5 Parsecs – The Package

Club member Marcus reports on a solo game (with the editor’s apologies to Marcus  for the delay in getting this onto the blog).

As Pi in the Sky has blasted off from Palacco, we entered a new campaign turn. Firstly, space travel. I rolled a “It’s not supposed to make that sound…”.   Fortunately, Veyan rolled a success “but I know exactly what it is…just realign the phase couplers.” That could have been unfortunate, but instead the Pi arrived on Enout, a wild frontier world classed as dangerous.  Upkeep paid and ship debt increased to 22 Cr.

While Veyan and Pascal failed to attract any new patrons, Kell came up with a useful contact +1. Wellington traded for some basic supplies (-1 upkeep in turn 3). San (with a roll on the loot table) traded for…something interesting. A further roll identified this to be a military ship part; a 3Cr discount on the next ship component bought.  The crew already had a Patron mission lined up. This would be in a toxic environment (+1D6 roll + savvy when stunned or the character becomes a casualty). The mission: to deliver a package to the centre of the table, an abandoned facility. Unknown criminal elements have an interest.

I didn’t fancy setting up the opponents at one edge and posed some questions to players online. There are alternative deployment options in an expansion, but I opted to set up my own. I created my own random table and rolled for set up. The criminals in deployed in 3 groups utilizing a clock face method around the centre at roughly one, three, five, seven, nine and eleven o’clock. One group was also delayed in deploying.

The crew (pictured above) entered from the south – east corner. As luck would have it, the opposition deployed a group of two very close to them, with three on the diametrically opposite side of the board.

The table

The crew gain the initiative and Veyon, Pascal move into positions in the first phase.  Kel preps for snap fire, but no target manifests as no opposition appears immediately. The rest of the crew also move forward. In turn two both Pascal on the right and Nira and Wellington on the left seek to outflank an emerging threat amid the heavy jungle. Kel gets a close shot at Mant (a Rebel miniatures ant man) but misses, as does Veyon. Mant’s pal Worake (half worm, half snake) works its way forward.

Mant & Worake
Kell snipes at Mant & Worake

The third criminal group were now due to deploy. By chance they also deployed in close proximity to the crew in the south-east.

More antagonists deploy

In turn three Kell snipes unsuccessfully at Worake who shoots back at Kell, but he has the benefit of camo gear and blends into the jungle. Pascal spots the new intruders but in an exchange of fire goes down wounded.

Pascal is hit!
Standoff!

In turn 4, seemingly stung by the wound sustained by Pascal, the crew get their act together. Veyon targets Worake, hitting with a 5 and a damage roll of 6+1 puts Worake down. San similarly spots the newly arrived female gunslinger (Toogun) and despatches her and while her accomplice, Lazard (the lizard man) man responds, he misses. Veyon also gets a second shot and puts down Mant.

Kell gets a close-up shot using his blast pistol but misses even at close range. Wellington and Nira moved further up on the left concealing themselves in a grove of plants.

Nira & Wellington move up on the left

In turn 5 the crew got a good roll allowing Kel to aim and take a shot at Lazard. The opponents who deployed in the south-east are all put out of action. Meanwhile Nira and Wellington are hidden in the path of the remaining criminals and spring an ambush.

Ambush!

Nira scores a 6 to floor Hawk-man. One of the two remaining opponents, after squeezing off a couple of wild shots in the general direction of Nira, has already seen enough and decides to bug out on a morale roll. With only one opponent still in the game, Nira gains the benefit of a first-round action and with a well-aimed shot brings down the last of the opposition.

Delivery

While the crew successfully meet their contacts and deliver the package, what of Pascal?

Post Battle:

Despite the outcome of this battle this criminal enterprise clearly does not relish taking on the crew again as they don’t want to become rivals. The crew get paid 9 Cr. The crew also find a curious data stick which will provide them with a quest rumour. They also pick up another blast rifle.

Pascal’s injury initially proved to be nothing to serious, just a turn in sick-bay. However, I forgot about the toxic environment. Subsequently I remembered to roll this. Pascal failed forcing me to use a story point to keep him in the game. Pascal is after all an interesting character. I was reluctant to lose him. “That infection you picked up in the jungle gave us a scare Pascal.  We thought we had lost you…”

Naturally, everyone picked up experience points. We didn’t try any training or find any purchases worth making except…

Finally, campaign events: An alien merchant offers a strange artifact. How can we resist for 4 Cr? A quick roll on the loot table leads us to the rewards table and ship parts; roll for value: 1 Cr! Easy come easy go…