Our plans to leave Elyria were put on hold by the government that has temporarily barred all ships from leaving due to military operations. The Acidic Angel is stuck here in a relatively hot situation, with lots of scummy types out looking for our blood and the government stomping on people’s necks.
As before, we need to spend 1 credit on upkeep; currently there’s no ship debt, damage, or crew in the Medical Bay.
Darby picked up a new corporate patron at the end of the last turn called “Moonway”. They’re offering an extra 1 credit in Danger Pay for a job that can be done at any time, although we can’t pick up any law enforcement rivals as we need to stay clean for them. The job is to make a delivery but in an area where dangerous cultists are known to operate. We already have some of those as rivals; it’s likely that’s the same group.
There’s a new patron offering a job as well, the local government needing something fairly low-priority (reduced enemy numbers). They need us to secure an area against some local Roid-gangers, and they need it done now. They’re offering an extra 1 credit in Danger Pay, same as Moonway.
It makes the most sense to take the government job, since it’ll go away after this turn.
Notley and Alden make some minor swaps in their equipment, though: Notley takes the Shotgun (since he’s better armored and tougher) and Alden takes the new Military Rifle (since it doesn’t have the drawback of Blast Rifles here from the reflective dust on Elyria). While it has a hex grid drawn on it, as with the other maps I’m not actually using the grid for measurement and moving.
Thanks to the good work of a couple of crew members, our various rivals don’t interfere with this job.
This turn, I will spend some time setting up a custom map. Loke BattleMat’s Lower Decks encounter map will be the base, and as usual I’ll add some of Gabriel Pickard’s science fiction decor. I’m also changing the scale slightly, so this is effectively a 32”x32” map, which is not how the hexes appear. But as usual, the grid isn’t being used for movement or range; it’s purely aesthetic as it’s drawn into the original image.
The guidelines for this size of map suggest 2 large, 5 small, and 4 linear features. So for this purpose, I’m putting in a large bit of machinery at the center (this is what we’re trying to secure) and another large machinery installation in the northwest part of the map. Both of these block line of sight with their main structure, and the smaller pipes and conduits around them provide cover. Each rough quadrant of the map will be separated from the others by linear features (concrete barriers or metal girders) which provide cover but do not block LoS. Otherwise, stacked barrels and the large machinery block LoS, while pipes and unstacked crates provide cover only.
I randomly determine that the crew will deploy from the south, so the Roid-gangers will be coming in from the north.
Rather than keep a separate (physical) sheet of the encounter log, I’m going to summarize the stats below for my use during the actual fight.
I will not be using Battle Events after rounds 2 and 4 this time, as the “brief engagement” rule keeps it complicated enough. The crew will have to move in and engage rather than simply wait for aggressive opponents to throw themselves into the open.
The crew successfully Seizes the Initiative, so everybody gets a free move action (6” for everybody but Reeves, who gets only 4”).
When the Quick Actions phase actually starts, Notley makes a a full dash to the center, getting to cover.
The Gangers split up and dash to cover through both of the northern quadrants.
During the Slow Actions phase, Swales moves at full dash speed towards a concrete barrier, and Darby runs to back up Notley in the center, as does Alden. Crowder gets behind Swales; she’s not all the way up against the barrier, but given how everyone else is guarding the approach vectors, she shouldn’t be exposed. Finally, Reeves moves much more slowly along the central line.
At the end of the round, the crew controls the center objective.
Two crew members can activate during the Quick Actions phase, so Notley fires a Shotgun blast at the Roid-ganger Lieutenant, taking him down in a violent mess. Swales aims carefully at the Ganger nearby, and the lance of energy from her Fury Rifle takes him down as well.
During the Enemy Actions, one Ganger moves adjacent to a row of barrels and fires at Alden but misses. However, the Specialist pulls up and fires at Alden as well with a Cling Fire Pistol, which is negated by Alden’s Deflector Field. Note that neither of them are within 6” of the center objective.
Alden moves closer to their cover and fires a shot at the Specialist with her Military Rifle which drops him. Crowder crouches next to Swales and hits the Ganger with her Needle Rifle, stunning him. Reeves walks up next to Alden with her modded Colony Rifle and takes a shot at the Ganger, adding another stun (up to 2 now).
At the end of the round, the ganger doesn’t panic despite losing the entire rest of his squad. That’s a tough dude! The fight continues (doesn’t conclude from the Brief Engagement mechanic). The crew has achieved its objective, but will attempt to take down the last ganger so that they can Hold the Field.
One crew member can activate this phase, so Reeves takes careful aim and hits the ganger, which is a third stun and results in taking him down.
The crew has secured the objective and held the field in what might have been the quickest battle I’ve had.
The Roid-gangers figure business is business (literally true for them too) and do not become rivals. They’re not invasion threats, fortunately. The Elyrian local government gets added to the Weekenders’ contacts list as a patron. Total pay comes to 5 credits, including the danger pay bonus, and the Person of Interest turns out to know something about Swales’ past and her quest. I think it’s perhaps a former colleague or contact from her time in the previous crew. That gives us an extra Story Point (not that I use them very often). Additionally, the crew finds the Lieutenant’s Colony Rifle (unfortunately not the Specialist’s Cling Fire Pistol) and a Med-patch.
Since we don’t have any casualties, everyone gets 4 XP and Notley gets the bonus 1 XP for inflicting the first casualty. Darby spends some XP on +1 Combat but everyone else is saving up for a new upgrade. Swales decides they have more than enough to get the Acidic Angel to the next world once the government lifts the travel ban, so she spends 3 credits on a Military Weapon. I’m going to spend the story point on rolling twice and choosing the better option; we end up with a Needle Rifle, excellent kit.
This went so well that the crew ends up having another night drinking and playing cards; of course Stroud is welcome to join in, while everybody’s still here. This gains back that story point again, which I then spend once more on the Character Event roll (because the first one was boring af) and Notley finds us another patron, maybe when he went out to get the liquor for the crew party.