Monday, July 19, 2010

Sunny Sudan


Well… Christian phoned at the last moment to say he wouldn’t be coming so that kind of deep-sixed my original plans for the evening which were kind of dependant on the sausage sucking kraut being here… So I had to come up with something completely different in a manner of minutes. Ah well.. it will give me another week to paint up MORE bad guys and flesh out the background a bit… If everyone dies next week – blame Christian!!

Fall 1921, Sudan

SITUATION

Shortly after the incident involving the Necromancers in Wales Professor Wraight and her field team joined Professor Davis and Professor Stevphenson on a dig in the Sudan, some 200 miles west of Khartoum. Things were going well and they had found what they were looking for; The Golden Fugazi.

DRAMATIS PERSONAE

Dr. Emma Wraight – Cultural Anthropologist and Archaeologist (Amanda)
Ag d6, Sm d10, Sp d10, St d6, Vg d8,
Pace 6, Parry 5, Toughness 6, Sanity 6, Corruption 1
Skills: Fighting d6, Shooting d6, Notice d10, Stealth d4, Knowledge: Anthropology d8, Knowledge; Archaeology d8, Investigation d8, Survival 4d, Tracking d4, Swimming d4, Healing d4, Knowledge: Mythos d4, Streetwise d8,
Edges: Scholar, Linguist, Alertness
Hindrances: Curious, Phobia (Major – Snakes)
Gear: Clothes, Anti-Snake Boots (Armour +2), Webley (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4),

Tom Cranston – labourer – (John)
Ag d8, Sm d4, Sp d6, St d10, Vg d12,
Pace 6, Parry 7, Toughness 9, , Sanity 5, Corruption 0
Skills: Fighting d10, Shooting d8, Notice d6, Stealth d8, Riding d4, Throwing d4, Knowledge ( Farmin’) d10, healing d4, Repair d4, Survival d4,
Edges: Quick, Brawny, Fast Healer, First Strike, Scrapper
Hindrances: Illiterate, Loyal, Quirk (Depressed – over the loss of his wife), Heroic
Gear: Work Clothes, Shovel (Str+d6, -1 to hit), Lee Enfield Rifle (Range: 24/48/96, ROF 1, Damage: 2d8, AP: 2)

Sgt. Shivanshu Malaker – Gurkha (Darrin)
Ag d8, Sm d6, Sp d8, St d8, Vg d10,
Pace 6, Parry 6, Toughness 8, Sanity 6, Corruption 0
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d6, Intimidate d8, Climbing d8, Swimming d4, Survival d10, Tracking d10
Edges: Brawny, Woodsman, Alertness, First Strike
Hindrances: Heroic, Code of Honour
Gear: Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Kukri (Str+d6)

Professor Henry Davis – Archeologist
Ag d8, Sm d10, Sp d8, St d6, Vg d8,
Pace 6, Parry 7, Toughness 7, Sanity 6, Corruption 0
Skills: Fighting d8, Shooting d8, Notice d8, Stealth d6, Knowledge: History d8, Knowledge; Archaeology d10, Investigation d10, Survival d4, Tracking d6, Streetwise d8,
Edges: Scholar,
Hindrances: Loyal
Gear: Clothes, Webley (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4), Shotgun (Range: 12/24/48, ROF 1, Damage 1-3d6, +2 to hit)

Professor Donald K. Stephenson – Professor of Classics
Ag d6, Sm d10, Sp d8, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5, Sanity 6, Corruption 0
Skills: Fighting d6, Shooting d4, Notice d10, Stealth d4, Knowledge: Ancient Literature d8, Knowledge; Ancient languages d8, Investigation d10,
Edges: Scholar, Linguist, Alertness, Great Luck
Hindrances: Phobia (Major – Snakes)
Gear: Clothes, Umberella (Str+d4, -1 to hit)

Diggers (5)
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 6 (7), Toughness 6, Sanity 5, Corruption 1
Skills: Fighting d6, Notice d6, Intimidate d6,
Gear: Shovels (Str+d6, -1 to hit)

Mason R. Roberts – Collector of Antiquities
Ag d6, Sm d10, Sp d8, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5, Sanity 4, Corruption 2
Skills: Fighting d6, Shooting d8, Notice d8, Knowledge: History d8, Knowledge; Antiques d10, Streetwise d8, Knowledge: Mythos d6,
Edges: Scholar,
Hindrances: Loyal
Gear: Clothes, Pistol (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1)

Jacques Benoit – Ex-Legionairre, Tomb Raider
Ag d10, Sm d6, Sp d8, St d8, Vg d8,
Pace 6, Parry 6, Toughness 6, Sanity 4, Corruption 2
Skills: Fighting d8, Shooting d8, Notice d8, Stealth d8, Intimidate d8, Climbing d8, Swimming d6, Survival d8, Tracking d8, Lockpick d8
Streetwise d8, Knowledge: Mythos d6,
Edges: Combat Reflexes, Dodge, Thief
Hindrances: Greedy
Gear: Clothes, Pistol (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1)

Ex-Legionairres (4)
Ag d6, Sm d6, Sp d8, St d6, Vg d8,
Pace 6, Parry 6, Toughness 6, Sanity 6, Corruption 0
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d8, Survival d8, Throwing d10
Edges: Combat Reflexes
Hindrances:
Gear: Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2)

Mercenary Thugs (6)
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5, Sanity 5, Corruption 0
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6,
Gear: Single Shot Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2, 1 Action to Reload)


THE GAME

As the Diggers were starting to pack up their supplies for the trip home, Mason R. Roberts and his vile Henchman, Jacques Benoit, appeared on ridge not far from the ruins and called out for them to hand over the Golden Fugazi, promising that no one needed to get hurt. When the response was less than acquiescent he signled his cronies to move in…

(click on the pics to see a larger version)


The Team packing up getting ready to go home.


Mason R. Roberts and Jacques Benoit called for the Team to cough up the Golden Fugazi


There was much whining when I dealt myself these on the first hand. I think the players highest was a 6… only after Tom, who is “Quick” turned down the first four cards I handed to him!! They were already blaming Christian for their characters dying THIS week!


The Mercenary Thugs moved in.


Roberts and Jacques ducked for cover as Cranston sent his reply via the Led Express!


Everyone took cover and started shooting back. Well… those that COULD!


The Mercenary Thugs continued to advance and fire upon the defenders in the ruins.


Jacques Benoit made an extreme long range shot and hit Shivansu in the back!


Tom Cranston fired on Roberts.


The Ex-Legionaries advance and support the Thugs advance with covering fire.


A turn of withering fire stopped the Thugs charge cold!


The Thugs retire to cover.


The Ex-Legionnaires continued to fire on those in the ruins. The shot one of the diggers…


Another round of withering fire set the surviving Thugs to flight.


Next, attentions were turned to the Ex-Foreign Legionnaires and the fire from the ruins was accurate and deadly!!


Quickly they were taken care of. As the last one turned to flee, Henry Davis shot him in the back!


“Curses, foiled again!”


Benoit made a clean getaway, but Mason R. Roberts took a could shots in the back and just made it out alive!

Wednesday, July 14, 2010

Partisans!


30 July 1941, Southwest of Vitbesk

SITUATION

Our heroes have found themselves cut off and well behind enemy lines. For weeks they have been heading ever eastwards dodging German patrols on the ground and in the air – but there has been no sign that they are getting anywhere near the front line.

By chance they have run into an officer that is rallying troops to organize a partisan resistance force. Through his network of informants he has found that they are over a hundred kilometers behind enemy lines and convinces the group that it would be useless and futile to try and continue to march to regain the front. There simply isn’t enough fuel to keep vehicles moving to haul their supplies.

At least they were able to resupply, rest, have a decent meal and receive some (rudimentary) medical care in the relative safety of the partisans base camp in the woods.

SCENARIO

During a regular visit to a farmhouse on the edge of the woods to collect supplies they discover some Germans also trying to collect supplies.

FORCES

Soviet Forces

Serzhant Boris Trotsky - Wild Card - Dave
Ag d6, Sm d6, Sp d8, St d4, Vg d8,
Pace 6, Parry 4, Toughness 8
Skills: Fighting d4, Shooting d8, Notice d6, Stealth d4, Throwing d4
Edges: Rank (NCO)
Hindrances:
Gear: Ppsh SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)
THREE WOUNDS!

Soviet Conscripts - 6
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 4 (5), Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Stealth d4, Throwing d4
Gear: 5xMosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) +Bayonet (Str+d4, Reach 1, Parry+1), 1x Ppsh SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)

Rayadovoy Androv Virgilovski - Wild Card - Rick
Ag d8, Sm d4, Sp d4, St d6, Vg d8,
Pace 6, Parry 6 (7), Toughness 7
Skills: Fighting d8, Shooting d8, Notice d4, Stealth d4, Driving d4, Throwing d4
Edges: Brawny
Hindrances:
Gear: Mosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)

Serzhant Pyotr Dizalotski - Wild Card - Patrick
Ag d8, Sm d6, Sp d6, St d4, Vg d6,
Pace 6, Parry 4 , Toughness 8
Skills: Fighting d4, Shooting d6, Notice d6, Stealth d4, Throwing d4, Driving d4, Repair d6
Edges: Rank (NCO)
Gear: Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)

Soviet T-26 Tank Crew - 2
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Driving d6, Repair d4

Efreytor Marcov - Wild Card - Jackson
Ag d6, Sm d8, Sp d4, St d4, Vg d6,
Pace 6, Parry 4, Toughness 4
Skills: Fighting d4, Shooting d4, Notice d4, Stealth d4, Driving d4, Throwing d4, Repair d8
Edges: Command
Hindrances:
Gear: Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)


German Forces (elements of Army Group Center)

Obergefrieter Johann Krupp – Wild Card
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Intimidate d6, Throwing d6
Edges: Rock-n-Roll, Command
Hindrances:
Gear:
MP-40 SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)
Luger Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)

German Rifle Team #1 (6)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Gear: 6x Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)


THE GAME

With some medical attention and rest, Rayadovoy Virgilovski was able to heal his one wound and Serzhant Trotsky was able to heal two.

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


Germans arrive at the Farmhouse – little do they know what lurks in the woods beyond the hedges…


Serzhant Boris Trotsky and his new squad (and his Joker – first turn of the game!)


Rayadovoy Virgilovski maneuvers around to get the Germans in a crossfre


Serzhant Trotsky rolled “the Quick and the Dead” for Fortune and Calamity – stealing the only face card the Germans had leaving them all to go dead last – when the Russians open up they didn’t even know what had hit them!


Marcov and Diesalotski and the T-26 crew approach from the other side of the farm – armed only with their sidearms…


Germans again… and the poor farmers who are proving unwilling to give up their food.


In the first turn half of the German riflemen were down and the Obergefrieter was shaken. The tankers closed in while the Soviet Riflemen sniped from the woods.


I think Vigilovsky accounted for two or three himself! May make a sniper of him yet!


Marcov, being a little reckless what caught by a point blank blast form the Obergefrieter’s MP40 – he escaped with minor injuries, a few grazes and a number of holes in his coveralls and helmet!


The last German rifleman is finished off…

One of the Soviet Riflemen had been hit in the action and when they checked on him later the found he had been killed instantly. Of the Germans, the obergrfrieter and one of the riflemen had been killed outright; the rest has sustained only minor injuries. One was able to crawl away into cover and sneak off into the woods before the soviets rounded them up, the other four were summarily executed with a bullet in the head.

I’ve been thinking about a few additions to my Simple Camapign Rules for a partisan campaign:

Most of the scenarios will involve ambushes, raids and assassinations. For each such successful mission the players may make an ammunition resupply roll as if they were in good supply (or maybe poor supply…? I’ll have to think on that). for each failed/lost scenario they only roll for resupply as if they are out of supply.

After each mission I will roll a die (d6…? Maybe…? Or a D10…?) if the number rolled is equal to or less than the number of consecutive successful missions the Germans have been very annoyed by them and send a large force to sweep the woods where they’re base camp is and they will be forced to execute a fighting withdrawal.

Or something like that… ideas?

Tuesday, July 13, 2010

Canadian Campaign in Northwest Europe


I’ve been having a lot of fun with the East Front skirmish Campaign I am currently running. But I have to admit I’ve been getting pretty excited about doing a Canadian Campaign for World War Two.

I’ve kind of settled on doing a campaign set in Northwest Europe, beginning with D-Day. I guess I could have done one starting with Operation Husky (the invasion of Sicily), which the 1st Canaidan Division participated in. I’m not ruling out doing a Sicilian/Italian campaign, in fact I’m pretty sure I’ll do a Sicilian/Italian campaign as some point. I’m far more familiar with that campaign.


The fact is, however, the Canadians I’ve been working on lately are more suitable for Northwest Europe.

The idea of a Canadian campaign has almost distracted me from the current East Front Campaign. Fortunately, having given the Canadian campaign some further thought I’ve realized I have a lot to do before I’ll be able to get that off the ground.

I imagine the campaign will follow a platoon of The Regina Rifles from D-Day to VE-Day. Ideally I’d like to find a good history of the Regina Rifles – preferably some personal memoirs – to use as a scenario generator. The Saskatchewan Information and Library Services shows three books on the Regina Rilfes (Look To Your Front, Up the Johns, and The Regina Rifles) I’m sure I’ve had one of those out and it was pretty good. I’ll have to check out the others as well.

I also found a really good website with a fair bit of handy info:

Regina Rifles

If anyone else knows of good sources of info – in particular any good, readable memoirs – please post a comment!!

I’ve been reading through the Osprey book on Juno Beach (well… Gold AND Juno Beach) and just from that it seem to me the first two (or three) obvious scenarios would be:

#1 The Beach – landing on the beach and getting off it taking out beach defences along the way, and

#2 Clearing Courseulles – street fighting – this could end up being a series of scenarios in itself…

And this brings me to my first big sticking points: Terrain and Tanks! I have some landing craft I had built for another scenario that could be pressed into service as assault craft. I also have LOADS of Barbed Wire from the Vimy Project… but I’ll definitely need some bunkers; casements, tobruk emplacements, etc. I’ll probably need something to represent a sea wall and some of the beach obstacles might be fun – if only just for show. For the second scenario I’m going to need to build some French looking buildings (definitely be referring to Kevin’s Blog for some inspiration there…

Then there are the supporting tanks of 1st Hussars… Of course if all the players are in one platoon, or even one section to start with, I’d really only need one Sherman, maybe two… but that’s one or two more than I currently have and I’ve pretty much expended my gaming budget for the year… so… (if anybody’s wondering what to get me for my birthday… or has one and wants to trade for a pile of 15mm ACW stuff…?).

That’s just the Canadian tanks… Very shortly after D-Day I’m quite certain I’ll be needing some tanks for the 21st Panzer Division and/or the 12th SS… I do have a Panzer IV, but I’ll probably need some of the big cats as well (Pumas and Panthers and Tigers, OH MY!). And maybe some early war French tanks – that 21 Panzer Division was supposedly equipped with. Of course that would probably just be an excuse to start an Early War French force….

After the French village terrain, I’ll be needing some French countryside terrain…

In terms of other miniatures I think I’m pretty much set. Well, mostly…

I have almost enough Canadians for two full strength platoons (once I get them all painted) – I may be shy a bren gunner or two and a couple riflemen… but when were any sections at full strength anyway!? Other than the tanks I also have some 3” mortars for support – not that they would even really need to be on the table…!? I should probably pick up a six pound AT gun (support from the battalion AT platoon) and maybe a 17 pound AT gun – from Divisional AT Artillery battery. Other artillery would all be off table.

For the Germans I’ll have enough regular Heer for two full platoons as well, plus a great deal of odd extra support things – engineers, AT guns, etc. They will all do for the 716th Division soldiers and could be pressed into action as panzer grenadiers from the 21st Panzer Division. I also have enough SS to make up a full panzer grenadier platoon for when they bump into the 12th SS. I’m not sure if I really need half tracks…?

I still need to paint a few of those, but I’ve got time…

(I originally posted this over on the Wargaming Blog, but since it'll be played with Savage Worlds and the battle reports will be posted here... and there are likely some who follow this one and not the other... I figured I may as well post it here as well...)

Monday, July 12, 2010

Dueling Necros


Fall 1921, England

SITUATION

After things died down about the murders in London, and everyone was back at work with a new term von Höllenstadt-Fürchtberg noticed a report in the paper about a ghastly occurrence at a graveyard over the weekend; bodies had been pulled up out of the ground and pulled apart and strewn about. The article referred to the fact that it wasn’t an isolated incident – similar occurances had taken place at other graveyards around the United Kingdom over the last couple years….

DRAMATIS PERSONAE

Tom Cranston – labourer – (John)
Ag d8, Sm d4, Sp d6, St d10, Vg d12,
Pace 6, Parry 7, Toughness 9, , Sanity 5, Corruption 0
Skills: Fighting d10, Shooting d8, Notice d6, Stealth d8, Riding d4, Throwing d4, Knowledge ( Farmin’) d10, healing d4, Repair d4, Survival d4,
Edges: Quick, Brawny, Fast Healer, First Strike, Scrapper
Hindrances: Illiterate, Loyal, Quirk (Depressed – over the loss of his wife), Heroic
Gear: Work Clothes, Shovel (Str+d6, -1 to hit), Lee Enfield Rifle (Range: 24/48/96, ROF 1, Damage: 2d8, AP: 2)

Laurel Trebeau – Administrative assistant (Brenda)
Ag d6, Sm d12, Sp d8, St d4, Vg d8,
Pace 6, Parry 4, Toughness 6
Skills: Fighting d4, Shooting d6, Notice d8, Stealth d4, Investigation d10, Riding d4, Healing d8, Knowledge (Psychology) d8, Taunt d6, Swimming d4, Streetwise d8, Persuasion d6
Edges: Alertness, Psychotherapist
Hindrances: Quirk (wears glasses, but doesn’t really need them…), Loyal
Gear: Pistol (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Silver Letter Opener (Str+d4, -1 to hit),

Dr. Emma Wraight – Cultural Anthropologist and Archaeologist (Amanda)
Ag d6, Sm d10, Sp d10, St d6, Vg d8,
Pace 6, Parry 5, Toughness 6, Sanity 6, Corruption 1
Skills: Fighting d6, Shooting d6, Notice d10, Stealth d4, Knowledge: Anthropology d8, Knowledge; Archaeology d8, Investigation d8, Survival 4d, Tracking d4, Swimming d4, Healing d4, Knowledge: Mythos d4, Streetwise d8,
Edges: Scholar, Linguist, Alertness
Hindrances: Curious, Phobia (Major – Snakes)
Gear: Clothes, Anti-Snake Boots (Armour +2), Webley (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4),

Freiherr und Ritter Jochimm von und zu Höllenstadt-Fürchtberg – Retired German Army Officer - (Christian)
Ag d10, Sm d6, Sp d10, St d6, Vg d8,
Pace 4 (+d4), Parry 5, Toughness 6, Sanity 7, Corruption 0
Skills: Fighting d8, Shooting d10, Notice d6, Stealth d6, Intimidate d8, Persuade d8, Driving d4, Streetwise, d6, Survival d4, Stealth d4, Knowledge: Occult d6
Edges: Well Adjusted, Rich, Trademark Weapon (Luger)
Hindrances: Vow (major), Quirk (?), Vengeful, Lame
Gear: Fine Clothes, Luger (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4), Sword Cane(Str+d6)

Feldwebel Shultz – NPC – aide/driver for Von Höllenstadt-Fürchtberg
Ag d8, Sm d6, Sp d8, St d8, Vg d8,
Pace 6, Parry 6 (7), Toughness 6, Sanity 5, Corruption 1
Skills: Fighting d8, Shooting d8, Notice d8, Stealth d6, Intimidate d8, Throwing d6, Knowledge: Mythos d4
Edges: Command
Hindrances: Mean
Gear: Luger (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4),


THE GAME

A bit of investigating and referring to occult tomes turned up a pattern and the next occurrence seemed to be most likely to occur at the next new moon somewhere in Wales. Further investigation and scouting of the area found the most likely of sites and hints that it wasn’t simply people coming along and digging the bodies out!

While snooping through the nearby village in Wales the group met up with a Druid and laid out what they expected to happen and asked if he would help. He said he’d gather a few of the followers of the Old Way as well. Handily one of them turned out to be the town constable…

They waited in near total darkness for most of the night. One car arrived and parked. The occupant remained in the car for some time. One of the locals got nervous – not having been given clear instructions as to what they were to do and when and walked over to where von Höllenstadt-Fürchtberg and Dr. Wraight were hiding in the bushes by the entrance to the graveyard. He was spotted and the driver started up the car and drove off.

An hour or so later another car arrived. The driver parked and got out, had a look around, and got back in his car.

Another hour passed and the original car returned. The driver got out and went over to the second car and spoke with the driver. The two got walked around the graveyard- having a really good look around. Once they were sure no one else was there they went to opposite ends of the graveyard and began chanting.

Dead started rising from their graves!!


(click on the pics to see a larger version)


Tom sneaks out from his hiding place and stealthfully approaches one of the Necromancers.


Miss Trebeau and the locals leave their hiding place as well, approaching the same necromancer at the back of the graveyard.


von Höllenstadt-Fürchtberg and his manservant Otto tried to sneak up on the necromancer at the other end of the graveyard but Dr. Wraight gave up their position by running for the parked cars!


The Necormancer that Tom attacked had a few more tricks up his sleeve and zapped tom with a blast of mystical energy! Luckily Miss Trebeau and the locals were on their way!


Von Höllenstadt-Fürchtberg rushed the necromancer and tried to shoot him point blank. It was hard to see in the near total darkness and he missed!


Miss Trebaeu and the locals rushed the necromancer battling with Tom.


Von Höllenstadt-Fürchtberg and Otto were left to battle the risen dead while the necromancer tried to make his escape to his car – where Dr. Wraight lay in hiding!


The Necromancer spotted Dr. Wraight and pulled open the car door and tried to stab her. Dr. Wraight shot at the fiend with her trusty Webley revolver – grazing the fiends head, he reeled back and stumbled away from the car!


The necromancer at the far end of the graveyard made a run for it! The locals gave chase blazing away with rifles and shot guns!


Otto finally beat down the dead he was fighting – checking with his captain, Von Höllenstadt-Fürchtberg he was doing fine and to go help Dr. Wraight.


Von Höllenstadt-Fürchtberg continued desperately to fend off his undead assailants.


The locals winged the necromancer they were chasing… shotguns are handy that way.


Miss Trebeau caught up with the one that was shot before he could get into his car and Dr. Wraight and Otto apprehended the other as he tried to run off down the road.

They briefly interviewed their prisoners who proved uncooperative. They identified themselves as Aremis Gordon a crown prosecutor from Oxford and Bartholemew Ronson a London bank manager. Gordon sneered and suggested his captors had best just let them go – charges of necromancy would be laughed out of the court and then he would sue them for all they were worth for having shot him and see them locked away for the rest of their miserable days. When Mr. Cranston, of all people, pointed out the constable would not be charging them with necromancy but grave robbery and that they would have a hard time explaining what else they could have been doing in remote graveyard in Wales… they became just a tad more cooperative…

Von Höllenstadt-Fürchtberg tried to convince the constable to allow them to summarily execute them, but the constable steadfastly refused! He would not allow them to be damaged while in his custody. While he admitted that, because to their station and influence, they would likely not do any time, he would certainly pass on their contact information to Von Höllenstadt-Fürchtberg to make use of as he saw fit – as long as it was nowhere near his constabulary!


I suppose I should probably start including the stats of the baddies I use, huh...? Maybe next time...

Saturday, July 10, 2010

Polynesian Were-shark In London…?!


This is last weeks game... I really got to find some time earlier in the week (like Sunday) to post these... I ripped this one right out of the Rippers Companion.

Summer 1921, England

SITUATION

Everyone is still anxiously awaiting the trail of Bart Williamson for the murder of the Scottish Minister and, more importantly, whit is to become of all his books!

In the meantime, Laurel Trebeau came across an article in the paper about a series of grisly murders in London…

DRAMATIS PERSONAE

Tom Cranston – labourer – (John)
Ag d8, Sm d4, Sp d6, St d10, Vg d12,
Pace 6, Parry 6, Toughness 9, , Sanity 5, Corruption 0
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d8, Riding d4, Throwing d4, Knowledge ( Farmin’) d10, healing d4, Repair d4, Survival d4,
Edges: Quick, Brawny, Fast Healer, First Strike
Hindrances: Illiterate, Loyal, Quirk (Depressed – over the loss of his wife), Heroic
Gear: Work Clothes, Shovel (Str+d6, -1 to hit), Lee Enfield Rifle (Range: 24/48/96, ROF 1, Damage: 2d8, AP: 2)

Laurel Trebeau
Ag d6, Sm d12, Sp d8, St d4, Vg d8,
Pace 6, Parry 4, Toughness 6
Skills: Fighting d4, Shooting d6, Notice d6, Stealth d4, Investigation d10, Riding d4, Healing d8, Knowledge (Psychology) d8, Taunt d6, Swimming d4, Streetwise d6, Persuasion d6
Edges: Alertness, Psychotherapist
Hindrances: Quirk (wears glasses, but doesn’t really need them…), Loyal
Gear: Pistol (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Silver letter opener (str+d4, -1 to hit)

Dr. Emma Wraight – Cultural Anthropologist and Archaeologist (Amanda)
Ag d6, Sm d10, Sp d10, St d6, Vg d8,
Pace 6, Parry 5, Toughness 6, Sanity 6, Corruption 1
Skills: Fighting d6, Shooting d6, Notice d10, Stealth d4, Knowledge: Anthropology d8, Knowledge; Archaeology d8, Investigation d8, Survival 4d, Tracking d4, Swimming d4, healing d4, Knowledge: Mythos d4, Streetwise d4, Healing d4,
Edges: Scholar, Linguist, Alertness
Hindrances: Curious, Phobia (Major – Snakes)
Gear: Clothes, Anti-Snake Boots (Armour +2), Webley (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4),

Freiherr und Ritter Jochimm von und zu Höllenstadt-Fürchtberg – Retired German Army Officer - (Christian)
Ag d10, Sm d6, Sp d8, St d6, Vg d8,
Pace 6, Parry 5, Toughness 6, Sanity 7, Corruption 0
Skills: Fighting d8, Shooting d10, Notice d6, Stealth d6, Intimidate d8, Persuade d8, Driving d4, Streetwise, d6, Survival d4, Stealth d4, Knowledge: Occult d4
Edges: Well Adjusted, Rich, Trademark Weapon (Luger)
Hindrances: Vow (major), Quirk (?), Vengeful, Lame
Gear: Fine Clothes, Luger (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4), Sword Cane(Str+d6)


THE GAME

(the very, very short version – I just don’t have time to do the write-ups I’d like to…)

After a bit of investigating they discovered all the victims were likely known to each other, worked together on the same dock, and hung out at the same pub. Turns out the group was likely involved in the beating death of a Polynesian sailor a week or so before the rest of the murders started taking place. Two of the group were still alive and they tried to track them down.

Hanging out near the pub where on of the surviving guys now frequented they heard a horrible scream! Running around a corner into a dark ally they came upon…

(click on the pics to see a larger version)


I giant half-man-half-shark like creature tearing apart their quarry…


It attacked… they fought it off.

(Tom didn’t actually have his rifle… I need a “Tom without rifle” figure…) The women have, however, taken to carrying pistols and shot at it many, many times…

When they finally took the big beastie down it transformed back into a human – the final member of the group. Of course just them the bobbies show up and there are two stiffs one torn in two and another, naked, covered with gashes, bashes and bullet holes and our heroes carrying swords and smoking guns… They told the cops that they found the bullet-ridden one attacking the other that was torn in two. The police had a hard time swallowing that one. The fact that the bullet-ridden stiff, during the coroners autopsy, was found to have a stomache full of human flesh and cloth fragments belonging to the torn asunder fellow, got them off the hook…

Coming Soon to Savage Timmy’s Playhouse:

Maybe a report on this evenings shenanigans or the next World War Wednesday game!?

Thursday, July 1, 2010

East Front Clash of Armour


Had a large crew out last night! the guys like the tanks so I thought I’d throw a couple more out there. Of course NONE of the tanks I own have stats in the Weird War Two book, so I’ve been comparing stats with a couple other games (Disposable Heroes/Coffin for Seven Brothers and Flames of Warhammer) and there is NO correlation with the others or seemingly any sense or reason to the Savage Worlds statistics!? I may have to come up with new stats for all the vehicles myself somehow…

Anyway… pressing ever eastward…

23 July 1941, Southwest of Vitbesk

SITUATION

Heading ever eastward our Heroes of the Soviet Union have met up with ANOTHER tank that is in working order, has fuel AND ammunition (Jackson showed up and he brought Root Beer!) (I made a few jokes about them now being able to call themselves a “division”!?). Completely without any clue as to what is going on they press on hoping surely over the next hill they will find their soviet comrades in arms defending the motherland against the Fascist aggressors!

SCENARIO

Just another get off the other side of the table sort of thing…

FORCES

Soviet Forces

Serzhant Boris Trotsky - Wild Card - Dave
Ag d6, Sm d6, Sp d8, St d4, Vg d8,
Pace 6, Parry 4, Toughness 8
Skills: Fighting d4, Shooting d8, Notice d6, Stealth d4, Throwing d4
Edges: Rank (NCO)
Hindrances:
Gear: Ppsh SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)
THREE WOUNDS!

Serzhant Ultarak Kaskyrbai - Wild Card - John
Ag d8, Sm d6, Sp d4, St d4, Vg d8,
Pace 6, Parry 6 (7), Toughness 9
Skills: Fighting d8, Shooting d6, Notice d6, Stealth d4, Throwing d4
Edges: Brawny, Rank:NCO
Hindrances: Bullet Magnet
Gear: Mosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d6, Reach 1, Parry+1)
TWO WOUNDS!!

Soviet Conscripts - 3
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 4 (5), Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Stealth d4, Throwing d4
Gear: 4xMosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) +Bayonet (Str+d4, Reach 1, Parry+1)

Serzhant Pyotr Dizalotski - Wild Card - Patrick
Ag d8, Sm d6, Sp d6, St d4, Vg d6,
Pace 6, Parry 4 , Toughness 8
Skills: Fighting d4, Shooting d6, Notice d6, Stealth d4, Throwing d4, Driving d4, Repair d6
Edges: Rank (NCO)
Gear: Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)

Soviet T-26 Tank Crew - 2
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Driving d6, Repair d4

T-26S Tank
Acceleration 3, top Speed 8, Toughness 17/15/15 (7/5/5)
Heavy Armour
DT Co-Ax MG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto)
45L76 AP (Range: 24/48/96, ROF1/2, Damage: 3d8, AP: 5)
45L76 HE (Range: 24/48/96, ROF1/2, Damage: 3d6, AP: 3, Medium template)

Efreytor Marcov - Wild Card - Jackson
Ag d6, Sm d8, Sp d4, St d4, Vg d6,
Pace 6, Parry 4, Toughness 4
Skills: Fighting d4, Shooting d4, Notice d4, Stealth d4, Driving d4, Throwing d4, Repair d8
Edges: Command
Hindrances:
Gear: Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)

Soviet BT-7 Tank Crew - 2
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 2, Toughness 5
Skills: Shooting d6, Notice d4, Driving d6, Repair d4

BT-7 Tank
Acceleration 6, Top Speed 14, Toughness 16/14/15 (6/4/5)
Heavy Armour
DT Co-Ax MG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto)
45L76 AP (Range: 24/48/96, ROF1/2, Damage: 3d8, AP: 5)
45L76 HE (Range: 24/48/96, ROF1/2, Damage: 3d6, AP: 3, Medium Template)



German Forces (elements of Army Group Center)

German Pzkw 38(t) Tank Crew - 4
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d6, Driving d6, Repair d4

Pzkw 38(t) Tank
Acceleration 5, Top Speed 10, Toughness
Heavy Armour
Co-Ax MG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto)
37mm gun AT (Range: 60/120/240, ROF1/2, Damage: 3d8, AP: 5, Heavy Weapon)
37mm gun HE (Range: 60/120/240, ROF1/2, Damage: 2d8, AP: 0, Heavy Weapon, Med)

German Stug D Crew - 4
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d6, Driving d6, Repair d4

Stug D
Acceleration 5, Top Speed 10, Toughness 19/17/18 (9/7/8)
Heavy Armour
75L24 AP (Range: 60/120/240, ROF1/2, Damage: 4d10, AP: 10)
45L76 HE (Range: 60/120/240, ROF1/2, Damage: 3d8, AP: 3, Medium Template)

German MG Team (4)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 3x Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1), 1x MG34 (Range: 30/60/120, ROF3, Damage: 2d8, AP: 2, Auto, Snapfire)

THE GAME

Decided not to make them do ammo supply rolls but let then stay where they were at last game (so Serzhant Kaskyrbai started the game with no ammo – which didn’t really matter as he was wounded and riding on the back of a tank… probably should have given up and surrendered after last game…)

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


The Russians rush into the open running to try and make it across the open ground – the two wounded sergeants riding on the back of tanks.


What a Pzkw 38t was doing so far behind the line... perhaps it was left behind by the panzer division due to some breakdown just happened to have been repaired and ready to head back to the front when a couple of soviet tanks came rumbling along well behind the front lines

A Stug D also happened to be in the area… which makes a bit more sense as they were Infantry Corps or Army assets...


As was a German MG team…


The tanks start maneauvering.

HO! Is that a german tank in that gap there!? I believe the BT-7 cracked off a shot as it passed by but missed wildly.

The MG team tagged Sgt. Vigilovski and one of the Conscripts.


The Pzkw38t takes a shot at the T-26 – just missing! The T-26 returned fire also missing!

Downed conscript and wounded Vigilovski can be seen out in the open! After that (well.. for a brief time) the conscripts started staying in the cover of the tank!


Tank Chicken – who can load their next round of AP quickest!


The Driver and co-driver (firing the MG) having a contest to see who can kill the Russian in the open first – bullets missed and top speed came up just short!?

The presence of the tank must have motivated Sgt. Virgilovski as he recovered and high-tailed it around the far side of the German panzer – not wanting to be between the two if they exchanged another volley!?

Should have just sat still and loaded the round and fired on the soviet with a better chance of hitting... Ah, well...


With the help of Dave’s Joker and a “Teamwork” roll on the Fortune and Calamity table the T-26 cranked a shot in through the side of the German panzer causing FOUR wounds! The damage killed two crew, damaged the engine and controls and, ultimately, knocked the tank out of action!

(Mental Nore: Need knocked out/burning tank markers, and need to finish bailed German crew!!)


Next up was the Stug/BT-7 Duel…


BLAM!! Direct hit on the front! Unfortunatly it was HE and didn’t penetrate the tank – exceeded toughness, no raise – Driving test and crew bail test – everyone passed!


The BT-7 Cruised right past the Stug and off the far table edge. It may have taken a shot but I think it missed.

After the first hit Sgt. Kaskyrbai bailed off of the BT-7 (by choice – not failed morale) and landed, cat-like – despite his wounds – and dashed into the woods. I think he was thinking the BT-7 would stop and engage… But it just roared away!


The MG team trying to shoot up Sgt. Virgilovski as he dashes across the open… after the tank caught up he maneuvered around behind it and used it for cover as he tried to get off the table.

The Stug roared ahead and tried to maneuver to get a shot at the T-26, but the game ended the turn that they would have been able to shoot.

The game ended at turn twelve and only Morcov’s BT-7 made it off the board – so everyone else was subjected to “heavy fire” rolls. The T-26 made it through (lucky – because if it’d been hit I would have used the Stug’s gun for figuring out damage…), but… well… let’s just say they never saw poor Serzhant Ultarak Kaskyrbai again… (Sucks being a “Bullet Magnet”).

The conscripts luck didn’t hold out… but then running across open fields covered by German MGs will strain the luckiest person’s luck…

Coming Soon to Savage Timmy’s Playhouse:

This Savage Saturday night we should be back to Realms of Cthulhu and next Wednesday we’ll be back at it on the Eastern Front!!