Torir HegemonyThe group that went Northwest arrives at the Airlock to outside the dome. The Airlock is gigantic, and stretches on to the north. Apart from the way you came from, a bigger road leads South to the city. There are several guard posts, along with offices of the various companies that mine north of the dome, emergency equipment, cantines, research outposts, it's a maze of all kinds of infrastructural stuff, with after a while the giant airthight doors of the airlock itself. The traders excitedly start searching. However, while they're at it, they are surprised by a party of raiders... Other humans, and they don't seem friendly! A fight breaks loose! The traders use their guns and arrows well, and manage to pierce one raider with three arrows trough the chest, another one has his shin fractured by a well-aimed battery from the spudguns! However, two of the traders fall as well, one has his lungs ripped open by a hail of 5-inchers, another gets a one-foot wooden stick trough his stomach, fired from what appears to be a big crossbow. The two remaining traders flee, under covering fire of arrows, though they have to leave the spudguns behind. (1d100 = 98) (encounter: 1d100 = 6) (fight: 1d100 = 44)
A quick count shows that you lost, besides the two traders, a spacesuit, the spudguns, and three arrows.
The traders that went south are about to go back after miles of road, when they see a carwreck against a light pole. They check inside, and the skull of whoever was driving stares back. They take some small parts, such as the radio, and decide to come back later for more than the 10 scrap they found now. (1d100 = 65)
The buggy-driving trader is speeding trough the plains when a loose rock decides to spoil the fun. The buggy makes half a flip and lands upside down, and the trader lands on the hard ground. However, quick reflexes and a bit of luck save the man when he rolls directly on landing, preventing him from harm. The buggy still drives, but slower, and it makes a dragging sound. (1d100 = 6) Without further accidents, the trader returns in the middle of the night with the promised scrap.
The crafters are struck by a fey mood! Not only do they fix the current mine, they also manage to build a nice drilling system on rails, using one of the pneumatic drills and 5 scrap! The minig cart can mine 2 squares each turn, if manned by a single miner. (1d100 = Guess what...
100!!)
The mine that was already built is strong enough, though not so for the newly-dug space. After 3 blocks of iron were freed from the earth, the whole sideshaft collapses! Of the 5 miners that were in there, none esaped alive... (2d100 = 61 and 1 o.O )
The others all start working on the farms, and two miners start fighting! The others get them away from each other, although they are both covered in bruises. No-one recalls the reason for the fight. Other than that, there are no incidents, and some old farmtools are found in what once was a shed, now covered in dirt. What's more, there was something wrong with this farmer, as your miners slowly uncover an old, and broken, 6 barreled machinegun... (13d100 = 80,9,84,83,53,73,62,74,83,53,
100,34,11) A 12-square plot has been plowed and is ready for use.
Status:2600 water
2400 food
48 scrap
Available troops:45 miners
20 scientists
20 crafters
8 traders (2 †)
Items:9 space suits
2 9mm handguns
42 9mm cartridges, 12 ammo each
50 empty AA batteries
10 bows
22 arrows
1 electric buggy
6 pieces of iron
3 pieces of magnetic iron
Outside Buildings:3 x 4 plot