After finally catching up with the lost pet they were sent to chase, our mercenary crew only has only one problem: they're under attack by goose lizards (or possibly cobra chickens). Well, maybe two problems, because also their ship is grounded. But it's probably fine. It's gonna be fine, right?
This week on Tavern Watch Plays, we're doing an actual play of Planet Mercenary, a comic space opera based off of the Schlock Mercenary webcomics (but you don't need to be familiar with the comics to understand the game). Joan Albright is leading this game, with a colorful cast of team players who are doing a great job of coping with being stranded on an alien world for the entertainment of reality TV fans around the galaxy.
Here are our mercenaries this week:
* Trish (AwkwardishPanda) as Raven Crawford, captain of the Jackdaws mercenary company, and who is possibly regretting some of her hiring decisions during this mission.
* Christian as Brother Ron, the ship's chaplain, who offers the wisdom and comfort of the Star to help guide the crew in their journeys. He also carries a suspicious number of grenades, but that's probably just the wisdom of the Star at work.
* Liz as Eleanor Goodbite, an awakened polar bear but also the ship's doctor. (She also carries a suspicious number of grenades, because sometimes offense is the best defense.)
* Kameron (Tetsemi) as Helena Seonwu, the Jackdaws' legal counsel, who is here to read all of the annoying fine print in the contracts — and make sure everybody gets paid.
* Matt as Hudson James, an awakened wolverine who is also the ship's engineer. Ostensibly that means he's here to fix things, but he's also a wicked shot with the plasma rifle he carries.
This is the second episode in a three-part actual play of Planet Mercenary, with new episodes every Monday! If you enjoy the game, you can pick up a copy of Planet Mercenary from the Schlock Mercenary store or DriveThruRPG.
Music for this episode is "Galactic Echoes" from ineedmusic.co.
Subscribe to Tavern Watch in your podcast player of choice to keep up with our latest actual plays:
* RSS: https://feeds.acast.com/public/shows/674cf5861c6967d814005868
* Spotify: https://open.spotify.com/show/3qIQaOPskXoKmqqOqNYz1k
* Apple Podcasts: https://podcasts.apple.com/us/podcast/tavern-watch-podcast/id1788120623
Show More Show Less View Video Transcript
0:00
Heat. Heat.
0:26
>> [music]
0:33
>> Hey, I'm Joan Albbright, former Blizzard
0:35
watch writer and longtime sci-fi
0:37
enthusiast. Today I'll be running the
0:39
Planet Mercenary roleplay game based on
0:42
the Schllock Mercenary web comic by
0:44
Howard Taylor.
0:46
Um, in this game, our players are
0:48
officers in a mercenary company, and
0:49
they're trying to make a name for
0:51
themselves by taking big risks in the
0:53
hope of an even bigger payoff. Let's
0:56
introduce the characters, and then we'll
0:57
do a recap. Liz.
1:00
Hello. I am Liz and I am playing
1:02
Eleanor. Goodbye. She is the doctor for
1:06
this uh prestigious
1:09
maybe crew. And uh she just she just
1:13
lured a dinosaur into a spaceship
1:15
because
1:17
that's
1:18
that's just what medical professionals
1:21
do here. Also, she's a polar bear.
1:24
>> Yep. All right, Cameron.
1:27
>> Hi, I'm playing Helina,
1:31
perp lawyer, officer. Everything in that
1:33
order matters and what gets us paid when
1:36
it doesn't. And I can confirm Elanor is
1:39
a great medic cuz she just cured.
1:43
>> Nice. Christian.
1:45
>> Hey, this is Christian aka Calcious. I
1:48
am playing Brother Ron the Chaplain and
1:51
I am currently trying to convert
1:53
everyone who is watching our reality
1:55
show that we've been unwittingly placed
1:57
into um into enlightenment and worship
2:01
of the star.
2:04
>> All right, Matt. I'm Hudson.
2:08
I'm the engineer, although the captain
2:10
does a lot of the engineering. So,
2:12
luckily I fall back into biting things.
2:15
Um, yeah, I'm an I'm a Wolverine. So,
2:19
think think Eleanor crammed down to the
2:22
size of a small toddler, but just as
2:25
angry, uh, if not more angry. And yeah,
2:28
I I am currently trying to clean cobra
2:31
chicken blood out of my mouth cuz I
2:32
tried to help by dragging a dead cobra
2:35
chicken into the ship to
2:36
>> You were a big help. You were. I
2:38
appreciate you.
2:40
>> Thank you. I don't want any.
2:41
>> Technically, they were goose lizards.
2:43
>> Uh to me, that's a cobra chicken.
2:45
>> Yeah. All right. And finally,
2:48
>> chicken. So,
2:49
>> yeah. Yeah. You can eat these guys. Um,
2:54
finally, our captain of our mercenary
2:57
crew. Uh, Trish, would you tell us about
2:59
your character and about the company?
3:02
Uh, yeah. So, I am playing Raven
3:04
Crawford. She is a perp. She has been a
3:06
longtime captain. Uh, she leads this
3:09
wonderful band of, you know, we get
3:12
stuff done. Not always the most graceful
3:15
of ways, but we're getting better. Uh,
3:18
and our group is called the Jack Daws.
3:20
We are currently dealing with the fact
3:21
that our ship was stolen. The current
3:25
temporary replacement is kind of not in
3:28
great shape. So, she's been while
3:31
listening to giant cobra chickens get
3:32
wrangled in the engine room trying to
3:35
fix this thing so we can at least get
3:36
her off the ground enough to get to
3:38
civilization.
3:41
All right. Um, now Matt, if you could
3:44
give us our recap in the voice of Detour
3:47
Washas.
3:50
>> Howdy folks. It's your host Det Washes
3:53
coming to you live with another
3:55
installation of Stranded on Safari. Last
3:59
time our intrepid mercenary crew found
4:01
out that they were on our show. That
4:04
that's you hate that. You hate to see
4:06
it. You want them to just keep going
4:09
completely unaware of what's happening.
4:10
not breaking expensive cameras and
4:14
talking an awful lot about worshiping a
4:16
star. I think I I don't know. Maybe it's
4:19
the one that twinkles. I I I couldn't
4:20
tell you what was going on with that.
4:22
But they did catch the magnificent
4:26
pseudootherapod that they were sent to
4:28
catch. Um I I have no idea what it's
4:30
supposed to be, but it's big and it's
4:32
got teeth. That thing is scary. And they
4:34
got it onto their borrowed ship. I mean,
4:38
I don't know what the deal is with that.
4:39
I mean, it basically doesn't fly. Knock
4:41
on wood. So, everything should be fine.
4:43
And they've they've got that. And I
4:45
don't know what's going to happen next.
4:46
And neither do you. And that's the fun.
4:49
Uh, this episode of Stranded on Safari
4:51
is brought to you by Stroll Munitions.
4:54
If it's good enough for the Jack Doaws
4:55
and and yeah, we know that you guys buy
4:57
Stroll. Uh, it's good enough for you.
5:00
And see you guys later.
5:04
>> Thank you.
5:06
Okay. So, yeah, last time you managed to
5:09
get the you managed to get Jolly, the uh
5:13
not a T-Rex onto your ship and um it's
5:18
quite happy with the meal right now. Um
5:21
you coaxed it on by speaking the native
5:24
language of its owners.
5:26
Um,
5:27
I did remember one thing from last time.
5:31
Matt, didn't you have
5:33
>> I do have the mayhem card that was
5:35
supposed to activate the next time you
5:38
had a successful attack?
5:39
>> I was going to say since this is
5:41
supposed to hit three enemies and double
5:43
the damage for each of them, I could
5:46
also bring home two more of those things
5:47
for us.
5:48
>> You can. And I believe you spent a
5:50
roleplay point trying to make sure you
5:52
did enough damage. So, you can have that
5:54
back as well. Oh, well, thank you.
5:56
>> So, you now have some food for you and
5:59
some food for Jolly.
6:09
So, it is uh morning. You're um you've
6:13
been working most of the night. Your
6:15
engineers been workh
6:18
working most of the night on trying to
6:20
get this thing to fly. you know, you
6:22
won't be able to get it spacew worthy.
6:26
>> Um, probably have a few more hours on
6:29
that.
6:32
>> Okay.
6:32
>> So, you have time to feed the troops, I
6:34
guess.
6:35
>> Yeah. I mean, we've got two of these
6:36
things. I mean, if it's enough meat to
6:38
feed the giant carnosaur, it should be
6:40
enough to feed the people around us.
6:42
>> Oh, yeah. They'll This is a couple meals
6:44
worth of meat.
6:47
And you don't surely
6:51
>> surely someone can fix something out of
6:53
this.
6:54
>> Uh I I eat my stuff less
6:58
hot.
6:58
>> Oh, if if nobody uh no one has any skill
7:02
in in cooking or anything. I think
7:04
>> I'll just make a general roll. I've got
7:05
explosives.
7:06
>> Something else. [laughter]
7:09
Yeah, a general
7:11
roll if want to see how tasty this is
7:14
with um
7:16
you don't really have
7:20
>> We have mustard packets. That
7:22
>> is a mustard packets.
7:25
>> You can just
7:26
throw it over a fire. It's fine.
7:28
>> I rolled three.
7:30
>> Oh no,
7:33
>> there's no this doesn't do a mayhem
7:35
card. It's just super success. So, I
7:37
really succeeded.
7:39
>> You really succeeded. This is the best
7:43
um
7:44
>> the confused Wolverine.
7:46
>> Mustard mustard chicken you've ever
7:49
tasted.
7:51
>> I plucked it. I prepared it. I cleaned
7:53
it out. I I don't know how I knew to do
7:55
this. Even who's been watching cooking
7:57
shows? [laughter]
8:01
>> Yeah, I'm still confused. But there it
8:02
is.
8:03
>> The grunts are The grunts are just
8:05
loving this.
8:07
Like some of them managed to dig up some
8:09
edible roots, toss in for a a garnish.
8:14
>> They are the best officers ever.
8:20
>> Yeah, we knew that. [laughter]
8:22
>> Yeah.
8:24
>> You know, you know, there is a lot of
8:26
time, you know, between missions. You've
8:28
got to go places. the ship. There's
8:30
downtime is what I'm saying between
8:32
having things to fight and having things
8:34
to engineer and having things to eat.
8:36
So,
8:38
I'm just imagining that you've been like
8:41
binge watching
8:43
binge watching old cooking shows.
8:46
>> Yeah. I'm My guess is like that's the
8:48
only thing we can get a signal for is
8:50
like
8:51
very futuristic
8:53
>> is everywhere. Yeah. Yeah. I'm I'm
8:56
thinking it's like it's like Julia Child
8:59
like the classics.
9:02
>> I'm just imagining like you know
9:04
>> it's Ed Gardner if you don't have it
9:07
yourself wine.
9:08
>> Hello. Welcome to our to a cooking with
9:10
with with Hudson. And I'm I'm going to
9:13
have a little sip of the wine. And now
9:15
we're going to make these lizard goose
9:18
things. I don't know what they are.
9:21
this entire escapade.
9:24
>> I make sure my my uh grace is short
9:27
because I don't want the grunts to get
9:28
angry.
9:34
>> Good food, good meat, good god. Let's
9:35
eat anyway. Exactly.
9:37
>> All right. Though it is a delicious
9:39
meal. Unfortunately, the smell of it
9:41
attracts the rest of the goose lizards
9:45
that uh have now realized that their
9:48
buddy Jolly is no longer with them and
9:50
they've started circling back around in
9:52
search of him.
9:53
>> Wait, they were Wasn't he hunting them?
9:56
>> Yeah, they were the ones that were kind
9:58
of flanking the herds.
10:00
>> Oh, those guys.
10:01
>> Yeah.
10:02
>> All right, we were chickens.
10:06
>> Well, no, the people riding the things.
10:08
the ones who were actually hurting them.
10:11
>> Were there people writing them or was it
10:12
just them?
10:13
>> It was It was just the the critters.
10:15
>> Oh, okay. All right. Cool.
10:16
>> It [clears throat] was like a pack of
10:17
them.
10:19
>> Well, you know, we could use we could
10:21
use lunch.
10:23
[laughter]
10:24
>> I'm I'm giving to get ready.
10:27
>> Okay. Dinner.
10:28
>> Yeah.
10:29
>> Yeah.
10:31
>> All right. They are headed your way.
10:34
They will be in range in seconds. What
10:37
do you want to do to prepare? You have
10:39
one round.
10:41
>> I'm going to get my plas gun out and get
10:42
ready to just start firing
10:43
indiscriminately.
10:45
>> All right.
10:46
>> Because we've done the bit where we
10:47
don't kill.
10:49
>> Yeah. Yeah, we did that for the
10:51
reputation.
10:52
>> That was amazing.
10:54
You will go down in history.
10:59
>> H
11:00
I could throw a grenade at them.
11:03
I don't know if that's a good idea. How
11:06
many of them are there?
11:08
>> Uh, probably about two dozen.
11:12
>> Okay. It's a targetri environment. I'm
11:14
I'm gonna get myself a good vantage
11:17
point. Maybe maybe a tree or on top of
11:20
some is if there's like a rocky
11:23
outcropping, something that I could get
11:25
some elevation on.
11:27
>> Top of the ship's a good bet.
11:29
>> Well, I don't want to I don't want to
11:30
hit anyone. top of the ship was probably
11:32
the tallest thing in rain for some
11:35
shading trees that
11:36
>> probably aren't great. Um,
11:39
>> not going to support you.
11:42
>> Oh, they're a little bit.
11:43
[clears throat]
11:45
[gasps]
11:46
>> Okay. I know
11:47
>> we're still towing the ship, right?
11:49
>> No, we're here. We We got to the place
11:51
we were stopping.
11:52
>> Okay. Okay. So,
11:54
>> yeah, it's been parked here for most of
11:56
the night.
11:59
>> I guess I could
12:04
Let's see if I could possibly use an
12:06
explosive to distract to um
12:10
get them to split up or scatter,
12:13
but I probably don't have enough time to
12:14
set it up. Only have one turn.
12:18
>> You can definitely use your explosives
12:20
if you got them and just like throw it.
12:22
But no, you don't have time to set up
12:24
like a trip wire or any sort of
12:27
>> directional charge.
12:29
>> Okay. Do you like grenade? I have some
12:31
grenades.
12:34
>> I also have smoke bombs, but I don't
12:37
think those are actually going to help.
12:40
>> All right. Um,
12:43
>> can you tell your grunts to get in the
12:46
ship?
12:48
>> Yes.
12:48
>> Oh, yeah.
12:49
>> Well, the grunts have guns, right?
12:51
>> Or are you having them out here to shoot
12:53
at things?
12:54
>> Oh, no. They're out there shooting at
12:56
things except for the one that
12:59
>> shot Bob.
13:00
>> Jeff.
13:01
>> Jeff.
13:04
>> Yeah, Jeff is down with me guarding the
13:06
door.
13:07
>> Okay.
13:08
>> I'm still banging on the engine.
13:10
>> I'm having my fire team up with uh uh
13:12
Eleanor while I stay more ground level
13:14
so I won't shoot anybody that we like.
13:17
>> Yeah. And I'm ground level with my fire
13:19
team as well. the first
13:21
>> I'll send my fire team to help, but I'm
13:23
I'm still working on the engine.
13:25
>> Okay. So, you're not even going to come
13:27
out and join the combat?
13:29
>> I don't even know what's going on. No
13:30
one has come down to tell me anything
13:31
cuz she's just been down there.
13:32
[laughter]
13:33
>> So, it's a small enough ship they can
13:35
shout at you if they choose to.
13:39
>> Hey, we're under attack. It's fine. We
13:41
got this.
13:43
>> Okay. Bang. [laughter]
13:48
>> Okay. So, the first of the goose lizards
13:51
run into camp
13:53
and snatches up a grunt.
13:57
>> Oh, no.
14:01
>> First first talk, first go.
14:03
>> We have a card for that.
14:05
>> Yeah, we do.
14:07
Uh, all right. So, uh, Helena's fire
14:10
team I think was waiting for that um
14:14
first entrance in and I have
14:18
um a officer in training that has put
14:23
two into combat. So, that gets him an
14:25
additional or gets me an additional plus
14:28
3d6. So, do I I roll that plus my normal
14:32
3d6?
14:34
Um I think the fire team is their
14:36
numbers affected their attacks, not
14:39
yours.
14:39
>> Okay. Okay.
14:42
So, can I have them go
14:43
>> in order? Okay. So, yeah. So, in combat,
14:46
you can have up to two actions.
14:50
>> Okay.
14:50
>> Um they can be the same action or
14:52
different actions. If you want your fire
14:55
team to take an action, you have to
14:57
order them to.
14:59
>> And then they will continue to do that
15:01
for as many rounds as you have ranks in
15:05
inspire.
15:06
>> All right. I have eight I have eight
15:08
ranks in inspire. So, eight rounds.
15:11
>> Yeah. So, they'll keep going for that
15:12
long uh without you telling them what to
15:16
do. They will, however, just do the same
15:18
action until you um change their orders.
15:21
>> Right. And it's one action is one order,
15:24
correct?
15:25
>> Yeah.
15:26
>> Okay. So, I will spend my first action
15:28
to order them to uh take out any of the
15:34
critters that come into the clearing um
15:38
towards the ship or threaten any of the
15:41
the crew and grunts.
15:43
>> Okay. So, let's see. They'll probably
15:46
concentrate fire.
15:48
>> Mhm.
15:51
Okay. So, while your team follows this
15:53
order, the team can feasibly attack and
15:56
the team can feasibly attack the target.
15:58
The target automatically suffers the
16:00
team's normal damage when your character
16:02
acts in each round.
16:05
>> Okay?
16:06
>> So, you don't have to roll to attack.
16:08
You just roll their damage and apply it
16:11
to whatever target that you set them at.
16:15
>> Okay. So it's so the fire team because
16:18
it has the officer in training and he
16:21
has two in damage gets plus 3d6 for
16:24
their damage.
16:26
So I'm just rolling the 3d6 then.
16:29
>> Yes.
16:30
>> All right.
16:33
All right. And that is a
16:38
that is a 15.
16:40
So the mayhem dice is a five. But I have
16:43
a six, a five, and a four. Okay.
16:46
You could just say with or without
16:48
mayhem if you like. We can
16:50
>> Okay.
16:51
>> Okay.
16:52
>> Just for
16:52
>> How much damage you say?
16:55
>> Uh 15.
16:58
>> Okay.
16:59
>> So,
17:01
>> and then are there is it just the one
17:03
enemy or can we use the
17:07
>> card?
17:09
>> Which which card?
17:10
>> Oh, that's what overkill is.
17:13
>> Oh, yeah. We used that one.
17:14
>> Yeah, we used it. Sorry.
17:16
>> Okay. No, no, no.
17:17
>> Yeah. Yeah. Yeah.
17:18
>> I just saw I just saw that this is an
17:20
unresolved card from session one. So,
17:22
>> yeah, it it only applies to the player
17:25
who drew it. So,
17:26
>> Ah, got it.
17:27
>> That's how we got our breakfast.
17:29
>> Got it. Okay.
17:32
[clears throat]
17:33
>> Okay. So, yeah, they take down one of
17:35
them and wound another.
17:38
>> Perfect.
17:41
Um, I guess I would like to find the I
17:45
would like to order my fire team to
17:46
concentrate fire on on these guys.
17:50
>> Okay.
17:51
>> And
17:52
>> um did you did um were there any other
17:54
actions you wanted to do in that that
17:56
last round?
17:56
>> I would also like to throw a grenade
17:59
into the largest concentration of them
18:01
if I can do so without
18:05
injuring someone else.
18:08
>> Okay. Um,
18:11
let's see. That previous fire team
18:14
though, was that the only action that
18:15
you wanted is to order them or
18:17
>> uh so it was one action to order them to
18:20
fire and then I have one I have one more
18:22
action.
18:23
>> Oh, okay.
18:24
>> Yeah. Yeah. I will I will take uh I I am
18:27
using uh goober rounds and she has uh
18:32
two pistols and it says uh I can use the
18:35
pistol or get 1d6 minus one to get an
18:38
extra attack each round. Can shoot
18:40
goober rounds. Um so I think she's going
18:43
to take two shots at the uh the one they
18:47
wounded.
18:49
>> All right, roll your roll your hits. All
18:53
right. So, this is what plus four with
18:55
pistols. And that is a 13 + 4 is 17.
19:01
>> 17 will hits.
19:03
>> All right. And that does one d6 minus
19:07
one. [laughter]
19:08
What happens if you roll a one? No
19:11
damage.
19:14
>> Uh,
19:16
>> if it's if it's all ones,
19:18
>> no, it the damage on the pistol is a
19:21
1d6. We'll say we'll say minimum of of
19:24
one.
19:25
>> Okay. So that does one damage and
19:28
the next roll is a 11 + 4 15
19:34
>> and that will let's see that will miss.
19:39
>> Okay then I am done.
19:43
>> Okay.
19:46
>> Okay Liz go ahead. Uh, so I want to
19:49
order my fire team to concentrate fire
19:51
on these guys, but I also want to throw
19:53
a grenade if I can do that without
19:56
>> Yeah.
19:56
>> looking like I'm going to murder anyone.
19:58
>> There's plenty of targets. It's This is
20:00
a target-rich environment.
20:02
>> That's what I If you're not willing to
20:04
shell your own position, then you're not
20:05
willing to win.
20:08
>> That is a maximum.
20:09
>> It is. [laughter]
20:11
[gasps]
20:11
Uh, so yes, I'm I'm just I'm just
20:15
throwing a grenade.
20:18
That's an 11. Is that enough to hit?
20:23
>> It is not.
20:25
>> I'm going to reroll. I'm going to spend
20:27
a a point to reroll one of these.
20:29
>> Okay.
20:31
>> I rolled a one twice in a row.
20:35
>> Um,
20:36
okay.
20:37
>> It bounces, but it still misses. Uh,
20:40
farewell grenade
20:43
>> makes a lot of noise.
20:46
>> I I hope you didn't injure anyone I
20:48
liked. Okay, so
20:52
and my fire team does 1d6
20:57
and I rolled another one.
20:59
>> Oh no.
21:00
>> Okay, so yeah, so that that that
21:04
happened.
21:06
>> Okay,
21:08
who's next? You know, the the problem
21:10
was I rolled dice
21:12
>> bombs for my fire team to attack.
21:15
>> Okay.
21:17
>> Um so for them to attack, it's it's just
21:19
1d6 cuz that's all they've got, right?
21:22
>> Yeah.
21:23
>> Okay. [clears throat]
21:23
>> If they're if they're doing
21:24
concentrating fire, um they have other
21:27
actions. Let's see. Cover. They can do
21:30
cover fire. Um, they can duck in cover
21:32
and hide themselves or they can
21:34
>> I'd have them doing cover fire just to
21:37
kind of
21:38
>> I'd have them doing cover fire knowing
21:40
that grenades are probably getting
21:41
thrown outside.
21:43
>> I'd have them doing cover fire to act
21:45
kind of like hurting dogs with bullets
21:48
to try to keep them up.
21:51
>> Now, usually they will provide cover
21:53
fire for you. They'll you'll have to
21:54
assign them someone specific.
21:57
And whenever that target is attacked,
22:01
they can do their damage to it.
22:03
>> Oh, so it's different. Well, then I'm
22:04
just going to
22:05
>> specific attack. Yeah.
22:06
>> Regular fire at something on the edges
22:10
of the main pack to try to keep the pack
22:12
together.
22:13
>> Okay. Concentrate fire then.
22:16
>> Uh I roll [laughter] one.
22:18
>> Oh no.
22:22
>> Tired. They're everyone's tired from
22:24
staying up all night and not getting
22:25
dinner.
22:26
>> Yeah. And then for my uh my other
22:28
action, it's basically just going to be
22:30
radioing up to the dock because I know
22:32
that she's on the roof.
22:34
>> Hey, if you need me out of here, let me
22:37
know. Till then, trying to get this
22:39
thing air airborne and just crank it.
22:42
>> Yeah. A couple hours before you get all
22:45
the pieces where they should be.
22:47
>> It's like So far so good. And you hear
22:49
you hear an explosion in the background.
22:52
>> I meant to do that. We're fine.
22:54
[laughter]
22:58
Okay. Else has already gone next.
23:00
>> I think we have two who haven't gone.
23:03
>> Okay. I'm I'm going to wait till the
23:04
last person. So, all right. I'm going to
23:07
have um my fire team do a cover me.
23:11
>> Okay.
23:11
>> Um
23:13
that's basically defensive front around
23:15
me.
23:16
>> Yeah. If anything attacks you, then they
23:18
can do their damage to it.
23:20
>> Yeah. Um I'm not sure.
23:23
I don't know if like doing an inspire
23:24
would help anything. I don't know if
23:26
like I don't know if there's any kind of
23:28
like inspiration mechanic in this game.
23:29
>> Yes, there is actually. Uh specifically,
23:31
it's for your fire teams.
23:34
>> Okay.
23:34
>> Um let me get to the the page.
23:38
Uh
23:40
[sighs] which ones are
23:43
>> I'm also going to try to position us
23:45
near the entrance just so that the
23:47
people inside the ship are
23:50
>> like kind of like defensively
23:52
So, there are specific fire team
23:55
qualities.
23:56
>> You may spend your one action on an
23:59
inspire check targeting your fire team
24:02
with the goal of imbuing them with a
24:04
temporary quality of your choice. The
24:06
target number for this inspire role is
24:09
quality specific. I don't see any that
24:11
are different than 20, though. It looks
24:13
like they're all a check of a 20. Um,
24:18
yeah. Okay. So, you can do ammo crew.
24:22
Um, your fire team ignores their f first
24:25
reload results. Uh, mayhem machine.
24:30
Each time you draw mayhem due to roll
24:32
made by you or your fire team, draw two
24:34
cards instead. Choose one for yourself
24:36
and hand the other to the game chief.
24:39
Medical support team. They'll they'll go
24:41
and assist people. Uh, ninjas. Your fire
24:45
team gains plus two physical roles
24:47
involving stealth.
24:50
Point of entry team. We're not doing a
24:51
boarding action.
24:53
Specialized team. They can roll one die
24:58
before
24:59
um before applying a specialty.
25:03
Um when when using a skill of your
25:05
choice, sniper team
25:09
plus two with physical roles involving
25:11
stealth
25:13
and extra damage if the enemy doesn't
25:15
see him coming or support. Oh no,
25:17
there's two more. uh support staff, one
25:21
non-combat still they can get a bonus in
25:24
or weapon specialized team. While every
25:27
member of your team uses the same
25:28
weapon, the team gains plus two combat
25:31
and inflicts an additional 1d6 damage
25:33
with each hit. So that' probably be what
25:35
you'd want to use your inspire check
25:37
for,
25:37
>> right?
25:38
>> To target number 20 if you want to try
25:40
to inspire them to become a weapon
25:43
specialized team until the end of this
25:45
combat.
25:47
Okay. So, all right.
25:52
>> Is that what you want to do?
25:55
>> Okay.
25:56
>> Or do you just want them to concentrate
25:58
fire or something? Or you want to attack
26:00
things?
26:02
>> I want them I want them to cover me.
26:05
>> Okay.
26:06
>> Um
26:07
>> they're covering you
26:08
>> and also like but we're like al kind of
26:09
positioned defensively to make sure none
26:12
of these guys try to get inside the
26:13
ship.
26:14
>> Okay.
26:16
Um, okay. I got a six. I got a 622,
26:18
which won't be enough on the inspiral.
26:21
I'm going to reroll. I'm going to spend
26:22
one of my rips to uh roller roll two of
26:25
the die.
26:26
>> Okay.
26:29
>> 64. That's a lot better. Um 16 23.
26:34
Um
26:35
>> 23. All right. So, that is that beats
26:37
the target number of 20.
26:40
So, uh your team has to be using the
26:44
same weapon. And I hope they're all
26:45
armed with the same gun.
26:46
>> I'm assuming so. I didn't actually write
26:48
I didn't see a spot to put that.
26:51
>> Yeah, I mean it's I'm it's it's
26:53
basically assumed, I think.
26:54
>> Yeah,
26:55
>> unless you tell them to do something
26:56
else.
26:57
>> Um, so they now have two plus or plus
26:59
two to combat
27:01
>> and inflict an additional 1d6 damage
27:04
each time they hit.
27:08
>> So mark that somewhere so that you
27:11
remember.
27:12
>> Yep, I got I'm right.
27:13
>> And that's until the end of this combat.
27:16
You don't have to roll that again. Okay.
27:19
Matt, I think was the last one.
27:22
>> Okay. Uh, first up, fire team shoot
27:24
things.
27:25
>> All right.
27:26
>> Do I roll something?
27:28
>> You roll their damage.
27:30
>> Okay.
27:34
What's What's their damage again? It's
27:35
like 1D something. I forget. I'm sorry.
27:37
>> It depends on your members. I can look
27:40
at your
27:40
>> I have two guys with combat.
27:42
>> I I know what my members are. I I wrote
27:44
them today.
27:45
>> Let me look at this thing.
27:46
>> Looks like you have two with combat. So
27:48
I think that's 2d6.
27:50
>> Okay.
27:52
Uh
27:54
two fives
27:56
10.
27:57
>> So 10 damage.
27:58
>> Yep.
27:59
>> All right.
28:01
>> And then since that was one action
28:04
>> Mhm.
28:07
I haven't ever used this thing. So, I'm
28:11
basically asking you to help me
28:14
understand if this is the right use. It
28:16
says here the BH209
28:19
uh output intensity can be varied and
28:21
the aperture magnetic profile can be
28:23
altered providing choke. At the lowest
28:25
intensity and with the choke set to
28:26
scatter, the BH209 can give everyone in
28:29
the room a nice sunburn.
28:32
Um, dial it up a bit and the burns climb
28:34
in degree. And if you choke the beam
28:36
into something straight, then at full
28:37
intensity you can cut whole metal. I
28:39
don't want to cut whole metal,
28:41
obviously.
28:42
>> I also don't want to give anybody a
28:43
sunburn. Can I widen? How much can I
28:46
usably widen the aperture? Do you know?
28:48
>> Is this a weapon or a piece of gear?
28:51
>> It's a weapon. It is a plasma gun.
28:53
>> In fact, it is the
28:55
>> Do you happen to write down the page?
28:57
>> Uh, I'm looking at the page. It's 172 of
29:00
page three of 354 pages. I'm I'm sitting
29:04
here wondering if you can barbecue
29:06
chicken with it.
29:07
>> I mean, I think I did.
29:08
>> You absolutely [laughter] can. Probably.
29:11
Yeah, I think so.
29:13
>> Um, and what was the name of it?
29:15
>> The Stroll BH209
29:18
Flaz Gun. I got it because it's
29:19
literally the gun that Schllock uses.
29:22
>> Nice. [laughter]
29:24
Yep. Okay.
29:29
Why is it not
29:31
There it is. Okay.
29:36
Uh,
29:38
it doesn't have any rules.
29:41
>> Says accurate in AVPL, but I can't
29:43
remember what AVPL stands for.
29:47
>> Uh,
29:50
I had that page marked thought. Where
29:53
did I put it?
30:00
APL anti- vehicular payload. It can
30:03
damage large objects and vehicles that
30:05
have hull points.
30:07
>> Very nice.
30:09
Um,
30:11
it does not have any specific rules
30:14
though for
30:16
>> Yeah.
30:16
>> changing the aperture.
30:17
>> If you you feel free to tell me I can't
30:19
do it. That's cool. I just wanted to
30:21
It's there. I think if you want to be
30:23
effective um at shooting at these
30:26
things, then you'll just use it on the
30:28
aperture that is um the 2d6 plus two
30:32
plasma damage.
30:34
>> Okay.
30:35
And I will shoot as many targets.
30:37
>> If you go much more than that, you're
30:39
going to risk uh friendly fire.
30:43
>> Okay.
30:44
I'm not saying I wouldn't risk that, but
30:47
I don't think I'm going to this time.
30:48
So, I just
30:49
>> I will say you can double double the
30:51
damage, but um two grunts will be hit
30:54
for every time you fire.
30:55
>> Yeah, I'm not going to do that yet.
30:57
>> Uh so, right now I'm keeping it as a
30:58
normal shot. So, first I roll an attack.
31:19
So, yeah, it's a 19 on the shot with the
31:22
mayhem as my top.
31:23
>> That will hit with a Mayhem as what?
31:26
>> My top. I got mayhem.
31:28
>> So, with mayhem. All right, let me get
31:30
you a Mayhem card. Oh, this is fun.
31:49
Okay, go ahead and read that for us.
31:55
It hasn't come up yet that I can see.
31:56
There it is.
32:00
A bit too inspiring. Upgraded success.
32:03
You were so successful that you inspired
32:05
the nearest two fire teams to seize the
32:07
initiative in a manner of the game
32:09
chief's choosing. In combat, this could
32:11
mean charging recklessly forward. In the
32:13
engineering bay, it could Why is it not
32:16
letting me scroll down? There we go. In
32:17
the engineering bay, it could mean
32:19
reckless modifying something important.
32:21
Uh, this one's pretty pretty I think
32:24
pretty determinately going to be combat
32:26
related, but regardless, yeah, upgraded
32:28
success. Um,
32:30
>> yeah, they're going to
32:32
>> they're going to jump into the hole that
32:34
you made and start firing. Um, so your
32:38
fire team is one of the two nearest.
32:41
>> Yep.
32:43
>> I'm going to say
32:47
probably
32:49
probably the captain's fire team is the
32:52
other one.
32:53
>> Sorry about your fire team, Cap.
32:57
>> So, do I roll damage now?
32:59
Yeah.
33:00
>> Okay. Uh [sighs]
33:07
>> 10.
33:10
>> Okay. Minus damage reduction. All right.
33:13
Another one goes down.
33:14
>> Although does why it says it's an
33:17
upgraded success. What is an upgrade
33:18
success? Just means this weird thing
33:20
happens along with it. That's
33:21
>> that's more damage though. Uh I think
33:23
you roll the damage again.
33:25
>> Okay.
33:28
Uh this time 14 because it's two sixes.
33:31
>> We'll say that you took down two of
33:34
them.
33:36
>> Okay. And then unfortunately people ran
33:39
in and like no I'm shooting in there.
33:41
That's what I'm shooting at. Don't be
33:43
where I'm shooting.
33:47
But yeah, it's me.
33:49
>> Okay.
33:50
Now it is their turn.
33:54
It was my turn.
33:55
>> This is going to be fun.
33:59
All right,
34:01
I get to roll.
34:03
>> Always worrying when the GM says this is
34:06
going to be fun.
34:08
>> Is there a point where they break
34:09
because too many of them are dying?
34:13
>> Uh, there might be.
34:14
>> Okay,
34:14
>> there's definitely an intimidate check.
34:17
>> There's other things that may happen in
34:19
between now and then, too. Okay, so
34:23
uh let's see.
34:28
Let's just go down the list. Okay, I
34:32
think this attack is against Brother
34:34
Ron.
34:36
>> Uhoh.
34:37
>> Does A10 hit you?
34:40
>> Okay, now my my fire team was going to
34:43
cover me.
34:45
>> Yeah, so they get to attack.
34:49
I just roll the 3d6 add the plus uh plus
34:54
two to the combat they have right now or
34:56
I guess plus three for combat for
34:58
example.
34:58
>> Yeah, plus two plus two for combat to
35:01
whatever they had before. Additional 1d6
35:03
damage and let me double check if
35:06
there's anything else on cover fire that
35:08
I need to tell you.
35:10
>> Automatically inflict normal damage
35:12
before the hospital attacks. So this is
35:14
before it actually would attack you.
35:17
Okay.
35:18
>> First hostile who initiates an attack
35:20
against you each round. The very first
35:22
one they get their their damage for
35:24
free. Um once your fire team has injured
35:28
an attacking hostile, the team cannot
35:29
provide cover fire again until the
35:31
following round. So once per round.
35:33
>> Okay. So what So do I roll do I roll?
35:38
>> Control their damage.
35:39
>> Roll their damage. What is their damage?
35:41
They just have a normal gun.
35:44
Whatever whatever dice, however many
35:46
dice they had plus the 1d6 for your
35:49
inspiration.
35:50
>> I that's a question. I don't know what
35:52
the dice they had.
35:53
>> Um
35:54
>> had to have a gun for the fine.
35:56
>> It should be the total of your um
35:59
combat.
36:00
>> So if you have two combat from your fire
36:02
team,
36:02
>> it's the total of your combat in D6.
36:04
>> Okay. So uh All right. So my combat
36:08
total for my team is one. So it's one
36:09
d6.
36:10
>> So they get two d6 because you inspired
36:12
them. Gotcha. The damage is automatic. I
36:14
don't have to roll the hit or anything.
36:16
>> Um, yeah. Yeah, it's automatic.
36:19
>> All right. Uh, seven damage.
36:22
>> Okay. So, they do they do some damage to
36:25
it, but that doesn't take it down. So,
36:27
it still attacks you with the 10 hit.
36:30
This is versus your your defense.
36:33
>> Somebody dodged
36:34
>> then. No, they they kind of clamp on
36:37
your armored arm and and then back off.
36:39
>> Okay.
36:40
>> Okay. Now, a second one is going to
36:42
attack you for 13. So, same.
36:46
Okay.
36:48
I think they're going to go for Let's
36:51
see. Liz, you were up high, right?
36:53
>> Um, yep.
36:56
Probably won't go for her next then. Um,
36:59
I think they're going to go for the two
37:01
fire teams next. Ran in there. So, do we
37:05
have defense numbers on the fire teams?
37:08
>> Which fire teams? All of the fire teams.
37:10
any of the fire teams.
37:12
>> How do you determine defense?
37:15
>> Just their physics.
37:16
>> I have numbers for them. Yeah, it might
37:18
be.
37:18
>> Yeah, I don't I don't see one on mine.
37:21
>> Okay. I don't remember seeing rules
37:23
about your fire team taking damage, but
37:26
I think
37:28
let's see. Yeah, there's nothing about
37:31
it. Um, we will say here's what we'll
37:34
do. We will say that those two fire
37:37
teams um that ran in cannot act next
37:41
round because they're too busy fending
37:42
off these guys that are trying to chew
37:44
on them. And then that should be that
37:46
card should be resolved after that.
37:48
Sound good? Mhm. All right. Okay. So,
37:52
yeah, like four of them are going there.
37:54
So, um they're going to go after I think
37:58
Helena 10 to hit. Oh, I haven't been
38:00
adding. They've got they've got a bonus
38:03
that I haven't been adding. I should
38:04
probably do that, huh?
38:06
>> Yeah, her defense with armor is
38:08
>> 13.
38:08
>> Yeah, her defense with armor is 17.
38:11
>> Yeah, that's still not going to hit.
38:13
Okay, so 13. So, yeah, these guys can't
38:15
really seem to hurt you, but they are
38:17
dang mad. All right, [clears throat]
38:20
one more. Also definitely doesn't hit.
38:23
Okay, so basically, you're in a
38:26
stalemate against these critters that
38:28
can't get through your armor. Does
38:30
anyone have any bright ideas? I can set
38:33
an explosive that maybe will cause them
38:36
to get scared off.
38:37
>> Yeah, go ahead and take your turn for
38:39
this round. You want to roll it as an
38:41
intimidate check?
38:43
>> Um, and I'll have an intimidate. Um,
38:46
>> okay.
38:46
>> You still roll.
38:47
>> Yeah.
38:48
>> Sorry. Say again.
38:49
>> You can still roll.
38:50
>> Oh,
38:51
>> it it just will be a flat 3d6.
38:53
>> Okay. All right. Yeah, let me Yeah, let
38:55
me try to Well, do I need to roll to
38:57
build the explosive or
38:59
>> Oh, you didn't bring any with you? I
39:00
mean, I have the BoomX the game the
39:03
guide said like that allows you to
39:05
quickly make an explosive
39:07
when you need to.
39:08
>> Uh yeah, BoomX is basically like C4. Um
39:13
you have a bunch of it and you have a
39:15
fuse.
39:16
>> Okay.
39:17
>> So, if you want to stick a fuse in there
39:19
and uh pop the timer when the when the
39:22
wad of BoomX is where you want it, you
39:24
can do that.
39:25
>> Okay. What I need to roll to do that?
39:28
>> Um let's see. The explosives. There's a
39:30
chart for the explosives like how much
39:32
damage it'll do. Let me see.
39:34
>> My goal my my goal is less damage and
39:36
more intimidation.
39:37
>> Okay. So, you're not worrying about
39:39
damage. Then I will have it be uh if we
39:41
have some kind of thrown
39:44
object skill, thrown weapon skill.
39:46
>> I don't have thrown weapon skill. I
39:47
mean, I could roll it normal. I mean, I
39:49
just I have no rank in it.
39:50
>> Yep. Yep. Just roll it as as it would be
39:52
for thrown weapons.
39:54
>> All right. I got uh I'm going to spend a
39:58
rip to reroll that.
40:00
>> Okay.
40:01
>> And I got an 11 with a mayhem win.
40:03
>> Nice. But if 11's Yeah,
40:06
>> with mayhem.
40:08
>> Yes.
40:08
>> Um let's see. I don't think 11 passes
40:11
though, so we're not going to worry
40:12
about
40:13
>> throw. I mean, the goal wasn't to hit
40:14
anything. It was just to throw it out at
40:16
the spot. Well, it the spot that it
40:19
threw that it bounced to wasn't really
40:22
um it wasn't it wasn't close enough to
40:25
scare any of them. It kind of
40:27
>> landed in the grenade
40:29
grenade.
40:30
>> Yeah, it got lodged under a rock. I kind
40:32
of blew the rock up and then it landed
40:35
crashed back down. So, it wasn't really
40:38
loud enough to startle him or spook him.
40:40
>> And what about the mayhem?
40:41
>> Well, it was a failed roll.
40:43
>> Oh, failed. Never mind. And I'm never a
40:46
mayhem. [laughter]
40:49
>> I would like to use influence to try and
40:52
improve the quality of my fire team and
40:55
make them perform better if that's
40:57
allowed.
40:58
>> Okay. Yeah. Roll. Yeah. It's a skill
41:00
check. So it's one of your two actions.
41:01
>> All right. So that
41:02
>> also keep track of your in your ranks in
41:05
inspire and how many rounds your fire
41:07
teams have been doing what you told.
41:08
>> Right. So it's been two rounds. So they
41:10
have six six rounds left. Uh that is
41:15
uh that is a 19. I'm inspired.
41:18
>> Okay. Uh it's target number is 20.
41:21
Sorry. Unless you want to spend a point
41:23
to reroll something.
41:24
>> Yep. I will spend a a role playing point
41:27
to reroll that to a six. So that was uh
41:32
it was a 19.
41:34
>> Oh needs 20. So
41:36
>> yeah, I was just trying to look at the
41:37
the other two dice. Yeah. So that that
41:40
succeeds. It's now 23.
41:42
>> All right. And what were you trying to
41:44
do for them?
41:45
>> Uh, so I'm using the part of inspire
41:50
that says, uh, you can use inspire to
41:53
grant temporary quality to your fire
41:54
team actions. TN depends on the quality
41:57
you want to impart. With the success,
41:59
the fire firearm team gains the quality
42:02
of the rest of the current combat on or
42:05
if you're not in combat until the end of
42:06
the next combat during the session. When
42:08
you issue orders to your fire team, they
42:10
will follow those orders for a number of
42:12
rounds equal to your ranks in this
42:14
skill. Um,
42:16
>> you want to do the weapon specialized
42:17
team like the other.
42:19
>> Yep.
42:19
>> So, plus two combat and one d6
42:23
additional damage with
42:26
>> So, I'm going to need more dice then.
42:27
[laughter]
42:28
Uh, because they already have three d.
42:31
I'm adding another d6 and then plus two,
42:34
right? Uh it's it's plus two to the
42:38
combat skill. So to hit and 1 d6 extra
42:41
damage.
42:42
>> Okay, got it. So here is their six and
42:47
five plus their three plus another five.
42:52
I think I hit uh 16 19 to hit.
42:57
>> Yep.
42:58
>> Okay. And then damage is 10 12 14.
43:03
>> Okay. Okay, you take down another one.
43:05
>> All right.
43:06
>> All right.
43:06
>> And that is my two actions.
43:08
>> Who's next?
43:09
>> I'm going to try to do the same thing I
43:10
did last round.
43:12
>> Okay.
43:12
>> So, uh, fire team go. And I think I
43:17
actually have two d6 on them because I
43:19
didn't add
43:20
>> You don't have to tell them to go again,
43:22
do you?
43:22
>> Oh, I don't have to tell them to go
43:23
again. They just
43:24
>> If you have ranks in inspire, then they
43:26
keep
43:27
>> I have six in inspire.
43:29
>> I don't even have to tell them.
43:30
>> You don't have to tell them again. No.
43:31
Um, so that is six points of damage.
43:35
>> All right. You hurt one. Well, you take
43:37
down one that was already down.
43:39
>> Okay.
43:40
>> Injured.
43:41
>> And then I made another terrible uh roll
43:45
to hit of a 10. 7 8 9 10. 11. 11.
43:51
>> Well, 11 does not hit.
43:52
>> That's kind of what I suspected. And I
43:54
don't I don't want to use my last RP
43:56
point. I don't want to use that just in
43:58
case. Uh, so yes, that's Oh, can I can I
44:02
just fire again? Can I do the same thing
44:04
twice?
44:05
>> Yes, you can.
44:06
>> I am burning through grenades.
44:09
>> That's what they're for, isn't it?
44:12
>> Obviously. What are they for if not to
44:14
cause severe damage? This is an even
44:18
worse roll.
44:20
Well, not a worse roll. Just uh that's
44:22
an 11. Two of these dice are ones.
44:26
Okay. So, you know, at some point at
44:28
some point in any game, your dice are
44:30
going to start betraying you. And uh so
44:32
that's that's why you always have
44:33
backups on hand. Uh yeah, that's that's
44:35
it for me. I'm still uh sort of hanging
44:38
out on top of the ship to get a good
44:39
vantage point for which I can throw
44:41
grenades
44:43
somewhere.
44:43
>> Okay,
44:44
>> we're trying to scare these things off
44:46
to some degree.
44:47
>> This could be doing it.
44:49
>> She just whipped two grenades out. Did
44:51
they go off yet? I they they should
44:53
have, but they didn't land in in they
44:56
didn't damage anything. So,
44:59
>> they didn't explode already. I
45:00
>> Yeah.
45:01
>> Okay.
45:02
>> I do think it seems like these must be
45:06
used to explosions. Probably they um had
45:08
a few encounters with Bob's burners in
45:11
the past.
45:13
>> Supplies out there, right?
45:15
>> It's what?
45:15
>> We had like multiple lockers out there
45:18
with supplies in them, right? Um,
45:20
>> we did, but once we got this ship over
45:22
there, we pulled everything in.
45:24
>> Yeah, probably.
45:24
>> I don't recall anyone saying that we did
45:26
that.
45:26
>> Your supplies. You might have your
45:29
supplies still sitting out where you can
45:30
reach them. Yeah,
45:31
>> I don't need to reach them.
45:32
>> You trying to explode something?
45:34
>> Yes, cuz I mean, I'm an explosives
45:37
expert. I would have explosive. And if I
45:40
left them outside, I have a plas that
45:43
can shoot through ship holes, so I'm
45:44
pretty sure it can get through a lock.
45:46
Let me see what would be in your lockers
45:48
right now. Let's see.
45:50
>> I mean, if I have to, I'll just shoot a
45:51
couple guys, but I can't do anything
45:53
with my fire team cuz they're currently
45:54
in the middle of that.
45:56
>> Chips locker contains first aid kits,
46:00
rations, life support, life support
46:03
suits, and tools. Because it is not a
46:06
milspec locker, you do not have weapons
46:09
in there.
46:10
>> All right, I guess I'm just shooting at
46:11
two things then.
46:12
>> Okay,
46:13
>> first one.
46:14
>> Shoot away. 12 + 7 is 19.
46:17
>> That hits
46:18
>> uh he takes 12 points of damage.
46:20
>> Well, he technically takes 10 points of
46:22
damage, but that's still enough to
46:24
>> Okay. Um
46:24
>> All right. Who
46:25
>> I only know what I roll. I'm going to
46:26
shoot again.
46:27
>> Yeah. [laughter]
46:28
>> I'm just I'm just shooting at random
46:30
things, whatever they are. Uh okay. Um
46:34
five and five is 10. 10 plus [snorts] um
46:39
seven 17 and then a six on the mayhem
46:42
die.
46:43
>> Okay. So, I hit
46:45
>> You [clears throat] definitely hit
46:46
something. Oh, this one's fun. You're
46:48
going to like this. Okay, there you go.
46:50
>> Did you see me shoot that thing? Cuz I'm
46:52
going to shoot this one, too. See, I
46:55
shot it.
46:56
>> Yeah. Read us the card.
46:58
>> I'm the best. Success. It'll seem even
47:00
better soon. Best, you know, boast
47:02
impressively about what you just did to
47:05
RP, which I mean, like I'm saying, I'm
47:07
like, look at me shooting things. I'm
47:09
shooting them so well. I didn't even
47:11
people told me my claws would make it
47:13
impossible to do this, but I persevered
47:14
and I learned how to shoot.
47:16
>> I like it. Take a point.
47:18
>> And no, it's
47:19
>> Yeah.
47:20
>> So 10 minus whatever the defense on it
47:22
is.
47:23
>> Mhm. Okay. Yeah, you definitely
47:26
I'm going to say I'm going to say you
47:28
shot right through one of their skulls
47:30
and hit a second one.
47:32
>> You want to apply the same damage or you
47:34
want me to roll?
47:34
>> Uh yeah, go ahead and roll again.
47:36
>> Yeah, it's the exact same.
47:37
>> All right. Okay. It is at this point
47:40
that your ship reappears.
47:43
>> Did not expect that. I'm going to pull
47:45
out my bingo card. See if I had that on
47:47
my bingo card. [laughter]
47:49
>> No, you did. I didn't. I did not have
47:51
ship. [laughter]
47:55
>> And it shoots the rest of these things
47:57
away, which is kind of fortunate cuz the
48:00
noise was attracting some bigger things
48:02
off in the distance.
48:03
>> Oh.
48:04
>> Oh no. This would have been the never-
48:05
ending continuous firefight.
48:09
>> Yeah. Okay. So, yeah, your ship comes
48:11
down once you get in uh in radio range.
48:15
Um exact
48:17
>> the star
48:20
[laughter] has returned our vessel to us
48:23
>> and and when I see it coming, I'm
48:25
getting ready to serve them papers. So,
48:26
I'm pulling the papers out of my pack.
48:28
>> Yeah, absolutely. So,
48:31
>> still in the engine room. The ship's
48:33
[laughter] cook and a few intrepid
48:35
grunts who got stuck aboard the ship
48:38
have managed to overwhelm Bob's mutinous
48:40
crew and shut down their ship's AI for
48:43
long enough for Corvy to regain control.
48:46
She now has them locked down using the
48:49
ship's gra internal gravity. On the plus
48:52
side of this adventure, she has now
48:54
assimilated Hawk, the uh the other
48:58
team's AI, and now has a an AI rating of
49:01
four instead of the three that she had
49:03
previously.
49:04
>> Oh,
49:05
>> on the minus side, the the Bob's burners
49:07
have made a meth of the meth. They ate
49:10
half the ship's supplies in the time it
49:13
took for your intrepid little grunts to
49:18
reclaim the ship.
49:19
>> That is very rude.
49:21
And they're all getting a bonus.
49:23
>> Yes. Yes, they are.
49:25
>> Especially the cook. I I was I was I was
49:29
very mean before.
49:31
>> You were right. You were right. I was
49:33
wrong.
49:35
>> And then I shot those guys. [laughter]
49:38
>> You now have your ship back. A second
49:41
ship, which you probably will not lift
49:43
off the ground. Um, I mean, you can
49:45
still get it running, but it's not going
49:47
to go into orbit, so you can do whatever
49:49
you want with that. Um, you have your
49:53
your query, but you also have that
49:56
tracker or that device that you think
49:58
you can track down where um, Demmer
50:02
Wallace is hiding. Are you going to go
50:04
after him or are you going to cut your
50:07
losses and take what you've got?
50:10
>> Well, I I think the captain needs to
50:11
make that decision. So, I'll let her
50:14
know that
50:15
>> our ship is back and what's going on.
50:17
>> As soon as somebody comes across comms
50:19
finally and goes, "Uh, Cap, the ship
50:22
just showed up." I am out like marching
50:25
out the back. I'm looking around and I'm
50:27
like, "Okay, T-Rex, that wasn't there
50:30
before." And cuz no one said anything to
50:32
her about having it.
50:35
>> Oh. Oh, yeah. We caught the thing.
50:37
>> It's It's in the cargo bay. It's not
50:39
just hanging out. It's It's in its own
50:41
little cargo bay. She just
50:45
>> marches out. She's got a wrench in one
50:48
hand and her pistol in another.
50:51
>> And the wrench [laughter] is almost as
50:52
big as she is, but it's super
50:54
lightweight. And she comes walking out
50:56
and walks onto the ship. Where is their
50:58
team?
50:59
>> They are they are pressed against the
51:03
deck um with a very um
51:07
>> very closely a very finely tuned gravity
51:10
wave.
51:11
>> Excellent. I want to grab these guys and
51:13
shackle them,
51:14
>> okay?
51:15
>> And drag them off the ship.
51:18
>> I'm gonna take
51:19
>> I'm gonna have y'all hold them while
51:21
they watch me wreck their engine.
51:24
>> Oh, no.
51:25
>> With my wrench.
51:27
>> Hold on. Do you want Do you want to
51:29
really wreck it?
51:30
>> No. I just
51:31
>> remember that you are on camera.
51:34
>> I'm just going to mess up everything
51:36
that I bust.
51:37
>> I'm going to hand you my gun to
51:38
completely blow a hole in that thing.
51:40
It's really not. going to wreck
51:41
everything that I fixed to try to get us
51:43
home. And I'm just going to wreck it
51:45
really, really good. And I'm going to
51:47
shred all of the work that I did and
51:49
bang some extra spots in it cuz
51:50
obviously they trashed our ship. So, you
51:53
know, and then I'm going to shackle them
51:57
to a wall while they watch us take Jolly
52:00
and put it on our ship.
52:03
>> I'm using the various corpses to lure
52:05
her in like, you know, just drag him
52:07
into the so she'll have stuff.
52:08
>> Oh, no. She's in a cage. Yeah, he's he's
52:10
uh I don't know if you have a mobile
52:12
cage.
52:13
>> No, we don't have a cage. We just had it
52:15
in the in there. We get in the cargo
52:17
hold.
52:18
>> It's not too hard.
52:19
>> You can Evelyn's friend. Evelyn knows
52:22
how to talk to it. It's Evelyn's friend.
52:24
We just got to make sure it has enough
52:25
food that it won't it won't get hungry.
52:27
>> Good Jolly.
52:28
>> Good job.
52:28
>> You shot enough of these dinosaurs. It
52:30
doesn't care that they were its buddies.
52:32
They're tasty.
52:33
>> Okay. Well, I just want to get it on our
52:35
ship and contained.
52:36
>> Yep. Mhm.
52:37
>> into the cargo hold.
52:39
>> I'm going to leave these guys shackled
52:43
and I'm going to drop the key to the
52:46
shackles about one foot further than any
52:49
of them can reach in a hurry.
52:53
>> Calm down, Jake.
52:54
>> And I'm just going to let them watch us
52:56
fly away with all of our stuff.
53:01
>> And leave the body of their boss
53:03
chilling.
53:04
>> Then are we helping the reality? I do.
53:06
We're going to get airborne because we
53:08
know where the asteroid is above where
53:10
he is.
53:12
>> So the um as you're doing this, the the
53:14
burner's like, "No, we're sorry. We're
53:16
sorry. We'll help you. We want we hate
53:19
that guy as much as you do.
53:21
>> Please let us join your crew."
53:23
>> Uhhuh. No.
53:24
>> Oh,
53:25
>> harsh fair.
53:27
>> No.
53:27
>> I feel kind of bad for them now.
53:29
>> I don't
53:31
get themselves unlocked and fix their
53:33
own ship and then they can figure it
53:34
out. If I can figure out how to fix it,
53:36
they can figure out how to fix it.
53:38
>> They should have had a better contract.
53:40
>> They should have had a better contract.
53:42
>> I'm going after this man asteroid.
53:44
[laughter]
53:45
>> You You abandon the uh the mutinous crew
53:48
that thought they were finally saved.
53:50
And you fly up into space. Corv is very
53:54
happy that you're back.
53:56
>> Corby, everything worked out. Everything
53:58
worked out fine.
53:59
>> But did you did you see what they did to
54:02
my servos?
54:03
>> I know. We can we can get those fixed.
54:05
We can get those fixed. It's going to be
54:07
fine. Just don't don't stress out. It's
54:10
okay.
54:11
>> Okay. So, you follow your tracking
54:12
beacon. It leads you to it looks like a
54:15
sort of asteroid.
54:17
There is an obvious like shuttle bay on
54:21
it uh with two guns, one on each side.
54:25
>> They're definitely going to start
54:26
shooting at you as soon as they're
54:27
within range.
54:28
>> Can we shoot back?
54:30
>> You can shoot back. You have weapons.
54:32
I'm not sure exactly what weapons you
54:34
have. Let me find.
54:34
>> We have a medium STS beam and medium STS
54:38
missiles
54:40
>> on the default ship package.
54:43
>> Well, actually the STS beam does more
54:45
damage than the missiles, but uh both of
54:48
these are an option.
54:49
>> Can we just remove this asteroid from
54:51
orbit?
54:51
>> Yeah, that's what I was going to say.
54:53
>> Uh you do not have the firepower for
54:55
that. Yeah,
54:58
>> you could probably bust the um the you
55:01
could bust open the shuttle bay door,
55:05
but you don't know what kind of airlocks
55:06
they have beyond it.
55:08
>> What if we busted open the air the the
55:10
door? What if we just got on the ship
55:12
and just dropped Jolly?
55:14
>> We've got to return We've got to return
55:16
Jolly or prove that Jolly is unturnable
55:20
in order to get our reward. It's 12
55:24
million if we bring her back alive. It's
55:25
only 2 million if she ends up dead. And
55:28
even then, we have to prove she's dead.
55:30
>> Yeah, just stranding her on asteroid
55:31
won't cut it.
55:32
>> Yeah, you would have to retrieve his
55:34
body.
55:35
>> Um,
55:36
>> can we just tell this guy that we have
55:38
proof of what he's doing against the
55:41
laws of the planet? That's enough to
55:42
land him back in the can and just
55:44
blackmail him.
55:45
>> Um, so in order to get close enough for
55:47
your short range radios to work, you
55:49
will be within the range of those guns.
55:52
However, they don't look as impressive
55:53
as yours. [clears throat]
55:55
>> Question was,
55:56
>> how do we fire them?
55:58
>> Um,
55:59
>> but I don't know the space.
56:01
>> It looks like It looks like everyone
56:04
gets a chance to shoot.
56:06
>> Like on their turn, everyone can anyone
56:08
can choose to use the guns.
56:10
>> Well, now that we're in space, can we
56:12
use the long range?
56:14
>> You don't have those were removed from
56:16
your your device from your ship
56:18
completely. So, if we have evidence that
56:22
this guy has been doing Yeah. Um,
56:28
>> illegal things.
56:30
>> Yep.
56:31
>> Can we just call the actual the law on
56:34
this planet and have them take care of
56:37
him and haul him away?
56:39
>> Yeah. He's probably going to leave, but
56:40
I don't care. I mean, he's already got a
56:42
bounty, a huge He's already got a wrap
56:44
sheet a mile long. So, I don't think us
56:47
adding to it without doing something is
56:49
going to really help.
56:50
>> In order to contact the authorities, you
56:52
will have to um leave weapons range of
56:56
the asteroid since you don't have your
56:58
long range um in which at during which
57:01
time he might escape. You don't know
57:04
>> what sort of ship he has in there. So,
57:06
it is a thing that you could do. Could
57:09
we damage the doors so they can't open
57:12
instead of trying to open them?
57:14
>> Uh, strapped in there.
57:16
>> Yeah, you could make the attempt, but
57:17
you are going in order to get within
57:20
firing range, you're going to be within
57:22
range of those weapons either way. So,
57:24
you can shoot the door or you can shoot
57:26
the the weapons.
57:28
>> But I'm willing to take a shot at the
57:29
weapons.
57:29
>> You can do both.
57:30
>> Yeah, I was going to say both. two
57:32
missile launch launch the missiles at
57:34
the guns and the the um beam weapon at
57:37
the door to to like you know uh weld
57:41
>> who's sitting in the gunnery chair to
57:43
make each of these rolls.
57:44
>> I mean I've got heavy weapons and long
57:47
guns but I don't have anything
57:48
specifically ship weapons but I don't
57:50
see a specific ship weapons one.
57:53
>> I'm just flying the thing.
57:55
>> Yeah. Okay. Stationed weapons I believe
57:58
are for ship weapons.
57:59
>> We could just bounce and go get this
58:01
bounty, y'all. and just report from
58:02
there. We now have pictures of the
58:04
asteroid. We know who's going to get
58:06
away.
58:06
>> Do you want your payback or do you just
58:07
want your money?
58:08
>> I mean, yes.
58:10
>> I mean, yes. [laughter]
58:13
>> Well, someone tell me what we're doing
58:14
and so I know whether I'm going to be
58:16
firing without any bonuses because I'm
58:18
the one that said he'd be sitting down.
58:19
>> I mean, go ahead. Take the shot.
58:22
>> I will allow everyone to take a shot.
58:25
>> I'm going to try the missiles like you
58:26
suggested. I'm going to actually do I
58:28
can fire the missiles twice. Yes, I
58:31
believe so.
58:32
>> Okay, first attempt
58:33
>> for your turn.
58:34
>> Um, six.
58:36
>> I can't find anything saying how
58:38
frequently these can fire,
58:40
>> but it did mention using a player's
58:43
numbers. So,
58:44
>> that's a straight up 13.
58:46
>> Okay, that is going to You think it hit?
58:50
You don't know if it did any damage or
58:52
Well, I guess roll your damage.
58:54
>> Well, it's 3d6.
58:56
>> Well, if I did damage, I did 18 damage.
58:59
It does look like there there was some
59:02
damage. It is still however um moving
59:05
around and firing. Okay.
59:08
>> Trying to hit you.
59:09
>> Next shot. Okay.
59:10
>> Oh, there it is.
59:11
>> Yeah.
59:12
>> Five is 9 + 4 uh is 13. So 13 again, I
59:18
guess.
59:18
>> Okay, that's 13. That's the damage or
59:21
the
59:22
>> that was the hit or not hit.
59:24
>> Um this is five, two, and three. So, 10
59:28
total for the second roll. If that did
59:30
anything, I have no idea. This is not my
59:32
thing, man.
59:33
>> Mhm.
59:34
>> If somebody else wants it, tag.
59:37
>> Yeah, it does seem to be firing more
59:39
slowly than before. You're you're firing
59:41
at the same one.
59:42
>> Yeah.
59:42
>> Yeah. I I I assumed I was going to do
59:44
that cuz somebody else was going to
59:46
shoot at the other one.
59:47
>> I I'll try the beam weapon. So, the
59:50
missile weapons,
59:51
>> um they fire in salvos of 100 missiles.
59:54
Uh, but for game purposes, treat each
59:56
salvo as a single attack with a single
59:59
damage roll and one salvo requires one
1:00:01
action. Salvos can be fired per round if
1:00:04
players choose that as their actions.
1:00:06
>> What I did?
1:00:07
>> Yep. And then I'm going to do beam
1:00:08
[clears throat] weapons. Uh,
1:00:11
>> what page is that?
1:00:12
>> Uh, so that is 118.
1:00:14
>> Okay. It's just three pages off.
1:00:17
>> There we go. I had it bookmark, but my
1:00:19
bookmark was like not showing.
1:00:21
>> Yeah.
1:00:22
>> Thanks.
1:00:23
>> Yep. Uh, and so for the beam weapon,
1:00:28
uh, this isn't shielded. Uh, let's see.
1:00:35
Uh, that's a six, six, and a five.
1:00:38
>> Nice. Is that with mayhem or not?
1:00:40
>> That is with Mayhem. So 17,
1:00:43
17 with Mayhem. [laughter]
1:00:45
>> Okay, this sounds cool. Okay, would you
1:00:47
read that for us?
1:00:49
>> Absolutely. Hey, these might be
1:00:51
compatible. You can immediately make an
1:00:53
engineering check. Target number 12.
1:00:56
With a success, your weapon gains one
1:00:58
upgrade at no cost. As always, this
1:01:00
check can trigger mayhem. All right. So,
1:01:04
since I'm the one that triggered it,
1:01:05
>> you're firing the thing and you're as
1:01:08
you're watching it go, you realize you
1:01:09
can make Jorgen do that.
1:01:11
>> Oh, okay. So, if you would roll an
1:01:13
engineering and your target number is
1:01:16
12, I can we can make um Hudson do that.
1:01:19
If you want your personal, if you want
1:01:20
your personal gun to do that, you can do
1:01:21
that. Or if you want this gun that
1:01:23
you're firing now, you can get
1:01:24
underneath. Um, but you wouldn't get
1:01:27
another weapon firing act.
1:01:30
>> Gotcha. So, I just get under there and
1:01:32
roll an engineering check.
1:01:33
>> Yeah.
1:01:34
>> Yep. That is three sixes.
1:01:41
>> Yeah. So, yeah. Also, since it's three
1:01:43
sixes, I have no idea if there's any
1:01:45
mayhem involved. I don't think there is.
1:01:47
>> There's no mayhem. Okay. Engineering
1:01:50
upgraded success.
1:01:52
>> Yeah, it's great success.
1:01:54
I didn't even add in my engineering to
1:01:56
that. [laughter]
1:01:58
Didn't need to.
1:01:59
>> Yep. Okay. Why can't these all be
1:02:01
hypothetical?
1:02:02
>> I know.
1:02:04
>> I've yet to roll three sixes in combat.
1:02:08
>> It's It's pretty low odds to roll three
1:02:10
sixes, honestly.
1:02:12
All physical. I must have passed right
1:02:14
by engineering. Here we go. Upgrading
1:02:16
successes.
1:02:19
Reveal a significant cost savings or a
1:02:21
way to dramatically improve the
1:02:22
structure. Stability efficiently or
1:02:24
other attributes. Um,
1:02:26
>> it's supposed to get one upgrade at no
1:02:28
cost, right?
1:02:29
>> Yeah. Let's see if we can find the
1:02:30
upgrades. Weapons. Okay. I have no idea
1:02:34
where the sh weapons upgrades are. I'm
1:02:37
just going to say for the sake of
1:02:38
brevity, um, give it an extra 1d6 and
1:02:42
it'll be permanent. Um, yeah.
1:02:46
>> Okay. So, now instead of 4d6 damage, it
1:02:50
does 5d6 damage.
1:02:52
>> Yep. Fire that sucker.
1:02:54
>> All right. [laughter]
1:02:57
>> Oh, yeah. I I made it go I made it go
1:02:59
shootier.
1:03:01
>> Shoot more now.
1:03:02
>> Uh, so let's see. That's a five, six,
1:03:06
uh, 2, three, and three. So 11 14 15 16
1:03:12
17 18 19.
1:03:14
>> Okay. Yeah, that hits your damage.
1:03:17
>> That was the Sorry, that was the damage.
1:03:19
That was the damage. Okay.
1:03:20
>> Yep. Yeah, I'd already hit before and
1:03:22
that's what got the um mayhem card.
1:03:24
>> All right. Okay. Yeah, interrupting the
1:03:26
interrupting the action with these cards
1:03:28
is sometimes a little um so yeah, not
1:03:31
only not only does that um it damages
1:03:36
the gun you're firing at, but you see
1:03:38
like a jolt of electricity sparking
1:03:40
around the other one.
1:03:41
>> Mhm.
1:03:42
>> So the system the system was was all one
1:03:46
>> and when you did when when you did those
1:03:49
uh modifications,
1:03:50
you added sort of a a backlash to it.
1:03:54
So, both of the guns are now out of
1:03:56
comm.
1:03:56
>> I meant to do that. [laughter]
1:04:00
>> I didn't mean to do that. Don't tell
1:04:01
anybody.
1:04:03
>> You did that.
1:04:04
>> Uh, and I think that's my turn, right?
1:04:07
>> The door stick. You said you wanted to
1:04:09
do.
1:04:09
>> So, the weapons are down. The door is
1:04:12
still shut, but I'm sure you can figure
1:04:14
out how to get through that. How many
1:04:17
>> got a fair amount of Cooper ammo, don't
1:04:19
we?
1:04:19
>> I mean, I think the goal was for us to
1:04:21
make it so that he can't get in a ship
1:04:23
to leave. We need to just melt the door
1:04:25
shut.
1:04:26
>> Exactly. Yeah.
1:04:27
>> Okay.
1:04:27
>> Somebody Somebody do that.
1:04:29
>> Probably get everybody real close so
1:04:31
that we don't have to worry about the
1:04:33
aim as much.
1:04:35
>> Does have action in here. I'm a
1:04:37
>> glad.
1:04:38
>> But yeah, if someone wants to try and
1:04:40
disable that door, it'll be weapons.
1:04:43
>> I went and uh our lawyer went
1:04:45
>> your AI can just can just get that door
1:04:48
open if you want her to.
1:04:50
>> You want it closed?
1:04:52
>> I want to lock it. So that it can't be
1:04:54
opened again.
1:04:54
>> No, but if you wanted to get in, I'm
1:04:57
saying you could do that. Your AI could
1:04:58
do that for,
1:04:59
>> right?
1:05:00
>> I'm going to listen to the DM and say
1:05:02
that we're going to land the ship on.
1:05:03
>> Okay. Yeah,
1:05:05
>> I will take what the DM is uh putting
1:05:07
down and pick it up and have the AI get
1:05:10
the doors open for us.
1:05:11
>> You can do either one, but if if you're
1:05:13
going to try and melt it, you need
1:05:14
someone needs to roll that weapons roll.
1:05:16
>> Like I said, I'm no I have no points in
1:05:19
this.
1:05:21
>> Neither do we. Yeah.
1:05:25
Then do action then.
1:05:27
>> Yeah.
1:05:28
>> Okay.
1:05:28
>> It's just a flat wall.
1:05:30
>> No, it's a five.
1:05:33
>> All right, then we land.
1:05:35
>> Yeah, that doesn't even hit the door.
1:05:37
>> Whoosh. Uh, yeah. This is This is why I
1:05:39
focus on healing people, not hurting
1:05:42
them. Man, none of this is gone.
1:05:44
>> I should not try to blow things up.
1:05:47
through like a laser scalpel,
1:05:51
navigates over to that thing and uh and
1:05:55
sticks a little air lock with a cutting
1:05:57
device on the end of it through that
1:05:59
door and you're able to board.
1:06:01
>> I'll walk on in first because I've got a
1:06:03
giant plasma gun and I like shooting
1:06:05
things with it.
1:06:06
>> And let anybody on the ship that's not
1:06:09
somebody from the crew.
1:06:11
>> Yeah. Who's going through first?
1:06:12
>> I was.
1:06:15
And I'm following right behind. I've got
1:06:16
papers to serve him. So, you know, if he
1:06:19
if he lives, he's getting served. If
1:06:20
not, well, problem solved.
1:06:22
>> Yep. You see, there are four guys on the
1:06:25
other side. One of them is a familiar
1:06:28
face. Creed Vic, who you thought were
1:06:30
dead. I thought was dead and left
1:06:31
behind.
1:06:32
>> Hey, it's Creed. I'm going to shoot
1:06:34
Creed.
1:06:36
>> I mean, unless you're telling me I
1:06:37
can't.
1:06:38
>> No, I'm
1:06:39
>> um Yeah, go ahead.
1:06:40
>> The captain might want to stop me. I'm
1:06:42
going to give the captain
1:06:43
>> fight now. If you're stopping to ask,
1:06:45
then stop to ask.
1:06:46
>> That's a fair point. Uh, yeah. No, I'm
1:06:48
gonna shoot him.
1:06:49
>> Okay.
1:06:49
>> The point of having a big gun if you
1:06:51
don't use it.
1:06:52
>> Yeah.
1:06:52
>> Six, and three. So, that's 15 plus
1:06:56
seven. Uh, so 22.
1:06:59
>> Yeah, that hits.
1:07:00
>> And there's mayhem.
1:07:01
>> Okay.
1:07:03
>> Well, two dicees are six is one very
1:07:04
good chance of having mayhem.
1:07:06
>> Mhm. Oh dear. Okay.
1:07:09
>> Oh dear. Is never good.
1:07:12
Oh dear.
1:07:13
Yes. Okay. I got three of them.
1:07:15
>> So, read the first one.
1:07:17
>> Draw two more mayhem cards. I can't I'm
1:07:19
sorry. I can't read the name because
1:07:21
it's clipped out.
1:07:21
>> Open to interpretation is what it says.
1:07:24
>> Draw two more mayhem cards and pass them
1:07:26
to the game chief [laughter] who will
1:07:28
combine and interpret the results in a
1:07:30
fashion of his or her choosing. You and
1:07:32
the other players can offer your
1:07:34
thoughts as well. Um, do you want me to
1:07:35
read the next two? Okay. Uh, the cards.
1:07:39
Everybody saw that which is nice work.
1:07:42
You made it look easy. The most the next
1:07:46
skill check made uh by every player
1:07:49
character and fire team gets a plus
1:07:53
three bonus, but only if they're trying
1:07:57
to do exactly what you just did. And
1:08:01
baiting wire and brass ball bearings.
1:08:04
You may make an engineering check.
1:08:06
>> Target number 10. Yeah, I have to get
1:08:08
the thing to come. Yeah, you have an
1:08:09
engineering check target number 10. With
1:08:11
success, the weapon you're using gains
1:08:13
an upgrade for the rest of this combat.
1:08:15
Outside combat, you may choose which
1:08:17
weapon to upgrade. Uh, and this upgrade
1:08:19
lasts until the end of the next combat.
1:08:22
After this time, the weapon is
1:08:23
destroyed. Play up the mod and loss to
1:08:25
earn a rop an RP. Oh,
1:08:28
>> okay.
1:08:30
>> Oh, no. I will combine these and say
1:08:32
that everyone may make an engineering
1:08:35
check to gain this plus three bonus, but
1:08:38
everyone has to.
1:08:38
>> If we fail, do we still lose the weapon?
1:08:40
>> No.
1:08:41
>> Oh, okay.
1:08:42
>> Do we have to do it? I don't want to
1:08:44
lose my wrench.
1:08:46
>> It says you may make an engineering
1:08:47
check, but you won't get the plus three
1:08:49
without it.
1:08:50
>> I'm not taking the plus three. It's
1:08:52
expensive and I don't have the money to
1:08:53
fix [laughter] it. I like her.
1:08:57
>> All right.
1:08:58
>> He's a good wrench. 20 engineering check
1:09:00
cuz you know I don't think my character
1:09:03
would not do it. So
1:09:05
>> this is a this is a 10. A 10 is not I
1:09:09
have not been rolling. Well [laughter]
1:09:11
>> 10 was the check you needed.
1:09:13
>> Mhm.
1:09:14
>> Well I I haven't rolled. I'm thinking
1:09:16
about whether I should.
1:09:17
>> Oh, gotcha. I thought you rolled a 10. I
1:09:19
was like no, you're fine. You did the
1:09:21
thing.
1:09:21
>> Nope. I rolled a seven. Uh I think my
1:09:24
grenades are malfunctioning.
1:09:26
But you're fine. If you rolled If you
1:09:28
rolled a seven, you don't have
1:09:29
malfunctioning grenades.
1:09:31
>> I rolled a 14
1:09:33
>> on your engineering.
1:09:34
>> I did. Yes.
1:09:36
>> All right. Take that plus three.
1:09:38
>> I will.
1:09:39
>> You have to do exactly what um the last
1:09:41
what the character who who drew it did,
1:09:43
which was fire at
1:09:45
>> Shoot cuz he's still standing.
1:09:47
>> Uh did we resolve the damage on that? I
1:09:51
don't think we rolled damage yet.
1:09:52
>> Hadn't rolled damage yet.
1:09:53
>> So, let's find out. You can fire at any
1:09:55
of the mukes there if you want.
1:09:57
>> I was going for Creed.
1:09:59
>> Yeah, because I know him.
1:10:00
>> Yeah. I'm just saying because the card
1:10:03
says you have to do exactly what the
1:10:05
last person was doing. It I'm saying
1:10:07
that it doesn't have to be the same
1:10:09
target. It just has to be one of those
1:10:10
targets.
1:10:11
>> Oh, that we're firing at grunts. Got it.
1:10:13
>> Not a specific grunt. Okay.
1:10:14
>> I get the Do I get the plus three?
1:10:17
>> Yeah. But what was the damage for for
1:10:19
Creed there? Um, well, that's why I'm
1:10:22
asking if the damage the plus three goes
1:10:23
to the damage or if it just goes for the
1:10:25
success rolls.
1:10:26
>> The you can't you can't make the roll
1:10:28
until after the damage is resolved.
1:10:31
>> Okay.
1:10:31
>> You can't make the engineering role
1:10:33
until afters.
1:10:34
>> Okay. Well, the damage is 6 7 8 9 10.
1:10:38
>> 10 damage. Um, yeah, he's hurting. Let
1:10:41
me see exactly. Yeah, he's down.
1:10:44
>> Okay. And so, was there anybody else
1:10:46
pointing weapons at us?
1:10:48
>> Yeah, there are three more of them. I'm
1:10:49
going to try intimidate check because
1:10:51
the next skill check I get gets a plus
1:10:54
three bonus. So,
1:10:55
>> well, did you So, you checked and then
1:10:58
you made an engineering check, right?
1:11:00
>> I made an engineering check, but I
1:11:01
didn't take a bonus on it because you
1:11:02
told me I had to resolve it before I
1:11:04
trade.
1:11:05
>> Yeah, but that's two actions.
1:11:06
>> Is it two actions when it's from a card?
1:11:09
Huh?
1:11:09
>> Yeah, because you may make an
1:11:11
engineering check, right?
1:11:12
>> Okay. Well, then I can't scare them.
1:11:14
>> It doesn't force you. Okay. Who's next?
1:11:16
Uh, I will go because I'm going to
1:11:18
follow that idea and I'm going to try
1:11:20
and use my deceive
1:11:23
>> to uh communicate overly loudly that the
1:11:28
we're the first fire team in and there's
1:11:30
a there's another fire team behind us
1:11:34
>> uh ready to take over the the asteroid
1:11:36
and they better just surrender or
1:11:39
they're just going to die.
1:11:41
>> Okay. So, deceive check.
1:11:43
>> All right. He is uh with that plus nine.
1:11:47
So that's a 21 with mayhem.
1:11:50
>> Oh yeah, they didn't beat that. Let's
1:11:52
get the mayhem. Here we go.
1:11:54
>> That's me. Nice.
1:11:56
>> Okay, read that for me.
1:11:58
>> Absolutely. Oiling the welloiled
1:12:00
machine. You may not have written the
1:12:02
book on this, but pictures of you could
1:12:04
have been used to illustrate that book.
1:12:05
The fire team under your command gains a
1:12:08
skill point related to what you just
1:12:10
did. Nice. So they they get a So that's
1:12:13
a
1:12:14
>> I'll let you choose either deception or
1:12:17
intimidate.
1:12:18
>> Um
1:12:18
>> it might be the same base one though.
1:12:21
>> Yeah. You mean to for my fire team or
1:12:23
for the
1:12:25
>> for the fire team?
1:12:26
>> Cuz it it says they gain one related to
1:12:28
what you just did and you kind of are
1:12:30
doing both
1:12:32
>> intimidating and so you can choose which
1:12:34
one.
1:12:34
>> Okay. Uh, I'm going to I'm going to
1:12:38
um I'm going to use it as intimidation
1:12:41
for them.
1:12:42
>> So, I will add the plus two to the
1:12:44
social because they already had a plus
1:12:47
one on social. So, all right. Do they
1:12:50
surrender?
1:12:51
>> That is a yes. They in fact surrender.
1:12:54
Now that you have a chance to look at
1:12:55
them, you notice that they are all
1:12:57
decked out in um Stranded on Safari
1:13:00
merchandise.
1:13:03
>> Yeah, that makes sense. That's right.
1:13:04
>> They have cheap branded guns.
1:13:06
>> No. [laughter]
1:13:08
>> This is pathetic.
1:13:09
>> I know. He even had us He even had a
1:13:12
good gun manufacturer sponsor him.
1:13:15
>> I know.
1:13:16
>> And then he just used them.
1:13:17
>> I know. That's pathetic.
1:13:20
>> Yeah. Well,
1:13:21
>> all right.
1:13:22
>> It's at this point that you see Demer
1:13:24
make a break for a a uh space corvette
1:13:28
that's parked in this in this uh bay.
1:13:30
>> I want to shoot him. Can I still I still
1:13:33
have an action. So, can we have the fire
1:13:35
team shoot him?
1:13:36
>> Yeah, absolutely. Well, if you order
1:13:38
them to Yeah.
1:13:39
>> Yeah.
1:13:39
>> To focus fire
1:13:40
>> and then let Liz shoot him as well.
1:13:42
>> Okay.
1:13:43
>> Uh what is their combat is plus three.
1:13:48
So, that is not great. 15.
1:13:52
>> Uh where'd it go? The head is stuck. Oh,
1:13:55
I remember where I put him.
1:13:56
>> Hopefully, he's wearing crappy armor.
1:13:58
[laughter]
1:14:00
He's wearing the same armor you are.
1:14:02
However, oh, his defense is not very
1:14:04
good because he doesn't have ranks in
1:14:06
it. So, that absolutely hits.
1:14:08
>> All right. And they do 3d6. So, that is
1:14:12
>> Oh, boy.
1:14:13
>> 11 points of damage.
1:14:14
>> Okay. He is down. He's unconscious.
1:14:19
>> Perfect. That is exactly what I wanted
1:14:22
to do. So, now we take him in. That's a
1:14:24
nice ship. It is. Is it
1:14:27
>> is it a nice ship?
1:14:29
>> It's fairly nice. However, um
1:14:32
[clears throat] once you turn it turn
1:14:34
demer in, he his his assets are steed um
1:14:39
and used off to pay his numerous debts
1:14:42
on various var in various systems. And
1:14:46
unfortunately, the little Corvette is
1:14:49
well
1:14:51
is is definitely um gobbled up in that.
1:14:54
Can I Can I try and have him sign that
1:14:58
over to us before it's seized?
1:15:00
[laughter]
1:15:02
>> You have to wake him up.
1:15:03
>> Let's see. I don't think um I don't
1:15:06
think it you can make it stick legally
1:15:08
because he still had a loan out on it.
1:15:12
>> Okay. I I I mean it's my job. I got to
1:15:15
try.
1:15:16
>> Yeah. Absolutely. Absolutely. No reason
1:15:18
not to try.
1:15:20
>> Yeah.
1:15:21
>> Okay. Um, so you turn Deetur in. He is
1:15:25
um actually take him and they clone him
1:15:28
so that every party who wanted him dead
1:15:30
can execute him in their own fashion.
1:15:33
>> Oh god.
1:15:34
>> Oh
1:15:34
>> no. Dang.
1:15:36
>> However, rumors do persist that one of
1:15:39
the clones was allowed to escape. So you
1:15:42
might still see him again.
1:15:44
>> Oh.
1:15:46
When you return to his owner, Pakafun,
1:15:50
she is overjoyed to see him. She pays
1:15:53
you the bounty as promised and releases
1:15:55
Jolly into his enclosure, which sort of
1:15:57
bears some similarities to the terrain
1:16:00
he was in in Safari. A week later,
1:16:03
however, Jolly expresses his affection
1:16:05
for Pekka's brother, Laca, by swallowing
1:16:08
him whole. After this, Laka decides that
1:16:11
keeping a not a Rex is perhaps not as
1:16:13
profitable or enjoyable as she once
1:16:15
thought and has Jolly taxiderermy to put
1:16:17
on display in her front hallway.
1:16:19
>> Oh no. Do we find out about this happens
1:16:22
to Jolly?
1:16:25
>> Yeah, probably.
1:16:26
>> Yeah, I'm turning to the camera now.
1:16:29
>> Rescue mission. [laughter]
1:16:34
The end.
1:16:47
>> [music]
1:16:47
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1:17:08
With that, friends, we'll see you next
1:17:10
time.
1:17:24
Heat. Heat.
1:17:26
[music]
#Games

