Firefly PBF game 1

9.4.1 Fly

full burn, one fuel used, Border Space

  1. Dangerous Salvage [Option 1: Ain’t Got the Chops: --Keep Flying.] [Option 2: Suit Up, We’re Goin’ In: Tech 8 Salvage Ops 1-4 Kill 2 Crew, Load 2 Goods. 5-7 Kill 1 Crew, Load 3 Goods. 8+ Load 5 Goods. --Full Stop.]
  2. The Big Black [Keep Flying!]

(Alliance Space)

  1. Cruiser Patrol [–Player to your right must move Alliance Cruiser 1 Sector within Alliance Space. --Keep Flying.] (@COMaestro please)
  2. Broken Down Shuttle [Option 1: We Got Room for Two More: --Load exactly 2 Passengers. --Take $400. --Full Stop.] [Option 2: Sorry Pal, We’re Full Up: --Moral Crew become Disgruntled. --Keep Flying.]

You could accommodate them by throwing 1 Fuel or 1 Part overboard, but on the other hand you have no Moral Crew. Up to you, and you can makework here at Ariel.

If I take the passengers on board how do I get rid of them? If simple I’ll drop a fuel and then make work.

Cos I’m a good guy …

You can unload passengers in any planetary sector (you can drop them immediately at Ariel, you just need to have the space to take them on board first).

9.4.2 work

makework for $200.

Turn 9.5 Nandi and Bonnie Mae @gmwhite999

Hmmm: a quandry, this. First up, the Bonnie Mae will fly (full burn) to Amnon Duul (3 sectors) all via Border Space please.

9.5.1 fly

Full burn, one fuel used.

  1. The Big Black [Keep Flying!]
  2. He’ll Come at You Sideways [–Player to your right must move Operative’s Corvette to an unoccupied Alliance, Border, or Rim Sector adjacent to your current location. --Keep Flying.]

@DJCT to decide where that is.

Alliance Cruiser moves to Valentine.

1 Like

SE of gmwhite plz

9.5.1 Fly cont’d

Fly can continue without interference.

  1. What’s That Noise? [Option 1: That Doesn’t Sound Good…: Tech 6 Breakdown; 1-5 Full Stop. 6+ Keep Flying.] [Option 2: Gorram Parts Ain’t Free: --Spend 1 Part. --Keep Flying.]

You don’t need to do anything about that as (a) you can ignore Breakdowns and (b) you’ve arrived at Space Bazaar. @gmwhite999, Action 2?

For Action 2, I’d like to draw 2 jobs from Amnon Duul and consider them with the Homesteader transport job.

PM sent.

Turn 9.6 Atherton and Interceptor @Lordof1

Full burn to Aries for no suspicious reasons at all. Through the Georgia start and via Patience.

One space shorter if you go via Boros.

9.6.2 fly

Full burn, no fuel, Border Space.

  1. Reavers Dead Ahead! [–The player to your right must move a Reaver Ship to a Sector adjacent to your current location, not occupied by a Firefly. --Keep Flying.]

@gmwhite999 - you can’t block Lordof1’s Fly, but you can make life unpleasant for COMaestro.

(Also you may want to talk with Lordof1 since one of you has a problem and one of you has a solution., though you’d need to get your ships in the same place to use it.)

Too tired to think straight to block others or try and strategize a deal for several turns ahead when I have little I’d want to trade.

The reaver ship in Reaver Space will move to Regina.

Hmm I do notice that you have a job but no contraband, and I have contraband but no job… I’d be open to offers.

9.6.2 fly cont’d

  1. Persistent Pursuit [–Player to your right must move Operative’s Corvette 1 or 2 Sectors within Alliance, Border or Rim Space. --Keep Flying.] _(@gmwhite999 but it won’t affect this Fly.)
  2. The Big Black [Keep Flying!]

(Alliance Space)

  1. The Big Black [Keep Flying!]
  2. Minor Technical Difficulty [Option 1: Just Keep Her in the Air: Tech 5 Breakdown; 1-4 Full Stop. 5+ Keep Flying.] [Option 2: Swap in the Spare: --Spend 1 Part. --Keep Flying.] (Not a problem, at your destination.)

@Lordof1 action 2?

Teeny bit of piracy going on.

OK so as before it’s a Tech 1 (with reroll) or Negotiate 4 vs 6 boarding test. (Cortland can pay $100 to make it a sure thing.)

We’re paying the $100 this time, negociation.

@RogerBW asked for a die roll:
That brings you to the SHOWDOWN. Neither of you has any special showdown powers so it comes to picking your best skill.

Atherton: Fight 6 d6+6: 8
Burgess: Fight 5 d6+5: 9