It’s getting to be that time of year when I start to look back at what I’ve done over the past year and start to think about plans for the next year. I know I am far more productive when I have a plan – and especially when there is some specific goal worked into that plan.
At the beginning of this past year we were playing a campaign set in Rokugan (The Asian fantasy land that is the setting of the Legends of the Five Rings series of card and role-playing games). That fizzled. I would like to run that campaign again sometime – at the end of 2009 I bought a whole shwack of the RPG setting books and adventure modules and even some of the novels – dirt cheap. On one hand it’s great because there’s all that rich background already fleshed out for you… on the other hand it’s daunting because there’s all that rich background already fleshed out for you… One day I’ll get back to reading through it all and pick it up again. Probably not this coming year.
Then we ran a short far future sci-fi campaign. It fizzled too. I do have a lot of old Traveller stuff that I’d like to make use of some day… again, a lot of work… I’ll get to it some day…
Around April I started TWO simultaneous campaigns! On Wednesday nights I was running a World War Two (occasionally “Weird” War Two) East Front campaign and on Saturdays I started a Realms of Cthulhu campaign. They both started to fizzle in August as I got a bit burned out. I tried to get them BOTH going again in September but after another month burned out again and took another break. Since November I’ve got the WW2 campaign going again and everyone seems to be having fun..
I’m sick right now (bleh!) and so there’s no game tonight, and won’t be one next week as that’s Christmas.
So… Next Year…
I’ll definitely be pressing on with the (Weird) World War Two campaign. Ultimately I’d like to see it through to the end of the war… or until all the characters are killed in some climactic battle against some ultimate German evil nasty….
The Realms of Cthulhu campaign has really just been on the back burner and I’d really like to get playing that again. I’m sure how I’ll be abl to do that…? Alternate between the two…? Or put the WW2 campaign “on the back burner” for a bit…?
One part of the reason for wanting to get back on the Cthulhu campaign is that Dave has cleverly linked his two characters – his character in the Cthulhu campaign is the father of his character in the WW2 campaign!? I’d kind of like to tie those together game-wise, but obviously I can’t drop the elder into the WW2 campaign from time to time if I don’t know how his life plays out through the 20s and 30s – his life could very well end on some uncharted island in the pacific in 1926 or in the Antarctic in 1934 (unless, of course,we assume they are alternate parallel universes). What do I do – put the WW2 campaign on hold until his fate has been determined – either by his demise or that campaign catching up to the WW2 campaigns timeline!?
Whatever I do I’m pretty sure this year will be mostly weird war and cthulhu…
Possible Distractions…
Space:1889
The release of the Savaged version of Space:1889 poses a very real possible distraction. I loved that setting. I have almost all of the original GDW printed modules and source books. I also have a lot of Victorian era miniatures; largely Victorian Horror minis from playing Rippers, but I also have a few “colonials” and even some old Space:1889 Martians. Oh, I also have a lot of “old West” figures, which would be entirely appropriate.
Of course I’ve often thought of running a Space Rippers:1889 campaign too… Werewolves on Mars, Vampires on Venus…
North West Europe 44-45
I’ve finished my Canadians and will be working on some more Germans in the new year. The ultimate goal will be to run a campaign following a platoon of the Regina Rifle Regiment through the campaign in Northwest Europe, startingwith their assault on Courseulles on D-Day. I have a lot yet to do on this… but as I get closer to finishing up the Germans and new terrain…
Other campaigns I’d like to run… someday… that I have some miniature and/or campaign material for... that I occasionally get out and look over and consider… include Twilight:2000, Zombie Run, Traveller/Far future/Sci-fi, Rokugan/L5R, Tour of Darkness, Supers, Pirates, etc…
Hmmmm… Actually I think having typed this out has helped me focus a lot and I’m not feeling so distracted by other things at the moment…
Probably won’t be posting anything else on here for the next two weeks (unless any of my players get a character background to me that I decide to post!) so I hope you all have a happy holiday season and a joyful new year!
Showing posts with label Pulp Adventure. Show all posts
Showing posts with label Pulp Adventure. Show all posts
Saturday, December 18, 2010
Monday, July 19, 2010
Sunny Sudan
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!
Sunday, May 17, 2009
Good Evening Herr Professor
It’s been a while since we played Savage Worlds. I’ve been having a hankering for some WW2-Modern-Sci-fi action, so I thought I’d start with a bit of pulpy WW2 as an intro to some possible Weird War Two action. Amanda Played her old Pulp Adventure Character (as I was able to sort of fit it in), and Darrin took on the role of a British Para Officer! I played the evil Nazis!
Coast of Occupied France, Spring 1942
SITUATION
A German Scientist with knowledge of a Nazi special weapons program, Professor Maxwell Fleisher, has decided to defect. He has made his way to France and made contact with the French resistance. They, in turn, have made contact with British Intelligence and have arranged for Professor Fleischer to be hiding in some ruined buildings east of the village of Mairdes-sur-Mer.
A special combined arms task force has been arranged to extract him. An elite section of British Airborne under the command of Lt. Connor McNab will be inserted via glider (piloted by none other than the famed Aviatrix Josephine Pink). They are to rendezvous with the professor just after midnight and then meet commandos on the coast and whisk him away across the channel.
German Coast Watchers reported aircraft in the area and thought they might have seen a glider so the local garrison sent out some patrols.
SCENARIO
The Para section deploys in the Northeast corner of the table. They must locate the Professor and exit off the Northwest corner of the table with the Commandos before the time limit is up.
The German patrol enters the table on the roadway on the west end of the table and will walk along the road until they spot any enemy.
Professor Fleisher has left the buildings and is hiding in the nearby woods. He will only come out if he successfully spots the Paratroopers.
It is dark: -2 to all shooting and spotting, 24” maximum visibility, units must attempt to spot other units (notice vs. stealth) this is an action vs. units beyond 12”, units within 12” that are moving all with potential LOS may make a notice check.
Commandos arrive on the 15th turn and will leave on the 20th if they have not spotted the paratroopers.
Once shooting has started the second German squad and Platoon Commander will be dealt in they will arrive on the first turn if they either are dealt an ace, on the second turn a King or ace, etc.
FORCES
British
Lt. Connor McNab
Ag d6, Sm d10, Sp d8, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d8, Stealth d8, Knowledge: Battle d10, Persuasion d8
Edges: Command, Combat Reflexes, Dodge
Gear:
Sten SMG Rng 12/24/48, ROF3, Dmg 2d6-1(1) Auto
British Para Section Rifle Group (6)
Ag d6, Sm d6, Sp d8, St d6, Vg d8,
Pace 6, Parry 6, Toughness 6
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d6, Throwing d6
Edges: Jump Qualified, Combat Reflexes, RocknRoll, Dodge
Gear:
1xSten SMG Rng 12/24/48, ROF3, Dmg 2d6-1(1) Auto
5xSMLE Rifle 24/48/96, ROF1, Dmg 2d8(2)
6xNo. 23 MkII Grenade 5/10/20, Dmg 3d6-2, Med Burst Template
British Para Section Support Group (4)
Ag d6, Sm d6, Sp d8, St d6, Vg d8,
Pace 6, Parry 6, Toughness 6
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d6, Throwing d6
Edges: Jump Qualified, Combat Reflexes, RocknRoll, Dodge
Gear:
1xSten SMG Rng 12/24/48, ROF3, Dmg 2d6-1(1) Auto
2xSMLE Rifle 24/48/96, ROF1, Dmg 2d8(2)
1xBren LMG 40/80/160, ROF3, Dmg 2d8(2), Auto, Snap fire
4xNo. 23 MkII Grenade 5/10/20, Dmg 3d6-2, Med Burst Template
Josephine Pink
Ag d12, Sm d6, Sp d8, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5 (6)
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d6, Investigation d4, Tracking d4, Piloting d10, Repair d4, Healing d4, Streetwise, d4
Edges: Ace, Steady hands, First Strike
Hindrances:Minor Enemy, Heroic, Loyal
Gear:
.44 Revolver Rng 12/24/48, ROF1, Dmg 2d6+1(1)
Knife Str+1
Leather Flight Suit (+1 Armour)
Professor Maxwell Fleisher
Ag d4, Sm d10, Sp d8, St d4, Vg d4,
Pace 6, Parry 2, Toughness 4
Skills: Knowledge: Super Science d12, Notice d6, Stealth d4, Knowledge: Physics d10, Knowledge: Chemistry d10,
Edges: Scholar
Hindrances: Bad Eyes
The Germans
Unteroffizer Heinrich Schmidt
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, Knowledge Battle d6, Persuasion d6
Edges: Command
Gear:
MP40 SMG Rng 12/24/48, ROF3, Dmg 2d6-1(1) Auto
Luger P08 Pistol Rng 12/24/48, ROF1, Dmg 2d6-1(1) Semi-Auto
German Patrol
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:
1x MP40 SMG Rng 12/24/48, ROF3, Dmg 2d6-1(1) Auto
Luger P08 Pistol Rng 12/24/48, ROF1, Dmg 2d6-1(1) Semi-Auto
7xKAR98k Rifle 24/48/96, ROF1, Dmg 2d8(2)
1xMG34 LMG 30/60/120, ROF3, Dmg 2d8(2), Auto, Snap fire
German 2nd Squad
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:
1x MP40 SMG Rng 12/24/48, ROF3, Dmg 2d6-1(1) Auto
Luger P08 Pistol Rng 12/24/48, ROF1, Dmg 2d6-1(1) Semi-Auto
7xKAR98k Rifle 24/48/96, ROF1, Dmg 2d8(2)
1xMG34 LMG 30/60/120, ROF3, Dmg 2d8(2), Auto, Snap fire
THE GAME
(Remember: click on the pictures for a bigger version)

The game table as seen from the North. On the bottom left (Northeast) the Paras have already deployed.

After a successful, smooth and relatively stealthy landing Lt McNab, Josephine Pink, and the Para section booby-trapped the remains of their glider and made their way along a dark road in the French countryside towards the village of Mairdes-sur-Mer.

Meanwhile a German patrol was also heading towards their rendezvous point…

Darin and Amanda moving their small band of elite warriors across the bridge.

The British crossed a bridge on their way to the rendezvous point

The Germans Patrol marched directly towards the rendezvous point. The British had entered the buildings but the professor was nowhere to be found!

The Germans and British engaged in a savage firefight – firing blindly in the dark and tossing grenades back and forth at each other. Lt McNab was seriously wounded in the action as were a number of his men.
During the confusion the Professor left his hiding spot and tried to make contact with the British. He discovered Josephine Pink in the southern building and warned her that more Germans could be coming from the west.

The sound of the firefight alerted the German garrison and a second section, along with Unteroffizer Heinrich Schmidt, was dispatched to help out.

As the second German squad approached the action the remaining British paras prepared to move out.

Pink and the Professor made it to the bridge as the paras began to fall back as well.

Lt. McNab was cut down as he hobbled across the open ground between the cover of the wood and the bridge. he was posthumously awarded the Military Cross for his daring action during the fire-fight and for staying behind to cover the retreat of his men. The Sergeant commanding the para section, while covering the retreat of his men, knocked out a number of Germans from the first patrol before he too was shot and killed. He was likewise posthumously awarded a Military Medal.

The Commandos arrived and established a perimeter around the beach. Shortly they were engaged in a firefight with the German Second Squad on the hill.

Pink and the Professor made their way to the Commandos perimeter.

Both had to wade the river, followed shortly by the two remaining paras.

Pink made it to the Commandos assault craft, but as the Professor made it to the Commandos he was wounded!

The Commandos continued their firefight with the Germans on the hill to cover the escape of the others. Once Pink , the Professor and the remaining Paras are safely aboard the assault craft the commandos fell back in good order and made their way back across the channel.
Losses
The British lost nine Paras in the action; Lt. McNab, the Sergeant and two others were Killed in Action. Two more were seriously wounded and were finished off by the Germans that found them in the morning. Three others were only lightly wounded. Two were captured, interrogated by the Gestapo, and executed in accordance with Hitler’s “Commando Order”. The last one left in France escaped and made contact with the French Resistance. He was kept hidden by them and fought with them until he met up with advancing allied troops in the late summer of 1944. The Commandos sustained no casualties in the action.
The Germans suffered two Killed in Action, another two were seriously wounded and sent back to Germany to convalesce. Four more escaped with only light wounds and were soon back in service. The biggest loss was that of the professor who was able to warn Allied Intelligence of many of the secret projects the Nazi were working on….
Coast of Occupied France, Spring 1942
SITUATION
A German Scientist with knowledge of a Nazi special weapons program, Professor Maxwell Fleisher, has decided to defect. He has made his way to France and made contact with the French resistance. They, in turn, have made contact with British Intelligence and have arranged for Professor Fleischer to be hiding in some ruined buildings east of the village of Mairdes-sur-Mer.
A special combined arms task force has been arranged to extract him. An elite section of British Airborne under the command of Lt. Connor McNab will be inserted via glider (piloted by none other than the famed Aviatrix Josephine Pink). They are to rendezvous with the professor just after midnight and then meet commandos on the coast and whisk him away across the channel.
German Coast Watchers reported aircraft in the area and thought they might have seen a glider so the local garrison sent out some patrols.
SCENARIO
The Para section deploys in the Northeast corner of the table. They must locate the Professor and exit off the Northwest corner of the table with the Commandos before the time limit is up.
The German patrol enters the table on the roadway on the west end of the table and will walk along the road until they spot any enemy.
Professor Fleisher has left the buildings and is hiding in the nearby woods. He will only come out if he successfully spots the Paratroopers.
It is dark: -2 to all shooting and spotting, 24” maximum visibility, units must attempt to spot other units (notice vs. stealth) this is an action vs. units beyond 12”, units within 12” that are moving all with potential LOS may make a notice check.
Commandos arrive on the 15th turn and will leave on the 20th if they have not spotted the paratroopers.
Once shooting has started the second German squad and Platoon Commander will be dealt in they will arrive on the first turn if they either are dealt an ace, on the second turn a King or ace, etc.
FORCES
British
Lt. Connor McNab
Ag d6, Sm d10, Sp d8, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d8, Stealth d8, Knowledge: Battle d10, Persuasion d8
Edges: Command, Combat Reflexes, Dodge
Gear:
Sten SMG Rng 12/24/48, ROF3, Dmg 2d6-1(1) Auto
British Para Section Rifle Group (6)
Ag d6, Sm d6, Sp d8, St d6, Vg d8,
Pace 6, Parry 6, Toughness 6
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d6, Throwing d6
Edges: Jump Qualified, Combat Reflexes, RocknRoll, Dodge
Gear:
1xSten SMG Rng 12/24/48, ROF3, Dmg 2d6-1(1) Auto
5xSMLE Rifle 24/48/96, ROF1, Dmg 2d8(2)
6xNo. 23 MkII Grenade 5/10/20, Dmg 3d6-2, Med Burst Template
British Para Section Support Group (4)
Ag d6, Sm d6, Sp d8, St d6, Vg d8,
Pace 6, Parry 6, Toughness 6
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d6, Throwing d6
Edges: Jump Qualified, Combat Reflexes, RocknRoll, Dodge
Gear:
1xSten SMG Rng 12/24/48, ROF3, Dmg 2d6-1(1) Auto
2xSMLE Rifle 24/48/96, ROF1, Dmg 2d8(2)
1xBren LMG 40/80/160, ROF3, Dmg 2d8(2), Auto, Snap fire
4xNo. 23 MkII Grenade 5/10/20, Dmg 3d6-2, Med Burst Template
Josephine Pink
Ag d12, Sm d6, Sp d8, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5 (6)
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d6, Investigation d4, Tracking d4, Piloting d10, Repair d4, Healing d4, Streetwise, d4
Edges: Ace, Steady hands, First Strike
Hindrances:Minor Enemy, Heroic, Loyal
Gear:
.44 Revolver Rng 12/24/48, ROF1, Dmg 2d6+1(1)
Knife Str+1
Leather Flight Suit (+1 Armour)
Professor Maxwell Fleisher
Ag d4, Sm d10, Sp d8, St d4, Vg d4,
Pace 6, Parry 2, Toughness 4
Skills: Knowledge: Super Science d12, Notice d6, Stealth d4, Knowledge: Physics d10, Knowledge: Chemistry d10,
Edges: Scholar
Hindrances: Bad Eyes
The Germans
Unteroffizer Heinrich Schmidt
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, Knowledge Battle d6, Persuasion d6
Edges: Command
Gear:
MP40 SMG Rng 12/24/48, ROF3, Dmg 2d6-1(1) Auto
Luger P08 Pistol Rng 12/24/48, ROF1, Dmg 2d6-1(1) Semi-Auto
German Patrol
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:
1x MP40 SMG Rng 12/24/48, ROF3, Dmg 2d6-1(1) Auto
Luger P08 Pistol Rng 12/24/48, ROF1, Dmg 2d6-1(1) Semi-Auto
7xKAR98k Rifle 24/48/96, ROF1, Dmg 2d8(2)
1xMG34 LMG 30/60/120, ROF3, Dmg 2d8(2), Auto, Snap fire
German 2nd Squad
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:
1x MP40 SMG Rng 12/24/48, ROF3, Dmg 2d6-1(1) Auto
Luger P08 Pistol Rng 12/24/48, ROF1, Dmg 2d6-1(1) Semi-Auto
7xKAR98k Rifle 24/48/96, ROF1, Dmg 2d8(2)
1xMG34 LMG 30/60/120, ROF3, Dmg 2d8(2), Auto, Snap fire
THE GAME
(Remember: click on the pictures for a bigger version)

The game table as seen from the North. On the bottom left (Northeast) the Paras have already deployed.

After a successful, smooth and relatively stealthy landing Lt McNab, Josephine Pink, and the Para section booby-trapped the remains of their glider and made their way along a dark road in the French countryside towards the village of Mairdes-sur-Mer.

Meanwhile a German patrol was also heading towards their rendezvous point…

Darin and Amanda moving their small band of elite warriors across the bridge.

The British crossed a bridge on their way to the rendezvous point

The Germans Patrol marched directly towards the rendezvous point. The British had entered the buildings but the professor was nowhere to be found!

The Germans and British engaged in a savage firefight – firing blindly in the dark and tossing grenades back and forth at each other. Lt McNab was seriously wounded in the action as were a number of his men.
During the confusion the Professor left his hiding spot and tried to make contact with the British. He discovered Josephine Pink in the southern building and warned her that more Germans could be coming from the west.

The sound of the firefight alerted the German garrison and a second section, along with Unteroffizer Heinrich Schmidt, was dispatched to help out.

As the second German squad approached the action the remaining British paras prepared to move out.

Pink and the Professor made it to the bridge as the paras began to fall back as well.

Lt. McNab was cut down as he hobbled across the open ground between the cover of the wood and the bridge. he was posthumously awarded the Military Cross for his daring action during the fire-fight and for staying behind to cover the retreat of his men. The Sergeant commanding the para section, while covering the retreat of his men, knocked out a number of Germans from the first patrol before he too was shot and killed. He was likewise posthumously awarded a Military Medal.

The Commandos arrived and established a perimeter around the beach. Shortly they were engaged in a firefight with the German Second Squad on the hill.

Pink and the Professor made their way to the Commandos perimeter.

Both had to wade the river, followed shortly by the two remaining paras.

Pink made it to the Commandos assault craft, but as the Professor made it to the Commandos he was wounded!

The Commandos continued their firefight with the Germans on the hill to cover the escape of the others. Once Pink , the Professor and the remaining Paras are safely aboard the assault craft the commandos fell back in good order and made their way back across the channel.
Losses
The British lost nine Paras in the action; Lt. McNab, the Sergeant and two others were Killed in Action. Two more were seriously wounded and were finished off by the Germans that found them in the morning. Three others were only lightly wounded. Two were captured, interrogated by the Gestapo, and executed in accordance with Hitler’s “Commando Order”. The last one left in France escaped and made contact with the French Resistance. He was kept hidden by them and fought with them until he met up with advancing allied troops in the late summer of 1944. The Commandos sustained no casualties in the action.
The Germans suffered two Killed in Action, another two were seriously wounded and sent back to Germany to convalesce. Four more escaped with only light wounds and were soon back in service. The biggest loss was that of the professor who was able to warn Allied Intelligence of many of the secret projects the Nazi were working on….
Sunday, September 21, 2008
What to Do... What to do....?
As I mentioned in the previous post I’ve got my weekly Savage Worlds game up and running again on Saturday evenings (Savage Saturday!). I’ve been running weekly games for quite some time now. 7 years with the core members of the current group. I’ve taken a few breaks, here and there, and we’ve switched games and campaigns quite a bit. We’ve even switched times (sometimes Saturdays, sometimes Sundays…). I took the summer off gaming all together to concentrate on.. well… other things.
Around mid-August I sent out notes to the lads suggesting that we get Savage Saturdays going again. The problem was what to play
WHAT TO PLAY….
I wasn’t really sure where to begin…. There are so many things I’d like to do! Campaigns I’d like to run… So many choices, so little time. I got my whole life ahead of me though and I’ll get to them all eventually…
So I threw a bunch of ideas out to the guys to see what they would be most interested in playing… What would inspire them to show up week after week? Here are some of the options (Note: while many of these are games themselves we would be using Savage Worlds and just make use of the worlds and adventures):

Space:1889 – the old GDW game set in the colonial era except with interplanetary travel through ether flyers. All the colonial powers have colonies on the various planets around the solar system – Mercury, Venus, and Mars. A little like ERB’s John Carter of Mars… But not really.

Rippers – Victorian Monster hunters track down evil across the globe. Not only do I have all the adventures in the book – I also picked up the Rippers’ Companion a while back – which has more that I haven’t even LOOKED at yet… I still have most of their old characters kicking around somewhere… October is apparently Rippers Month at PEG

Tour of Darkness – the Vietnam war with a weird twist. I have a complete campaign in the book plus lots of old Recon adventures to fill in the gaps between weird ToD adventures. They’d start out as ordinary grunts, and quickly move into a Long Range Reconaissance Patrol (which makes things easier, because then they’d be more or less operating on your own out in the middle of nowhere…).

Necessary Evil – Supervillians united against an alien invasion. This was my least favourite option… but I do have the book and it has a ready-made campaign… With new characters or the old ones that some of the players made when we tried it a number of years back…
Other Supers….? I suggested we could make a pile of Super-heroes for an on again off again of superhero one shots just to take a break and change the pace from time to time…. I have no particular campaign in mind… I just know some of the guys are keen on the supers…

Zombie Run – A mini-campaign of a road trip across a zombie infested America…

Twilight: 2000 – I have a pile of the original adventures. You generally play military types trapped in Europe after the third world war has more or less fizzled out. There has been a limited strategic nuclear exchange and infrastructure and order has completely gone out the window and it's every man for himself...

Sci-Fi – Traveller? Again I own the Savage Worlds Sci-fi tool kits (well… at least the Gear and Bestiary…) and PILES of old Traveller adventures that could be strung together in a universe trotting campaign of sorts…. Of course I was also thinking of figuring out how to build ‘Mechs using the Sci-fi Gear Toolkit for a military/mercenary type campaign… Mmmmmmm… Battlemechs….
Fantasy – lots of old D&D adventures floating around. Hundreds of free ones on the internet… I know I’ve tried running Fantasy campaigns in the past and they always seem to fizzle – I think the problem is I try to make them into sprawling tolkien-esque EPIC adventures, and then just can’t keep them going…. So I thought about a making up a new batch of low-lifes and going on a series of old school dungeon crawls, living hand to mouth on whatever treasures they can haul away…? We could bring back theirr old characters (that whole weird dream sequence thing…) or roll up new random ones – which is, of course, always a tonne of fun when using the Fantasy Character Generator toolkit (Seriously, just spend an evening rolling up random characters – there will be no end of laughs…!)

Pulp Adventure/Weird War Two – A group of intrepid heroes battle gangsters, weird cults, Nazis and their evil minions in the 20’s and 30’s. Again I think I still have some old characters some of them used in the past…

Call of Cthulhu
– a group of paranormal investigators delves into strange happenings and combat cosmic evil… Again, no end of books full of adventures…

Pirates of the Spanish Main – This was the most recent campaign we had been playing in when things fizzled out in the spring. We could more or less pick up where we left off…?
So… I don’t know, I was pretty much equally fired up about any of them right now… Actually the ones I’d be most interested in running right now are the ones I’m figured every one else would be LEAST interested in (Twilight:2000 and Tour of Darrkness)… So I asked if there were any one(s) the players would particularly like to play?
I also proposed that maybe we could make characters for a couple (or ALL!?) of them and jump back and forth depending on whatever suites my fancy on any particular evening.
I also proposed some “skirmish options” – straight up skirmish miniature wargames using Savage Worlds. I won’t bother going over those.
The players response was that they were interested mostly in Role-playing so the Skimish options were all immediately turfed. I can play most of those with the Monday night crew anyway…
It seemed most were willing to do just about anything. Rippers, Zombie Run, callof Cthulhu, Pirates, and Necessary Evil seemed to be the most popular.
Then I got a brainwave:
SPACE RIPPERS: 1889!
Werewolves on Mars, Vampires on Venus.... you don't want to know what's lurking in the tunnels of Mercury....
A special blend of the Rippers and Space:1889 settings. Still set in the height of the Victorian era, hunting monsters.... we'd just expand that a bit and include some Martians... Will the Cabal try and recruit the Red Martians...? Oh yeah baby! That definitely moved up on my list of things to play…!
So anyway our first session was last night and Lloyd, Andrej, and Amanda showed up and we made characters for a Savaged Twilight:2000 and started making characters for Zombie Run. Before getting the second batch of charcters done I ran a quick little introductory adventure for Twilight: 2000. More on that in a separate post!
Around mid-August I sent out notes to the lads suggesting that we get Savage Saturdays going again. The problem was what to play
WHAT TO PLAY….
I wasn’t really sure where to begin…. There are so many things I’d like to do! Campaigns I’d like to run… So many choices, so little time. I got my whole life ahead of me though and I’ll get to them all eventually…
So I threw a bunch of ideas out to the guys to see what they would be most interested in playing… What would inspire them to show up week after week? Here are some of the options (Note: while many of these are games themselves we would be using Savage Worlds and just make use of the worlds and adventures):

Space:1889 – the old GDW game set in the colonial era except with interplanetary travel through ether flyers. All the colonial powers have colonies on the various planets around the solar system – Mercury, Venus, and Mars. A little like ERB’s John Carter of Mars… But not really.

Rippers – Victorian Monster hunters track down evil across the globe. Not only do I have all the adventures in the book – I also picked up the Rippers’ Companion a while back – which has more that I haven’t even LOOKED at yet… I still have most of their old characters kicking around somewhere… October is apparently Rippers Month at PEG

Tour of Darkness – the Vietnam war with a weird twist. I have a complete campaign in the book plus lots of old Recon adventures to fill in the gaps between weird ToD adventures. They’d start out as ordinary grunts, and quickly move into a Long Range Reconaissance Patrol (which makes things easier, because then they’d be more or less operating on your own out in the middle of nowhere…).

Necessary Evil – Supervillians united against an alien invasion. This was my least favourite option… but I do have the book and it has a ready-made campaign… With new characters or the old ones that some of the players made when we tried it a number of years back…
Other Supers….? I suggested we could make a pile of Super-heroes for an on again off again of superhero one shots just to take a break and change the pace from time to time…. I have no particular campaign in mind… I just know some of the guys are keen on the supers…

Zombie Run – A mini-campaign of a road trip across a zombie infested America…

Twilight: 2000 – I have a pile of the original adventures. You generally play military types trapped in Europe after the third world war has more or less fizzled out. There has been a limited strategic nuclear exchange and infrastructure and order has completely gone out the window and it's every man for himself...

Sci-Fi – Traveller? Again I own the Savage Worlds Sci-fi tool kits (well… at least the Gear and Bestiary…) and PILES of old Traveller adventures that could be strung together in a universe trotting campaign of sorts…. Of course I was also thinking of figuring out how to build ‘Mechs using the Sci-fi Gear Toolkit for a military/mercenary type campaign… Mmmmmmm… Battlemechs….
Fantasy – lots of old D&D adventures floating around. Hundreds of free ones on the internet… I know I’ve tried running Fantasy campaigns in the past and they always seem to fizzle – I think the problem is I try to make them into sprawling tolkien-esque EPIC adventures, and then just can’t keep them going…. So I thought about a making up a new batch of low-lifes and going on a series of old school dungeon crawls, living hand to mouth on whatever treasures they can haul away…? We could bring back theirr old characters (that whole weird dream sequence thing…) or roll up new random ones – which is, of course, always a tonne of fun when using the Fantasy Character Generator toolkit (Seriously, just spend an evening rolling up random characters – there will be no end of laughs…!)

Pulp Adventure/Weird War Two – A group of intrepid heroes battle gangsters, weird cults, Nazis and their evil minions in the 20’s and 30’s. Again I think I still have some old characters some of them used in the past…

Call of Cthulhu
– a group of paranormal investigators delves into strange happenings and combat cosmic evil… Again, no end of books full of adventures…

Pirates of the Spanish Main – This was the most recent campaign we had been playing in when things fizzled out in the spring. We could more or less pick up where we left off…?
So… I don’t know, I was pretty much equally fired up about any of them right now… Actually the ones I’d be most interested in running right now are the ones I’m figured every one else would be LEAST interested in (Twilight:2000 and Tour of Darrkness)… So I asked if there were any one(s) the players would particularly like to play?
I also proposed that maybe we could make characters for a couple (or ALL!?) of them and jump back and forth depending on whatever suites my fancy on any particular evening.
I also proposed some “skirmish options” – straight up skirmish miniature wargames using Savage Worlds. I won’t bother going over those.
The players response was that they were interested mostly in Role-playing so the Skimish options were all immediately turfed. I can play most of those with the Monday night crew anyway…
It seemed most were willing to do just about anything. Rippers, Zombie Run, callof Cthulhu, Pirates, and Necessary Evil seemed to be the most popular.
Then I got a brainwave:
SPACE RIPPERS: 1889!
Werewolves on Mars, Vampires on Venus.... you don't want to know what's lurking in the tunnels of Mercury....
A special blend of the Rippers and Space:1889 settings. Still set in the height of the Victorian era, hunting monsters.... we'd just expand that a bit and include some Martians... Will the Cabal try and recruit the Red Martians...? Oh yeah baby! That definitely moved up on my list of things to play…!
So anyway our first session was last night and Lloyd, Andrej, and Amanda showed up and we made characters for a Savaged Twilight:2000 and started making characters for Zombie Run. Before getting the second batch of charcters done I ran a quick little introductory adventure for Twilight: 2000. More on that in a separate post!
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