Five Parsecs from Home - Part 3

 

 


Five Parsecs from Home is a tactical skirmish game with rpg elements. It's probably best described as 'X-COM meets Firefly'.

In this session, the crew is still reeling from the devastating attack in Part 2.

At the end of the last session, Gerard sent out a distress signal to find help. The ship's engines were disabled and they had just lost three members to a pirate attack as they were leaving Bollux.

They lucked out on the roll and a friendly merchant came by and managed to help them get the engines functioning enough to return back to Bollux.
The cost for the service was 3 credits.
Since this was deemed an emergency, they were allowed to take a debt of double the cost.
They now have a debt of 6 credits.

Returning to Bollux wasn't the most ideal scenario.
They were going to have a hard time raising the money for the debt, and for the repairs to the ship so they can leave, considering they were blacklisted on the planet.

However, another important factor was the lack of crew. Wynston had finished his healing and made it back to active duty, but Renee was still out of commission for two more campaign turns.
This left just Gerard and Wynston for doing the crew work.

They couldn't pay anything on the debt, so it increased to 7 credits.

The Hull got one point of damage repaired for free.
Ship Hull: 19

I decided that with the crew cut in half, Wynston makes more of an effort to help out. So I don't roll to see if he slacks off this turn.

They both work together to find new crew and manage to get a couple of new hands.

Drake
Human
Reactions: 2
Speed: 4"
Combat Skill: +0
Toughness: 3
Savvy: +1
Weapons: Hand Gun
Background: Industrial World
Motivation: Technology
Class: Troubleshooter

Xandra

K'Erin
Reactions: 1
Speed: 4"
Combat Skill: +0
Toughness: 5
Savvy: +0
Weapons: Hand Gun
Background: Isolationist Enclave
Motivation: Survival
Class: Agitator

I altered the new recruits procedure a bit.
The rules say not to roll on the Background charts for new recruits. I'm assuming because of the bonuses to Weapons, Guns, Rivals and Patrons.
I went ahead and rolled for Backgrounds and only kept the bonuses to their ability stats.

So the crew is now up to 5, with 4 currently active.
They give Drake the Colony Rifle from the Stash.
Renee gives Wynston the Scanner Bot, and gives her Colony Rifle to Xandra.


The updated crew line-up


This turn, the crew looks for an Opportunity mission.
They manage to find someone to do a delivery for that's working independently from the corporations.
It's a small encounter and Xandru will be sitting out.
The enemies will be 2 Hulker Gang Members that are wanting to prevent the delivery and steal the package.
Only two enemies!!!
Maybe this will be the break they need...



This can't go too badly. Surely.


They had a couple of combat rounds where they rolled all 1's and 2's for Initiative, allowing them to press the attack and get into positions.
Unfortunately, they underestimated just how tough the gang members were (Toughness 5). Drake and Wynston both fell in combat, leaving Gerard alone again against the enemy.

Gerard managed to finish off the last gang member and deliver the package. Some credits start to trickle in.


Delivery is made!


They collect 6 Credits in pay for the job, and the contact also let them in on some Vital Information. Unfortunately, it's useless for them here, since they're blacklisted.
I may allow them to sell it to another interested party for 1 credit next campaign turn.

Searching the area, Gerard also finds a damaged Flak Gun and a damaged Colony Rifle.
They're added to the ship's stash.

Coming to the most important part of the battle, I check to see what became of Drake and Wynston.
Rolling, I find that Wynston was only knocked out. He'll be okay.
Drake, also, was only knocked out.
They were both extremely lucky.
Guess that balances out the last session.

Gerard gained 3 xp. Total: 7.
Wynston gained 1 xp. Total: 2.
Drake gained 2 xp. Total 2.

Gerard spent 7 xp to get +1 Combat Skill.

Campaign Event - It's Time to Go!
Starting now, every turn the crew stays on the planet, they gain another Rival.
I'm saying that word got out they were still active on Bollux and the Corporations are now offering a reward for eliminating them.

Character Event: Xandra - Someone sent her a gift: A damaged Shotgun. How sweet!

Looking forward, they won't be able to leave Bollux next turn.
Traveling to another planet takes place before upkeep and repairs, and they'll need to finish repairing the ship before they can leave. So it's pretty certain that they'll be gaining another Rival on the planet next turn.

However, they'll be able to get another crew member and they'll get to sell the Vital Info they collected. Every little bit helps!


The crew finding time to unwind.



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