Sunday, March 14, 2010

Poroszlo - Part 2


This weeks action picked up where we left off last week during Super Savage Saturday!

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!

Monday, March 8, 2010

SUPER SAVAGE SATURDAY!

For the last… I don’t know… five or six years (or so?) I have had a wargaming birthday bash in February. I’ve tried to extend that over a weekend at least once before. Last year I hosted two campaign weekends, and this year I had hoped to host a Wargame Birthday Bash Campaign Weekend! Due to some scheduling issues and the fact that originally CVT and Amanda thought they might run in the Brain Freeze half-marathon this weekend I put it off a week into March.

This weekend was originally supposed to be the “Second Annual HOTT Campaign Weekend”, but for a variety of reasons I decided at the last minute to drop the campaign idea and just host a series of one-off games over the weekend.

Friday night we kicked off with the traditional homemade Pizza dinner, followed by a Hordes of the Things MEGA-BATTLE!

Saturday was SUPER SAVAGE SATURDAY! I hosted THREE separate Savage Worlds games! I originally planned to write up detailed reports for each game – including stats and loads of photos showing all of the action… but I just don’t have the time…

Instead here’s a brief rundown of the savage shenanigans that ensued with a few pictures…

SATURDAY MORNING

Saturday morning I set up and ran a Pulp Adventure game. The general scenario was that there was rumours floating around Cairo that a sandstorm had shifted some dunes to reveal a lost city out in the middle of the desert. The city is thought to be The Lost City of Maraha – the supposed resting lace of the Eye of Sett. The Eye of Sett is an enormous jewel set in a headband of gold that supposedly gave the wearer the ability to command the dead to rise and attack the wearers foes!

The players were a band of heroic adventurers that set out to recover the rare and precious (and potentially powerful!) artifact.

Unfortunately there was a group of Evil Nazi Occultists that also had their designs on the Eye of Sett that arrived at the lost city around the same time they did. The Evil Nazis were played by myself.

There were a number of “searchable locations” through out the city – mostly one in each small building and a couple in the rooms of the larger buildings – unfortunately in each searchable location there was the potential for an encounter. Whenever entering a searchable location the player entering it drew a chit out of a box that had either “nothing” or the name of something nasty written on it… if there was nothing or the foe was defeated the players (or the Nazis) could search the area by spending an entire turn within the location and passing a notice roll. If successful they got to draw a chit out of the “treasure box” – all but one had “nothing” written on them, the other had “treasure”…

If that weren’t bad enough, there was an approaching sandstorm that would likely bury the city again so time was limited. At turn ten I would start rolling a d10, if the turn number plus the die result totaled 20 or greater the sandstorm had arrived and the game was over.

There were five players for this adventure. CVT played Harshit Gopal; a Gurkha. Rick played Timtim, Youthful Investigative Reporter (as well as his trusty canine companion, Snowball). Jackson played Freddy “Flash” Burton, Ace Pilot. Terry played Captain Hadrock, Salty Sea Captain. Cory played an explorer and big game hunter whose name escapes me at this moment. And someone also played a crew of diggers…

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


The Germans enter the Lost City of Maraha.


Timtim and Snowball lead the way! Harshit Gopal and the diggers (and the namesless big game hunter) trail behind.


Freddy “FlashL Burton and Captain Hadrock make their way to another gateway.

Captain hadrock had a special ability (well… hindrance…); Alcoholic – before the game Capaitn Hadrock had to check and see if his been at the whiskey, requiring a spirit check. Success meant he had shown some willpower and stayed sober. Failure meant he was three sheets to the wind and thus -2 at all Agility and Smarts based trait and skill rolls – but +2 on all Spirit-based trait and skill rolls (yes, he actually got better at intimidating; “Billions of Blistering Blue Barnacles! Thundering Thypoons! You Sea Gerkhin! Poltroon! Bashi Bazouks! ECTOPLASYM!”)

He failed...


The Germans had a bad time of it – the first building they entered had the Royal Mummy!


Hans was shot up by Harshit Gopal.


The next building the Germans entered had four Minions of Sett!?


It’s been a while since I ran a game where we got to wears hats!! This is Terry (who played Captain Hadrock) in his sailors hat and Jackson (who played “Flash” Burton; Ace Pilot) wearing my flight helmet!


G√ľnter ran into some Bedouin. He shot up one before the rest blew him apart.


The Royal Mummy made a mess of the Nazis…


Timtim had a run-in with some lesser mummies.


The diggers ran in to his aid and Timtim slipped out to search elsewhere… ("When danger reared it's ugly head, Timtim turned his tail and fled....")


The beautiful but deadly Heidi von Ravenhoff had a run-in with a rather large lot of zombies and was torn to pieces…!?


Timtim’s clever canine companion, Snowball, discovered the treasure and brought his master to it!


The heroes escaped with the good while the Nazis got beaten down by the denizens of the lost city…

Went a little quicker than I expected. But fun and laughs were had by all…

SATURDAY AFTERNOON

In the afternoon I ran a World War Two skirmish game set in the streets of Stalingrad. The scenario was pretty simple – who ever controlled the most buildings at the end of the game won. Rick, Jackson, and Terry played the Germans. Cory, CVT, and Gary played the Russians.

The Russians had a slight numerical advantage, but the Germans were a bit “better”.


Germans advance through the ruined streets and rubble-filled avenues.


The Russians prepare to take back the neighborhood.


The first long range shots are exchanged.


Russians and Germans blazing away at each other from hard cover with little effect.


The Russian Scouts leading the way around the flank.


Cautious Germans taking cover.


CVT’s Russians mixing it up in a close-assault! (they had their asses handed to them eventually!)


Russians moving up to try and take the next building.


Last minute mayhem!

In the end the Russians won. Though we didn’t end it with a roll – we had to call it on time as it was getting on and we had reservations at Amigos the traditional supper locale for Tim’s Wargames Weekends…

SATURDAY EVENING

After supper we returned to the War Room for one final Savage Skirmish… and we had a staggering ELEVEN PLAYERS!?!?


From Right to Left: Christian, Darrin, Amanda, Gary, Mistah Millah, Jackson, CVT, Patrick, Rick, Terry, and Dave!

I thought I’d just carry on with our regular Savage Saturday campaign… with a couple of “guest stars”. As I had essentially four guest stars I just gave each a Mercenary Commando fire team member (who are normally fielded as a group of extras) and upgraded them to wildcard status.

Considering the number of people the scenario had to be pretty simple and straightforward to keep things moving. So I pulled out a scenario I was originally planning to use in a couple weeks. It’s based on a mercenary commando ticket the old Traveller Book 4: Mercenary.

Short version: Players have to sieze and hold a small mining camp deep in the jungle of some backwater world.


Here is the mining camp… it is defended by a platoon of other off-world mercenaries and a section of battle droids.


Turn one Jackson’s character got deal a Joker and was feeling cocky so he charged out into the open and started blazing away at the defenders in the trenches….


Cpl. Bullseye in the open versus 10 guys in trenches… how do you figure THAT worked out. Thank goodness for the +6 armour of infantry battlesuits!!

There was a lot of blazing away at each other in cover with not much effect until Terry’s chracter decided he’d had enough and charged in!


He dove into the trench blasted another defending merc and the remaining three surrendered to him.

After that a few others dashed for the cover of the trench and proceeded to blaze away at each other slowly picking away at each other.

All the while Mistah Millah’s character, “Nitro” was runnig around the edge of the table to attack the compound from the rear. He kept referring to himself in the third person which had me laughing all night.


Anton Wilson dashing from one trench to the next in the background there.


How things looked when the shooting stopped, the dust settled and the remaining defenders surrendered…

THE END

I think we wrapped up around 12:30…. We had started around 9AM! It was a long but (mostly) fun day. Thanks to everyone that came out! (but I hope I never have to run a Savage Worlds game with eleven players again!?)

Sci-fi Shenanigans resume next Saturday!!