Turn five opens with a full complement for the first time, seven crew members on the books and two credits of upkeep to keep them fed, watered, and entertained. There’s still cash to spare though, with eight credits going towards the ship’s debt, taking it down to a much healthier sixteen. A couple more credits fund spare parts for Tinhead, who manages to successfully repair a marksman’s rifle.
But not every task goes so smoothly. Dante heads out to explore and ends up in a pub brawl with a staunch Clive Anderson supporter, culminating in the Strikes adding a third rival to the list.
George Ruddles fares even worse, revealing (or denying) a gambling problem that costs the crew an item from the stash. On the plus side, he also picks up a promising tip-off on the 14:30 at Newton Abbott.

Trading goes better, turning up starship repair parts, spare fuel credits and a set of local maps that might come in handy on a future world. Skully rounds out the turn with a trip to the gym for a spot of experience and a protein shake.
The patron job comes from the corporate patron picked up last time. The danger payroll is a disappointing two credits, must be done this turn, no benefits, no hazards, just demanding conditions. So what’s the story here?
Gibb Me Strength
Dante Corsaro struggled to hide his surprise when the Lucky Strikes’ new corporate patron turned out to be the owners of the most famous theatre on Valtherus.
The source of their trouble, it turns out, is two rival Bee Gees tribute bands, Gibb Me Strength and Les Tossers.
To celebrate Barry Gibb’s birthday – which is a public holiday on Valtherus – the two acts had submitted applications to perform a commemorative concert at the venue. Les Tossers were given the go-ahead, and Gibb Me Strength were furious.
In fact, the spurned trio were so angry that they broke into the theatre’s sub-basement and decanted a nest of swarm brood eggs. Those eggs have since hatched, and their former occupants now stand a full foot taller than your average human.

Unless the theatre management can find someone stupid or desperate enough to go down there and attempt to kill them for money, Les Tossers won’t be performing on Barry Gibb’s birthday. And should any of these lethal aliens escape from the arena’s underbelly, the entire population of Valtherus would be in grave danger.
It’s the Lucky Strikes’ most lethal mission yet. And after a run of relatively good luck, it’s hard to see this ending well for Dante and the lads. They’ll have to kill every single one of them to earn their pay.
And aside from that, it’s all just about Stayin’ Alive.
The Battle
The Strikes just want to get in and out as quickly as possible, and they manage to seize the initiative for the first time in the campaign, though the early shooting is dreadful across the board.
It takes a few turns to do any damage. Jaryn, back from the sick bay, gets a shot at the swarm brood queen and fluffs it, but redeems himself moments later in a brutal exchange that kills the queen even as it takes him down, too.

As the aliens close to point-blank range, the fighting turns increasingly desperate. Dust falls, Tinhead ends up surrounded and is eventually taken out as well, leaving Tace, Skully and Ruddles to finish the job. It’s Tace who ultimately proves the star of the show, picking off four of the creatures at close range with his machine pistol and finishing the fight virtually single-handedly.

Despite three casualties, the crew hold the field and wipes out every last one of the swarm brood.
Post-battle brings six credits from the job and danger pay, plus three more from battlefield scrap. The bad news follows quickly: a roll on the invasion table confirms Valtherus has now been overrun. The crew must attempt to flee the planet next turn, regardless of what else happens.
Injuries prove kinder than expected. Tinhead needs just one turn of repairs, Dust walks away unscathed, though Jaryn is looking at another three turns in the sick bay. Experience points are shared around generously, with Ruddles and Tace both picking up useful skill upgrades. A campaign event even offers up a potential seventh recruit for next time, too.
Turn five closes with eighteen credits, three rivals, three patrons, and a planet crawling with xenomorphs that the Lucky Strikes are more than ready to leave behind.
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