Saturday, April 3, 2010

It’s a Bug Hunt…


Gosh two weeks since we played… ah well, better late than never…

I decided to have mercy on the players and said the relieving forces on Poroszlo showed up… well… not quite on time – but before another major assault on the mining camp. So the action takes place a month or so later, after everyone’s had enough time to recover…

Well… perhaps it wasn’t mercy that inspired me to get them off Poroszlo… I was probably more motivated by my desire to play with my freshly painted Alien Critters and I couldn’t think of a clever way to write them into the Poroszlo story… well.. I guess I could have just said… “here comes another attack… wait a sec… it’s BUGS!?”


[LV-234, 8944-241]

SITUATION

After some R&R following their action on Poroszlo K’s Kommandos were approached by some representatives of the Weyland-Yutani corporation. The Kommandos had been highly recommended to the corporation by a previous employer as being thoroughly dependable, highly skilled professionals that were able to exercise some level of discretion…

It seems the Corporation had lost contact with one of its research facilities on LV-234.

The Kommando’s were thus being contracted to go to LV-234 and find the research station and extract any surviving W-Y personnel – but more importantly – retrieve any data they can from the facilities computers.

The Corporation wasn’t really clear on what sort of research they were doing – that’s all classified – and weren’t entirely sure what could possibly have gone wrong… but it was possible that a “xeonmorph may be involved” – but, again, weren’t really clear on whether said “xenomorph” was indigenous to LV-234 or was brought there as part of the research.

Getting to the planet and research station was no problem. They could clearly see there had been signs of a struggle of some sort – explosives and small arms damage – ut it wasn’t clear wheterh the attack had come from outside… or from within… Either way there was no one left in the station.

The computer was online, however, and data was dumped onto a secure portable drive provided by the corporation. Every thing seemed to be going smoothly… until they tried to get back to the shuttle…

SCENARIO

The characters had to cross cross a jungle covered table swarming with aliem critter to get to their shuttle. Willy, being “the computer expert”, was holding the data drive…

FORCES


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, Knowledge (Explosives) d4,
Edges: Ambidextrous, Two-fisted, Mr. Fixit, Quickdraw, Marksman
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, Rock&Roll,
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, Improved 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 d8, 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, Healer, Combat Medic
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 d12, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5
Skills: Psionics d12, Fighting d8, Gambling d6, Notice d8, Stealth d4, Intimidate d4, Healing d6, 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 d4, 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, Fleet-footed
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


THE BUGS

Big Bad Bug - WC
Ag d10, Sm d6, Sp d8, St d12, Vg d12,
Pace 8 (+d10), Parry 8, Toughness 8 (14)
Skills: Fighting d12, Shooting d10, Notice d10, Stealth d10, Intimidate d8,
Edges: Armour +6, level-headed, Combat Reflexes, Quick
Hindrances: Bloodthirsty
Gear: Bioplasma Cannon (Range: 30/60/90, ROF 1, Damage: 4d8, AP: 6)

Warrior Bug - WC
Ag d10, Sm d6, Sp d8, St d10, Vg d10,
Pace 8 (+d10), Parry 8, Toughness 7 (11)
Skills: Fighting d12, Shooting d10, Notice d8, Stealth d8, Intimidate d6,
Edges: Armour +4, Combat Reflexes
Hindrances: Bloodthirsty
Gear:
Bioenergy Cannon (Range: 50/100/200, ROF 1, Damage: 4d6, AP: 6)

Warrior Bug - WC
Ag d10, Sm d6, Sp d8, St d10, Vg d10,
Pace 8 (+d10), Parry 8, Toughness 7 (11)
Skills: Fighting d12, Shooting d10, Notice d8, Stealth d8, Intimidate d6,
Edges: Armour +4, Combat Reflexes
Hindrances: Bloodthirsty
Gear:
Bioenergy Cannon (Range: 50/100/200, ROF 1, Damage: 4d6, AP: 6)

Warrior Bug - WC
Ag d10, Sm d6, Sp d8, St d10, Vg d10,
Pace 8 (+d10), Parry 8, Toughness 7 (11)
Skills: Fighting d12, Shooting d10, Notice d8, Stealth d8, Intimidate d6,
Edges: Armour +4, Combat Reflexes, Two-Fisted, Ambidextrous
Hindrances: Bloodthirsty
Gear: Bone Sword (Str+d10+2)
Anitmatter Pistol (Range: 12/24/48, ROF 1, Damage: 2d10, AP: 4)

Warrior Bug - WC
Ag d10, Sm d6, Sp d8, St d10, Vg d10,
Pace 8 (+d10), Parry 8, Toughness 7 (11)
Skills: Fighting d12, Shooting d10, Notice d8, Stealth d8, Intimidate d6,
Edges: Armour +4, Combat Reflexes, Two-Fisted, Ambidextrous
Hindrances: Bloodthirsty
Gear: Bone Sword (Str+d10+2)
Anitmatter Pistol (Range: 12/24/48, ROF 1, Damage: 2d10, AP: 4)

Worker Bugs (15)
Ag d10, Sm d4(A), Sp d6, St d8, Vg d8,
Pace 8 (+d10), Parry 7, Toughness 6 (10)
Skills: Fighting d10, Notice d8, Stealth d8, Intimidate d6,
Edges: Combat Reflexes, Armour +4
Hindrances: Bloodthirsty
Gear: Claws (Str+d8)


THE GAME

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


“I’m telling you there’s something moving and it ain’t us!”


“maybe they don’t show up on infrared at all…”


Our heroes slowly making their way back to the shuttle.


Big Nasties moving into blocking positions


Contact! A few shots were exchanged. One of the mercs got lucky and tagged one of the big bugs pretty good.


… then everyone charged in and after that it was pretty much a nasty slogging match…


Most of the mercs were taken out pretty quick. Just to shorten the game which was starting to run a bit late I had all the worker bugs gather up all the downed mercs and whisk them off into the jungle… Leaving only the big bad warrior bugs.

I think the big nasties were a bit unsettling – usually they have ONE (maybe two) wildcard leaders on the other side and a sea for fodder gits to slog through – here they had to deal with FIVE wildcard baddies… that were pretty bad. The really unsettling news is that I got a another Kryomek started set off ebay... so that's 10 more worker bugs, two more warriors and another big nasty bug to add to the hive....!? (MWA-HA-HA-HA-Ha-Ha-ha-ha.. ha... ha...!)

I think Anton and Wrong-way… or was it Cpl Jones and Wrong-way…? Anyway, two of the PCs were incapacitated and I made the loyal PCs drag their bodies back towards the shuttle (don’t take those hindrances if you don’t want to play them!!)

It became a bit of a cat-and-mouse game of popping out of the jungle and shooting, then ducking back away… In the end Sgt. Prnce was incapacitated and dragged away by the last of the warriors and it was midnight so I said the rest made it back to the shuttle.

Taking a bit of a break from Savage Saturday, stay tuned for more reports when I get it going again. In the meantime, there’s still plenty going on over at my Miniatures Wargaming Blog.

4 comments:

Christian Knudsen said...

It was Cpl Jones and Wrong Way

tim said...

riiiiight... Darrin just had 3 wounds or something...?

Anonymous said...

how long of a break are you thinking?

tim said...

Ah, we'll see....

I had thought I might shut it down for the summer... but then an old gamin' pal moved back to town. So I might start again sooner than expected... though with a different (and slightly smaller) group... and an altogether different campaign...?