Brenda, who has just moved back to town (Yay!) also stopped by to give SW a try (or, having nothing better to do, was browbeaten into giving it a try) so I quickly came up with a second in command for K’s Kommando’s for her to play.
Rick decided that being Heroic was “stupid” and so voluntarily took Bad Luck instead.
Talbot IV, 8944-056
SITUATION
After last week’s episode Captian Jackson insisted on returning “the package” to Bubba the Gutt – without even opening to see what it was inside! Bubba was grateful for such a display of loyalty and declared Captain Jackson free of debt.
The Mercenaries then set about trying to find some employment and scored themselves a quick Raid Ticket on Talbot IV. A local government hired the unit to take out a pesky group of marauders that the local authorities had neither the manpower not skills to.
SCENARIO
Raid the Compound. Kill or capture all within.
(Captain Jackson sent the Wrong Way and the two engineers along to see if they could scavenge any useful spares for the ship…)
FORCES
Mercenaries and Ships Crew
Commander “K” – WC (Amanda)
Ag d8, Sm d8, Sp d10, St d6, Vg d6,
Pace 6, Parry 7, Toughness 5 (7/9)
Skills: Fighting d10, Shooting d6, Notice d6, Stealth d, Knowledge: Imperial Law d6, Knowledge: Battle d6, Streetwise d6, Investigation d6, Persuasion d6, Intimidate d6
Edges: Command, Alertness, Natural Leader, Combat Reflexes,
Hindrances: Major Enemy (Colonel Morgan),
Gear: Syn-Weev Armoured Overcoat, Knife Str+d4
Heavy Pistol (Range 15/30/60, ROF 1, Damage 2d8, AP: 2)
Mad Willie – Technician – WC (Christian)
Ag d8, Sm d10, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 6 (8)
Skills: Fighting d6, Shooting d10, Notice d6, Repair d8, Taunt d4, Pilot d6, Knowledge (Starhip Engineering) d8, Knowledge (computers) d6,
Edges: Ambidextrous, Two-fisted, Mr. Fixit,
Hindrances: Phobia (Robots), Delusional (minor – believes he’s Scottish), Delusional (Major – doesn’t believe in lasers)
Gear: Syn-Weev Armoured Vest
2x Heavy Pistol (Range 15/30/60, ROF 1, Damage 2d8, AP: 2)
“Wrong Way” Joe – Co-Pilot/navigator – WC (Rick)
Ag d8, Sm d6, Sp d4, St d10, Vg d8,
Pace 6, Parry 7, Toughness 7
Skills: Fighting d10, Shooting d8, Notice d4, Pilot d8, Knowledge (Astrogation) d8, Knowledge (Sensors) d8
Edges: Brawny, Scholar (Sensors & Astrogation), Ambidextrous
Hindrances: Enemy (minor – alien that he ripped off…), Quirk (chews tobacco), Heroic
Gear:
SMG (Range 12/24/48, ROF 3, Damage 2d6, AP: 1)
Heavy Pistol (Range 15/30/60, ROF 1, Damage 2d8, AP: 2)
Sgt. Mjr. Anderson – 2IC – WC (Brenda)
Ag d610, Sm d8, Sp d8, St d8, Vg d6,
Pace 6, Parry 7, Toughness 5(11)
Skills: Fighting d10, Shooting d8, Notice d8, Stealth d6, Intimidate d8, Throwing d6
Edges: Command, Combat Reflexes
Hindrances: Loyal (to Commander K)
Gear: Infantry Armour (+6)
Nano Sword (St+d6+2, AP2)
Mercenary Commando Fire Team (5)
Ag d6, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 6, Toughness 6(12)
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d6, Intimidate d6, Throwing d6
Edges:
Hindrances:
Gear: Infantry Armour (+6)
Bolt Gun (Range 24/48/96, ROF 3, Damage 2d10, AP: 6)
Cpl. “Bullseye” Jones - Mercenary Section Commander – WC (Jackson)
Ag d10, Sm d6, Sp d6, St d6, Vg d8,
Pace 6, Parry 6, Toughness 6 (12)
Skills: Fighting d8, Shooting d12, Notice d8, Stealth d8, Intimidate d4, Driving d4, Knowledge (Battle) d4, Persuasion d4
Edges: Steady Hands, Quick, Command, Quickdraw
Hindrances: Quirk (Purple Hair!), Loyal (to the unit), Vengeful (major)
Gear: Infantry Armour (+6)
Bolt Gun (Range 24/48/96, ROF 3, Damage 2d10, AP: 6)
Mercenary Commando Fire Team (5)
Ag d6, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 6, Toughness 6(12)
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d6, Intimidate d6, Throwing d6
Edges:
Hindrances:
Gear: Infantry Armour (+6)
Bolt Gun (Range 24/48/96, ROF 3, Damage 2d10, AP: 6)
Marauders
Angry Ali Booubbah (WC)
Ag d8, Sm d8, Sp d10, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d8, Shooting d8, Notice d8, Stealth d6, Intimidate d6, Repair d6
Edges: Command,
Gear: Assault Rifle (Range: 24/48/96, ROF: 3, Damage: 2d8, AP:2, 3RB )
Desert Marauders #1 (4)
Ag d6, Sm d4, Sp d8, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d4, Stealth d4, Repair d6 (Mechanic Only),
Gear: Assault Rifle (Range: 24/48/96, ROF: 3, Damage: 2d8, AP:2, 3RB )
Desert Marauders #2 (4)
Ag d6, Sm d4, Sp d8, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d8, Notice d4, Stealth d4, Repair d6 (Mechanic Only),
Gear: Assault Rifle (Range: 24/48/96, ROF: 3, Damage: 2d8, AP:2, 3RB )
LMG (Range: 24/48/96, ROF: 4, Damage: 2d8, AP: 2, Snap Fire, Bipod, 3RB)
Desert Marauders #3 (4)
Ag d6, Sm d4, Sp d8, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d4, Stealth d4, Repair d6 (Mechanic Only),
Gear: Assault Rifle (Range: 24/48/96, ROF: 3, Damage: 2d8, AP:2, 3RB )
LMG (Range: 24/48/96, ROF: 4, Damage: 2d8, AP: 2, Snap Fire, Bipod, 3RB)
THE GAME
Wrong Way Joe scanned the location from Orbit and determined that there was indeed a compound at the given location and it was in fact inhabited….
The group tried to sneak up on the compound in the pre-dawn light but weren’t all that sneaky. The sentries spotted them and all hell broke loose before they even got to the compound wall. The sentries were quickly dispatched in a hail of 10mm explosive-tipped light armour-piercing rounds.
(Remember: click on the pictures for a bigger version)
The teams move up and prepare to enter the compound.
Sgt. Mjr Anderson’s team are the first into the compound.
The three ships crew skulk around outside for a bit.
Angry Ali decided to light up Anderson’s team as they entered the compound….
OOOHH! That's going to hurt!!
…and he took two out in a hail of full auto gun fire!
One of the other groups of marauders, roused from their sleep set up their LMG and took down two of Jones’ team as they entered the compound.
Everyone went for cover at that point and blazed away at each other with little effect for a couple turns.
Finally Mad Willie decided he’s had enough waiting around and charged in both pistols blazing…
…and took down one of the marauders – while dodging bullets from others that had been waiting on hold for just such an opportunity…
Wrong way followed him in, then the mercenaries, feeling a little shameful about hiding in cover while the un armoured ships crew were dashing around through the compound, made their way in… Sgt. Mjr. Anderson charged across the middle of the compound and chopped one marauder in two!
Mad Willie dashed out form the building he ducked into, guns blazing again…
…hmmmm… better benny that one…
re-rolling he hit Angry Ali – but then cause no damage…
Cpl. Jones, not to be outdone by some mad man in a skirt, bolt gun blazing away… mad Willie seeing him getting ahead left cover and gave chase.
The pair took turns blasting the defenders apart and leap-frogged through the building.
Willie was the first one in the building. He took out the last marauder on the ground floor…
…the charged upstairs in search of their leader.
The rest of Jones’ Team moved in to sweep the building and Anton dashed into the compound, but was winged by Angry Ali…
Anderson’s Team blasted apart the wall by the window Ali was shooting through, shaking him.
Ali, hearing the mad Scotsman taunting the mercenary commandos trailing behind him rushed to the stairs and riddled the area with bullets. Mad Willie, thanks to some bennies, rushed through unscathed and shot up Ali point blank – causing three wounds.
Cpl. Jones shot into the melee hitting both Mad Willie and Angry Ali – Ali he finished off, but Willie, thanks to more bennies, ended the game without a scratch.
Elsewhere, Sgt. Mjr. Anderson had collected a prisoner and Commander K had started checking on her downed Mercs.
I realized afterwards that no one there had healing!? So their wounds would likely have ended up being slightly more grievous! As it is the two injured in Anderson’s team were lightly wounded, as was one of the members of Jones’ Team, and will shortly return to action. The other wounded member of Jones’ Team was more seriously wounded and will be recuperating in the sick bay a bit longer.
Mad Willie and Anton scrounged a few spares and some new audio accessories (speaker wire… lots and lots of speaker wire…).
Coming soon to Savage Timmy’s Playhouse:
There likely won’t be an Savage Action next Saturday as I’ll be hosting my second annual Hordes of the Things Campaign Weekend – you can read all about that at Tim’s Miniature Wargaming Blog soon enough. After that the Further Adventures of the Muttonchop Express continue!