An abandoned part of the Ruined City of Barterton, The Wasteland, Sometime after “The Bomb”…
SITUATION
Mad Abdul Ali has gathered some reinforcements and travelled to Baterton with his truckload of treasure and hidden it away in an abandoned part of the ruined city. Tomorrow he will go into the market and try to sell any of the supplies his people do not need for themselves… if he still has it!
SCENARIO
Mad Abdul and the Desert Marauders have to defend their stash and set up in one corner. The Russians and Box Joe Jr’s Thugs are trying to take it away. They deploy
On either of the two sides opposing the corner where the stash is. No one can’t walk off with it DURING the game so essentially it’s last ones standing get the prize…
Agent 68 has a slightly different task… She’s an assassin that works for a secret organization and has been sent to assassinate Mad Abdul… as luck would have it she has a list of “Targets of Opportunity” and Boz Joe Jr. and “The Russian” are both on it… So she wins if she can take them out. Say minor success if she tags Adbul, major success if she gets Abdul and one of the others, gold-plated success and a big ass bonus cheque if she tags all three!
Of course, if that weren’t enough…
The first unit to enter any ruined building for the first time must roll d6, on a 6 they disturb a hive of mutant bugs, which come off hold and attack immediately… After the first turn, if not engaged, they will always move toward the nearest unengaged (by bugs) target within movement range. If there are no such target they will aid in attacking any target engaged by bugs within range. If there is still no available target they will RUN towards the next nearest available target(s).
FORCES
Mutant Bugs (5)
Ag d10, Sm d4(A), Sp d6, St d8, Vg d8,
Pace 8, Parry 7, Toughness 6 (10)
Skills: Fighting d10, Notice d8, Stealth d10,
Edges: Combat Reflexes, Armour (+4)
Claws Str+d8
Special Abilities: No cohesion, no morale. When unengaged they will move towards the nearest unengaged non-bug within one move – or gang up on any that are within one move if there are less foes than bugs.
Mad Abdul Ali (W) - Christian
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: AK-74 (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: AK-74 (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: AK-74 (Range: 24/48/96, ROF: 3, Damage: 2d8, AP:2, 3RB )
RPK-74 (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: AK-74 (Range: 24/48/96, ROF: 3, Damage: 2d8, AP:2, 3RB )
RPK-74 (Range: 24/48/96, ROF: 4, Damage: 2d8, AP: 2, Snap Fire, Bipod, 3RB)
Agent 68 (W) - Amanda
Ag d8, Sm d10, Sp d8, St d8, Vg d8,
Pace 8 (+d10), Parry 5, Toughness 6
Skills: Fighting d6, Shooting d8, Notice d8, Stealth d6,
Edges: Marksman, Ambidextrous, Two-Fisted, Combat Reflexes, Nerves of Steel, Fleet-Footed,
Gear: Stealth Suit (-2 to hit with all ranged attacks)
2x Pistols (Range: 15/30/60, ROF: 1, Damage: 2d8, AP:2),
Joe Junior (W) - Rick
Ag d8, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 6, Toughness 6
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d6, Intimidate d6,
Edges: Command
Gear: Desert Eagle (Range: 15/30/60, ROF: 1, Damage: 2d8, AP: 2)
Boz Joe’s Thugs (5)
Ag d6, Sm d4, Sp d6, St d8, Vg d6,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d8, Shooting d8, Notice d6, (“The Mechanic” has Repair d6)
Gear: AK-74 (Range: 24/48/96, ROF: 3, Damage: 2d8, AP:2, 3RB )
“The Russian” (WC) - Jackson
Ag d8, Sm 8, Sp d10, St d8, Vg d6,
Pace 6, Parry 6, Toughness 5 (7/9)
Skills: Fighting d6, Shooting d8, Notice d8, Stealth d4, Intimidate d8,
Edges: Command, Combat Reflexes, Dodge, Nerves of Steel
Gear: Pistol (Range: 12/24/48, ROF: 1, Damage: 2d6, AP: 1)
Russians #1 (4)
Ag d6, Sm d6, Sp d4, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5 (7/9)
Skills: Fighting d8, Shooting d6, Notice d6, Stealth d6,
Gear: Kevlar,
Gear: AK-74 (Range: 24/48/96, ROF: 3, Damage: 2d8, AP:2, 3RB )
RPK-74 (Range: 24/48/96, ROF: 4, Damage: 2d8, AP: 2, Snap Fire, Bipod, 3RB)
Sergeant Ivan Popoff
Ag d6, Sm d8, Sp d8, St d6, Vg d8,
Pace 6, Parry 6, Toughness 6 (8/10)
Skills: Fighting d8, Shooting d8, Notice d10, Stealth d8, Intimidate d8
Gear: Kevlar,
Gear: AK-74 (Range: 24/48/96, ROF: 3, Damage: 2d8, AP:2, 3RB )
Russians #2 (4)
Ag d6, Sm d6, Sp d4, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5 (7/9)
Skills: Fighting d8, Shooting d6, Notice d6, Stealth d6,
Gear: Kevlar,
Gear: AK-74 (Range: 24/48/96, ROF: 3, Damage: 2d8, AP:2, 3RB )
Dragunov (Range: 50/100/150, ROF: 1, Damage: 2d8+1, AP: 2, Snap Fire, Scope)
THE GAME
(Remember: click on the pictures for a bigger version)
The Desert Marauders prepare to defend their stash against the approaching attackers.
Agent 68 observes from cover and realizes this may just be her lucky day – Three targets of opportunity all in one place!
Boz Joe Jr. and his thugz are out for blood…
The Russian leads his men through the ruined landscape.
Sgt. Popoff with the other Russian team dash towards a building.
When they entered everyone saw me roll a die and figured I was rolling to see if any zombies or bugs were there (they had noticed them right away, sitting off to the side of the table) and so avoided going into any further buildings… I’ll have to be more sneaky about my random creatures hiding places in the future…
Agent 68 gets a Joker!
She pegs a marauder and the rest of his team fail morale!
Boz Joe Jr’s thugs rush up to a wall looking over it they spot Agent 68 in cover – since she ain’t WITH them they must be against them… so they open up and blaze away at her with little effect…
The other team of Marauders are heavily engaged in a firefight with the Russians, one goes down… them two more…
Agent 68 dashes across the open and chocking speed, gets to a doorway and takes down another Marauder that was just getting a hold of himself. (Recovered from being shaken just in time to be shot dead…).
Boz Joe Jr’s Thugz continue moving up.
Agent 68 dashes out of cover once again shooting another Marauder, point blank, as she dashes by…
Then starts trying to shoot up mad Abdul!
Boz Joe Jr’s thugz keep shooting at Agent 68… not sure why…? As she seems to be doing a pretty good job of taking out all the guys they came to kill….
Mad Abdul with only two of his men left (both shaken beyond recovery) decided to split and ran off the table…
Off the table!? Sure, why not… Agent 68 still has two targets of opportunity… Okay so she probably would have pursued HIM… but whatever…
Boz Joe Jr’s thugz move up to the building and engage in a heavy firefight with the Russians for several turns.
Agent 68 snuck around the flank and shot The Russian, but didn’t manage to take him out. After a brief but violent exchange of fire The Russian took out Agent 68…
The firefight continued a couple more turns and eventually The Russian, his subordinate, Sgt. Popoff, and one of their troopers were the only Russians left, and both leaders were wounded so they decided to hobble away and fight another day…
Coming soon on Savage Timmy’s Playhouse:
Hard to say… These last two adventures have been a LOT of fun… I might just run with it!
The L5R adventures are super fun, but there’s just waaaaaaay too much preparation involved for me to run those regularly… Hopefully I’ll find time to get back to those in a bit… but I could see a few more future skirmishes taking place before then!
1 comment:
This was another fun one, even if I got totally demolished this time - just to nitpick your OOB, remember that you took away my 3rd Desert Marauder Squad, but no big deal, it probably would have just meant that Amanda would have gotten taken out earlier, as the extra squad would have started parked on the loot anyways.
I was also disappointed by the no-show of the buggs, not to mention the zombies. Maybe give them an inch or two radius around a building to trip next time.
Good fun - I should be there next week too, dice in hand!
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