Showing posts with label Muttonchop Express. Show all posts
Showing posts with label Muttonchop Express. Show all posts

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?"

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.

Sunday, March 14, 2010

Poroszlo - Part 2


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

Amanda decided she wanted to play “something a little different” so we made her a Telepath and Commander K became an NPC

[Mining Camp #5, Karamak Mountains, Stepozhevac, Poroszlo, 8944-123]

SITUATION

The Mercenaries have been tasked with seizing a Mining camp in the Karamak Mountains of Stepozohevac as part of a major offensive by neighboring Morovic to topple the Stepozohevac's ruling junta. After having seized Mining Camp #5 the mercenaries have to prepare to hold it until relieved by the Morovici main force which is scheduled to arrive in two days time.

SCENARIO

Hold until relieved…

FORCES

Mercenaries and Ships Crew

Commander “K” – WC (npc)
Ag d8, Sm d8, Sp d10, St d6, Vg d6,
Pace 6, Parry 7, Toughness 5 (7/9)
Skills: Fighting d10, Shooting d6, Notice d6, Stealth d, Knowledge: Imperial Law d6, Knowledge: Battle d6, Streetwise d6, Investigation d6, Persuasion d6, Intimidate d6
Edges: Command, Alertness, Natural Leader, Combat Reflexes,
Hindrances: Major Enemy (Colonel Morgan),
Gear: Syn-Weev Armoured Overcoat, Knife Str+d4
Heavy Pistol (Range 15/30/60, ROF 1, Damage 2d8, AP: 2)

Mad Willie – Technician – WC (Christian)
Ag d8, Sm d10, Sp d6, St d6, Vg d8,
Pace 6, Parry 5, Toughness 6 (8)
Skills: Fighting d6, Shooting d10, Notice d6, Repair d8, Taunt d4, Pilot d6, Knowledge (Starhip Engineering) d8, Knowledge (Computers) d6,
Edges: Ambidextrous, Two-fisted, Mr. Fixit, Quickdraw
Hindrances: Phobia (Robots), Delusional (minor – believes he’s Scottish), Delusional (Major – doesn’t believe in lasers)
Gear: Syn-Weev Armoured Vest
2x Heavy Pistol (Range 15/30/60, ROF 1, Damage 2d8, AP: 2)

“Wrong Way” Joe – Co-Pilot/navigator – WC (Rick)
Ag d8, Sm d6, Sp d4, St d10, Vg d10,
Pace 6, Parry 7, Toughness 7
Skills: Fighting d10, Shooting d8, Notice d4, Pilot d8, Knowledge (Astrogation) d8, Knowledge (Sensors) d8
Edges: Brawny, Scholar (Sensors & Astrogation), Ambidextrous, Two-fisted, Nerves of Steel,
Hindrances: Enemy (minor – alien that he ripped off…), Quirk (chews tobacco), Heroic
Gear:
SMG (Range 12/24/48, ROF 3, Damage 2d6, AP: 1)
Heavy Pistol (Range 15/30/60, ROF 1, Damage 2d8, AP: 2)

Cpl. “Bullseye” Jones - Mercenary Section Commander – WC (Jackson)
Ag d10, Sm d6, Sp d6, St d6, Vg d8,
Pace 6, Parry 6, Toughness 6 (12)
Skills: Fighting d8, Shooting d12, Notice d8, Stealth d8, Intimidate d4, Driving d4, Knowledge (Battle) d4, Persuasion d4
Edges: Steady Hands, Quick, Command, Quickdraw, Nerves of Steel,
Hindrances: Quirk (Purple Hair!), Loyal (to the unit), Vengeful (major)
Gear: Infantry Armour (+6)
Bolt Gun (Range 24/48/96, ROF 3, Damage 2d10, AP: 6)

Mercenary Commando Fire Team (3)
Ag d6, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 6, Toughness 6(12)
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d6, Intimidate d6, Throwing d6
Edges:
Hindrances:
Gear: Infantry Armour (+6)
Bolt Gun (Range 24/48/96, ROF 3, Damage 2d10, AP: 6)

Dr, Bob “Bonesaw” Stanley Leech
Ag d8, Sm d10, Sp d6, St d8, Vg d8,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d8, Shooting d6, Notice d8, Persuasion d6, Healing d10, Knowledge (medicine) d10, knowledge (Xenobiology) d8
Edges: Luck
Hindrances: Code of Honour (Hippocratic Oath), Loyal (to fellow crew members), Greedy (minor)
Gear: Medical Kit,
Assault Rifle (Range: 24/48/96, ROF 3, Damage: 2d8, AP: 2)
Heavy Pistol (Range 15/30/60, ROF 1, Damage 2d8, AP: 2)
Knife (St+d4)

Sgt. Niko “Iceman” Prince – Mercenary Section Commander – WC (Patrick)
Ag d10, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 6, Toughness 6 (12)
Skills: Fighting d8, Shooting d10, Notice d6, Stealth d8, Intimidate d6, Streetwise d6, Knowledge (Battle) d6, Driving d4
Edges: Nerves of Steel, Command, Quick, combat Reflexes, Improved Nerves of Steel
Hindrances: Mean, Stubborn, Arrogant
Gear: Infantry Armour (+6)
Bolt Gun (Range 24/48/96, ROF 3, Damage 2d10, AP: 6)
Nano Sword (St+d6+2, AP2)

Mercenary Commando Fire Team (3)
Ag d6, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 6, Toughness 6(12)
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d6, Intimidate d6, Throwing d6
Edges:
Hindrances:
Gear: Infantry Armour (+6)
Bolt Gun (Range 24/48/96, ROF 3, Damage 2d10, AP: 6)

Mary Moon – WC (Amanda)
Ag d6, Sm d8, Sp d10, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d8, Gambling d6, Notice d8, Stealth d4, Intimidate d4, Healing d4, Streetwise d6, Investigation d6
Edges: Arcane Background: Telepath, Danger Sense, Alertness, Mentalist
Hindrances: Quirk: Vegetarian, Habit (minor): Gambling, Enemies (Major): Crime Bosses, Wanted (major): Unregistered Telepath
Gear: Floawing skirt and Blouse, Crystal Necklace
Powers: Telepathy, Mind Reading, Mind Probe, Bolt, Forget

Anton Wilson – Engineer – WC (Darrin)
Ag d8, Sm d10, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d8, Notice d8, Stealth d6, Guts d4, Knowledge: Starship Engineering d10, Repair d10, Gambling d6, Driving d4, Piloting d4, Streetwise d4
Edges: Quick, Two-Fisted,
Hindrances: Loyal (to the crew of the Muttonchop Express), Greedy
Gear: Knife Str+d4
Heavy Pistol Rng 15/30/60, ROF1, Dmg 2d8(2)
Shotgun Rng 12/24/48, ROF 1, Dmg 1-3d6/+2 to hit OR 2d10



Rival Mercenaries

Lt. Rani Porvolchuk
Ag d8, Sm d8, Sp d8, St d8, Vg d8,
Pace 6, Parry 6, Toughness 5(7)
Skills: Fighting d8, Shooting d10, Notice d8, Stealth d6, Intimidate d6,
Edges: Command, Combat Reflexes
Hindrances: Loyal,
Gear: Light Combat Armour
Assault Rifle (Range: 24/48/96, ROF 3, Damage: 2d8, AP: 2, 3RB)
Heavy Pistol (Range 15/30/60, ROF 1, Damage 2d8, AP: 2)

Sgt. Herb Wexstar
Ag d8, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 5, Toughness 6(8)
Skills: Fighting d6, Shooting d8, Notice d8, Driving d8
Edges: Steady hands, Ace,
Hindrances:
Gear:
Armoured Fire Support Walker
Acc/Max: 5/15, Toughness: 12 (16)
Minigun (Range: 30/60/120, ROF6, Damage: 2d8, AP: 2)
Notes: Heavy Armour (+4), Open top.

Mercenary Team #1 (10)
Ag d6, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 5, Toughness 6(8)
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d4, Intimidate d4,
Edges: LMG Gunner has Rock-n-Roll
Hindrances:
Gear: Light Combat Armour
Assault Rifle (Range: 24/48/96, ROF 3, Damage: 2d8, AP: 2, 3RB)
LMG (Range: 30/60/120, ROF 4, Damage: 2d8, AP: 2, Bipod)

Mercenary Team #2 (10)
Ag d6, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 5, Toughness 6(8)
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d4, Intimidate d4,
Edges: LMG Gunner has Rock-n-Roll
Hindrances:
Gear: Light Combat Armour
Assault Rifle (Range: 24/48/96, ROF 3, Damage: 2d8, AP: 2, 3RB)
LMG (Range: 30/60/120, ROF 4, Damage: 2d8, AP: 2, Bipod)

Mercenary Team #3 (10)
Ag d6, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 5, Toughness 6(8)
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d4, Intimidate d4,
Edges: LMG Gunner has Rock-n-Roll
Hindrances:
Gear: Light Combat Armour
Assault Rifle (Range: 24/48/96, ROF 3, Damage: 2d8, AP: 2, 3RB)
LMG (Range: 30/60/120, ROF 4, Damage: 2d8, AP: 2, Bipod)




THE GAME

To start off with we had to deal with a bit of administrative matters… First they had a number of prisoners and wounded to deal with. Of those captured ten were taken prisoner without wounds, of those wounded two turned out to be KIA, five were seriously wounded, eight lightly wounded. After interviewing the prisoners, with the aid of the telepath, they determined another platoon-sized force was in the immediate area.

Their own side had suffered only two casualties; Cpl. Jones had three wounds, one of which Bonesaw was able to fix (but he would have to fight on today with the remainingn two!), and one of the fireteam members was lightly wounded (out of action for the game).

The prisoners and wounded were moved down into the mines along with Commander K and another fireteam member to keep an eye on them all.

Later in the afternoon a sniper started harassing them throughout the remainder of the afternoon and evening. Before he left he had wounded two more of the mercenary fireteam member (one light, one serious – also removing them from action dropping the fire teams to three each!).

The following day the expected counterattack came….

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


The AFSW lead the way, minigun blazing away at Mary Moon and Sgt. Prince. The hard cover of the trench seemed to do the trick as they remained unscathed.


Mary Moon went next and caused considerable damage to the poor drivers brain. He bleed from his ears and nose and the AFSW careened out of control into the jungle.

If that weren’t bad enough, one of K’s Kommandos shot the poor driver finishing him off. The walker ground to a halt and the entire assault nearly with it.


The characters all dash to get better cover and fields of fire to defend the mining camp.


For a while they just exchanged fire. The Telepath seemed to be doing more damage than anyone.

The arrogant drew a LOT of fire with his constant boasting and shouting of commands to everyone – apparently the attackers thought he might be in charge. In the fusillade that lasted a couple turns he was eventually shot up quite badly and collapsed in an unconscious heap in the bottom of his trench.


With the sergeant down one team of the attacking mercenaries tried to make a dash for the trench!

Four of them were cut down in a swath of fire. Anton also tried to dash for the same trench… from the opposite direction… and was also cut down.

Lt. Porvolchuk tried to lead her troops into the trench but was also shot up.

Running around in the open when there are LOTS of opponents with automatic weapons doesn’t seem to be such a good idea…

Mary Moon tried to fry the Lieutenants brain but is somehow back fired and left Mary quivering in the bottom of the trench.

Around that time the other two squads failed morale and beat a hasty retreat through the jungle…

Anton Wilson and Sgt. Prince will remain wounded… Wilson suffered a permanent drop in strength.

Will the relieving force of Morovici units arrived before they are attacked again…? They were to be relieved in two days!! Ammo is getting low and their ranks somewhat depleted!

Monday, March 8, 2010

SUPER SAVAGE SATURDAY!

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

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

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

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

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

SATURDAY MORNING

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

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

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

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

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

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

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


The Germans enter the Lost City of Maraha.


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


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

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

He failed...


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


Hans was shot up by Harshit Gopal.


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


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


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!