FPFH Update

Since I’m still learning the rules, I’m using the option where you have 5 ‘mulligans’ to use in your Five Parsecs From Home campaign, and invoking this:

  • Looked worse than it was! Ignore a roll on the Injury Table. The character recovers immediately.

Pepsiman will not be in sickbay for 4 campaign turns.

Meanwhile, my crew will be escaping the planet with the new, improved 3D printed version of the Vulture.

Stand By!

Skirmish

I’m taking a plunge into a few skirmish-level games that have come out over the past few years, some of which I picked up some time ago, others I just picked up.

Necromunda

I don’t want to think of myself as a Games Workshop fanboy, since I’ve pretty much given up on keeping up with whatever version of Warhammer 40K is currently out there.  Even Kill Team is less interesting to me.  But Necromunda has always been an interesting game, both background and core rules, which plays much like earlier editions for 40K.  This and Blood Bowl are the only two GW games that I’m planning on playing.

Marvel Crisis Protocol

If anything this scratches the itch for superhero gaming, more than the Marvel Champions card game does.  There’s nothing wrong with the card game, I just bought too many supplements for it.  For MCP I’m sticking to the core set and a handful of supplements that I find interesting.  I’m probably not getting Thanos, for example.

Five Parsecs From Home

I had picked up the previous two versions of this game from the designer through Wargames Vault, and was about to embark on a campaign, when I found out the the 3rd edition was being put out by Modiphius, the game company that currently has the Star Trek and Dune RPG licenses.  This has proven to be a fun one to play, a solo skirmish game, miniatures agnostic, which allows me to mix and match miniatures for my crew and adversaries from ones that I own, thought I bought minis for the next game that I’ll probably use for this one, too.

Stargrave

After watching a lot of review videos, I picked this one up, along with the miniatures sets, even though this one is also miniatures agnostic.  Like 5PFH, this one involves creating a crew to run missions, though this one is designed to be played with at least 2 players, though I may have found a solution around that.

Hostile Tactical AI

This card set emulates an opponent in 2-player skirmish games, like all the ones listed above.  I haven’t tried playing with it yet, but I hope to soon, with one of the games systems listed above, or possibly with Memoir ’44 and the Commands and Colors games in my collection.

Five Parsecs From Home – Mission 3

I should have been posting after action reports here instead of just on Facebook.

Anyways, I sent the crew on the following assignments:

  • Exploration: Mal Castle
  • Trade: Ban Rolo and Jake Banner
  • Training: Pepsiman
  • Find a Job: Nick O’Donnel and Harry Brisbane

Mal found nothing while exploring, though he did get some alone time.

Ban and Jake acquired an auto rifle, which was given to Harry.  They also received a quest rumor.

Pepsiman gained experience and raised his Combat Skill attribute.

Nick and Harry met up with the Vulture crew’s Patron, Bungo McJankeypants, who offered the following job:

Fight off a group of Abductor Raiders, who may have arrived ahead of a possible planetary invasion.

The crew were outnumbered 7-to6, but in the end the crew were victorious, but sustained casualties.

Pepsiman suffered a potential crippling injury, and will be in the ship’s sickbay for the next 4 campaign turns.

Mal suffered a serious injury, and will be in the ship’s sickbay for the next 2 campaign turns.

Nick suffered a minor injury, and will be in the ship’s sickbay for the next campaign turn.

The crew was well paid for the job, but found no loot in the area post battle.  They also gained another quest rumor.

Oh, and the planet is about to be invaded.  The crew is going to high tail it out of here in the next campaign turn.