Just had our first IGF combat! Five players so the RP+combat took about 4.5 hours.
||We decided to do the food run & barely eked out the negotiation with the Impact Plaza manager, finishing on a crit as our boombox teen connected with her over being a secret fan of one her rival DJs ("oh, Cerulean? Yeah I know them, they sampled some of my sigs for their last track").
I'm playing a happy-go-lucky space trucker named Noe who believes the best in everyone, so tried talking with the hellhound pirates. They wouldn't let us past without a fight, but at least we came to an agreement on following some rules of engagement where we wouldn't go for pilot kills.
We got the ship halfway across the map in the first round due to an excessive number of everests popping CP so they could leapfrog past each other + a lucky logic bomb (via the scrounger talent getting an equipment reserve) slowing almost the entire opfor out of the gate.
My build is a Chomolungma ("#10") piloted by a comp/con (going to evolve into an Orochi at LL2) while I fly around (attached to #10 via an Ahab tether line) jockying things while protected with a BT shield — so I was on top of their leader, Kanta, when she was taken down by a crit HMG. Noe was able to do some quick medical care and stabilize Kanta before she was killed from decompression. Looking forward to running into her again someday, there's some sweet story juice in having saved the life of an enemy.
(Jockeying after making that no-pilot-kills agreement may seem like taking advantage of the agreement, but they had that squad so that's basically the same thing.)
After Kanta went down, we were able to bust through the last of them with #10 peeling them off the ship over and over with the chomolungma invade. We got to the end mid-round 4. All the everests popped CPs and the opfor took 1 stress and 2 structure off of us (with two mechs at 1hp (our boombox teen's custom paint job did work), so basically 4 structure).||