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

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 Hunter

R 1; S 4"; CS +0; T 5; Sv +0

XP 0; 1 upgrade already

Brutal Melee Weapon Range: Brawl; Shots --; Damage +1  MELEE/CLUMSY

Auto Rifle  Range 24"; Shots 2; Damage 0; 

Steel Toed Boots - On 5 or 6 on winning Brawl roll may kick instead

Displacer - Usable once per mission instead of Moving. Aim anywhere in sight. The character teleports to a point 1D6” away in a random direction. If the teleport would end up within a solid obstacle, the device fails and must be Repaired before it can used again.

The character emerges on the same height as the aiming point, which may cause them to fall if they emerge in open air. The character may take a Combat Action after teleporting.

If used by a Precursor character, you may establish two “landing points”, and select to use either.


Louey:  Human Psionicist from a Subjugated Colony on an Alien (K'Erin) World.  Motivated by Revenge against the K'Erin, and is an Explorer

R 1; S 4"; CS +0; T 3; Sv 1

XP 3 - 1 upgrade already

Powers: Enrage, Predict

Machine Pistol  Range 8"; Shots 2; Damage +0; PISTOL, FOCUSED


Phil:  Bot

R 2; S 4"; CS +1; T 4; Sv +2

6+ Armor Save

Rattle Gun  Range 24"; Shots 3; Damage 0; HEAVY, SEEKER SIGHT (+1 to hit if he doesn't move)

Handgun  Range 12"; Shots 1; Damage 0; PISTOL


Stash:

Hunting Rifle

Colony Rifle

Purifier - Each campaign turn, the Purifier can be used to generate clean water which can be sold off for 1 credit. This does not require a crew member to operate, but only one Purifier may be used at a time.


Credits:  8

Patrons: 3 (1 is Corporate)

Rivals: 1

Quest Rumors: 2


Ship Name:  Reliable Badger

Worn Freighter, 30 Hull Points, 22 Cr Debt

Loan provided by Corporate Loan.  Very Aggressive  +2 Cr Interest/Turn, +1D6 if over 30


In the Danilov system, in orbit around Danilov-2, called Marex.

After a brutal uprising by the Feral, resulting in them being Restricted in the system, the planet has become mostly depopulated.  A few archologies, protected from the results of the Feral's actions, still exist but much of the world is uninhabited and covered by ruins.

Independent, Psi-Restricted.  Psi license 1 CR (paid) 

After a flood of incoming scavengers, the Danilov System now only allows Universal Salvage licenses under the Legacy Salvage rule.

Campaign Turn 1:  

After paying upkeep, the crew performed their tasks.

Louey trained, adding 1 XP to the 4 he gained in character generation, and increased his Savvy.

Huey was walking the trading booths at the spaceport dock, picking up Basic Supplies

Dewey and Phil decided to Explore.  Dewey gained a Promising Lead +3 XP if we play an opportunity mission.  Phil was offered a Reward (select random terrain item - if move to it and spend combat action, gain 2 CR) 

Decided to do an Opportunity Mission

At this time, a shipping container at the far end of the dog burst, and a group of Vent Crawlers emerged.  Anti-vermin systems took out all but 3.  In the chaos of people fleeing, a child dropped a teddy bear, and the parent offered Phil a reward of 2 Credits if he recovered it.  Dewey was chatting with the Dock Manager when this happened.  As he closed the blast shutters of his office, he offered Dewey "anything if you take care of those things" (not really a 'promising lead', but close enough).



And now we play Battle 1. 

Point Six - Shuttle of Renegade Pigeon - is the terrain feature with the item for the Reward.

Seize The Initiative - yes

Turn 1

Init:  Phil (2) in QA; Huey (3) Dewey (3) Louey (4) in Slow.

Phil has LOS with cover to 2 Vent Crawlers, and fires his Rattle Gun.  Needs 6+, is +1 CS and +1 for Seeker Sight as he didn't technically move (or does movement in STI count?). All three shots hit, none penetrate Toughness, but 3 Stun markers TKO.

The Vent Crawlers move forward, inadvertently getting to cover.

Huey moves 6", climbing to the top of the dock manager's office (first inch of climb ignored).  He will take a shot with his military rifle.  Needs a 6 to hit, misses.

Louey Activates his Psi "Predict" ability, rolling a [2] and a [6].  He moves to cover, fires his machine pistol.  One of the shots hits with that magic [6] - he predicted when the Vent Crawler would pop an eye over cover.  Stuns it.

Dewey moves forward, his mouth frothing, firing his Auto RIfle, missing twice.



Turn 2

Dewey (1); Phil (2); Monsters; Louey; Huey

Phil really doesn't have a shot, so chooses Snap Fire.  Dewey moves up - he has a shot at a Vent Crawler in cover, is within 6", so he needs a 5, and rolls 2 with his auto rifle.  A six for damage on one dice blows it away.  Vent Crawler charges forward.

Louey uses Predict again, getting a [5] and a [6] - dang my dice are hot.  He will fire two shots with his machine pistol, using the 6 for one.  Other shot is also a 6, for two hits.  A six for damage kills the ripper.

Huey gets to the Shuttle Craft and picks up the teddy bear.



Held The Field.


1.  Rival Status:  N/A for Roving Threats

2.  Patron Status:  N/A

3.  Quest Progress:  N/A

4.  Get Paid:  3 CR +2 for recovering a Teddy Bear

5.  Battlefield Finds:  Rolled 80 - Vital Info/Invasion Evidence.  Gain Corporate Patron

6.  Check for Invasion:  N/A

7.  Gather the loot:  Roll 64 - Gear; 84 - Utility Items; 25 - Displacer

8:  Injuries and Recovery:  N/A

9:  Experience - 3 XP each; Dewey gains +3 more due to Promising Lead; Bonus for first kill lost because it was Phil.


Recap:  Quick game due to good dice rolls.  Used Skulker movement and Psionic ability in play, plus the additional world/setup rules, including determining who we owed money to.


Questions and notes:  

Page 8 - Unity Controlled - if you fail a Patron job, you are blacklisted. Any patron job, or just a Local/Sector government job?

Pg 17 - Restricted Psionics Effects - Rule says to treat like freelancer license, but freelancer license only applies on 5-6; assuming that this actually means to treat as if you rolled a 5-6 on the Freelancer License but looking for clarification.

Pg 26 - Loan Interest has an XX placeholder for page number.


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