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Campaign Turn 13 - Hesione - Nervous Tapping of Fingers

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 After a long hiatus, I am back (hopefully).  Documenting the last turn I played before shutting down for a while. Celebrations over, the crew of the Renegade Pigeon prepared to finally discover the mystery they had been tracking down since they first banded together.  The two artifacts that they had - one given to Kazi by her mother, and one in the possession of the alien treasure-hunter, Vonthos, led to Hesione. There were many challenges along the way.  And today was no different. "She went where?" Jaxx asked.  "Out to explore", Selene responded.  "She and Miak went out together." "Hey boss - don't look at me like that" Miak responded.  "She has a mind of her own, you know." Jaxx sighed.  They had made sure their many rivals were distracted, but Hesione was getting too hot.  "Boss - while we're waiting for Kazi, I got us a job.  Simple in-and-out, taking out some mercs who captured a corporate outpost.  Good pay." &

Campaign Turn 12 - Back on Hesione - Keast Gets His

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The crew sat nervously on the bridge of the Renegade Pigeon, The course back to Hesione was plotted, all nav plans logged, and all approvals granted.  Jaxx needlessly gripped the manual controls, although the computer was navigating much better than any human could. Selene was the only one not on the bridge.  She was in the armory making sure all their weapons were maintained and ready to go. The ship approached the jump point, and the computer engaged the FTL drive.  In an instant, the stars blacked out, the void opened up, and then, the stars of the Hesione system appeared. Almost immediately upon jumping in, alarms started to chime on the Pigeon's control board.  "Jaxx - it's a distress call.  Scanners say debris field with an escape pod.  Plus 2 days for pickup.  We have to, don't we?" "Yes, Kazi, we have to divert."  Jaxx turned to the rest of the crew, "Get some rest - we have a rescue, and then we make for Hesione at full burn." The ship

Campaign Turn 11 - Shan-2 - Keast Makes His Play

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The crew was sitting in the food court area of the smallest, filthiest, quietest area of the tertiary spaceport on Shan-2, an iceball world in the Actogar system.  Low population of mining folk; good place to hide out for a bit. As they were finishing their meal at the Astro Burner Taqueria, Selene, always watchful, noticed something.  A group of Unity Grunts were talking to a well-dressed (and quite out of place) person, just at the edge of vision.  Jaxx tuned his communicator to the "bionic ear" setting, and listened. "Yes, Sergeant, I am sure these are the miscreants that opened up Native City WY445902 whatsit on Hesione.  These anarchists cost you good men." "We don't have warrants or any evidence." "All taken care of, Sergeant."  The well-dressed man slipped the Sergeant a thick packet - the sort used to hold Creds.   "I guess this is authorization enough.  Ok, men - these anarchists caused a number of our brothers and sisters their

Playtesting Five Parsecs Expansion 2 - Crew Build and Campaign Turn 1

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I was given the opportunity to do some playtesting of Five Parsecs expansion 2, and of course, I jumped at the chance. In order to give the expansion a fair playtest, I rolled up a new crew.  While I am avoiding all house rules (of which I don't have very many anyway), I did decide to specifically choose three of the four Crew in the campaign. Playtest Campaign Crew Size: 4 No Story Track Victory Condition: Upgrade a single character 10 times Difficulty Mode:  Challenging Crew: From Left to Right:  Captain Huey, Dewey the Nirn, Louey the Psionicist and Phil the Bot. (note that stats are actually post-Turn 1} Captain Huey :  Skulker from an Orphan Utility Program, motivated by Adventure, now a Bounty Hunter R 1; S 7"; CS +0; T 3; Sv +1 XP 3 Blade  Range: Brawl; Shots: --; Damage +0  MELEE Military Rifle  Range: 24"; Shots 1; Damage +0 Sonic Emitter - Enemy within 5" is -1 to hit Dewey :  Nirn from a Low-Tech Colony, motivated by Loyalty to the Nirn, now a Bounty Hunte

Campaign Turn 10 - Hesione - Someone isn't happy with us....

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The Crew was working in the ship, getting everything shipshape before heading out to try to solve the mystery of Kazi and Vonthos' medallions.  Jaxx was on the bridge with Ginerva, going over everything - as an Empath, she could feel her way through flight better than Jaxx could, but she needed some training on the simulator first. Vonthos was returning from an errand and was about to enter the ship, when a chirp from his chron registered an alert on the bridge.  Jaxx turned on all exterior cameras, and saw that Vonthos was laying on the ground, apparently knocked out by a pair of Rage Lizard mercenaries.  More mercs were preparing to breach the other two entrances to the Pigeon. Jaxx hit the alarm "Heads up gang - Keast really, really doesn't like us.  Mercs inbound!" Overhead view of the Renegade Pigeon Mercs to the left (poor Vonthos) Mercs to the rear Mercs to the right And Jaxx and Ginerva on the bridge The warning gave the crew time to prepare a bit - as they we

Bug Hunt - Kethira Station, Actogor System

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I didn't want to 3d print 20 or so "Slithering Horrors", so I decided to try this turn in Roll 20.  Created some quick macros to help, uploaded some tokens, and went at it.  Based on the results, I should have stuck with dice and minis.... "Ok, Team - Listen Up", Dude said, her voice shaky, "We have our next mission.  Kethira station in the Actogor system has been infested by some kind of alien goop-creatures.  We go in, burn them, get out." "Dude, calm down.  I know Gunny left, but it's just us." Kevin said. "Quiet down, Kevin.  Here's the layout of the station.  We hit these three spots, kill as many things as we can, and call for evac.  We're bringing my incinerator, Flamey, and grenades.  Now suit up, and move out." The team moved in, securing  the entrance.  Blips all over.  The team advanced, getting through the main doorway, burning and shooting their way through many of the Slithering Horrors.  Dude and Vile stay