Amanda decided she wanted to play “something a little different” so we made her a Telepath and Commander K became an NPC
[Mining Camp #5, Karamak Mountains, Stepozhevac, Poroszlo, 8944-123]
SITUATION
The Mercenaries have been tasked with seizing a Mining camp in the Karamak Mountains of Stepozohevac as part of a major offensive by neighboring Morovic to topple the Stepozohevac's ruling junta. After having seized Mining Camp #5 the mercenaries have to prepare to hold it until relieved by the Morovici main force which is scheduled to arrive in two days time.
SCENARIO
Hold until relieved…
FORCES
Mercenaries and Ships Crew
Commander “K” – WC (npc)
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 d8,
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, Quickdraw
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 d10,
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, Two-fisted, Nerves of Steel,
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)
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, Nerves of Steel,
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 (3)
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)
Dr, Bob “Bonesaw” Stanley Leech
Ag d8, Sm d10, Sp d6, St d8, Vg d8,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d8, Shooting d6, Notice d8, Persuasion d6, Healing d10, Knowledge (medicine) d10, knowledge (Xenobiology) d8
Edges: Luck
Hindrances: Code of Honour (Hippocratic Oath), Loyal (to fellow crew members), Greedy (minor)
Gear: Medical Kit,
Assault Rifle (Range: 24/48/96, ROF 3, Damage: 2d8, AP: 2)
Heavy Pistol (Range 15/30/60, ROF 1, Damage 2d8, AP: 2)
Knife (St+d4)
Sgt. Niko “Iceman” Prince – Mercenary Section Commander – WC (Patrick)
Ag d10, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 6, Toughness 6 (12)
Skills: Fighting d8, Shooting d10, Notice d6, Stealth d8, Intimidate d6, Streetwise d6, Knowledge (Battle) d6, Driving d4
Edges: Nerves of Steel, Command, Quick, combat Reflexes, Improved Nerves of Steel
Hindrances: Mean, Stubborn, Arrogant
Gear: Infantry Armour (+6)
Bolt Gun (Range 24/48/96, ROF 3, Damage 2d10, AP: 6)
Nano Sword (St+d6+2, AP2)
Mercenary Commando Fire Team (3)
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)
Mary Moon – WC (Amanda)
Ag d6, Sm d8, Sp d10, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d8, Gambling d6, Notice d8, Stealth d4, Intimidate d4, Healing d4, Streetwise d6, Investigation d6
Edges: Arcane Background: Telepath, Danger Sense, Alertness, Mentalist
Hindrances: Quirk: Vegetarian, Habit (minor): Gambling, Enemies (Major): Crime Bosses, Wanted (major): Unregistered Telepath
Gear: Floawing skirt and Blouse, Crystal Necklace
Powers: Telepathy, Mind Reading, Mind Probe, Bolt, Forget
Anton Wilson – Engineer – WC (Darrin)
Ag d8, Sm d10, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d8, Notice d8, Stealth d6, Guts d4, Knowledge: Starship Engineering d10, Repair d10, Gambling d6, Driving d4, Piloting d4, Streetwise d4
Edges: Quick, Two-Fisted,
Hindrances: Loyal (to the crew of the Muttonchop Express), Greedy
Gear: Knife Str+d4
Heavy Pistol Rng 15/30/60, ROF1, Dmg 2d8(2)
Shotgun Rng 12/24/48, ROF 1, Dmg 1-3d6/+2 to hit OR 2d10
Rival Mercenaries
Lt. Rani Porvolchuk
Ag d8, Sm d8, Sp d8, St d8, Vg d8,
Pace 6, Parry 6, Toughness 5(7)
Skills: Fighting d8, Shooting d10, Notice d8, Stealth d6, Intimidate d6,
Edges: Command, Combat Reflexes
Hindrances: Loyal,
Gear: Light Combat Armour
Assault Rifle (Range: 24/48/96, ROF 3, Damage: 2d8, AP: 2, 3RB)
Heavy Pistol (Range 15/30/60, ROF 1, Damage 2d8, AP: 2)
Sgt. Herb Wexstar
Ag d8, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 5, Toughness 6(8)
Skills: Fighting d6, Shooting d8, Notice d8, Driving d8
Edges: Steady hands, Ace,
Hindrances:
Gear:
Armoured Fire Support Walker
Acc/Max: 5/15, Toughness: 12 (16)
Minigun (Range: 30/60/120, ROF6, Damage: 2d8, AP: 2)
Notes: Heavy Armour (+4), Open top.
Mercenary Team #1 (10)
Ag d6, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 5, Toughness 6(8)
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d4, Intimidate d4,
Edges: LMG Gunner has Rock-n-Roll
Hindrances:
Gear: Light Combat Armour
Assault Rifle (Range: 24/48/96, ROF 3, Damage: 2d8, AP: 2, 3RB)
LMG (Range: 30/60/120, ROF 4, Damage: 2d8, AP: 2, Bipod)
Mercenary Team #2 (10)
Ag d6, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 5, Toughness 6(8)
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d4, Intimidate d4,
Edges: LMG Gunner has Rock-n-Roll
Hindrances:
Gear: Light Combat Armour
Assault Rifle (Range: 24/48/96, ROF 3, Damage: 2d8, AP: 2, 3RB)
LMG (Range: 30/60/120, ROF 4, Damage: 2d8, AP: 2, Bipod)
Mercenary Team #3 (10)
Ag d6, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 5, Toughness 6(8)
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d4, Intimidate d4,
Edges: LMG Gunner has Rock-n-Roll
Hindrances:
Gear: Light Combat Armour
Assault Rifle (Range: 24/48/96, ROF 3, Damage: 2d8, AP: 2, 3RB)
LMG (Range: 30/60/120, ROF 4, Damage: 2d8, AP: 2, Bipod)
THE GAME
To start off with we had to deal with a bit of administrative matters… First they had a number of prisoners and wounded to deal with. Of those captured ten were taken prisoner without wounds, of those wounded two turned out to be KIA, five were seriously wounded, eight lightly wounded. After interviewing the prisoners, with the aid of the telepath, they determined another platoon-sized force was in the immediate area.
Their own side had suffered only two casualties; Cpl. Jones had three wounds, one of which Bonesaw was able to fix (but he would have to fight on today with the remainingn two!), and one of the fireteam members was lightly wounded (out of action for the game).
The prisoners and wounded were moved down into the mines along with Commander K and another fireteam member to keep an eye on them all.
Later in the afternoon a sniper started harassing them throughout the remainder of the afternoon and evening. Before he left he had wounded two more of the mercenary fireteam member (one light, one serious – also removing them from action dropping the fire teams to three each!).
The following day the expected counterattack came….
(Remember: click on the pictures for a bigger version)
The AFSW lead the way, minigun blazing away at Mary Moon and Sgt. Prince. The hard cover of the trench seemed to do the trick as they remained unscathed.
Mary Moon went next and caused considerable damage to the poor drivers brain. He bleed from his ears and nose and the AFSW careened out of control into the jungle.
If that weren’t bad enough, one of K’s Kommandos shot the poor driver finishing him off. The walker ground to a halt and the entire assault nearly with it.
The characters all dash to get better cover and fields of fire to defend the mining camp.
For a while they just exchanged fire. The Telepath seemed to be doing more damage than anyone.
The arrogant drew a LOT of fire with his constant boasting and shouting of commands to everyone – apparently the attackers thought he might be in charge. In the fusillade that lasted a couple turns he was eventually shot up quite badly and collapsed in an unconscious heap in the bottom of his trench.
With the sergeant down one team of the attacking mercenaries tried to make a dash for the trench!
Four of them were cut down in a swath of fire. Anton also tried to dash for the same trench… from the opposite direction… and was also cut down.
Lt. Porvolchuk tried to lead her troops into the trench but was also shot up.
Running around in the open when there are LOTS of opponents with automatic weapons doesn’t seem to be such a good idea…
Mary Moon tried to fry the Lieutenants brain but is somehow back fired and left Mary quivering in the bottom of the trench.
Around that time the other two squads failed morale and beat a hasty retreat through the jungle…
Anton Wilson and Sgt. Prince will remain wounded… Wilson suffered a permanent drop in strength.
Will the relieving force of Morovici units arrived before they are attacked again…? They were to be relieved in two days!! Ammo is getting low and their ranks somewhat depleted!