The first decision to make is to stay put or put some light years on The Last Call and go somewhere else. There's no assurance that the grass would actually be greener on another world. With the Local Government as a Patron, there's a reasonable chance of making money by sticking around the Pandora Innovation Zone. It looks like The Last Call will be occupying a hangar for another turn.
Crew Pay
This works out to a single credit per campaign turn. Credit Total: 11 credits.Ship Debt
The accounts are looking thinner than at the start of Turn #1. I spent only a single credit on this item. Since Ship Debt increases by one credit per campaign turn, this is essentially the same as only paying the interest. Ship Debt: 11 credits. Credit Total: 10 credits.
Medical Care
The Med-Patches acquired on Turn #1 give me a way to get the crew roster back up to full. Removing a campaign turn from Bill's recovery time set me back 4 credits. Then the Med-Patches get slapped on Bill and Rocky. This reduces their recovery times to zero and allows them to act normally on this campaign turn. This also leaves The Last Call with a single Med-Patch in inventory. Credit Total: 6 credits.
The Last Call crew ain't broke, but they ain't exactly rich either. |
Crew Tasks
With the crew needing a way to keep the credits flowing in, Mina and Freyja go to see if anybody has a job on offer. +3 bonus to the die roll with both of them looking and a Patron on the contact list.
Patron Roll (1D6): "2" modified to "5" - Mina and Freyja get word that the Local Government has work available.
Bill and Yelena go looking for opportunities to barter for new gear or score a few credits to keep the lights on.
Trade Table Roll - Bill (%): "100" - With a grin and an "ask me no questions and I'll tell you no lies" attitude, Bill rolls back to The Last Call with a collection of Starship Repair Parts. This counts as 1D6 credits for repairing Hull Point damage to the ship. Single use.
Trade Table Roll - Yelena (%): "40" - Yelena swaps some unneeded supplies for a pallet of Trade Goods. These are worth 1D6 credits when sold on another planet. A die roll of "1" means that they spoiled or were damaged in transit. I'll make the roll when The Last Call makes the trip to another port.
Trade Table Roll - Bill (%): "100" - With a grin and an "ask me no questions and I'll tell you no lies" attitude, Bill rolls back to The Last Call with a collection of Starship Repair Parts. This counts as 1D6 credits for repairing Hull Point damage to the ship. Single use.
Trade Table Roll - Yelena (%): "40" - Yelena swaps some unneeded supplies for a pallet of Trade Goods. These are worth 1D6 credits when sold on another planet. A die roll of "1" means that they spoiled or were damaged in transit. I'll make the roll when The Last Call makes the trip to another port.
Rocky tinkers with the damaged Plasma Rifle Bill found on Turn #1. She gets a +1 bonus to the die roll from her Savvy score.
Repair Roll - Plasma Rifle (1D6): "6" modified to "7" - the Plasma Rifle comes to life with an ominous hum.
Repair Roll - Plasma Rifle (1D6): "6" modified to "7" - the Plasma Rifle comes to life with an ominous hum.
Lin tries fixing the Brutal Melee Weapon she busted on the carapace of a Large Bug. She gets a +2 bonus from her Savvy score.
Repair Roll - Brutal Melee Weapon (1D6): "2" modified to "4" - Lin's just going to have to do without her favorite attitude adjustment tool for awhile. She can try again on the next campaign turn.
Repair Roll - Brutal Melee Weapon (1D6): "2" modified to "4" - Lin's just going to have to do without her favorite attitude adjustment tool for awhile. She can try again on the next campaign turn.
Good thing I have a plastic Rosie (the miniature I use for Lin) holding a rifle. |
The Job Offer
The Local Government is offering a paltry single credit in Danger Pay for this one. Worse, they are in a hurry. The job must be done this turn or the opportunity is lost. The Local Government doesn't offer any Benefits, but there are no Hazards or Conditions on this job either.
Assign Equipment
With the outcome of the battle on Turn #1 firmly in mind, the crew reaches for more firepower before going to work. The Shotguns purchased last turn would come in handy for that goal. The Plasma Rifle that Rocky got working would help even more. Unfortunately, the crew is fresh out of Frakk Grenades.
- Mina - Shotgun, Glare Sword, Frag Vest, Boosted Leg (permanent, but noted here for completeness).
- Bill - Shotgun, Hand Laser, Dazzle Grenade.
- Rocky - Plasma Rifle, Machine Pistol.
- Lin - Auto Rifle, Hand Laser.
- Freyja - Shotgun, Machine Pistol.
- Yelena - Shotgun, Beam Pistol.
Resolve Rumors
I had a pair of Rumors, but my roll of "5" was too high for anything to come up.
Choose Your Battle
The crew of The Last Call doesn't have to worry about Rivals trying to ambush them yet. An Opportunity mission seems like a bad idea with the Local Government getting anxious about whatever they need done. That leaves the Patron mission for the Local Government.
Readying For Battle
This is actually part of the Battle stage, but I'd rather do it now. It helps to know what miniatures and terrain I'll need.
Deployment Conditions Roll (%): "90" - "Caught Off Guard" - The crew all act in the Slow Actions phase of Round #1. Again.
Notable Sights Roll (%): "39" - "Priority Target" - A random enemy gets +1 to their Toughness. If that enemy is killed, the crew gains 1D3 credits.
Patron Mission Objective Roll (1D10): "6" - The Last Call crew must Secure the site.
Determine the Enemy: A series of die rolls reveals that the opposition takes the form of eight Psychos. Unsettled by long exposure to deep space, these folks are mostly armed with Scrap Pistols and Blades. Two are Specialists packing Rattle Guns instead. Fortunately, Psychos are also Bad Shots. The gang is led by a Lieutenant. As Criminal Elements, Psychos may have a bounty on them and tend to be vindictive, increasing the chance that they will become a Rival.