There is a new battle report posted. Page 23, post #223, if you want all the details.
https://www.tapatalk.com/groups/post_apoc_wargames/last-one-out-of-eden-lock-the-gate-15mm-sci-fi-t6176-s220.htmlThe highlights:
This time the crew transported onto the light freighter Orion's Fanny Pack (OFP). The ship is named after a cluster of planets that linger on the back side of Orion's Belt. Deployment in the port nacelle (top right-ish).
The mission was a Find (not a contract) and the crew basically stumbled upon the OFP adrift and reporting navigational computer issues. Feeling generous, Bucket decided to bring the crew over to render assistance. Upon boarding, the crew was not greeted, and in fact the OFP's crew generally seemed to shy away from them.
While rummaging around the ship, the crew did note that there were more lifesigns onboard than were registered on the ship's log. Unsure of what they would run into, the crew decided not to pursue the contacts.
Super Salad also broke into a locked compartment to discover that there was contraband radioactive material making the space quite uninhabitable. So... creepy crawly things, maybe, and compartments filled with lethal radiation? Something was seriously wrong.
Bucket did manage to fix the ship's navigation computer, but rather than a grateful thank-you and a reward, the ship's captain pointed his rifle at Bucket and ordered him off the ship. Tired of the uneasy feel of the place, Bucket ordered Ant to loot some salvage and beat feet back to the Trou.
Ant helped himself to some choice items from the starboard nacelle and retreated as ordered.
This was how the game ended:
Wrap up:
Sort of a weird game. Lots of tension with two contact markers on the board, but ultimately the team decided to leave the weirdo crew, and their potentially illicit cargo (radioactive contraband included) alone and get out. I imagined it a lot like Alien if someone had early on in the movie said "screw that, let's just leave the cat and go." Not much of a movie, but maybe pretty realistic. I have no idea what the contacts were. Smuggled slaves, bandits trying to lure in naive crews, Mel's cousin cheating on him? Maybe we will know next time. 😂
Points of interest were a contact, a hazard (radioactive contraband), and an obstacle (nav computer). Bucket failed the nav computer repair, but I burnt a story point to give him an accidental fix moment. In the "fixing" Bucket was able to also see some of the navigation history for the ship and ended up with a bit of data which may be a lead for future missions about the OFP. Salvage turned out to be worth four credits.
Crew event was that Bucket became more risk averse. Whether it was the captain pulling the gun on him, or the near miss in getting the nav computer started up, he has decided to be more cautious in the future. This means -1 speed and +0.5 to reactions. Chances are he will act earlier in a turn, but he won't be double timing around any future engagements with a speed fo 3. Bucket was selected on a random d6 roll, but it fit the story quite well.
Campaign event was a crew strike. One random character would leave if a 5 credit expense wasn't paid. I decided that the crew rather liked having a transporter (no more space walks) and demanded to have one installed in the Trou for future engagements. I'll go ahead and build a transporter station for the Trou at the expense of 5 credits. The crew is happy, and nobody leaves.
Character jobs:
-Super goes sightseeing and runs into a loan broker who heard about the rescue of the OFP. He waives 2 credits worth of loans.
-Bubba trains and earns 1xp. He earned nothing from sitting out the previous mission.
-Ant shops and manages to trade for some useless trinkets.
-Decaf goes sightseeing as well and makes a friend who joins the crew. For such a surly and rude character to make a friend really is something. Vaq will join the crew for future missions and increase overall crew expense by 1.
-Mel goes shopping and picks up some tourist garbage worth... nothing. Specifically, Mel now has a shirt that says "I'm with stupid" and an arrow that points up.
-Bucket goes looking for leads and doesn't turn anything up. Patchy the Pirate doesn't have any juicy gossip at the EWIG this time.
The crew, with 8 potential leads, does generate a mission.
Next mission:
Upon returning to Forbear, the crew casually discusses their time aboard the OFP and catches the attention of the bulbous and sinister Pernicious Snark.
"A friend of ours would like you to retrieve his property from the OFP. Our friend has been searching for that ship for a while now, and they have evaded invitations to have a friendly conversation about taking what doesn't belong to them. It seems the OFP was running a rather sophisticated navigation program which plotted short hops through the Bakwotter Belt to an undisclosed location. Very untraceable, and quite...confounding to our friend. It is our understanding that your crew might have some information which could help decode the hop sequence and plot a final destination. Our friend will compensate you generously, and you are welcome to all of the spoils of your effort so long as you return the item in question. What is it? Oh, you will know..." And with that the Snark turns and waddles away to a pack of rather rusted old combat robots. The crew discusses the offer, but nobody believes they have a choice to refuse this mission.