Firefly PBF game 1

② Fly cont’d.

  1. Fire in the Engine Room [Option 1: All Hands on Deck!: --Tech 8 1-7 Kill 2 Crew. 8+ Whew… Fire’s Out. --Full Stop.] [Option 2: Decompress the Hold!: --Discard all Goods in Hold; do not discard Passengers or Fugitives. --Full Stop.]

That’s going to be a hard choice. Tech 4 vs 8 is one option; the other would be to decide what you want to keep in your Stash and let the rest burn.

Move the Regina Reaver to Boros

Keep 2 fuel plus the contraband for my active job in the stash, and decompress the rest.

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@RogerBW asked for a die roll:
Check - and you’re Full Stopped.

Turn 16.3 Murphy and Yun Qi COMaestro

① Work for Harken:

Cortex relay maintenance [Task at Albion, White Sun] [$200, $200/Tech, Mechanic +1 Part] [Needs :wrench:] (H)

Pay is $200 + 5 × $200 = $1200, less $500 crew shares is $700, +1 Part for Murphy’s Mechanic.

② Full burn, one fuel used.

(Avoiding Osiris because the Corvette will cause a Full Stop to any Outlaw Ship even if they don’t find anything dodgy on board.)

  1. Alliance Alert trips on 1: d6: 2

@RogerBW asked for a die roll:
② Fly cont’d

  1. “Family” Dinner [Option 1: Kind of You to Share: --Spend 1 Cargo. --Remove Disgruntled from all Crew. --Keep Flying.] [Option 2: I’ll be in my Bunk: --Keep Flying.]
  2. Alliance alert trips on 1-2: d6: 3

@RogerBW asked for a die roll:
② Fly cont’d

  1. Cruiser Patrol [–Player to your right must move Alliance Cruiser 1 Sector within Alliance Space. --Keep Flying.] (@Scribbs please.)
  2. The Big Black [Keep Flying!]
  3. Alliance alert trips on 1: d6: 1

@Scribbs please pick whether it’s the Cruiser or the Corvette that goes to Ariel. (Won’t do any harm to Yun Qi either way.)

I have a CO for DJCT but it may vary based on which Alliance ships are where.

Since I’m moving the cruiser anyway, the operative will travel to Ariel. The cruiser will check out the nearest contact on its radar,and head north to join Atherton

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Sorry, I failed to move Atherton at the end of his move - he went to Persephone to arrest Billy.

Well, the cruiser was just a bit slow in catching up :wink:

Turn 16.4 Burgess and Bonanza DJCT

① Makework for $200
② Full burn, one fuel used.

  1. The Big Black [Keep Flying!]
  2. The Big Black [Keep Flying!]
  3. Freighter Convoy [Option 1: Shrewd Bartering: --You may purchase Fuel for $200, Parts for $300 and up to 3 Cargo for $300 each. --Keep Flying.] [Option 2: Goin’ Pirate!: --Moral Crew become Disgruntled. Fight 8; 1-7 Kill a Crew. Full Stop. 8+ Load 3 Contraband. Full Stop.]
  4. The Big Black [Keep Flying!]

Turn 16.5 Nandi and Bonnie Mae @gmwhite999

The Bonnie Mae will (1) Fly (Mosey) to Motherlode and (2) Work on my Mine Holdup job. Does it matter which Motherlode sector I go to as it doesnt say on the details I have; if not, I’ll go to Jiangyin sector.

@RogerBW apologies if this was too long ago, but I’ve just realised my middleman should have given me an extra $200 for selling the contraband to Amnon Duul (unless you did that anyway and I didn’t notice…).

Quick question - can I use Billy’s abilities while he’s trussed up on my ship? I’m guessing not because he’s not officially ‘crew’?

@RogerBW asked for a die roll:

If the location is just “Motherlode”, as in this case, any sector with that label will do. (Similarly with the Uroburos Belt near Blue Sun.)

Yeah, fair point, fixed.

No, oddly he isn’t really willing to help you just now.

Turn 16.5 Nandi and Bonnie Mae gmwhite999
① Mosey
② Work:

Motherlode Mine Holdup [Crime at Motherlode, Red Sun (Misbehave 3)] [$3000, Soldier +300] [Needs :gun::gun::wrench:] (P)

You have the prerequisites.

Misbehave #1 of 3:

:heart: Alliance Restricted Activity Zone [In Like Lambs, Out Like Lions. >>FIRST, Be all Soft & Cuddly: Negotiate 8 +3 Negotiate with FANCY DUDS; 1-4 Warrant Issued. 5-7 Attempt Botched. 8+ Continue. >>NEXT, A Roaring Exit: Fight 10 +3 Fight with EXPLOSIVES: 1-9 Kill 1 Crew. Warrant Issued. 10+ Proceed.]

You don’t have Fancy Duds, so Negotiate d6+4: 8 vs 8.

@RogerBW asked for a die roll:
Misbehave #1 part 2. You do not have Explosives. But you do have 7 Fight and you can reroll 1s.

d5+8: 10 vs 10

Just made it.

Misbehave #2 of 3:

:spades: Alliance Alert! [System-Wide Bulletin: Draw a new Alliance Alert Card; this rule is now in effect. If there is already an Alert Card in play, replace it with the new Alert. Roll a die: If you roll equal to or lower than the number of Warrants you currently have, Attempt Botched. If you roll higher, Proceed.]

The new alert, which applies to everybody until it’s replaced, is

RAPID RESPONSE (When a player moves an Alliance Ship, they may move it one extra Sector. Does not apply to the “Alliance Contact” Nav Card.)

But Bonnie Mae has no warrants, so you Proceed.

Misbehave #3 of 3:

:clubs: Knife Fight [Option 1: Crow: Proceed.] [Option 2: Brought a Gun, Eh?: Requires FIREARM. Proceed.] [Option 3: Slice & Dice: Fight 8 +3 Fight with any Knife. 1-7 Attempt Botched. 8+ Proceed.]

You do have a Firearm, so you Proceed.

The job is done!

Pay is 3000, +300 for The Guardian’s Soldier bonus, less 1000 for crew shares is 2300. And you’re Solid with Patience.

Turn 16.6 Atherton and Interceptor @Lordof1

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That first Misbehave was a rather close shave, yes! Well done, crew!

Okey doke, we’ll BUY from Persephone, considering the gun hand and two more. If a scrapper pops up we’ll work to claim it (or hmm to save me an action I could buy them?), then we’re full buring to Osiris, choosing the short route that takes us through only one Alliance ping.

You can hire on someone with a bounty then apprehend them out of your own crew, but it Disgruntles the rest of your crew.

(Also you have rather more Gear than Crew, so you may want to rearrange it before the next time you Work.)

① Buy at Persephone with $1,900, 0f, 4p:

Enforcer ($200, :gun:, Merc, Intimidating: + :speech_balloon: When Carrying a Firearm.) (C-P)
Hydraulic Docking Clamps ($600, Crime Jobs also count as Salvage Ops.) (SU-P)
Caravan Pods ($400, 2 Additional Cargo Hold areas. May only hold Passengers/Fugitives. +1 to Ship’s Max Crew.) (SU-P)