Thursday, 29 July 2021

Five Parsecs from Home - Game 2 - "Moving on Through"

 Campaign Turn 2

Seeing Chaket was still smarting from his minor wound, incurred during his crew's first job, Mason decided to use a chunk of his available Creds to call in a favour from his families physicians and get Chaket back on his feet. With debt still on the Solar Conveyor, it was also preferable that he paid off some of this as well.

Whilst the Forge family physician was attending Chaket, Mason detailed off the rest of his crew, using the down time wisely whilst waiting for one of his Patrons to call with a new job.

Taking Cal out and about in Erlich's main trade zone, Mason called in on an Alien Merchants shop he had heard about and after a bit of negotiation managed to come away with some damaged Combat Armour and Battledress, all in exchange for a Military Rifle. Looking around for Cal who had disappeared during the deal, Mason soon saw him sheepishly walking back into the shop. "Sorry Boss" said Cal "I got distracted and lost the Shotgun in a game of Triad Poker"

Mason's face showed his anger "You damn well better hope SH-1RE has repaired that Plasma Rifle when we get back or your sonic scrubbing the Vacuation tubes for a week!"

Returning to the ship, Mason's comm-Link chimed and Kheth's disembodied voice emanated from its small speaker. "Captain. True and I spoke with the doc and he told us a load of med stuff has come onto the trade catalogues, we've score some stimms and a case of med patches, going to be damn handy now in jobs are getting heavy".

"At least some one's come up trumps" muttered Mason looking over at Cal.

Back at the ship, the Doc informs Mason that Chaket is up and mobile and will be fine but no stellar travel for a few days.

Looks like I need a job at home then thought Mason. As luck would have it though, a Sector Government Official, 'Famelle Bude', who worked along side the Forge family for many years offered a job which needed completed immediately and if it went well would be able to provide a regular supply of jobs or opportunities.

'Bude' was offering private transport to an old freight depot, Haarland Point, on the south continent, which was rumoured to contain a peculiar item, possibly an alien holo-transmitter, however the transport could only carry four passengers. 

As the job shouldn't be too much of a hassle due to the minimal danger pay, Mason told True and Kheth to catch up on inventory of the med supplies and ship maintenance.

The transport finally landed on the edge of the depot and the door opening, Mason was met by a gloomy darkness which seriously hampered vision. Cal rolled his eyes, "well that's going to make finding anything more awkward but at least any Security will struggle to see us - that's if they don't have Infra Red!"

Battle - Move though the Freight Depot, defended by Security Robots.



Turn 1

Entering the freight depot, Mason silently positioned his crew, who had already been instructed to move through the area quietly, find the holo and get out hopefully without incident.

Moving cautiously though the gloom and staying in cover around the numerous containers and crates littered around the area, Mason and his crew could hear metalic clanks in the distance.

Not knowing the full extent of any security forces, Mason really didn't want to get into a heavy firefight.


Turn 2

Slowly through the gloom, ominous shapes could be made out rolling forward, the odd red flash of a robotic visor visible. 
"Mason" came Chakets voice over his wrist comm "Looks like Security droids taking defensive points". Suddenly a loud retort was heard. 

"Damn that was close" shouted Chaket, as a shot from a Sec-Bot opposite him, slammed into the generator he was crouching by.

Chaket edged forward With Cal in support, opening up with his newly repaired Plasma Rifle. A flurry of superheated plasma engulfed the Sec-Bot and turned it into a molten puddle. Cal also managed to put another out of action with a well aimed blast from his shotgun.

With the right flank of Mason's crew now seemingly out of any danger it should be easy enough to scout around looking for the required holo.

Turn 3

With Mason's crew now growing more accustomed to the gloom, largely helped by the flashes of gunfire reflecting off the many containers around the depot, they could make out the remaining shapes of sec-bots set up in their defensive positions.

Also to Masons amazement, there right in front of him, just behind some crates was a glowing orange translucent box. surely that's the holo Mason thought to himself.

However a sec-bot was also in the same position as the holo and it cleared had pre-programmed ideas about letting anyone anywhere near it or basically in the depot full stop.

Opening fire with its inbuilt arsenal the sec-bot hits SH-1RE cleanly in the torso armour plating but fortunately it only seems to chip his paintwork and scramble a few non required circuits

Seeing his Droid taking fire, Mason calls Chaket and Cal over his wrist comm to support them. Making their way over however another sec-bot that hadnt been noticed rotates from the rear of some containers and catches Cal with a hail of bullets. Cal drops to the ground lightly wounded and blasts himself with a stim shot.

Turn 4

 Chaket who had not been seen following up Cal, hefts his plasma rifle and just glances the sec-bot scrambling its circuits. The bot diagnostics kick in and it fires wildly, nowhere near any chance of hitting its targets.

The sec-bot in front of Mason and SH-1RE also fires wild and inaccurate, clearly whoever programmed the fire control on these bots didn't upgrade to the best software.

Turn 5

The sec-bot on the flank, finally reinitialised itself and this time its fire is direct and accurate dropping Cal, who after already using his stims collapses and bleeds heavily on the floor. The other remaining sec-bot lets rip and a hail of fire catches Mason seriously stunning the crew boss but nothing more serious.

Chaket melts the sec-bot who had crippled Cal and runs to his colleagues side to try and staunch the bleeding and is relieved to see Cal is breathing...just!
SH-1RE aims and drops the remaining sec-bot with a single round, allowing Mason to limp forward and take control of the holo.

With no more security bots in the area, the crew move forward and leave the depot awaiting the arrival of Bude's transport to take them back.

Post Battle

Back on the transport, Chaket hooks Cal into a med scanner and it beeps constantly, "Boss, I think Cals gonna need surgery, he's half crippled on the left side and the rounds have shredded his nervous system, hes going to be out for a while, even after surgery"

"Ok" Shouts Mason "Whatever he needs, put in a call to the doc and tell him we will pay whats needed if he gets operating fast"

Landing back at Bude's residence, Mason collects the pay from the job and hands over the holo "So much for your lack of danger pay Bude! have you seen Cal, he's seriously hurt"

"One crew member hurt Mason" replies Bude, "I am surprised your that shocked, I would take that as very good odds overall"

"Anyway" carried on on Bude, "Maybe this will help, I have a contact in a shipbuilders, who does custom modules for any vessel. I have got you a good discount on medical bay"

"Well that will help" replies Mason "and your danger bonus better be raised for the next job"

Back on the Solar Conveyor, Mason tunes into the Sector news channel which is reporting on planetary invasions in a few close systems.

"The war seems to be getting closing" says True worryingly.

"Well, we are well stocked with fuel and weapons and supplies True" replied Mason "If we need to get out quick we will do, dont worry"

So with a persistent Patron on Erlich-4 and not many rivals the crew of the Solar Conveyor are staying put..........for the


Friday, 18 June 2021

7TV Spy-Fi Day - Board in Brum


After what seems a complete age, I was able to game face to face at an event. This was at the cracking establishment, Board in Brum and the organisation of the 7TV event by Mike and Simon was fantastic. 

It felt a very safe environment and considering the weird times we are living in, it was nearly a little bit of normal.

What was also great, apart from being able to game and roll dice with other people, was the chance to catch up with some really nice friends I have in the community - Simon and Wayne.

The event was setup for 3 games throughout the day and centred on the forces of Order trying to stop the evil machinations of Dr Argo and his robotic legions from completing his evil world dominating scheme.

Casts for the day would be made up from 40 ratings and could only be made up from the Spy-Fi set, no Pulp or Apocalypse archetypes for this event.

I put together my SPECTRUM cast - I have had these ever since 7TV was released but have never actually had them on the table for an event.

Captain Scarlet (Action Hero) headed the cast
Capt Blue (Dependable deputy)
Captain Magenta (Angel of Justice)
Captain Orange (Marksman)
Colonel White (VIP)
Half Dozen SPECTRUM (Security) Guards led by a Commander




Game 1

SPECTRUM vs Davros and his Daleks and Robomen - Peter.

First game up against Peter and the dastardly Davros and his Daleks and Robomen. As the games would run as a story driven campaign with the the overall winners being either Dr Argo or the forces of Order, this first game had the added condition of which ever faction got the most wins, they would control a special device with would give opportunities in game two.

We set up the objectives and who would be attacker or defender and right from the start It looked like I was in a better position. Peters Dalek's were quite slow and even though they had extra armour, Capt Orange was in a perfect vantage spot to snipe away.

Seriously wounding Davros's administrator which upset the robomens co-ordination, Davros had no choice but to go up the middle to try and gain objective points.


Capt Scarlet, however backed up by the withering fire of the SPECTRUM guards whittled down the enemy relentlessly.

After picking up the McGuffin and Capt Magenta taking down a Dalek in hand to hand combat, Davros retreated with what was left of his forces.


Win for the SPECTRUM and the Forces of Order.

Game 2

SPECTRUM vs The Southern Gentleman and WestWorld Minions - Shaun.

So with the majority of first games wins by the Forces of Order we had the an advantage over Dr Argo and started to put a dent in his evil plans.

Again the faction which got the majority of wins in this second game would give an advantage in the third game - now this game was using the Race scenario and basically it was fixed in Argo's favour - as long as the Dr Argo cast got to steal the scene they would technically win. Shaun must have misheard or misunderstood the instructions as he never stole the scene.

The game started with both sides setting up with SPECTRUM suddenly realising one of their CO-Stars was in the wrong mark and swapped Capt Magenta with the opposing Fembot Madam (practically negating her for the whole game)

The Southern Gentleman was also out of position now and the car he was using for cover wasn't as advantageous as Capt Magenta opened fire and wounded him.


Suddenly a sneaky Robo pup started nipping at the heels of Capt Orange, but it was eventually sent slinking off (cause we don't want to think of puppies being gunned down) by the weight of fire it was attracting. 


With the WestWorld posse creeping into position by the rail cars they were soon soon rounded up and dispatched by the efforts of Capt Scarlet, Blue and Orange.


The Southern Gentleman charged forward with nothing to lose except the chance to pick up the McGuffin but was soon sent to the great plantation in the sky by Capt Scarlet and Blue.


Win for SPECTRUM and the only win this round by the Forces of Order.

Game 3 

SPECTRUM vs Different Davros and his Dalek's - Tavis

So one round all with the last round to see whether Order would prevail or Dr Argo would complete his evil plans.

With Dr Argo's faction winning the last round, its reward basically gave those casts double plot points for the first round of the game - this would prove very advantageous for Tavis as Davros can spend a plot point to stop a Dalek from being destroyed if he is in range.

After my first two games where I had basically had all the dice rolls and gunned down my enemies, this game went completely the other way.

I set up Capt Orange on a rooftop to snipe away at Dalek's but even though he could hide, the Daleks managed to close the range with Davros repairing them and completely negated that threat. 

Captain Scarlet had Jet-Packed onto the roof as well to lend his strength to the flank but heavy Dalek fire sent him tumbling from the roof - but thankfully he's indestructible !!


The SPECTRUM guards apart from gaining the McGuffun, were unceremoniously gunned down by the weight of Dalek's surrounding Davros apart from one lone Dalek that was charged by Capt Magenta and destroyed.


Colonel White seeing no way to stop the relentless advance of the Dalek's ordered the retreat.

My cast was axed due to losing most of my guards and I rolled a six which meant the rest of my cast was removed.

Apart from gaining all but one of the objective token's including the McGuffin, I had only destroyed one Dalek and a small repair drone. Toting up Victory Points I had just missed out on a draw by one point.

Minor (but still a) Loss for SPECTRUM and the Forces of Order.

However this round went to Dr Argo meaning they had overall won the day.

Some of the Casts of the Day










Thursday, 10 June 2021

Five Parsecs from Home - Game 1 - "Opportunity Knocks"


So this is the first Campaign game of Five Parsecs from Home, and my Star Forgers crew Captained by Mason "Steel" Forge (First post highlighting the crew) I have decided to run my campaign to a total of 20 Campaign turns on normal difficulty which means there will be no changes to experience, story points gained or changes in the number of enemies I would fight etc.

Campaign Turn 1

Having assembled his crew and paid off a small amount of the debt on the Solar Conveyor, Mason decided to stay on Erlich-4 for the time being thanks to the possibility of being able to call, not only on his family ties but maybe the contacts that Cal and True brought with them.

Whilst the ship was still being overhauled by his families engineers, Mason allocated SH-1R3 and Cal to liaise with one of his distant cousins and see what they could get in trade for the few left over odds and sods found in the hold. This proved reasonably fruitful as although his cousin worked as a trader, he wasnt the most astute in getting the best deal for himself. 

Cal came sauntering back more than happy with SH-1R3 lugging a Military Grade fuel cell and a rare instructional manual in a trader language which Mason could easily read.

Kheth was more than happy in his homemade firing range in the cargo hold, honing his skills and True mentioned she wanted to try and clear up the wetware hacking debacle that got her into so much trouble and Chaket decided to accompany her as protection on her trip.

True must have been able to seriously sweet talk the disgruntled trader as she came away from the meeting with a promising lead which could prove financially beneficial. This called for a quick drink thought Chaket before returning to the ship.

Whilst the crew had been out at his cousins or patching up issues etc, Mason had found a Patron in a Private Organisation who had offered him what seemed a nice simple job, danger pay was average and there didn't seem to be any other benefits or hazards attached. The Mark also didn't seem to mind when the job was completed.

However after hearing of True's promising lead, which involved the possibility of fighting off some local Bounty Hunters, and maybe the chance of some really Shiny bits, as well as there being no time frame on the other job, Mason decided to just take up the Opportunity of gaining some quick fast cash.

Gathering everyone together, the Star Forgers zipped across the Star Port by Maglev to the Shuttle Docking bay mentioned in True's lead.

Battle - Fight Off the Bounty Hunters in the Shuttebay


Bounty Hunters

Turn 1


On entering the Shuttlebay and its surrounds, Mason divided his crew into 3 teams and spread them out to cover as much area as possible searching for the Really Shiny Bits that the lead  hinted at. He suddenly noticed a number of individuals moving in and out of cover on the other side of the bay "heads up guys and gals, looks like them hunters are already here" he shouted.

SH-1R3 noticing what was probably one of the hunters dash across the doorway of the munitions shop, strode forward and loosed off a shot which drilled aimlessly into the bulkhead.

That opening shot caused the Bounty Hunters to burst into action and a hail of bullets flew across the bay from numerous directions but the range hasn't been accessed properly and not one of the Star Forgers is hit.

Mason and the rest of his crew move into better positions and Chaket and True get a lucky bead on the Hunter Specialist, but where as Chaket's shot is rushed, True takes aim from her perch amongst the containers and hits the enemy specialist in the back of the head with a well aimed laser blast, taking him out.

The Bounty hunter who was backing up the Specialist panics seeing his colleague go down and bails!

Cal notices something resembling the description of shiny on top of the bays resident bar.

Turn 2

Again SH-1R3 reacts quickly and shoots at the hunter who is in the cover of the munitions shop doorway, again the bots tracking sight fails and the round chips more paintwork off the bulkhead. Cal, attracted by the shiny, climbs up to the roof of the bar and is stunned to see an inert spider bot "Boss, this will fetch a cred or two if we can get rid of these hunters" he shouts over to Mason. Chaket, backed up by True make for the open corridor in front of them now that its no longer covered by enemies.

Mason notices what looks like the Hunters boss giving orders and moves into the main shuttle bay "Kheth, cover me, Im taking down that bug!" Handcannon blazing as soon as he's in range, the Hunters Lieutenant slams back against a computer console, leaving  green ooze all over plasti-surface.


Kheth's covering fire hits the accompanying riflemen but only stuns him, forcing him into cover behind the shuttle. "Don't worry about him" Mason calls, "He's crawling for the exit, I don't think he's going to be an issue anymore".






Turn 3

A loud explosion then rips across the bay. "What the hell was that?" Shouts Cal. ++ Grenade explosion ++ opposition running for cover ++ compute action mishandled ++ comes the computerised answer from SH-1R3 as two hunters come hurtling out of the munitions shop, in different directions. 
The hunter, SH-1R3 had been shooting at was suddenly right there in point blank range - stunned but standing after what appeared to be a fumbled grenade, but even the Bot's compu-aim couldn't reset quick enough and his fire completely missed. "I’ll have to re-calibrate that bloody Bot" thought Cal as he watched from the roof of the bar.

The other hunter found himself next to the corridor where Chaket was advancing, and regaining his composure loosed of an in range shot from his handgun, felling the large Vul, causing True to scream seeing her friend fall.

The hunter who had dropped the grenade was suddenly aware of where he was and seeing both SH-1R3 and Cal fired wildly clipping Cal and momentarily stunning him.




Turn 4


After having time to self calibrate, SH-1R3 slams into the hunter in front of him and with a crunching sound of bone that made even Cal wince, turns the enemy hunter into a broken, red wet stain on the plasteel floor.

Hearing Trues screaming but unsure what the howls are about Mason runs towards the hanger bay security door as see's a hunter aiming his handgun down the corridor. one loud Handcannon blast next and the hunter is felled. "Thats the lot I think boss" shouts Cal from his rooftop overseeing the whole of the bay area.





Post Battle

As the din of combat subsides, True runs to Chaket's side "Wow, I thought you were a gonna big guy" she says kneeling beside him "looks like is just a minor hit, you'll be up and about in no time"

With Kheth and SH-1R3 helping True with Chaket back to the ship, Mason calls over Cal. "So thats a Real Shiny Spider eh?" "no doubt about it boss" replies Cal "more creds in our pockets once we hock it to the right vendor hey"

"Aye and while were at it might as well rifle a few of these lockers" said Mason with a roguish wink.

A quick search around pulled up some booster pills as well as a damaged Plasma Rifle and damaged Ripper Sword which caused Cal to scoff "Who do you think you are boss, Errel Phlin?" as Mason brandished the bent, cracked blade around his head.

On the way back to the ship Cal's wrist comm beeped...an old arms dealer, he used to know heard about him signing on with a Trade Guilder and the Solar Conveyor and wondered if a tribute of guns would help with future trade relations with Mason's family. "Wont hurt" winked Mason "whats he offering"

After a few more exchanges over the comm Cal went off to meet the dealer and returned with a Military Rifle, Shotgun and Machine Pistol.

"Well thats us a force to be reckoned with now" laughed Mason, and the crew cracked up.

Whats next in store for the crew of the Solar Conveyor. Will they stay on Erlich-4 for a bit or set off into Fringe Space?