Wednesday, April 28, 2010

Barbarossa – Day One…


I’ve started up a little World War Two skirmish campaign set on the Eastern Front. I recently broke down and finally bought a copy of Weird War II, and started trying to finish up painting some of the 28mm WW2 stuff that’s been sitting around for a while… and somehow got all interested in the second world war again. Over the last number of years I’d gotten quite sick of WW2 having nearly gamed it to death playing WRG 1925-1950, then Crossfire, then Flames of War(hammer), then IABSM, then Disposable Heroes/Coffin for Seven Brothers , then finally Blitzkrieg Commander…. (AND than the occasional skirmish using Savage Worlds…).

I for this game thought I’d try out some different rules. One thing I tried out was the “gritty” damage system from Reality Blurs’ Realms of Cthulhu. I like it; I think I’m going to keep it. I also tried out their “harsh” setting rules – novice players get one benny and no wild die, seasoned players get two bennies and a d4 wild die, veteran (and beyond) players get the regular 3 bennies and d6 wild die. I’m not going to continue with that… I wasn’t sure what sort of wild die to use for “group rolls” and I’d have to keep track of whether npc wild cards were novice, seasoned or beyond (I guess that could correlate with the regular, experienced, and elite stats given in the Weird War II book… but…). Anyway, too much to keep track of in my head so I think I’ll be using the showdown rules for future games (d6 wild die and two bennies for all wildcards).

I also used slightly different character generation rules – usually I run more pulpy two-fisted campaigns and give players one stat and one skill at d10… didn’t do that… they had the normal d4 + 5 attribute points. For skills I reduced the skill points to 10. This is going to be a purely skirmish campaign and the 15 points is really too many – as all the players, knowing it was only going to be combat, would only be spending points on combat skills – whereas anyone playing the role-playing game would (could… SHOULD…!?) be spending at least a few points on stuff not directly related to combat… I also only allowed hindrances that would have a direct tabletop disadvantage… I probably shouldn’t have allowed bloodthirsty… ah, well…

Then there were a few house rules concerning morale and spotting I tried out… I won’t get into that… that’s for another post when I’ve sorted out what I really want to do…


22 June 1941, Somewhere west of Bialystok, Poland

SITUATION

The Germans have invaded! Dive bombers are wrecking havoc with lines of communication and the lack of radios has meant little meaningful communication with higher echelons. Chaos reigns supreme and no one is really sure what to do exactly.

Artillery and Aircraft have harassed the regiment’s positions since 4am and there are now rumours that German tanks have broken through and are rampaging to the rear, but nothing has been substantiated.

The regiment has taken up a defensive position in some low hills and awaiting the advancing Germans – or some news about what is going on and/or what to do!

SCENARIO

The Squad is to patrol a wooded area to the front of their defensive lines to determine if any Germans are present. There are five hidden markers – all must be successfully spotted to determine if there are any Germans there and the size of any force present.

FORCES

Soviet Forces (Elements of the 13th Rifle Regiment, 2nd Rifle Division,I Rifle Corps, Tenth Army, Western Special Military District)

Serzhant Zaitzoff - Wild Card - Gary
Ag d6, Sm d4, Sp d6, St d8, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d4, Stealth d8, Intimidate dX, Throwing d4
Edges: Rank (NCO), Luck
Hindrances: Bloodthirsty
Gear: Ppsh SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)

Rayadovoy Yuri Gelakhov - Wild Card - John
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, Survival d4, Throwing d4
Edges: Brawny, Quick
Hindrances: Bloodthirsty
Gear: Mosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)

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)

Polish Conscripts - 4
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: Mosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)


German Forces (elements of … Army Group Center)

Feldwebel Wulf Deitz – 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)

Panzer-Grenadier Fireteam #1
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: Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1), MG34 (Range: 30/60/120, ROF3, Damage: 2d8, AP: 2, Auto, Snapfire)


Panzer-Grenadier Fireteam #2
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: Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1), MG34 (Range: 30/60/120, ROF3, Damage: 2d8, AP: 2, Auto, Snapfire)


THE GAME


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


John getting into the spirit of things wearing my Pilotka.


Gary and Rick


Each of the five hidden parkers were dealt in every turn and could move and attempt to spot like an individual – once spotted any troops that were actually there would be deployed within 5” or within the terrain feature it occupied.


On the second or third turn, the Poles, with their d4 notice, spotted one of the German units sneaking about in the woods (the Germans, due to distance and cover had +8 to their stealth roll…).


The Soviets advancing. They briefly thought they might try to sneak around the Germans who hadn’t at first, spotted them. On the Germans next move they spotted the Soviet squad and set up their MG bipod. I can’t even remember if they got any shots off before he Poles shot them up pretty good. Two riflemen were knocked out and the MG team broke and fell back into the trees.

I think it may have been the Squad Leader, Feldwebel Deitz, that tagged both Rayadovoy Gelakhov and Rayadovoy Virgilovski


Once again it was the sharp-shooting, eagle-eyed Poles that spotted the second German fire team…


…and shot them all to hell…!


Serzhant Zaitzoff moved up and rattled off a couple shots with his SMG knocking out another and setting the surviving MG gunner to flight!


Feldwebel Deitz moved up and tried shooting up the squad at close range and injured one of the Poles. The whole squad returned fire and soakedup all his bennies on one action card and took him out on a second.


The “bloodthirsty” Gelakhov charged up and delivered a killing blow.


The MG gunner from the second team recovered his wits and returned to defend his fallen comrades. He shot Serzhant Zaitzoff – only shaking him – and then got blown apart by the Polish conscript firing squad!?

Gelakhov ran across and bayoneted the fallen Germans from the first team, while Serzhant Zaitzoff put bursts into the wounded Germans. Not sure how those two thugs didn’t end up in the NKVD…?!

A fun game! Over the next week I’ll be working on revising some of the skirmish house rules and painting up some more stuff (which you can see over at The Other Blog).

Next week we’ll be playing on Wednesday (World War Wednesdays!)

Tuesday, April 27, 2010

Intrepid Investigators - Part 1


Dramatis Personae Cthuliana

Below are the two of the characters starting out in our new Realms of Cthulhu campaign.

Christian, I have to say, has really outdone himself here - leaving me all sorts of hooks to hand adventures on... Bonus benny for him next time he shows up...



Freiherr und Ritter Jochimm von und zu Höllenstadt-Fürchtberg – Retired German Army Officer/Prussian Aristocrat (Christian)
Ag d10, Sm d6, Sp d8, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5, Sanity 6, Corruption 0
Skills: Fighting d6, Shooting d10, Notice d6, Stealth d6, Intimidate d6, Persuade d6, Drivingd4, Streetwise, d6, Survival d4, Stealth d4
Edges: Well Adjusted, Filthy Rich, Trademark Weapon (Luger)
Hindrances: Vow (major), Quirk (?), Vengeful, Lame
Gear: Clothes, Luger (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4), compass,

Jochim is 34 in 1920.

His father, Oberst (Colonel) Freiherr und Ritter Erhard von und zu Holletal-Furchtberg, was commander of the 2nd Prussian Infantry Regiment. He was killed in action on 24 Aug 1914 at the battle of the Marne. A Career Prussian officer from a long line of career Prussian officers. The family comes from nobility stretching back to the 11th century, and was rewarded with (more) extensive estates following the Napoleonic conflict. Erhard was the 1st son. Two of the other 3 are dead, but the second son, Johann, now a Leutnant-General, survived the war.

Jochimm’s mother was Countess Charlotte Maria von Ingolstadt. A somewhat sickly and retiring woman from a family of minor Silesian nobility. Always of a delicate constitution, Charlotte was confined to a hospital in 1908 by Erhard and passed away soon after. The match was a strange one, made mostly to acquire her family's mining interests in Bohemia. Upon the death of her father in 1907, Erhard took possession of the mines, but demolished and then sold the lands immediately after an investigation into the mining complex uncovered some major irregularities with the whole operation. It was shortly after this that Charlotte was confined to the hospital in which she died.

Jochimm had two Brothers and a sister, all older.

His eldest brother Friedrich (b. 1875) was a Major in the 4th Prussian Infantry Regiment. He was killed in action at Passchendale in 1917. He is urvived by his wife Eva, age 42, and his son Hermann, age 18, and daughter Gerda, 16. They all live in Berlin.

His other brother, Karl (b 1881) was a Hauptmann in the Prussian Foot Guards. He was killed in action at Verdun in 1915. He died a bachelor, though rumours persist of several illegitimate children. Karl was the Golden boy of the family, and served for a time as an adjutant to the Kaiser. He was the most widely travelled of the family, except for Jochim, and it was quietly assumed by the family that there are now younger cousins in various European countries, and maybe even in America.

Jochimm’s sister Gisela (b. 1874) married a wealthy American merchant and moved to New York in 1893, much to the extreme chagrin of the family. She still lives quite comfortably in New York with her husband Reginald Miller, an importer/exporter of good repute. They have three children, Donald, 26, Richard, 22, and Vivian, 18. Donald works in the family business (Miller Import / Export), Richard is reading economics at Boston College, and Vivien is finishing her secondary education at a private girl's boarding school in the Hamptons.

Jochim's associates come in three basic flavours. The first being Jochim's school buddies. Jochim went to school at an elite private military academy, which housed many of the children of the nation's elite. These are working their way to high office in post-war Germany...

Hans Markgraf von Schirach is the chief undersecretary to the German ambassador to Great Britain. He is the ambassador's troubleshooter. He is very able, very knowledgeable, and very discreet, with contacts throughout the diplomatic community in London. He has served in the diplomatic corps for 12 years.

Viktor von Kluck is part of the German reparations liasion group formed after the war. He is one of the team responsible for repatriating and helping German colonists in East Africa. He is a veteran of the European theater in the War.

Doktor und Professor Bernhard Hulsen is an elderly Professor of Anthropology and Archaeology who taught for a time at Jochim's school, and was one of Jochim's favourite teachers. Disillusioned with the war and with modern society, he has gone back into the field, and may be found anywhere where there is an ancient site to be dug up.


The Second Group is of Jochim's service friends. Prior to his secondment to East Africa in 1913, Jochim served as a junior officer with the 1st Prussian Foot Guard Regiment from 1903 on.

Oberstleutnant Gregor van Meenen. The son of Dutch immigrants to Germany, van Meenen earned his way into the 1st Regiment of foot guards through sheer merit. He rose from Oberleutnant to Oberstleutnant during the war. He spent much of 1919 seconded to the Freikrops and fighting communist uprisings. With the settling of the situation in Germany, van Meenen has been moved to the Army historical section in Berlin, which is a cover for the General Staff.

Wolf-Heinrich Graf von Helldorf was somewhat damaged by the war, where he served on the Western Front throughout. He has placed his considerable estates in trust, and gone wandering in the Orient searching for inner truth. He may be found anywhere in the East, either looking for inner peace, supporting a warlord (or peasant band) or simply spending his money in an opium den...

The third group is composed of those Jochim met in East Africa.

William Overton is an American big-game hunter and general adventurer who operates out of San Francisco. He is a larger than life figure who never does anything by halves.
Dieter Diebitsch is a former German magnate who owned extensive holdings in German East Africa. He lot all of these during the war, and is currently living on somewhat reduced (though still comfortable) means in Hamburg. He is very knowledgeable on business matters throughout the world.

He has also kept in touch with his faithful sergeant, Otto Schultz.

Baldur Strachwitz is the property manager of Jochim's holdings in Germany. He operates out of Berlin, but oversees the remainder of the family estates. His family has served the von Holletal-Furchtbergs for many years.

Enno Kluge is Jochim's financial manager for his German and European investments. He operates out of Hamburg with the investment firm Kluge and Bierstein..

Jonathan Littlefield is Jochin's overseas investment manager, with the London banking firm of MacDowell, MacTaggart, and Chisholm. He oversees Jochim's American, Asian, and British investments. Jochim is very diversified.



Tom Cranston – labourer – (John)
Ag d8, Sm d4, Sp d6, St d10, Vg d10,
Pace 6, Parry 6, Toughness 8
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d4, Riding d4, Throwing d4, Knowledge ( Farmin’) d10, healing d4, Repair d4, Survival d4,
Edges: Quick, Brawny, Fast Hearler
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)

Tom Cranston is 25 years old (in 1920). He is a fair shot but primarily has done farm labouring and some coal mining.

He joined up in 1914 at the onset of the Great War. Despite bring recruited by a militia cavalry unit (The Saskatchewan Light Horse) he served throughout the war as an infantryman in the 5th Canadian Overseas Battalion (Western Cavalry). He saw action at Ypres, the Somme, Vimy Ridge, Passchendale, Cambrai, Amiens, Arras, Canal du Nord, Valenciennes, and Mons. Despite his experience he never made it past corporal on account of not being able to read.

During leave in England in 1916 after the battles in the Somme he met the love of his life and promised her he would return and marry her after the war. He kept his promise and in March of 1919 the couple wed. A few short months later, however, his wife died in during the influenza epidemic.

Tom remains relatively close to his father-in-law (and mother-in-law) and has worked in the coalmine with him. Tom did not see a future for himself as a coal miner, so he has left to travel, doing odd jobs here and there.

Tom’s parents are both still alive and live on the family farm in Saskatchewan, Canada. Tom’s father, born in Canada, was the son of Scottish immigrants. His mother came from the Ukraine around 1881 as a teenager with her parents.

Tom had four siblings:
An older brother Louis, he will be inheriting the farm from our parents, he is married with two children
An older brother, Chris, he is married with one child,
An older brother, William, he is married with one child
A younger sister, Sarah, she is married and is expecting, her husband Andrew is a farmer as well


....and the rest of the crew...? Well hopefully we'll get some backgrounds from them soon. maybe I'll have to enforce the "no bennies until you have sent me a character background rule..."

Thursday, April 15, 2010

It's a Mad, Mad, Mad, Mad Willie


Despite the fact that the Sci-Fi Campaign is on indefinite hiatus I wanted to post this background for Christian’s character, since he had put so much thought into it (and it gave me a really good chuckle or five). I had been waiting for the others to send me a background, but no one else really got around to it....

(Other player’s take note: this is the sort of thing that garners you bonus bennies, edges, and skills in my game!!)


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 and “kilt”
2x Heavy Pistol (Range 15/30/60, ROF 1, Damage 2d8, AP: 2)


Capt Jackson picked up Mad Willie in a card game one evening while waiting for customs to process at the spaceport on Calixtus III. The Scotsman lost some hands, and basically sold himself into indentured servitude on the Muttonchop (Ach, why not? Ye seem ta be less of a wanker then all these gits around here...). Since then, he has proved a mixed blessing.

Mad Willie is a skilled repairman, able to patch together various bits of the ship whenever called upon. He is less interested in actual preventative maintenance - Anton can handle that. (Anton? What a bloody fairy name). But he is good at getting the ship's engines and computers going again when they stop working. He is also a good man in a tight spot, blazing away with his heavy pistols.

However, people call him Mad for a reason. For starters, he wears a kilt and balmoral, which he has clearly made himself. The kilt is a length of reinforced syn-weave that has obviously been clumsily stitched together and painted plaid. Willie has been seen patching up the paint job several times, but if pressed claims that his brush is actually a sewing needle, and that he is only making repairs to his beloved kilt. Willie claims that he hails from the planet of Glasgae IX, but no such planet has ever existed. When asked about it, he makes up stuff that often contradicts his last story. If pressed, he gets twitchy, and starts reaching for his pistols. His accent ranges from Scots to Irish to something like Russian at times.

Then there is the robots issue. Burt had a perfectly good hospitality robot, but then it blew up. Willie denied responsibility, but seemed much more at ease after the robot was gone. Willie hates and fears robots. The more primitive and clankier, the worse. "Och, I hate them clanky buggers. They give me the willies, stomping around and eating people." Note that Willie does not fear any andriod that appears fully human - "That's nae a robot - it's a person, ye eedjit!". But once an android got cut and started bleeding lubricant, and Willie freaked, and killed it. This caused some trouble for Capt Burt.

Willie also believes that lasers are harmless, despite any and all evidence to the contrary. Anyone shot with a laser is a "wee scared bairn - it's just a flashlight, for christ's sakes!" Anyone killed by laser fire is a hypochondriac, even if missing body parts. "Ach, the poor bugger must really have thought those things are real. The mind is an amazing thing." This means that Willie will basically treat anyone with a laser as an unarmed delusional fool, ripe for the picking. When shot with a laser, Willie will firmly blame the damage on something else, no matter how improbable. "Laser burn? Dinna be a fool, lass. I was standing by a window, and there was a solar flare. Didst tha nae seeit? Lasers. I like thee, lass, but th'art sometimes a wee bit daft." He does have a healthy respect for Plasma weapons, and other such stuff, it's just lasers that he believes to be a scam.

Willie is starting to realize that people don't mean "Mad" in the same way that he does. This is causing him to become madder. That, and the death of Abby "Ace" Grace, who he had a bit of a soft spot for. Willie is starting to think that it would be cool if he started to learn how to blow things up...

"Explosions in me cabin, what do ye mean? That smoke could've come from anywhere. I was probably just jimmying the turbo-oscilliator. Hey, why don't you keep yer big nose to yuirself anyways, ye big fookin' smarty-pants?"

Tuesday, April 13, 2010

Tanganika Terror

Despite my original plan to take the summer off I started up Savage Saturday again last weekend... I’m running a different campaign for a slightly different (and slightly smaller) group. This week featured a few of the past regulars kicking off a Realms of Cthulhu campaign.

November 1915, East Africa

SITUATION

Dr. Emma Wraight had been working in the field at the north end of Lake Tanganika since before the war started. As the end of 1915 was drawing to a close and the war around her started heating up her employers in England demanded she return at once and sent a Belgian ship to pick her up and bring her back to civilization.

As the boat was crossing lake Tanganika sunk by a German gunboat. Dr. Wraight was the only survivor. She washed up on the eastern shore of the lake. Using her profound knowledge of the land and the people made her way through hostile territory towards the north end of the lake.

Somewhere near the The Ruanda-Urundi border she ran into a force of British King’s African Rifles that had been operating with the Belgians in the Congo and were in hot pursuit of a force of German Shutztrupe Feldkompanie that had been raiding across the border. The Feldkompanie’s raid had gone badly and a platoon-sized force disappeared into the Nyungwe Forest.

The British pursued the Germans for a number of days. Their quarries tracks became erratic and they wondered if the Germans were hopelessly lost. After another day or two the British began to wonder if they themselves were also lost. it was shortly after that that askaris started going missing. Some would simply quietly disappear never to be seen again. Others could be heard shrieking wildly off in the jungle. Some found were found horribly mutilated. Many thought it was the work of the Shutztrupe, who had turned into the hunter….

After a few more days of floundering in the jungle, and more and more of their number disappearing, their pursuit had become a route. They were wildly trying to find a way out of the jungle, on the move night and day with only a few fitful hours of rest here and there, when they finally stumbled onto the German Shutztrupe….

FORCES



Lt. Freiherr Jöchim Von-und-zu Höllertal-Fürchtberg – German Army Officer - (Christian)
Ag d10, Sm d6, Sp d8, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5, Sanity 6, Corruption 0
Skills: Fighting d6, Shooting d10, Notice d6, Stealth d6, Intimidate d6, Persuade d6, Drivingd4, Streetwise, d6, Survival d4, Stealth d4
Edges: Well Adjusted, Rich, Trademark Weapon (Luger)
Hindrances: Vow (major), Quirk (?), Vengeful
Gear: Uniform, Rations, Luger (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4), compass, maps, Sword (Str+d8), whistle, canteen, matches, backpack, blanket, candle

Feldwebel Shultz
Ag d8, Sm d6, Sp d8, St d8, Vg d8,
Pace 6, Parry 6 (7), Toughness 6, Sanity 6, Corruption 0
Skills: Fighting d8, Shooting d8, Notice d8, Stealth d6, Intimidate d8, Throwing d6
Edges: Command
Hindrances: Mean
Gear: Uniform, Webbing, Backpack, Blanket, Rations, Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d6, Parry +1, Reach 1)

Shutztrupe Askaris (12)
Ag d6, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 5, Toughness 6, Sanity 5, Corruption 0
Skills: Fighting d6, Shooting d6, Notice dX, Stealth d6,
Gear: Uniform, Webbing, Backpack, Blanket, Rations, Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d6, Parry +1, Reach 1)


Dr. Emma Wraight – Cultural Anthropologist and Archaeologist (Amanda)
Ag d6, Sm d10, Sp d8, St d6, Vg d8,
Pace 6, Parry 4, Toughness 5, Sanity 6, Corruption 0
Skills: Fighting d4, Shooting d4, Notice d10, Stealth d4, Knowledge: Anthropology d8, Knowledge; Archaeology d8, Investigation d4, Survival 4d, Tracking d4, Swimming 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),


Sgt. Shivanshu Malaker – Gurkha (Darrin)
Ag d6, Sm d6, Sp d6, St d6, Vg d10,
Pace 6, Parry 5, Toughness 8, Sanity 5, Corruption 0
Skills: Fighting d6, Shooting d6, Notice dX, Stealth dX, Intimidate dX, Throwing dX
Edges: Brawny, Woodsman, Alertness
Hindrances: Heroic, Code of Honour
Gear: Uniform, Webbing, Backpack, Blanket, Rations, Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Kukri (Str+d6)

Lt. Andrew MacNeill – British Officer - NPC
Ag d8, Sm d8, Sp d8, St d8, Vg d8,
Pace 6, Parry 6, Toughness 6, Sanity 6, Corruption 0
Skills: Fighting d8, Shooting d8, Notice d6, Persuasion d8,
Edges: Command, Level-headed
Gear: Uniform, Webbing, Webley (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1)

Kings African Rifles Askaris (10)
Ag d6, Sm d6, Sp d8, St d8, Vg d8,
Pace 6, Parry 5, Toughness 6, Sanity 6, Corruption 0
Skills: Fighting d6, Shooting d6, Notice dX, Stealth d6,
Gear: Uniform, Webbing, Backpack, Blanket, Rations, Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d6, Parry +1, Reach 1)


THE GAME

Scene One

The action started when the madly fleeing British stumbled into a clearing to find the remains of the German Shutztrupe Feldkompanie.

Lt. McNeill shouted, “There they are lads – GET ‘EM!”

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


The askaris of the King’s African Rifles charged. Both sides reduced to only a dozen men fought wildly.

Dr. Wraight dove for cover and drew the Webley she Lt. McNeill had given her after recovering it from one of his fellow officers who had fallen victim to the unseen enemy. One of the K.A.R. ASkaris slumped to the ground in front of the German Shutztrupe that had bayoneted him. Emma aimed her pistol and shot the German Askari dead.


Then in the middle of the battle a great bat-winged demonic creature swooped out of the sky and snatched a K.A.R. corporal and carried him off. All that noticed were momentarily horrified but carried on fighting for their lives…


Moments later another swooped out of the sky and grabbed Lt. McNeill!

At that point Dr. Wraight jumped out of here hiding spot and pleaded for everyone to stop fighting as there was clearly a greater danger befalling them all! They stopped for a moment and watch and listened…

Two more swooped out of the air The askaris all shot and winged one who flew off, the other grabbed another Askari. They all huddled together looking to the treetops. No more came. They discovered that the Shutztrupe had been having a similarly bad time of things – troops disappearing without a trace or turning up horrifically dismembered.

They waited there for a while unable to decide what to do.

After a time Dr. Wraight hear a noise. It was like a far off drumming. They thought perhaps there might be a village nearby and tried to make for it.

On the way the giant bat-winged daemons carried off a couple more askaris…


Scene Two

When the remains of the two forces made it to the source of the drumming noise they found themselves not in a village but in a bizarre ancient ruined temple – unlike anything Dr Wraight had seen or even heard of in Africa. Within seemed to be a group that was involved in some sort of astonishing ritual.

There was a group of robed figures clearly not native to Africa and a number of locals – though again Dr. Wraith, who was thoroughly familiar with most native peoples of central Africa, could not recognize from what tribe or peoples they came.

There was a strange statue at the altar behind the leader of the ceremony to which were chained a number of their askaris that had recently been carried off !


The new arrivals were noticed immediately, and those attending the ceremony that were not robed, turned and charged.


The robed figures continued to chant – their chanting grew steadily in volume tempo as the swirling glowing mist became brighter and more frenetic in swirling.


In the ensuing melee Lt. Höllertal-Fürchtber was severly wounded and would have certainly dies if it hadn’t been for the quick action of Dr. Wraight who staunched the gushing wound in his leg as he lay helpless on the jungle floor slowly fading into unconciousness.

The natives were overcome but not in time… just as the last one was dispatched the chanting reached it’s climax and there appeared in the pulsing mist above the statue what could only be described by the witnesses as a tear in the fabric of reality – from this tear poured a mass of slimy slithering tentacles that coiled around the hapless victims chained to the statue and dragged them out of time and space into the shapeless void from which they had appeared.

At this point Feldwebel Shultz completely lost his mind and the most of the remaining askaris fled in terror.

The Aftermath

No one knows what became of the Askaris that fled. Dr. Wraight, Sgt. Shivanshu Malaker, and a pair of German Shutztruppen finally made it out of the Jungle carrying Lt. Höllenstadt-Fürchtberg and leading the mentally damaged Feldwebel Shultz. They eventually found their way to a Belgian post and were all marcheded back to Uganda and eventually entrained to Mombassa.

Lt. Höllertal-Fürchtber and Feldwebel Shultz spent the rest of the war in a British P.O.W. camp in Kenya.

Sgt. Shivanshu Malaker returned to his Gurkha Rifle Regiment, from which he had been seconded, and ended up fighting in Palestine against the Turks.

Dr. Wraight returned to England and pursued a more Academic career for the remainder of the war. She remained in contact with Sgt. Malaker.

After the war Dr. Wraight was contacted by Lt. Höllenstadt-Fürchtberg, who seemed to share a strange burning curiosity about the bizarre temple and ritual they had witnessed in Africa:

From the desk of Freiherr Jöchim Von-und-zu Höllertal-Fürchtberg
23 Erich Zahn Straße, Berlin.

17 Oct 1919

To Dr and Prof Emma Wraight, Cambridge Dept of Anthropology, Cambridge, England

Fraulein Doctor and Professor Wraight, Greetings.

My name is Jöchim von Fürchtberg, and I have cause to remember you quite vividly, and while you may not recall my name, I trust that my connection to you will shortly become apparent, if not necessarily welcome.

I must thank you for saving my life in 1915. Your quick and resourceful actions prevented me from dying in the African Jungle, an action for which my relations are eternally grateful. The war was not kind to my family. Of my father and brothers I am, thanks to you, the only survivor, the rest fallen in service to the Kaiser. This has left me in possession of a sizable fortune, as well as the family estates in Pommern, though my wealth does little to ease the burden of being the only male left of a long and glorious lineage.

My family is of an ancient stock, which from time immemorial has served the Kings of Prussia. Now, with the deposition of the Kaiser and the threat of socialism hanging over my beloved Prussia, many of my peers are going forth to battle the forces of revolution, standing up for the ancient values that have been encapsulated in our German state.

But I shall not be joining them. Instead, I have resolved to seek a different course. I believe there is a far greater issue, a calling higher even than defeating Bolshevism. I have sold many of my estates, and am preparing to once more venture forth into the world.

This is not easy to write, Doctor Wraight. You are one of only two other persons that know of what I speak that I know for a fact are alive today. The other is my companion of the war, Otto Schulz. He is not well. Only my constant care and intervention kept him alive in the prison camp to which the British shipped us. Even now, under the care of the best alienists and psychologists Germany can provide, his state is weak. He hides his anguish under a mask of manic energy, but I know that he is ready to crack at any time, for it is he who throughout our ordeal had the greatest exposures to the horrors that we faced in that cursed jungle.

Of myself, my memories are crystal clear, from the moment that the first of the bat-creatures attacked, to the final moments when my faithful Askari carried me semi-conscious from the ruins, and when the Thing came through the gate that the sorcerer had opened. I wish I could forget, but I cannot.

But I shall not let my iron discipline waver. The hateful sorcerer that we saw was a European, and I cannot believe that he is alone. This means that there must be more terrible sects throughout the world, and I have sworn a most holy vow before God and my ancestors to seek out and destroy those who would worship such as the monster that, thankfully, I only glimpsed through my haze of pain. Even so, the memory of what came through that hole in space keeps me up at night.

I would desire to meet and renew our once brief acquaintance, for I have a proposal that I believe you will find interesting. Please write back and let me know of a time and place where we may meet.

Yours in hope and resolution,

Jöchim von Fürchtberg

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.