Thursday, February 11, 2010

A Minor Diversion…


I’ve had a hankering to play a little post-apocalyptic/gritty sci-fi skirmish for a bit and as, once again, I didn’t have a game prepared I thought I’d “get it out of my system” this past Saturday… the unfortunate part is it was a LOT of fun and SOOOO much easier to prepare for than a “serious” role-playing adventure with “plots” and “intrigue” and
stuff…

I made no great effort to make these units “equal” and let everyone pick which they wanted in the order that they arrived (well, except The Scout, which I made just for Amanda…).

Somewhere on the Wasteland, Sometime after “The Bomb”…

SITUATION

Find-it Freddy is the best scavenger in the wasteland. He can scrounge damn near anything. On his latest scrounging expedition Freddy hit the jackpot; he found an almost working truck – loaded with supplies, fuel, ammo. He hid the truck and headed back to Barterton where he’s been selling info about it’s location to anyone and everyone…

SCENARIO

Get the truck, drive it off the table… seems simple enough… except there’s at least four other gangs with the same plan… and there’s one other problem, the truck don’t work…

To Fix The Truck
1 repair roll at -2 to diagnose what is wrong with it.
3 repair rolls at -4 to fix it
a raise on any of the repair rolls gives the mechanic a +2 on his next repair roll (i.e. makes the next roll only -2…)

Volatile Substances
The truck is loaded with gasoline and ammunition… any shots at any target within line of sight of the truck accidentally hit the truck on a 1 if single shots, 2 if full auto… for every hit roll d6, on a 6 the truck detonates… if it doesn’t, roll damage as per normal on the truck any critical hit roll of 9+ also causes the truck to detonate.

If the truck is hit with any explosive weapons it automatically detonates.

If the truck blows it does 10d6 damage to anyone in, on, or within 4” of the truck, and 4d6 damage to anything within 12”

If that weren’t enough…

The first unit to come within 2” of the truck or the ruined building next to it disturbs 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 target…

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.


The Scout (W) - Amanda
Ag d8, Sm d8, Sp d8, St d8, Vg d8,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d10, Notice d10, Stealth d10, Repair d6, Driving d6
Edges: Marksman
Gear:
Sniper Rifle (Range: 50/100/200, ROF: 1, Damage: 2d10, AP:6, Snap Fire, Scope, Bipod), Auto Pistol (Range: 12/X24/48, ROF: 1, Damage: 2d6, AP: )


Burt Jackson, Trucker (W) - Darrin
Ag d6, Sm d4, Sp d6, St d8, Vg d8,
Pace 6, Parry 5, Toughness 6
Skills: Fighting d6, Shooting d8, Notice d6, Repair d8, Driving d10
Edges: Ace,
Gear: H&K MP5 (Range: 12/24/48, ROF: 3, Damage: 2d6, AP:2, 3RB) Knife (Str+d4 – concealed in boot)

Bargain Bin Battle Droids (5)
Ag d8, Sm d4(A), Sp d8, St d8, Vg d8,
Pace 4 (+d4), Parry 6, Toughness 6 (10)
Skills: Fighting d8, Shooting d6,
Edges: Combat Reflexes, Armour (+4)
Hindrances: Bargain Bin*
Gear: Laser Rifle (Range: 50/100/200, ROF: 1, Damage: 2d10)
Special Abilities: Whenever the unit is dealt a 3 or 4 one random droid breaks down, when dealt a 2 one random droid explodes (small burst template, 3d6 damage)


Boz Joe (W) - Dave
Ag d6, Sm d8, Sp d8, St d8, Vg d8,
Pace 6, Parry 6, Toughness 6
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d6, Intimidate d8,
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 )


Sgt. Mack Highway, U.S. Army (W) - Jackson
Ag d8, Sm d6, Sp d8, St d8, Vg d8,
Pace 6, Parry 6, Toughness 6 (8/10)
Skills: Fighting d8, Shooting d8, Notice d8, Stealth d6, Intimidate d6, Repair d6, Throwing d6, Driving d6
Edges: Command, Combat Reflexes
Hindrances:
Gear: M16A2 (Range: 24/48/96, ROF: 3, Damage: 2d8, AP: 2, 3RB)
M203 (Range: 24/48/96, ROF:1, Damage: 2d8, Med Burst , 4 shots, 1 action to reload)

U.S. Army Fire Team (4)
Ag d6, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 5, Toughness 6 (8/10)
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d6, Repair d8 (Mechanic Only), Throwing d6, Driving d6
Gear: Kevlar,
M16A2 (Range: 24/48/96, ROF: 3, Damage: 2d8, AP: 2, 3RB)
M249 (Range: 30/60/120, ROF: 4, Damage: 2d8, AP: 2, Snap Fire, Bipod)


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 )
Special Abilities:

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 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)
RPG-16 (Range: 40/80/160, ROF:1, Damage: 5d6, Med Burst , 1 shots!)



Archibald Tucker (W) - Rick
Ag d8, Sm d10, Sp d8, St d8, Vg d8,
Pace 6, Parry 8, Toughness 6
Skills: Fighting d8, Driving d6, Notice d8, Stealth d8, Repair d6
Edges: Combat Reflexes, Dodge, Block
Hindrances:
Gear: Sword cane/Umbrella Str+d6, +1 Parry

“The Gents”
Ag d8, Sm d6, Sp d8, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d6,
Edges: Combat Reflexes
Hindrances:
Gear: Sterling SMG (Range: 12/24/48, ROF:3 , Damage: 2d6, AP: 2)


THE GAME

Everyone drew a card and deployed in the regular sequence; deploying up to 6” in from any edge and not within 16” of anyone else…

The action was fast and furious! Losses were taken before some even got their first turn!

(Remember: click on the pictures for a bigger version)


Bozz Joe’s crew, already taking fire from those annoying English Gits…


The Scout setting up her Sniper rifle on some high ground behind some hard cover – getting ready to deal out some death…


Archiblad Tucker, formerly of her Majesty’s Secret Service, and “The Gents” – blazing away at Boz Joe’s Crew.


Sgt. Highway and his U.S. Army Fire Team. From the get-go they were taking down Desert Marauders.


The Prize – a truck loaded with petrol, supplies and ammunition…


Burt Jackson and his Combat Droids slowly clunking along it’s turn three and he’s already lost two to mechanical breakdown…


Boz Joe makes a dash for the village. His two remaining thugs are already in the village. Boz joe was slowed some by the two wounds he’s already taken.


The U.S. Army Fire Team decides to move for the cover of the village. They had been taking wildly inaccurate and ineffective fire from the marauders, but when The Scouts first shot range out a second after one of their teams guts exploded out through his Kevlar vest soiling the dune he was taking cover behind, they knew they could not remain there and take fire from BOTH sides!

A second member of the team when down in the hail of fire they attracted as they dashed across the open ground fron the dune to the building.


Darrin drew a Joker… WE were using the showdown rules this evening and he rolled on the Fortune and Calamity table and came up with “Out of Ammo”… seeing the scout as the biggest threat to himself eventually getting to the truck and driving it off he had her run out of ammo… we had pity on Amanda and said it was only the Sniper Rifle that was out of ammo and that she still had “last shots” in her side arm… So The Scout gave up her position in the hills and ran down, over bad going, taking wild long range shots with her pistol at long range…


…and POW! She pegged Sgt. Highway for 4+ wounds… Helmets save lives, dude…

(“didja see that?! I got’im at a dead run!”)


BLAM! Dealt a deuce and a Bargain Bin Combat Droid EXPLODES – causing some damage to one of the others!


The U.S. Army patrol inching ever nearer the truck…


Boz Joe’s mechanic makes a dash from the cover of a building to the truck to see if he can start fixing it… all that shuffling about disturbed the hive of mutant bugs however… Poor Fatty the Wrench was instantly shredded!


Meanwhile Archibald Tucker wandered about unscathed despite wandering through a hail of bullets and laser beams…


The Scout fighting off two mutant bugs!


One of the Bugs finished off the last of the U.S. Army Patrol…

See all those extra wound markers on the truck… that’s what happens when and Englishman with NO SHOOTING SKILL picks up an SMG and fires at a crowd of mutant bugs standing right next to THE TRUCK – three hits on the truck – none on the bugs… Three wounds to the truck and somehow it DIDN’T blow!?!


One of the bugs goes for Mad Abdul…


Burt Jackson and the Desert Marauders exchange fire.


Mad Abdul shoots down Burt Jackson in cold blood…


Then does the same to the last of Boz Joes crew…

The Mad Englishman they kept alive… for the moment…

What a fun game! All this needed was some ZOMBIES!!


Coming soon on Savage Timmy’s Playhouse:

More fun and excitement next week…

(actually it’s already Thursday and I haven’t even LOOKED at any of the L5R adventures… so it may just be another skirmish like this…)

4 comments:

Christian Knudsen said...

This was an awesome scenario, and a great deal of fun. I will be there Saturday, so more of the same would be cool. You managed to balance the forces quite well. Of course Darren will be gunning for me after my finishing off of Burt Jackson, but so be it.

I am going to actually try and dig up my very own dice for this week! I think there just might be a dice bag buried in a box somewhere in the basement...

tim said...

You won't have to worry about Darrin gunning for you, he'll be in Mexico...

Boy everyone was some sore at Darrin for making the Scout's ammo go away once the bugs came out!!

tim said...

Another skirmish seems pretty likely as I haven't really had time to read through the next L5R adventure... But I have spent some considerable time eying up the rest of my sci-fi minis... and the Pulp Adventure ones too...

(I even started painting space ship minis...)

(well... I PRIMED them...!)

Christian Knudsen said...

Just don't forget Timtim, his little dog Blowy, and Cap'n Craddock this time!

Do you have Professor Algebra and Detectives Simpson and Simpson, too?