Sunday, June 8, 2025

The Voyages Of The Century Flamingo: Game Six

 OK, so I played Game Turn 6 of my Five Parsecs From Home campaign. This one was a little bit different: we managed to find a Patron during the World Events or whatever it is at the end of last campaign turn, and so Tukera Lines hired Our Heroes to do some sightseeing on Windsor. Except it was really to test out some new performance-enhancing drugs for the corporate security team that would intercept us at the site. All we had to do was move through the scenic area and leave. While under fire, apparently. We should have known something was up when there was a Hazard Pay bonus of three extra credits.




There were three special effects going on during the game: first, it would be a brief engagement and the game could end at the end of any given turn by the roll of the dice; two, we needed to get at least two crew members of the opposite table edge before the game ended, or eliminate the enemy with at least two crew members left; and finally, there were some Really Shiny Bits worth two credits about six inches from the center of the table.




The opposition rolled was 9 Skulker Mercenaries; as I have no sci-fi rat dudes, I came up with the "corporate security team testing the running drug" idea to account for the enhanced speed. I used my Cannon Fodder miniatures from Wargames Atlantic for them. I had a great idea: I would run my guys down one flank and the opposition would be light, except I did not account for just how fast said opposition would be.




There really wasn't much to the game. Our Heroes pushed forward and whittled down the bad guys when the opportunity presented itself, Asvyaxke looted the Really Shiny Bits on Turn Four (I was so excited I forgot to take the Turn Four picture,) things were looking really bad for us on Turn Five and then the game spontaneously ended. O, Iruurlaa, and Uezfku all went out of action, with O and Iruurlaa having damaged weapons and Uezkfu needing emergency surgery and will be in Sick Bay for two turns. It could have been worse!





After the game, we got the Hazard Pay but not the payout for completing the mission, as the game ended before we were able to get anyone off the opposing table edge. There were a couple of Stim Packs looted as well. We had the opportunity to trade a Blade for a Handgun, and the local food was agreeing well for Uezkfu, reducing Sick Bay time by one turn.





And this leaves me in a bit of a conundrum. My original campaign goal was to get the ship paid off. I've got 4 credits left to pay on it, and 30 credits in the stash. Do I finish this campaign and start a new one? Do I draw this one out for several more turns? I must ponder for a while.







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The Voyages Of The Century Flamingo: Game 7

OK, so I played out Turn 7 of my Five Parsecs From Home campaign. After our success for Tukera Lines last turn, we were able to get another ...