
Traveller Referee Tarondor |

Muscles moves to guard the doorway. "Aye, sir," he says seriously.
Abel Hruthbar takes a long look at Drifter, then lowers his eyes, nodding, his beard bobbing up and down against his leather apron. "I understand."
Drifter heads out, knowing that the gunfire is likely to have been either all the way forward on B-Deck (his current deck), where the access is to the main computer, or all the way aft on C-Deck, where the team planned to trap the majority of robots. Knowing that most of his friends are forward, but most of the heavy weaponry was aft, Drifter takes initiative and heads for the ladders down to C-Deck.
Somewhere forward of Sick Bay, Spider and Argo are now in a full run, trying to lead Attila on a chase towards C-Deck, the same direction as Drifter. Spider rounds a bend and sees Drifter down the corridor, ready to drop into a ladder well. A laser shot shoots past Spider and gouges the bulkhead.
Attila laser rifle and cover: 2d6 + 2 - 2 - 2 ⇒ (5, 3) + 2 - 2 - 2 = 65d6 ⇒ (4, 3, 3, 6, 1) = 17
Somewhere not far behind Attila, Flatfoot Shipkiller stalks the halls, heading in the dangerous robot's direction. He peers around a corner and sees Attila firing a hellish gout of laser fire at someone...presumably Spider and Argo... around the next bend in the passageway.
Spotting movement out of the corner of his eye, Flatfoot looks over to see Tapdance waving from a hatch. She's holding a slim pistol, a naval officer's laser pistol in surprisingly good condition. She mouths the word "catch!" and tosses the pistol to Flatfoot.
Down on C-Deck, Mascot is in a fight for his life and using women civilians as human shields! He tries and fails to muscle one of the Children of the Ship between him and the human-hating Zippo. She screams and flails her arms, striking him in the mouth with her elbow.
"You vermin have killed The Ship! I'll kill every last one of you!"
Zippo's Blowtorch: 2d6 - 1 ⇒ (6, 5) - 1 = 103d6 ⇒ (1, 3, 2) = 6
The blowtorch is quite accurate this time, sizzling through Mascot's RCES bodysuit and cooking his flesh!
Just then, the artificial gravity cuts out. Everyone begins to float in the null gravity of J-Space.
______________________________________________________
Okay, we got a conga line up on B-Deck, in this order: Drifter, Spider, Attila, Flatfoot.
Flatfoot, give me an Athletics + Dex roll to catch that pistol or it clatters noisily to the ground just before the gravity goes.
Moving is now going to require a Zero-G roll (Zero-G plus either Dex or STR). Anyone without at least Zero-G 0 will take a -2 DM on all tasks.
Mascot, you've taken 5 damage to your END. You do have Armor 1, despite what's in your stat line.
Everyone, go!

James "Flatfoot" Nicholls |

Flatfoot reaches out for the laser pistol, trying to catch it. Unfortunately, he misses the weapon and it sails past his hands to clatter to the floor.
Once the gravity cuts out, the RCES operative tries to maneuver to acquire the weapon.
Dex (0) + Athletics (0): 2d6 + 0 + 0 ⇒ (4, 1) + 0 + 0 = 5
Dex (0) + Zero-G (0): 2d6 + 0 + 0 ⇒ (6, 3) + 0 + 0 = 9

CDR Jasper "Spider" Webb |

"Heads up, Drifter! I've gotta mad robot on my tail and we're headed right at you!"
With the sudden loss of gravity, Spider's zero G training kicks in as he flys down the hall, making small kicks off the floor, walls and ceiling to build momentum and aim himself towards the ladder. If Argo seems to struggle in the zero-g, Spider grabs him and pulls him along.
zero G + STR: 2d6 + 0 + 0 ⇒ (4, 6) + 0 + 0 = 10

James "Drifter" Monroe |

Are we next to an outer hall where we are or would there be rooms between us and space should a bomb go off? I am not sure how much I can do which is what I have been debating. I want to slide past the hatch and ready to chuck the bomb out at the bot and close the hatch as soon as they are through. Could I do all that or would it take too much time for this turn?

CPL Calvin "Mascot" Sherman |

Mascot screams as the torch sears his leg. When the gravity shuts off, it takes him a moment to clear his vision and realize what happened. He swings the wrench at the torch, hoping to destroy it. Then he tries to use his momentum from the swing in zero-g to gain some distance from Zippo.
Attack (melee, str): 2d6 + 0 + 1 ⇒ (1, 3) + 0 + 1 = 5
Movement (zero-g, str): 2d6 + 1 + 1 ⇒ (3, 6) + 1 + 1 = 11

Traveller Referee Tarondor |

Drifter: Sorry I didn't read this earlier - I was waiting for all four orders. Mea culpa.
You are in one of two central passageways of the old Midu Agashaam-class destroyer ISS Archer. You are close to the center of the ship as it is possible to be. However, the ship is a destroyer, not some monstrous battleship. A bomb going off could potentially damage many systems. Bombs create shrapnel which, much like bullets, can potentially pierce the hull. All that said, Drifter's bomb is powerful enough to blow the hull if placed physically against it, but is unlikely to do so from this location.
Flatfoot misses the pistol that Tapdance tosses. It clangs loudly against the floor. Attila freezes, turning to look at Flatfoot. As gravity suddenly disappears, Flatfoot scoops up the pistol.
1d4 ⇒ 1
Attila fires its laser rifle at Flatfoot. "Mutineers. You have damaged The Ship. You will be chastised." The laser hits him straight in the chest, sending him spinning down the passageway with a burn mark on his chest, unconscious and looking very bad.
Attila laser rifle: 2d6 - 2 + 2 ⇒ (5, 5) - 2 + 2 = 105d6 ⇒ (4, 6, 3, 6, 3) = 22 That... is really ugly.
Argo Zero-G: 2d6 + 0 + 1 ⇒ (1, 6) + 0 + 1 = 8
Spider and Argo propel themselves up the passage with no difficulties, arriving at Drifter's location on the ladder.
Meanwhile, down on C-Deck, Mascot is still struggling for his life with a lowly maintenance robot. He swings a heavy wrench, but the gravity suddenly changes, throwing off his swing. Well-trained in Zero-G operation, he darts away while Zippo, a tracked vehicle with no anti-grav abilities, flails and waves its appendages and the women scream in fear and bounce off the walls.
___________________________________________________________
Flatfoot takes 22-1=21 points of damage. His Endurance goes to 0, followed by his Strength. His Dexterity is reduced to 3 and he is critically injured. This is at least as bad as the injury Drifter took crashing the air/raft into the Scarlet Knight.
Drifter, go!

Traveller Referee Tarondor |

I'm very sorry this has taken me awhile. I know the cool places I want the story to go once you've taken the ship; I'm just having trouble making the takeover work. I know that long delays don't help. So sorry.
I'm also dealing with unemployment that's stretching on longer than I'd like, but that's not really slowed down my other games, so I can't use it as an excuse here. This point of the story had me a bit stumped, but I'm ready to move along!

Traveller Referee Tarondor |

Drifter manages to pull himself through the hatch with some grace.
Simply moving along in Zero-G is an Easy task (needs a 6+). However, remember that if you don't at least have Zero-G 0, then you are untrained and take a -3 on the roll.
You're right. Drifter cannot see Flatfoot. He can see Spider and Argo and Attila, but Drifter is around a corner and down a hallway. Luckily, Tapdance is nearby him, although you don't know that.
Spider, Drifter, Mascot, go!

James "Drifter" Monroe |

Drifter looks out and yells at Spider,"Get in here fast!" as he clutches the handle for the hatch with his left hand and prepares to lob his makeshift grenade out the hatch as soon as Spider drags Argo to safety and Attila comes into his range.
I have Zero G. The roll below is to know how the lack of gravity will effect my throw. I want to leave Attila a present and then slam the hatch.
EDU+ZeroG: 2d6 + 2 + 0 ⇒ (3, 5) + 2 + 0 = 10

Traveller Referee Tarondor |

Drifter, this is definitely not an academic discussion of Zero-G, so the correct attribute to use is your DEX (maybe STR, depending), not your EDU. Still a success, though, so no problem.
Drifter, Spider and Argo get through the hatch. Drifter drops the bomb and seals the hatch. The three men move away from the hatch as quickly as possible. Four seconds later, there is a huge explosion and everyone is slammed into the bulkheads, rattled like peas in a can.
Meanwhile, Mascot is scrambling towards his destination. Mascot, ar you headed to the armory? Zippo was guarding the cargo bay.
You're all starting to feel light-headed. A little sleepy.

Traveller Referee Tarondor |

In Jump Space, you are completely cut off from the other ships of the fleet, and in fact from the rest of the physical universe. They won't know a thing until you drop out of J-Space. In about 36 hours, unless a bullet strikes the Jump Drive. In which case it'll be somewhere between "immediately" and "well after the heat death of the universe."

CDR Jasper "Spider" Webb |

Spider grimaces, "Damn. Well, if the hull's been breached, the storage locker on C-deck is the most likely place. Let's go."
He gives a final glance up at the hatch, then heads out towards the storage locker. "Hopefully Mascot is there, already working on a patch."
Zero-G + DEX: 2d6 + 0 - 1 ⇒ (3, 6) + 0 - 1 = 8

Traveller Referee Tarondor |

I'm going to go ahead and say that yes, every member of RCN and RCES are aware of the effects of explosive decompression and the even more pernicious effects of "gradual" decompression. By the time you notice the latter, you probably have about a minute to get to oxygen before your brains are hypoxic and no longer capable of consciousness. I certainly trained on it in the Navy flight program, so I imagine the Reformation Coalition's more advanced schools also teach it. Personal experience in a pressure chamber was very, very convincing.
Spider, Drifter and Argo drop "down" to "C" deck and head aft. The air is getting dangerously thin. Each man is dimly aware of the fact that his capabilities have begun to degrade.
The passageway is riddled with laser strikes as well as the marks of both large and small caliber weapons.
Forward of their position floats the broken carapace of Princep Lever, the philosophical security robot. Globules of dark blood float lazily through the air where two Shadow gunmen drift aimless in the microgravity. They seem dead. There is no sign of Mascot.
One person is moving in the hallway. It is Paka Vishnu, the Prole cook. Her movements are sluggish and she doesn't seem to be doing well. She is trying to drag a satchel down the corridor.
__________________________________________________________
Meanwhile, Mascot manages to leave Gizmo behind and propel himself towards the cargo bay. He is under no illusions. The vicious maintenance robot will right itself and follow him, but for the moment, Mascot has a head start. The lights are out and only a single dim emergency light burns near the doorway, illuminating many crates and boxes, most of which are obviously empty. Mascot is also feeling light-headed now.
All physical actions now take a -1 to the die roll. All mental actions (using INT, EDU or SOC) take -2.

CPL Calvin "Mascot" Sherman |

Shit. Hypoxia. Somebody in Starboard must have breeched the hull. Stupid shits. We're all gonna die.
Mascot floats through the cargo bay, looking frantically for the computer core. Argo had said it would be labeled 'tractor parts'. Hopefully with the zero-g, He could actually move the damned thing.
Scouting (Recon, Int): 2d6 + 1 + 1 ⇒ (1, 3) + 1 + 1 = 6

CDR Jasper "Spider" Webb |

Spider calls out to Drifter and Argo, "Spread out. We need to find the breach quick." He takes a moment to study the droplets of blood and other floating bits of dust and debris to see if there is any noticeable direction to their drift that might lead toward the air leak.
"Paka, are you ok? Can I help you with that?
Persuade + SOC: 2d6 + 1 + 0 ⇒ (2, 2) + 1 + 0 = 5

James "Drifter" Monroe |

I thought I had posted. oops.
Drifter begins looking for holes in the ship listening for whistling sounds or feeling for breezes that are not normal on a ship as signs that the atmosphere is being pulled out of the ship.
Investigate-Int-Mental Task Penalty to find leaks: 2d6 + 1 - 1 - 2 ⇒ (2, 3) + 1 - 1 - 2 = 3
Zero G+Dex-Physical task Penalty: 2d6 + 0 + 1 - 1 ⇒ (5, 6) + 0 + 1 - 1 = 11
I checked the SRD and didn't see where the list of stats to skills were located so I think Investigate is Intelligence, but I might be wrong.

Traveller Referee Tarondor |

There is no link between skills and stats. You use the skill and stat that seems most appropriate so long as the GM agrees. If you're trying to move through microgravity, that would be Zero-G plus your choice of STR or DEX. If it were a very, very long trek, it could be Zero-G plus END. If you were trying to recall an important fact about microgravity, it might be Zero-G plus EDU. If you were trying to notice something wrong about the way gravity seemed to be working, it might be Zero-G plus INT, and so on. Similarly, you can pick among skills if you can convince the GM that the one you have is relevant to the situation.
Mascot and Spider, your rolls were straight-up failures, but you also forgot to apply the hypoxia penalty noted above (or perhaps missed that there was one.
John, I haven't forgotten Flatfoot. He's just unconscious right now.
Argo Mechanic and INT and hypoxia: 2d6 + 1 + 0 - 2 ⇒ (3, 6) + 1 + 0 - 2 = 8
Argo Zero-G and Dex and hypoxia: 2d6 + 1 + 0 - 1 ⇒ (4, 3) + 1 + 0 - 1 = 7
Mascot, you look around, but can't see the crate labelled "Tractor Parts." The air is getting thin and you keep getting distracted.
Spider, Paka doesn't seem to be completely coherent. You are young and in supreme physical condition. She is middle-aged and not handling hypoxia nearly as well. She pushes at you, like swatting an annoying fly, but you hold onto her easily enough. She looks around, as if confused about why she is here. However, her right hand clutches the satchel as if it were very important.
Drifter moves around easily enough, with almost two decades of muscle memory working on his behalf. However, he can't seem to find the leak or leaks. There are so many holes.
Argo is getting punchy and bounces off the starboard bulkhead. However, he waves towards one of the staterooms on right (is that port or starboard? You're a bit confused). "There.... Over there."

James "Drifter" Monroe |

Drifter follows Argos advice to go and try and patch any holes that might be in there.
Investigate+Int-Hypoxia penalty: 2d6 + 1 - 1 - 2 ⇒ (1, 4) + 1 - 1 - 2 = 3
EDU+Mechanics-Hypoxia Penalty: 2d6 + 2 + 2 - 2 ⇒ (6, 1) + 2 + 2 - 2 = 9
Zero G+Dex-Hypoxia penalty: 2d6 + 0 + 1 - 1 ⇒ (4, 6) + 0 + 1 - 1 = 10
I am not sure if I need to investigate with him pointing me at it if I get there. If so I am pretty sure that roll fails badly. I tossed in the patch roll as well in case I make it.

CDR Jasper "Spider" Webb |

Spider maneuvers in front of Paka and grabs her by both shoulders. He looks her in the eye and says, slowly, clearly, and firmly, "Paka, listen and answer me. What are you trying to do? Can I help you?"
Zero-G + STR - Hypoxia: 2d6 + 0 + 0 - 1 ⇒ (6, 1) + 0 + 0 - 1 = 6
Leadership + EDU - Hypoxia: 2d6 + 1 + 1 - 2 ⇒ (4, 3) + 1 + 1 - 2 = 7

Traveller Referee Tarondor |

Drifter bounces into the ruined stateroom and hears the wind shrieking into Jumpspace. He finds a hole in the bulkhead the size of his index finger. Then another. And another. The air is being rapidly sucked out of the chamber.
Just outside, Spider scrunches up his eyes in an attempt to make sense of what he's seeing as his brain fights for oxygen. Paka opens her eyes and says something incomprehensible, but gestures vaguely with her satchel.
Trying to find the computer, Mascot literally stumbles across something more immediately pressing: A case emergency air breathers, the kind every Imperial ship had for just such emergencies. They should have been in every chamber of the ship, but they're all gathered here in a single box without any label. There are dozens of them, each one good for a thirty-minute supply of breathable air. They work sort of like SCUBA gear.

CPL Calvin "Mascot" Sherman |

Mascot rips open the case of air breathers. He straps one over his head and takes a deep breath to clear his head. He gathers up 4 more air breathers and returns to the crate of tractor parts. He tries to pull on the crate to get it moving towards the door.
Zero-G is really helping here, though I don't know how big the air breathers are. Can Mascot carry 4 of them?

Traveller Referee Tarondor |

The breathers are relatively small. There is a mouthpiece and a pair of flexible hoses that lead to a hip-flask-sized air bottle that can be clipped to the belt. It weighs about four pounds. Mascot can easily carry half a dozen or even a full box. The ship should have vacc suits for every member of the crew, but Mascot has never seen any.
Mascot, you have -not- found the crate labeled "tractor parts".
Drifter, the door to the stateroom in question is not an airtight bulkhead door. You could seal off C-Deck, but there could still be people alive and without C-Deck, you can't get to the engineering spaces.

CDR Jasper "Spider" Webb |

Spider scowls at Paka. That's how she responds to a commanding officer? She isn't making any sense a all. He is about to start dressing her down when he remembers where he is. Get it together, Jasper! He shakes his head to clear the cobwebs and looks at Paka again, Whatever is in that satchel must be pretty important for her to be dragging it here.
Making an effort not to actually yank it out of Paka's hands, Spider grabs the satchel and opens it up to see what's inside.

Traveller Referee Tarondor |

Drifter is desperately covering holes with any rigid surface he can find. Plates and notebooks, mostly. That's when Spider makes a choked little sound of joy.
Paka's satchel contains several emergency hull patches. These are flexible round patches the size of a manhole cover with the weight and feel of a wetsuit and sticky on one side. When a small static electrical charge is applied, they become as rigid as steel - permitting a holed ship to remain airtight until more permanent repairs can be made. Drifter and Spider quickly patch the holes. Soon, the air pressure begins to return. Argo and Paka are wheezing and their lips are blue, but Spider and Drifter remain standing - barely.
Meanwhile, up in the cargo bay, Mascot finds the crate labeled "Tractor Parts"!

CDR Jasper "Spider" Webb |

Spider takes a minute to catch his breath. He looks at the others, "Nice job, Paka, you saved a lot of lives." He takes another deep breath and looks around at the surroundings. "Let's take a quick look around and figure how many cans Starboard managed to take out, as well as what type of casualties the bots inflicted. And keep an eye out for any sign of Mascot, too."
With that, Spider maneuvers himself towards the storage locker where most of the fighting should have taken place.
Zero-G + DEX: 2d6 + 0 - 1 ⇒ (6, 5) + 0 - 1 = 10

CPL Calvin "Mascot" Sherman |

Mascot does a little dance when he finds the crate. He glances at the doorway to check for any signs of Zippo. With the air thinning, at least the can's blow torch will be less effective. Mascot grabs the crate and pushes it towards the door in zero-g.
I don't know how fast the ship's air will recover. Or if Mascot will even notice it with his breather on.
Movement (zero-g, str): 2d6 + 1 + 1 ⇒ (2, 1) + 1 + 1 = 5

Traveller Referee Tarondor |

As a reminder, the plan was to lock as many as possible in the empty ship's magazine (place to store weapons, for you land-lubbers) because that was a reinforced room out of which the robots would have a difficult time escaping. The fighting would have occurred in the passageway outside the magazine, which is where you are.
Spider can see the apparently inert forms of two robots, Princep Lever and possibly a maintenance 'bot of some kind, along with the bodies of two men and one woman, killed by laser fire.
Six more of the Shadows are unconscious from oxygen deprivation, but are groggily coming around. Harlan is among them, though he has a nasty laser burn across his right arm. They are all armed. If you wanted to disarm them, this would be your best chance. There are the two huge Guild Crunch Guns (insane things to be firing on a spacecraft), Harlan's TL-13 assault rifle and a pair of TL-9 pistols.
Spider finds that the door to the magazine is secure and he doesn't hear or see anything that makes him believe a breakout is imminent.
Up on B-Deck, Mascot is slowly bouncing off the walls in the cargo bay, trying to stabilize himself.
No sign at all of Flatfoot, Muscles or Tapdance.

CDR Jasper "Spider" Webb |

If any of the dead Shadows were armed, we take those weapons. We will also grab the the crunch guns for now to prevent them being used unless the situation is truly dire. The other Shadows can keep their personal weapons.
Spider helps Harlan up, and provides him medical assistance if his wound requires it. "Well, we're both still standing - that's a good sign. What happened here? Did it go to plan?"
Medic + EDU: 2d6 + 1 + 1 ⇒ (6, 4) + 1 + 1 = 12