So after the bug hunt on that nameless settlement, two teams of scavengers are going to have a rifle through. One team is the campaign team. The other team will just be goons.
Here is my starting point for the crew and characters of the main scavenger team:
Augustus Holmes
Origin: Religious Cult
Motivation: Glory – defeat the strongest and become immortal!
Class: Hacker. Re-roll one hack/intrusion task per mission.
True Believer. On a BAIL result, move 6in towards the nearest enemy to initiate
a brawl.
Aralay Brenko
Origin: Primitive/Regressed world. Off the beaten path. Low
tech.
Motivation: Technology – The hunt for alien and advanced tech.
Class: UCS Agent. If fighting mutants, dissidents, anarchists, roll 1D6. On 1
or 6 add a goon with auto rifle.
Counter Attack. May reroll when attacked via brawl.
Ward Roberts
Origin: Lower class Mega City.
Motivation: Order. Disorder is bad. Must fix the universe.
Class: Bounty Hunter. Can find patrons on 1 or 6. This patron can only be used
once.
Free Auto Rifle.
Weapons Available.
Ward Roberts’ free auto rifle. 1K 1S. May fire at any point in movement but
only 1S. 2S when guard firing.
Hand gun. 1K 1S Range 12. Will win brawl on a draw.
Glare sword +2 brawl. Enemy within 4in of a kill roll 1S. If wielder is knocked
down, 1D6. On 1 injure self and fo out of action.
Hand gun
Hand gun
Old fashioned blade (knife). +1 in brawl.
Ordnance
1 Frakk grenade
1 Dazzle grenade
Gear
Duplicator. Add a free grenade after each mission.
There will also be a couple of goons/grunts along for the ride, who may develop into characters as time goes on. I will be interested in leveling these characters up and seeing where to go.
I also have a viable solo play AI taken from a Facebook group all about solo gaming.
The Mission.
For this mission, Augustus Holmes is armed with a frakk grenade and hand gun. Ward Roberts has the auto rifle, while Aralay Brenko has a hand gun and the glare sword. They are accompanied by two goons armed with hand guns.
The deep space listening device aboard The Pelican chattered away. Augustus Holmes was only half listening when he stumbled across the messages from a marine unit active in the Tavroid System. They had just successfully eradicated an infestation on a planet not important enough to have a name. If the crew of the Pelican didn't act fast, someone would get there before them. This settlement was within a three day flight. It was time to go.
Landing a way off, and then leaving their transport hidden behind the trees, the crew advanced on foot into the settlement. It was time to search the place and look for that massive pay off, or failing that, enough junk to keep them flying for another little while.This was a FIREFIGHT. So no moving but lots of shooting.
He was knocked out of action, but in the after game injury rolling, it was determined he was just knocked down, and will be able to be in the next mission, whatever it is.
She gets +1 for being attacker. Then +2 for having this alien blade. So she is almost always going to win a brawl.
Hey, I enjoyed this alot, I'm planning on starting a 5 parsecs campaign as well in 6mm, so I look forward to the next installment also realized I've seen alot of your work on the Facebook groups as well, thanks for the content.
ReplyDeleteThanks for the kind words. I just want to share and inspire, as so many have done for me.
DeleteHow do you think this compares to Starport Scum for the more narratively inclined roleplayer+wargaming hybrid folks?
ReplyDeleteTo be honest, I don't know. Five Parsecs is literally only the book that deals with RPG elements in between the fights. I mean, it helps you build characters as well. There is a generic set of weapons with rules that go with them. It is good. Starport Scum, on the other hand has that, but also the actual skirmish rules. There is also an extensive weapon and character building section. It is very much a sandbox. But, I haven't really done any of the RPG parts. Let me string some games together and have a go.
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