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Heavy Metal Thunder Page 41
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“Shoot,” says Buford. “Better believe it.”
“Shi-i-it,” says Cletus, leering at his companion.
“The hell I don’t!” Buford snaps at him.
“Hell...” says Cletus, laughing.
Many ships blast free from the port, engines blazing hot. Buford flips the switch to release the electronic moorings, then blasts off as dozens of other ships do the same.
You peer ahead. You see the black of the void, stars, the flare of ships, and you know that the black Invader ship is out there somewhere, stalking. Your suit feels like a sauna in the cramped space of the ship. Suddenly you see a flash of red, then a ship near you whirls wildly, spraying gas, then another flash of hellfire and another ship explodes in a puff and spray of metal. Then another, and another, and as the ships around you spread wildly Buford increases speed and directs Narrenschiff in a series of wild, erratic loops.
Cletus brings up a series of video feeds on the nearby monitors. You glance at them and see the dying station behind you. It is blasted nearly all around, run through with holes, and covered in clouds of debris. One monitor shows the black hull of the Invader ship floating by serenely, ominously, the few remaining lights of the station casting a halo around it. And on nearly every monitor you see ship after ship blasted, scattered into pieces by laser fire.
“Not gonna make it!” Cletus screams suddenly. “Aw, lorda’ mercy!”
“Lookit!” says Buford. “This here accelerator, it goes all the way up to eleven!”
“They don’t go up pas’ ten!”
“Not gen’rally, naw, but this one -” Buford hits the switch and the ship flies ahead at dizzying speed. Suddenly two more ships are blasted terribly close to the Narrenschiff. One mercenary yanks the controls, you see only a blur - then the Narrenschiff hits something and you fly through the air. A mass of limbs tumbles into you and you crash into the far wall, banging your back and head painfully and spraying blood from your nose up into your eyes.
You lose 4 Blood from the impact, though you may subtract your Defense rating from this amount if you happen to be wearing any armor. If you die, you may Regenerate by turning to section 312, or, if you wish to start further back, you can turn to section 179.
If you survive, then Cletus disentangles himself from you and screams at Buford, who immediately rises to the challenge and defends his manhood with a lot of shrill bellowing. You leap up to grab the ship controls, then realize that, somehow, the two idiots have indeed brought you out of the Invader ship’s range and into the black folds of the cold of space. Only two or three other ships managed to make it through the gauntlet, though you doubt they have any place to run to.
Comparing your own navigational data with the ship’s various mapping systems, you set a course that will draw you parallel with the course of your Black Lance Legion ship. You will be able to make much better time in this ship designed for long-distance travel. But you realize, also, that the Invader ship will most likely fly on a similar course.
Turn to section 34.
581
As the tentacle mercilessly drags you closer to its writhing brethren down below, you unsheathe a gun, desperate to blast your way to freedom.
You must now compute a number that will determine the outcome of the battle. This number is your Zero G Combat added to your Dexterity stat. If you are skilled in Weapon Proficiency: Ranged with the gun you are using, add 3 to this number. For every Rifle bullet you fire, add 1 to this number, or for every 2 Handgun bullets you fire, add 1 to this number. Note that you must fire at least 1 bullet.
If your number is 12 or more, turn to section 150.
If your number is 11 or less, turn to section 249.
582
You rise into a crouch and aim at the fighter as he hops and flies about the sharp hills of the asteroid. You note, with dismay, that the shot will not be easy.
You must compute a number that will determine the outcome of your shot. This number is your Dexterity. If you are using a Rifle, add 2 to this number. If you are using a Shotgun, add 1 to this number. If you are using a Handgun, for every 3 bullets you fire add 1 to this number. If you are using a Shotgun, for every 2 shells you fire add 1 to this number. If you are using a Rifle, for every bullet you fire add 1 to this number. If you are trained in Weapon Proficiency: Ranged, and it is with the weapon you are using, add 3 to this number.
If the number is 16 or more, turn to section 174.
If the number is 15 or less, turn to section 85.
583
With a bellowing cry you swing your gloved fist into the old laborer’s face. It connects and you see his head swing around wildly, eyes wide with shock. He falls to the floor and, before you can stop yourself, you jump on top of him, landing blows that bounce his head about as he tries, feebly, to raise his arms. The other three men pull you from him, shouting at you to stop, and their voices come as from the bottom of a deep well, dim and far away. You swing about, screaming wildly, and they push you to the floor, forcing the whole of their weight on top of you.
The demonic urge subsides. You hear the old laborer moaning on the floor nearby. Eventually you can hear the men again, can understand their words. Someone is asking what you are doing, asking if you are insane.
“Human species...” you growl, exhausted. “Greatest in the universe... no one can stand against... death to the Invader...”
“Black Lance Legion, he calls it,” says the manager. “Whatever they are, they’ve programmed this young man into some kind of monster.”
“I hope they fight as hard against the Invader as they do against the elderly,” says the doctor.
“You alright now?” says the guard.
“I’m alright,” you say, gritting your teeth.
“You sorry?”
“I’m alright.”
The men release you, then see to their beaten companion. You do not feel like apologizing to the old laborer.
Turn to section 19.
584
The gaping mouth opens wide, ready to clamp down on your head and shatter your helm. With shaking hands you grasp the implosion grenade, turn and jerk the pin free, then toss the thing down the monster’s gullet. There is a long delay as the creature works the thing around in its mouth and you consider praying for it to work. But the prayer is unnecessary: In a flash of soundless violence the creature’s head is blasted into a twisted sculpture of destruction. The grenade is so powerful that you are jerked free of the tentacles and sent careening into the ground: Lose 1 Blood.
If you survive the blast, then you gain 2 XP. Be sure to erase the Implosion Grenade from your inventory.
You look about and see more heads rising, more seas of tentacles swaying. They are alarmed at the death of their brother, but cannot reach you. You laugh wickedly, hungry to finish off the entire thing. Wise to the monster’s tricks, you look for weak points that you can investigate.
If you want to look at the hole you see in the distance, turn to section 384.
If you want to follow one of the blue channels that runs throughout the beast’s skin, turn to section 373.
585
As you blast away, Captain Numitor shouts over the com-link, “Commander, the suicide bomber has destroyed our shield generator! How far are you-”
“We’re at a safe distance!” bellows Uther, lying. “Fire, Captain! Destroy their ship!”
Oh God, you think.
The dark of space is filled with flashes of red. You are blinded and close your eyes in pain, seeing only a white light behind your lids. You are sure that both ships have destroyed one another. You hammer the jetpack for all it’s worth.
The intense light dims. You search the darkness. Your helm beeps and identifies the single vessel left on the field…
The Penelope’s Vengeance is safe and sound. Behind you, the Invader ship is run through by a barrage of laser fire, blasting it into a ruined hulk. Sybel whoops loudly and your hard heart fills with joy as you fly home.
Captain Numitor comes over the com-link and says, “This is one of the first battles of the Black Lance Legion against the Invaders, gentlemen, and I think the enemy is going to realize that humanity’s not done yet.”
“Welcome to the team, Cromulus,” says Commander Uther.
You gain 5 XP for surviving your brutal odyssey and trial by fire. Now that you have survived this adventure, you can transfer your character information (statistics, experience level, equipment, and notes) into the next battle in humanity’s guerilla war against the Invaders.
As the lights of the docking bay shine along the side of the Penelope’s Vengeance, you make a silent vow. I don’t know who I was before the war, when the solar system belonged to us and our species was drowning in mediocrity and nihilism. But I will do anything I can to become powerful enough to defend this changing humanity from its alien conquerors. I, Cromulus, will rise up within the Black Lance Legion until the war is over and won, even if I have to rise so high that I command the entire Legion itself. And no one, alien or human, will stand against me.
Humanity will survive. No matter the cost to my soul.
To be continued in
Heavy Metal Thunder Book 2:
Sol Invictus
HEAVY METAL THUNDER RULES INDEX
Blood
Blood is an abstract score that represents vitality and health. If you have ever played any sort of RPG, then Blood can be thought of as “hit points.”
When you are wounded, your Blood score will drop. When you rest or take healing medicines, your Blood score will rise. You begin this game of survival with a Blood score of 10. This is your maximum Blood; your Blood cannot rise above this amount. For example, if your Blood has dropped to 6, and you heal 7 Blood, then your Blood increases to 10. However, as you rise in levels, your maximum Blood score will increase.
If your Blood ever reaches zero, then you have died, and the game of survival is lost.
Experience Points (XP)
As you learn and grow on your journey, you will earn Experience Points, which are abstract representations of your actual experience. When you gain enough Experience Points (or XP), you will gain additional character Levels and receive additional Stat Points, Skills, and Blood.
You start out this game of survival at Level 1. When you have at least 15 XP then you will gain one character level and the rewards that come with it.
Character Level
As a Level 1 Black Lance Jetpack Infantryman, you start out with:
10 Blood
1 point per Stat, +3 points to distribute
1 point per Combat style, +1 point to distribute
5 Skills
With every Level earned, you gain:
+3 Blood
+3 Stat points to distribute
+1 Combat points to distribute
+1 Skill
Experience Points Per Jetpack Infantry Level
Level 2 15 XP
3 40
4 75
5 120
6 175
7 315
8 465
These XP/Levels apply only to the Jetpack Infantry class. As your character advances in rank within the Black Lance Legion, he will earn Levels and Skills applicable to his advanced rank.
Statistics
The person that is you can be reduced to five statistics: Strength, Intelligence, Dexterity, Charisma, and Will. You begin the game with a score of 1 in each stat, plus 3 additional points which you may distribute as you see fit. How you distribute your bonus points will help determine the nature of your character and how you interact with the universe.
Strength - Physical musculature, endurance, athletic prowess. A high score in this stat will make you a more powerful warrior. A low score will make you a tired weakling.
Intelligence - Mental computing ability, creativity, cleverness, wisdom, and understanding of the nature of things. A high score in this stat will help you outwit the enemy and keep ahead of the competition. A low score will make it difficult for you to grasp some concepts.
Dexterity - Your flexibility, agility, reflexes, sense of kinesthetics, and ability to fire a gun accurately. A high score in this stat will help you pull off tricky maneuvers. A low score will make you a clumsy person.
Charisma - Force of character, social grace, good looks, aura of charm, ability to lead. A high score in this stat will make others trust you. A low score will cause others to shun and distrust you.
Will - Beneath the thin veneer of your personality, behind everything you learn and all the choices you make, there is the raw force that drives you. A high score in this stat will help you to keep going where others have failed. A low score will make you a weak, spineless person. One can even have a battle of Wills with others.
In some rare instances your statistics may be temporarily lowered. For instance, great injury can lower your Strength or Dexterity, confusion can lower your Intelligence or Charisma, and a great ordeal can lower your Will. (Hint: While a 2 in any score is better than a 1, having a 3 in one score may give you an edge in some situations. Still, it is a risky gamble, as you do not have many skill points that you can distribute at first.)
Combat!
The will to kill, the struggle to survive, the bloody battle from which only the gore-drenched few can emerge victorious. The Black Lance Legion has taught you two forms of combat. You begin your personal war with 1 point in each of these modes of combat, plus 1 more point that you may distribute as you see fit.
Ground Combat (or 1 G Combat) - The normal hand-to-hand mode of fighting that man has excelled in since he climbed down from the trees. Includes everything from grappling to striking to parrying to strangling.
Zero G Combat - The Space Age combat that the Jetpack Infantry specializes in. The Black Lance Legion grunts engage the enemy in intense aerial combat among the stars, grappling for supremacy on wings of fire. A good Jetpack Infantryman has to maneuver with grace and bash with skill.
Skills
The Black Lance Legion have taught you several skills so that you may effectively fight the Invader forces. Below is a list of nineteen skills available to Jetpack Infantry. At Level 1, you may choose 5 in which you are proficient.
Navigation. The ability to make sense of the hidden paths within the void. Skilled navigators can use the stars and planets as guides to find the quickest routes through the solar system. Becoming lost in the void can be a fate worse than death in battle.
Computers. Knowledge of the various systems built by humans that store and retrieve information and guide machines. Even without this skill you can still use a computer, as can most humans in the space age. However, this skill will give you the upper hand in making any program do what you want.
Stealth. The ability to move about unseen and unheard. In this era, Stealth also includes an understanding of how to hide your infantry armor’s various electronic, heating, and other apparatuses prone to remote detection by the enemy.
Pilot Ship: Small. The ability to pilot the smaller commercial and military spaceships made by humans. Includes use of older pre-Invasion ships as well as the newer, advanced ships. The controls of spaceships are very complicated, and without this skill you will be almost completely clueless about ship functions.
Demolitions. Knowledge of the ingredients of explosive materials and the know-how to put a simple bomb together.
Jetpack Skill. Every Space Infantryman understands the basics of piloting his own jetpack. This skill will give you greater understanding of jetpack piloting, jetpack maintenance, and knowledge of the Legion’s more advanced jetpack models.
Weapon Proficiency: Hand-to-Hand. With the introduction of bulletproof energy shields and jetpack infantry that can move faster than bullets, close-in combat has become important on the battlefield. A good infantryman can outmaneuver and kill enemies up close, pierce the shields of enemy ships, and hack through hulls using the expensive, energy-producing weapons made by the Black Lance Legion. If you pick this skill, you will be
proficient in the use of one type of H-to-H weapon: Blades, which includes knives and swords; Maces, which includes heavy blunt weapons like steel batons and maces; or Spears, the long, piercing weapons of the Legion. Blades are good for slashing flesh and hacking off limbs, Maces are good for bashing armor and bones, and Spears work well if your enemy is some distance away, or when used in groups of other spearmen. You may select proficiency in one of these weapons if you choose this skill, but you may choose this skill more than once if you desire proficiency in more than one type of H-to-H weapon.
Weapon Proficiency: Ranged. Knowledge of the Way of the Gun. Energy shields are expensive to make, and are not widely used; plus, to kill from afar is still the safest path in war. If you choose this skill, you will be proficient in the use of one type of gun: Rifles, which includes long-range single shot rifles and automatic rapid-fire rifles; Handguns, which include small automatic handguns and older revolvers; or Shotguns, which are the heavy bruisers of gun warfare. You may choose this skill more than once if you desire proficiency in more than one type of ranged weapon. Note that once you have chosen to fire a gun at the enemy, you must fire at least one bullet, even if you realize afterwards that you have no hope of hitting the enemy!
First Aid. The human body is not a perfect engine of warfare; wear and tear, and even death, are inevitable. To stay one step ahead of the Widowmaker is paramount to survival. This skill includes knowledge of healing medicines, drugs that enhance performance, poisons that impair bodily functions, and knowledge of the application of first aid in space.
Xenology. Little is known of the Invader, but a few of the enemies’ ships and bodies have been captured and studied extensively by the Black Lance Legion. Xenology can give a soldier the upper hand when dealing with a strange, alien species. Knowledge at this level includes the basic information that your leaders think may be of use to an Infantryman, but does not include classified information.