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!


Günter 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!!

Sunday, February 28, 2010

Raid on Talbot IV


Amanda had to make a new character after Abby Aces got eaten by zombies (and then shot to pieces by the mercenary commandos..) in last week’s episode. She’s now playing Commander K, the owner and commander of K’s Kommandos; the mercenary unit currently making use of the Mutton chop Express as their dedicated transport.

Brenda, who has just moved back to town (Yay!) also stopped by to give SW a try (or, having nothing better to do, was browbeaten into giving it a try) so I quickly came up with a second in command for K’s Kommando’s for her to play.

Rick decided that being Heroic was “stupid” and so voluntarily took Bad Luck instead.

Talbot IV, 8944-056

SITUATION

After last week’s episode Captian Jackson insisted on returning “the package” to Bubba the Gutt – without even opening to see what it was inside! Bubba was grateful for such a display of loyalty and declared Captain Jackson free of debt.

The Mercenaries then set about trying to find some employment and scored themselves a quick Raid Ticket on Talbot IV. A local government hired the unit to take out a pesky group of marauders that the local authorities had neither the manpower not skills to.

SCENARIO

Raid the Compound. Kill or capture all within.

(Captain Jackson sent the Wrong Way and the two engineers along to see if they could scavenge any useful spares for the ship…)

FORCES

Mercenaries and Ships Crew

Commander “K” – WC (Amanda)
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 d6,
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,
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 d8,
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
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)

Sgt. Mjr. Anderson – 2IC – WC (Brenda)
Ag d610, Sm d8, Sp d8, St d8, Vg d6,
Pace 6, Parry 7, Toughness 5(11)
Skills: Fighting d10, Shooting d8, Notice d8, Stealth d6, Intimidate d8, Throwing d6
Edges: Command, Combat Reflexes
Hindrances: Loyal (to Commander K)
Gear: Infantry Armour (+6)
Nano Sword (St+d6+2, AP2)

Mercenary Commando Fire Team (5)
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)

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
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 (5)
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)


Marauders

Angry Ali Booubbah (WC)
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: Assault Rifle (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: Assault Rifle (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: Assault Rifle (Range: 24/48/96, ROF: 3, Damage: 2d8, AP:2, 3RB )
LMG (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: Assault Rifle (Range: 24/48/96, ROF: 3, Damage: 2d8, AP:2, 3RB )
LMG (Range: 24/48/96, ROF: 4, Damage: 2d8, AP: 2, Snap Fire, Bipod, 3RB)


THE GAME

Wrong Way Joe scanned the location from Orbit and determined that there was indeed a compound at the given location and it was in fact inhabited….

The group tried to sneak up on the compound in the pre-dawn light but weren’t all that sneaky. The sentries spotted them and all hell broke loose before they even got to the compound wall. The sentries were quickly dispatched in a hail of 10mm explosive-tipped light armour-piercing rounds.

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


The teams move up and prepare to enter the compound.


Sgt. Mjr Anderson’s team are the first into the compound.


The three ships crew skulk around outside for a bit.

Angry Ali decided to light up Anderson’s team as they entered the compound….


OOOHH! That's going to hurt!!


…and he took two out in a hail of full auto gun fire!


One of the other groups of marauders, roused from their sleep set up their LMG and took down two of Jones’ team as they entered the compound.

Everyone went for cover at that point and blazed away at each other with little effect for a couple turns.


Finally Mad Willie decided he’s had enough waiting around and charged in both pistols blazing…


…and took down one of the marauders – while dodging bullets from others that had been waiting on hold for just such an opportunity…


Wrong way followed him in, then the mercenaries, feeling a little shameful about hiding in cover while the un armoured ships crew were dashing around through the compound, made their way in… Sgt. Mjr. Anderson charged across the middle of the compound and chopped one marauder in two!


Mad Willie dashed out form the building he ducked into, guns blazing again…


…hmmmm… better benny that one…

re-rolling he hit Angry Ali – but then cause no damage…


Cpl. Jones, not to be outdone by some mad man in a skirt, bolt gun blazing away… mad Willie seeing him getting ahead left cover and gave chase.


The pair took turns blasting the defenders apart and leap-frogged through the building.


Willie was the first one in the building. He took out the last marauder on the ground floor…


…the charged upstairs in search of their leader.


The rest of Jones’ Team moved in to sweep the building and Anton dashed into the compound, but was winged by Angry Ali…


Anderson’s Team blasted apart the wall by the window Ali was shooting through, shaking him.


Ali, hearing the mad Scotsman taunting the mercenary commandos trailing behind him rushed to the stairs and riddled the area with bullets. Mad Willie, thanks to some bennies, rushed through unscathed and shot up Ali point blank – causing three wounds.


Cpl. Jones shot into the melee hitting both Mad Willie and Angry Ali – Ali he finished off, but Willie, thanks to more bennies, ended the game without a scratch.

Elsewhere, Sgt. Mjr. Anderson had collected a prisoner and Commander K had started checking on her downed Mercs.

I realized afterwards that no one there had healing!? So their wounds would likely have ended up being slightly more grievous! As it is the two injured in Anderson’s team were lightly wounded, as was one of the members of Jones’ Team, and will shortly return to action. The other wounded member of Jones’ Team was more seriously wounded and will be recuperating in the sick bay a bit longer.

Mad Willie and Anton scrounged a few spares and some new audio accessories (speaker wire… lots and lots of speaker wire…).

Coming soon to Savage Timmy’s Playhouse:

There likely won’t be an Savage Action next Saturday as I’ll be hosting my second annual Hordes of the Things Campaign Weekend – you can read all about that at Tim’s Miniature Wargaming Blog soon enough. After that the Further Adventures of the Muttonchop Express continue!

Sunday, February 21, 2010

New Crew for the Muttonchop Express

We’ve been having so much fun the last couple weeks with the gritty sci-fi skirmishing I decided to have everyone make characters and take an extended diversion from the L5R Campaign. I decided to bring back the Muttonchop Express with a few new crew members…

Lingnag III, 8944-036

SITUATION

Captain Jackson took his cut from the deal on Saturnalia VI and headed straight to Bubba the Gutt to pay off his debts… Unfortunately some minor Imperial entanglements delayed him and Bubba decided to add a late payment fee… Captain Jackson couldn’t pay the fee so Bubba the Gutt said if Jackson made one small delivery for him he would waive any further debt against the Muttonchop Express. It seemed easy enough…

SCENARIO

The crew is to deliver a crate – which was absolutely NOT to be opened to Fast Freddy on Lingnag III. Confirmation of that delivery (scanned thumb print) was to be returned to Bubba the Gutt.

FORCES

Abby Aces – Pilot – WC (Amanda)
Ag d10, Sm d6, Sp d6, St d6, Vg d8,
Pace 6, Parry 6, Toughness 6 (8/10)
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d4, Pilot d10, Knowledge: Astrogation d4, Survival d4, Investigation d4, Streetwise d4, Healing d4, Lockpicking d4
Edges: Ace, Alertness, Ambidextrous
Hindrances: Quirk (always flexing and cracking knuckles), Minor Enemy (rival criminal she robbed), Major Vengeful…
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 d6,
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,
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)

Dr, Bob “Bonesaw” Stanley Leech
Ag d8, Sm d10, Sp d6, St d8, Vg d6,
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)

“Wrong Way” Joe – Co-Pilot/navigator – WC (Rick)
Ag d8, Sm d6, Sp d4, St d10, Vg d8,
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
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)

Sgt. Niko “Iceman” Prince – Mercenary Section Commander – WC (Patrick)
Ag d10, Sm d6, Sp d6, St d6, 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
Hindrances: Loyal (to Brother), Stubborn, Arrogant
Gear: Infantry Armour (+6)
Bolt Gun (Range 24/48/96, ROF 3, Damage 2d10, AP: 6)
Nano Sword (St+d6, AP2)

Sgt. Jon Prince - 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
Edges: Steady Hands, Quick, Command
Hindrances: Ugly, Loyal (to brother), 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)


THE GAME

Captain Jackson set the Muttonchop Express down on Lingnag III, among some low hills about 10Km from Fast Freddy’s compound. He sent Abby Aces along with Bonesaw, Wrong Way Joe, mad Willy, and five of the Commandos (including BOTH the two section commanders – as the pair are essentially inseparable…).

AS the G-sled approached the compound they noticed it was kind of quiet… Aces, Bonesaw, Wrong Way, Mad Willy and Sgt. J. Prince hopped off and approached cautiously. Sgt. N. Prince and the other three Commandos stayed with the G-Sled.

The group entered the compound and it seemed to be deserted, they spread out to search. Sgt. J. Prince entered the main building, and came running back out shouting for everyone to come – he’d found piles of dead bodies. Before they arrived he went back in. What he saw next he really wasn’t expecting….

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


The bodies all started getting up! Sgt. Prince failed his spirit and was duly shaken!

Luckily he recovered his wits and bolted out of there before they could grab him!


Two jokers got deal on round one… both to the guys waiting out on the G-sled that couldn’t actually DO anything…


The Zombies come swarming out! Abby Aces was shaken by the sight of them. Somehow Wrong Way Joe wasn’t… and what did “HEROIC” Wrong Way Joe do…? Rush to the aid of his fellow crew members…? Heck No! he ran out of the building to take up a firing position FAAAAAAAR away from where zombies might actually get at him! (mental note: make Rick play the heroic hindrance or swap it for BAD LUCK!)


Sgt. J. Prince was trapped in the building surrounded by four zombies! Sgt. N. Prince came rushing into the compound to help his brother. Abby Aces made a run for it and made it out of the building, only to be swarmed again, one zombie got a lucky chomp on her neck and pretty much took her head right off! (SEVEN WOUNDS!! She soaked two… but that doesn’t really help much….)


Sgt. N. Prince and Mad Willy were attacked by zombies. The rest of the mercenary fire team rushed into the compound blazing away at the two zombies eating Abby’s brains… considering the number of ones and twos that they rolled I reckon there wasn’t much left of Abby Aces when the dust settled and they went to check on her… Wrong Way….? Still going the Wrong Way!!


Mad Willy’s card came up after the zombies made some wild, fruitless swings at him… and blew two of their heads off!! The next turn he finished off the other. After that he decided things were well enough in hand he went exploring the other buildings in the compound for the next couple turns….

It looked very bad for a moment when I drew a joker for the zombies… but Infantry Battle Suits are pretty good at keeping zombies at bay…

In the action both Sgt. Princes were bitten and wounded by zombies as was one of the other mercenaries - all failing their vigour rolls they were infected by the zombie virus!! (Don’t worry it wasn’t the fast-acting type like in 28 Days Later!). I think the most damage was done (other than to Abby…) from “friendly fire” Wrong Way and Bonesaw both hit Sgt. N. Prince while firing into melee… One of the Commandos accidentally shot their Sarge (Niko) while trying to shoot one of the zombies attacking him, causing a wound… Then Wrong Way shot and incapacitated one of the other Commandos… Which cause the other two in the fireteam to fail morale…


Eventually the zombies were whittled down to three… then two then one…

The survivors searched the bodies and found the remains of Fast Fred among them – conveniently his thumb was still intact!

Bonesaw did his magic on the wounded marines. The downed Commando was fixed up good and wounds removed all round…. Where there was trouble was with the zombie virus. Presumably because he got to him first, Sgt. N. Prince showed good response to the massive dose of antiviral drugs the doc administered, not so much for Sgt. J. Prince and the other bitten Commando. Sgt. Prince understood the score and shot himself in the head… the other Commando freaked out and tried to make a break for it… the others gunned him down.

Bonesaw was concerned about the contagion and told Captain Jackson he’d have to quarantine the crew and report the incident to the Imperial Centre for Disease Control. Captain Jackson talked some reason to him – if they reported it, they’d have to explain what the heck they were DOING there in the first place and told him that they would “self-quarantine” themselves – while traveling back to Bubba the Gutt’s and would blast and burn the compound to the ground and vapourize all the bodies within it and that should contain it, right?

At the loss of his brother, Sgt. N. Prince lost his Loyal Hindrance and gained a new one: MEAN!

Coming soon to Savage Timmy’s Playhouse:

The Further Adventures of the Muttonchop Express!