    • Five Parsecs from Home - Arcadian Phoenix
    • Schar's World
    • Battle for the Planet of the Apes, Goats, Rats and Pigs >
      • Chapter 1
    • Marines v Aliens
    • Fallout >
      • Fallout - part 1
      • Fallout - part 2
      • Fallout - Resistance part 1
      • Fallout - Resistance part 2
    • England Invaded! >
      • Ottoman airship raiders
      • A sharp action at Fawkham
      • On the road to Canterbury
    • Gangs of New Neasden >
      • Gangs of New Neasden part 2
    • Post-Brexit Gangs of Middlesborough
    • Operation Last Train
    • Silver Thorn
    • Goblin Civil War
  • Dark Ages skirmish
    • Dark Ages skirmish: Chapter 1
    • Dark Ages skirmish: Chapter 2
    • Dark Ages skirmish: Chapter 3
  • Douglas of the 92nd.
    • Douglas of the 92nd. - the supply column
    • Douglas of the 92nd. - the heliograph station
  • The First World War
    • Mesopotamia
    • Trench raiding
    • Panzer Angst September 15th 1916
    • Freikorps
    • Biplane Barmy
    • 1914
    • 1914 - Opening Moves
    • Night falls over Jutland
    • 1919
    • Zeppelin L33 over England
    • Journey's End
  • Horse & Musket
    • Meyvaci Ali and the British invasion
    • Meyvaci Ali and the troublesome dervish
    • Meyvaci Ali and the Albanian raiders
    • Meyvaci Ali and the caravan
    • Meyvaci Ali and the tax collector
    • Meyvaci Ali and the customs-house
    • Meyvaci Ali and the revolting Martolos
    • Meyvaci Ali and the Albanian menace
    • Napoleonic Ottomans
    • Late 17th century >
      • Kirk o Shotts
      • Covenanters at Pitlochry
      • Auchtermuchty
    • Jacobites
    • O Brien's Farm
    • Turks v Russians
    • Turks v Russians 2
    • The Peninsula
    • Altdorf April 23rd 1813
    • Alcuesta
    • The Old West
  • Samurai
    • Lord Sugiyama and the ten ronin
    • Neshikocho 1618
    • Ikko-ikki
  • One Hour Wargames
    • China 1937
    • 16th century Japan
  • Arty farty
    • Aberlemno
    • Acharn
    • Aikey Brae
    • Aquhorthies
    • Auld Bourtreebush
    • Balgorkar (Castle Fraser)
    • Barpa Langais
    • Barra Hill
    • Binghill
    • Brandsbutt stone
    • Broomend of Crichie
    • Clune
    • Croft Moraig
    • Cullerlie
    • Cuween Hill
    • Dunnideer
    • Clach an Tiompain / Eagle Stone
    • Cnoc Freiceadain
    • Eassie
    • Easter Aquhorthies
    • Glassel
    • Inveravon
    • Kilmartin Glen
    • Kintore stone
    • Kirkton of Bourtie
    • Lenabo
    • Leuchar Moss
    • Loanhead of Daviot
    • Loch Kinord
    • Machrie Moor
    • Maiden Stone
    • Meigle
    • Midmar Kirk
    • Migvie
    • Mulloch
    • Piobull Fhinn
    • Sunhoney
    • Tollohill
    • Tomnaverie
    • Auchindoun
    • Fedderate castle
    • Fowlsheugh
    • Slains castle
    • Bullers o Buchan
    • Camster
    • Coire Fraoichidh / Corrichie
    • Cruden Bay
    • Gourdon
    • Kinclaven
    • Loch Eich
    • Nairn beach
    • Newburgh
    • Perwinnes Moss (Scotstown Moor)
    • St. Fillans
    • Cairn o Mounth
    • Animals
    • Interesting rocks
    • And quiet flows the Dee
    • Enchanted Forest, Pitlochry
    • Strange skies
    • Covid-19 lockdown
    • One tree, one year
    • The trees
  • Fantasy
    • Song of Blades & Heroes >
      • A cautionary tale
      • Song of Arthur & Merlin
      • Succession
      • The short-lived adventures of Yark the kobold
      • Gondor v Orcs
      • Cormyr - introduction >
        • Cormyr - the watchtower
        • Cormyr - the ambush
        • Cormyr - the outpost
      • The adventures of Zou Kov >
        • The palace of Covidius I
        • The palace of Covidius II
        • The palace of Covidius III
        • The palace of Covidius IV
        • The howling
        • The beacon
        • The castle
        • Assassination
        • Run out of town
        • A new start
        • Kobold caves
      • The Dark Company
      • Alquin of Barrowdale
      • The Young Kingdoms
      • Zothique
      • Hyperborea
      • Vadagh
    • The Sword Coast
    • The Sword Coast - Zook Turen's story I
    • The Sword Coast - Theophylact the Tendentious I
    • Lord of the Rings >
      • Mahud & Haradrim v Gondor
      • Hobbits v goblins
      • Rohan v Dunlendings
      • Gondor v Haradrim & Mahud
      • Gondor v Dunlendings
      • Faramir at Osgiliath
    • Five Leagues from the Borderlands
  • Second World War
    • Atlantic Convoy SC41
    • Burma 1943
    • Martelange
    • Dzyatlava
    • Monopoly Blitz
    • Ten minutes on a Burmese afternoon
    • Neil Thomas
    • Manchuria
    • D-Day
    • Bolt Action >
      • Encounter at Villages Pas Vrai
      • Manhunt
      • The secret agent
      • Envelopment
  • Irish independence
  • Who thought this was a good idea?
  • Modern
    • Afghanistan 2009
    • AK47 Republic
  • Terrain
    • Terrain showcase
  • Back catalogue
    • Aberdeen Beyond 2000
    • MDRG four-way scrap
    • Published articles
  • Le salon des spods
    • Semi-random scenario generation
  • Extended universe
    • Spodlight
    • Spodcast
    • There Will Be Spods
    • Spodify
  • All Under One Banner
    • All Under One Banner 03 June 2017
    • All Under One Banner 05 May 2018
    • All Under One Banner 04 May 2019
    • All Under One Banner 17 August 2019
    • All Under One Banner 07 October 2019
    • All Under One Banner 11 January 2020
    • All Under One Banner 02 April 2022
  • Scrapbook
  • Fear & Faith
  • Gaslands
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This is the crew of the Independent Scout. Known as the Indies.

Captain Tom and Squeak are both bounty hunters who teamed up years back. A human and a swift (mouse clan), they could not be more different. They may look like an unlikely team and in terms of their background they are from opposite ends of the social spectrum. This hasn’t affected their bond however and they’re not to be underestimated. Tom with his positive demeanour and love of action and Squeak with his disarmingly violent abilities and love of credits. A good double act.

H’ua, who is from the Engineer peoples, came with the ship. With his distinctive green completion and crest he cuts a fine figure. A member of a tech guild, H’ua is valued for a skilled and experienced approach to all things to do with the ship. Having come from a more militaristic background, the freedoms granted by being with this crew are very much valued and worth fighting for. Squeak had originally approached him to see if a charter was possible, then when military police took an interest in H’uas registration chip Squeak assisted in a hasty escape.

The second human member of the crew is the orange armour clad Gret. Formerly with a frontier gang, he’s a tough guy. Your typical heavy. But smart enough to know that Tom is worth sticking around with, especially after Tom helped him out of a sticky situation when his gang was annihilated. Gret has a long memory and is loyal. But it’s not a charity. He expects loot too. With his contacts he can help the team to line all their pockets.

That leaves the Nomad Shahblah. Shahblah is one of the mysterious precursor people, gentle and contemplative, with a distinctive high skull and slender frame. For a tall rangy person Shahblah is quite fast and has also got some good gear and stories from long wandering the systems. It was while wandering that Shahblah met this crew and tagged along. Still, something is missing, another precursor perhaps? 

All in all the crew get on quite well. Gret and H’ua rub each other the wrong way and Squeak tends to keep his own counsel. Captain Tom is the natural leader however and this has seemed to work - thus far…





Campaign turn 1

“A squad of security robots have been hacked and are now firing on anyone that approaches, so he needs someone to go in a blow them to pieces.”
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The crew of the Independent Scout have taken on the job!
Turns 1 and 2…
 . . . moving and shooting that stuns bots (both by Shahblah) but little else.
Turn 3
Squeak gets a shot off early and misses. The bots and the Indie crew make their moves. Tom takes aim with his hunting rifle hits on a six and kills on a six. First blood.
Turn 4
H’ua turns the corner shoots at point blank and stuns…the robots take him out (and not to the movies and a nice meal). Angry but resolute Tom aims and kills another robot. Shahblah inspired by the leader uses the military rifle and also takes one out.
Turn 5
Confusion reigns….
Turn 6
Robot gets a snap shot off and manages to miss! As do the crew.
Turn 7
The robot gets to go first and misses, so an emboldened Squeak smells “oil” and goes in for close quarters but is narrowly defeated. An outraged Gret (in slow motion) says “noooooo!” And defeats the last remaining robot.
It’s a victory…but at what cost?

3 credits for victory. They also looted a laser pistol off one of the rogue robots. Further looting got them some data files (2 rumours).
Squeak?…nothing wrong with him except wounded pride and his blade is out of commission. H’ua suffered minor injuries and will spend a turn in the med bay.


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Campaign turn 2 
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PictureThe hyper-rail station


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With Murina in tow, The crew of the Independent Scout have taken on a mission to prevent separatists from blowing up a Hyper rail station. The station itself is located on the scubby outskirts of town. Mainly used for cargo, it consists of three square simple buildings and one oblong one with a mezzanine level – approx. midway is the repelling track used for the trains and on both sides of the track are elevated walkways. The objectives (grav platforms) are marked red 1 to 3.


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(Rolled for battlefield condition – delayed…Tom and Gret held back).  Having to sort some transport issues, Tom and Gret were unable to join with their crew mates on the battle field. But as luck would have it, the 4 who were there managed to sneak in perfectly (rolled four 1s!)

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As they approached they saw the three grav-loading platforms that they had to disable. H’ua, having a bit of seniority, scanned the area and himself and Squeak were to occupy in and around building D to put fire down on centre of the station while Murina and Shahblah would run up the right flank and access the farthest grav platform.
As the group approached their positions they spotted the separatists, skulking. Wearing tattered robes of red and green interspersed with metallic armour they were tough little creatures. These separatists were known to be a cautious bunch so the battle would be cagey.



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After a bit of jostling for position the separatists are caught in open, as the two groups are patrolling round A and B -  but they managed to survive. Squeak while making a shot is wounded (by one of the seps who is covering for his leader)  and is out for the count.

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Meanwhile Tom enters the table and seeing his friend injured…... runs in slow motion… mouthing “Nooooo”, but alas is also wounded by the occupants of building A. Shahblah who has found a great firing position takes one out (the specialist in building B) and another flees.

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Murina has made her way across the track and is backed up by Gret who finally arrived on the table. She enters the building her glow sword swishing  - doesn’t make quick work of it as the occupant is unwilling to go without a fight – however he does succumb in the end. Gret secures platform 3. More exchange of fire follows and Murina and Gret secure platform 2.  H’ua is in two minds what to do – risk or not. However a crack shot from Shablah takes out the feisty shooter in front of building A clearing the area for H’ua to claim platform 3 – but not before the separatist leader lets loose with his hand cannon taking out H’ua. However this is futile as he is then made a casualty. Job done, station secured but at a heavy cost again, with Tom Squeak and H’ua all being injured. Need to get some armour!

Post battle rolls:
H’ua and Tom shrug off any injuries they had. Squeak really took a hit and is going to miss 4 campaign turns while he recovers. The crew will see about medical attention to speed this up.

They had comms with the patron for the job and get paid 5 credits. “Good job Tom, I’ll be sure to pass this on to other interested folks.”

As they defeated the separatists they were able to search the area and found 1 combat serum and a very nice Plasma rifle which H’ua eyed up…Tom being the empathetic sort that he is suggests to H’ua that he should take it. “We need to be able to whittle down the enemy first, your hand cannon is good, H’ua, but safety first.”

With Tom and Gret being late, the crew could have got a bad rep, but no one was aware of the fact. (Campaign roll) For winning Tom gains the crew a story point too. 
XP upgrades: Shahblah ups toughness to 3. Tom uses story point earned to get 3xp for H’ua to also upgrade toughness. 
Overall, the crew feel “OK” but are worried for Squeak back on board ship. H’ua will not leave his bedside while he recovers.



Campaign turn 3

With Squeak still out of action the five crew explore and train. Gret ups combat skill. Then they go to local bar and hear from a news bulletin playing  that some corporate mercs are terrorising localson a nearby planet . . . a paying job. H’ua managed to get some borderline-legal meds for Squeak (-1 turn in medbay).
​
They scrambled the Indie Scout and headed for the planet Birdwood 1. Due to conditions they had to skirt round the edge of the system taking a long time (-1 turn in medbay for Squeak).

As the Indies land near the loading bay with a huge cargo ship, they see a patrol of blue clad space rangers mercs - armed to the teeth.

On landing a man in a tattered uniform approached the ship and told them to make a fake radio call on panel near watchtower . . .  will clear these mercs out of town (+1 story point gained). Seized initiative and moved nearer area.
​

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Gret grappled up on top of watchtower…but is spotted and draws the fire of all the mercs (had to spend a story point here . . .)
The other crew position themselves and Shahblah takes out the specialist.(2 sixes)
This causes another merc to flee.

Next turn. Gret having prime position aims shoots and misses…takes his second shot and kills the leader. The remaining two mercs split for cover advancing into cover.  The rest of the crew converge on the centre near the watchtower.

Next turn. Gret having sharpened his shooting kills another merc. The last one advances and stuns H’ua. Murina uses her hand cannon with the shock attachment and misses him but 2 stun markers anyway. Shahblah also “misses” and puts a final stun marker on.

​
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“That was too ea….” Gret said, before being cut off by H’ua. “Don’t tempt fate.”

​Victors!



Campaign turn 3 post-battle

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​Immediately after the battle on Birdwood 1 - the crew are victorious over the corporate mercs. Gret is about to descend from the top of the watchtower when he spots a control panel. Perhaps this is what the guy with tattered uniform was speaking about . . . 



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Recklessly he mashes the few buttons there are . . . and after a second or two a klaxon rings out and a door in the building below opens.  Through steam and smoke a huge Combot appears. It’s clearly seen better days but the enormous rattle gun attached to its left arm looks menacing.
“System reset. ACKNOWLEDGE.”







​


Capt Tom being the nearest blurts out “Woah there lad…”
Whirring and lights flashing the bot issues  "INCORRECT…DESTROY.”
As Tom leaps behind cover, Gret mashes a few more keys…
The bot’s gun stops revolving and he issues “Override . . . please set allied parameters . . ."

Peeking over cover of the watchtower base Tom shouts “You are allied to ….hang on, H’ua, what’s the Indie Scout's signal code!?”
Before H’ua can answer the Bot replies “Aknowledged…allied to hang on H’ua what’s the indie scout’s signal code.”

As Gret descends the watchtower ladder the crew approach their new teammate gingerly and Tom glares. Gret approaches the robot and see the id UR-25 stencilled in faded letters. “|Come on – let’s get you a new paint job.”



Campaign turn 4 - introduction

Squeak has got out of his sick bed and is raring to go but Tom still thinks he could do with a rest – “Just sit one more out – don’t worry you’ll still get your cut” he advises him quietly.

 As they land on the dusty planet, and scout nearby the Indie, Tom, H’ua, Shahblah, Murina, Gret and the hulking robot Ur-25 peer outside – its gloomy (conditions pg 88 ).

“Careful” warns Gret.  “Just cos we cant see, just be aware as soon as we start firin, anything lurking down here’ll get a bead on us.”

Just then Murina gets a message on the newsfax from their private patron – “Get out of where you are – right now – there’s a bunch of defective robots smashing anything that moves – get over to the rendezvous point 2 klicks across from where you are.  Move!”(patron obj pg 89)

His eye visor glowing UR-25 says, (surprisingly quietly in his deep electronic voice) “…movement ahead – seven bots of unknown origin.”

Slightly imperceptible in the distance whizzes and whirrs can be heard – and an echo of electronic speech bounces off the nearby buildings and roofs.

“I think it just said 'exterminate'.” declares Murina. “Come, we must be cautious”…

The team prepare to cross…



​Campaign turn 4

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They proceed in a chevron formation slowly making their way through the gloomy industrial area.
“You hold the central area there. I’ll head up to the roof and see if I can make anyone out", says capt Tom.
As they proceed, rounded conical shapes begin appearing – several of them – emitting sparks and electronic buzzes.



UR-25's sensors detect an enemy and his rattle cannon makes short work of its target. Gret quickly follows suit and leaves one pile of debris and another robot stunned by a ricochet – which Murina then shocks.
“Daleks!” Shahblah says to H’ua “They are not firing – they must be defective. Their disintegrators are lethal when functional.”
​
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Shahblah and H’ua make short work of two more.
“EXTERMINATE!” one of the last remaining Daleks exclaims – only to be shot to bits by UR-25.
“INTRUDERS MUST BE PUNI..” Brrrrrrrp brap brap – the last foe is vanquished just as it makes contact with UR-25.
Murina examines the remains of the robots.  “Hmm – these are just scrap – wonder what caused them to go haywire?” 
​
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Making their way across they see a small device flashing and Tom picks it up – *patron* “you made it then – good job – I’ll transfer the credits through to you now. There’s a hunting rifle here too - help yourself.”


The crew take a breather in a nearby 3 story building. Gret and Ur-25 keep watch while the others check their gear (XP - Murina up to combat 3 – Shabblah and H’ua both level up to combat 1)
Tom receives a message that “what happened on Birdwood 1 is forgotten” (he gains 1 XP)
Shahblah takes a moment to reflect after seeing the daleks – this has stirred an old memory (character event 28 page 12. Gained a patron and another story point).



Campaign turn 5

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Alarms sounding out in the Indie Scout, the crew disembark and split into two fire teams.
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The gene renegades have been spotted coming from the loading area by the dock.
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Squeak, Murina and Shahblah take the southern part of street and H’ua, Gret and UR25 the north.

PREGAME TURN Win seize intuitive roll so each squad make a move – used a story point to reroll this.


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Turn 1 and 2 - both sides approach cautiously.

​ Random event end turn 2: one renegade gets +5 armour…the naked one.

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Turn 3 - Squeak makes his move and takes out an enemy. However this proves to be hasty as they are armed with deadly plasma rifles. He falls, but fortunately this time he uses his stim pack. H’ua and Gret come out all guns blazing, H’ua successfully taking one out.
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Shots exchanged! Gret takes a hit and goes down! H’ua also takes a hit but uses his stim pack. The renegades pull back heading north and for cover.
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Turn 5. UR25 advances. Renegades shoot Murina and she goes down and they stun Squeak. Shahblah kills their leader.
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Turn 6. UR25 advances shoots and misses, the renegades pull back and fire stunning Squeak again. Shahblah kills one.
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Turns 7 & 8 Angered by their friends being hit, the crew advance and shoot taking the two remaining out. Not before the last renegade takes out Squeak.

POST BATTLE STUFF
9 credits plus 2 for holding the field. “found” a plasma rifle (very good!) on one of the fallen renegades.

Looted a deflector shield (pg55) and a robo rabbits foot – both damaged. Gret “makes a friend” 1 story point)

Rolled for the three injured nothing thankfully although Murina’s shock mod has been destroyed.

1 XP fpr Gret and Murina, 2 for Squeak, 3 each for H’ua and Shahblah – H’ua and Shahblah increase Savvy to 2.




Bruised and battered the crewmates enter the ship. As they are limping up the ramp one of the traders who had been dealing with Gret grabs his arm and says –“Hey great work friend  - they were tough those renegades. Thank you.”

Back on board, they each remove various charred and dusty pieces of armour stowing it in lockers for now – armour repair is a good job for long boring space transits.

Murina is particularly hacked off as her nifty little shock mod took the brunt of the hit that knocked her out. “That’s not even good for parts now,” Gret says. “Hmmph….great.” She replies. “Here!” H’ua says, tossing the plasma rifle over. “You can use this by way of compensation.”

“Nice!” says Murina. Gret nearly says something but holds his tongue for once. It had been a tough fight and it was good that no one had been badly hurt. “Not having much luck Squeaker,” Gret says to Squeak – who remains tight lipped.

Shahblah takes UR25 to the forward hold for recharge and maintenance, giving H’ua and Gret a slight nod as it does so. H’ua takes the ship up to sub orbital space in preparation for next destination.

The gentle hum of the on-board systems of the Indie Scout is reassuring and brings on a sense of safety. Tom walks though from medbay to greet his crew mates.

“Quite a turn today folks. We’re a couple of jobs away from paying off this ship H’ua.".
He hands H’ua 10 credits)
"What say we do a little bit more? All in favour say aye.”

Met by unanimous ayes, Tom raises his mug of space coffee and says – “Right you are then, right you are.”


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Continued in Part Two at ​Five Parsecs from Home: The Independent Scout part 2 - Spodilicious
​


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Planet of Currie 6 at Willets Gorge. 

​The Sphyr outcast knew patience. He had training and a natural propensity for it. “No matter what it takes.” This particular patron mission was a fairly easy one but was taking a fair bit of legwork to find his quarry. A bunch of Gene renegades who’d stolen a rather expensive dropship. His patron wanted the ship back. The dropship had landed somewhere in the vicinity, it didn’t have cloaking and they weren’t adept military types so should be easy enough to spot. "Yet another dusty barren planet to scour. It’s easy money though," he thought to himself.

Easing down the throttle on his e-Mike monocycle he checked his position. A dust storm imminent, according to his readings as they cycled through his designated updates. He cruised slowly, checking for life readings and suitable shelter in the hostile surroundings. Checking the wind direction, he parked up the monocycle near a large boulder. From a tube fixed on the side of the cycle he pulled out a thick rubberised tarpaulin which he fixed to the top of the boulder making a good sized bivvy. He removed the seat from his customized cycle and adjusted the display screen so he was then able to sit comfortably and view the monitor. Within fifteen minutes his position was completely engulfed in a brutal dust storm, with hurricane force winds battering the outside of his shelter.  Safe inside, he continued a manual scan but it was pretty futile with the raging winds outside so finally he set his proximity hard wire and lay back against the boulder for some shut eye. I he couldn’t move neither could the dropship thieves. Wait it out. Patience.

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