Sunday, 22 September 2024

Turn 4, Battle report/aar

It sounded an easy gig. Roll up to the pumping and generating site and secure it for a visiting dignitary for the Sector Government. At least it started well.


Maybe we were a little casual as we approached. Striding quickly, Cap went ahead. As we approached the generator we heard a shot. 

The civilian walks towards the Exotics to warn them off.


One shot and down he went

Cap ordered Me and Bot to the right to cover from the pipe, Cromwell and Hari to the left where the med-centres were. The Cap and Brax went between, ready for trouble.

Then another shot rang out. The second mechanic decided to be aggressive running towards the Exotics and the rifle armed hotshot on the gantry sent him to Haven (an expression used on Verulamium to denote a kill).

We stepped forward, ready for a fight. Cap got off the first shot, missing one as she approached a building in his line of sight. It caught her completely off guard.

Bott and I reached the pipe and lined up shots. And missed.

Another female ran for the cover of the palletised stores.


They certainly moved like a professional crew. And the one that the Cap shot at brought him low. Brax ran to administer a stim-pack and he got up. She laid them both low. One hell of a woman if she had been on our side.


I took down the one behind the pallet and Bot the leader behind the centre tank.. Flash Hari took two down, one flanking to our left. 


and the Hotshot who took down the Cap and Brax.



Cromwell the other flanking our left.


The remaining gang member, up in the gantry, decided to call it a day and withdrew. We moved in, securing the area. Warned off the VIP in case there was some retaliation and ordered a med-evac for Cap and Brax.

Now we aim to clear up and prepare for any retaliation before exiting and claiming our dues.

We all hope Cap and Brax fight through.


That was a tough job. The twin laser-pistols proved more than handy when withing range. We out ranged them with our weapons but, once again, missed shots aplenty from both sides made it a tense mission. Not that they had a lot of luck on shooting beside 4 shots.

I had the notion after Cap and Brax went down that they would force the CSI off the site and claim victory.

They had already looted two buildings and downloaded computer codes before Cap fired. That would have been some haul.

Next is the after-battle sequence and finding out if they are rivals. And if Cap and Brax survive their injuries




 

Tuesday, 17 September 2024

Turn 4 Battle set-up

 Hi!

The Exotics have come to scavenge equipment for use or sale at a pumping and generating plant not expecting anything more than civilian workers.


Two with hand laser and combat knife.

Three with two hand lasers

One with a military rifle.

The field of search.


I diced to see where the Exotics came on and a rough position for the two workers. 

the workers movement on seeing either crew will be diced for. As it is an octagonal table I used an 8 sided dice to decide entries and movement.

Tuesday, 10 September 2024

Working out a setting and a new enemy force.

 Hi!

Just trying out a setting for the next game.

I'm changing the setting and the opponents. The setting will be industrial and I will be using the 9th District Vipers AKA The Exotics.



 



Definitely need some more buildings, like the med-centre and offices. I may also use the Necron power units from the GW also.

Tuesday, 13 August 2024

Turn 4 pre-battle

Hi!

Back in the US, this time in Sarasota and am re-united with my figures, rules and scenery for various games.

Of course I picked Five Parsecs to start with!

Turn 4 started with a two new jobs. One is chosen and we are about to engage in an encounter. I haven't chosen the party to engage with. The Exotics aren't a scavenger crew. Maybe the Ratkin, again, though I would prefer a different foe. I may cobble together some of the unused figures for this crew.


Thursday, 4 July 2024

A Few Characters

 Hi!

I thought I'd share some of the characters I've painted up in the last few months. Most, if not all, are from crooked dice (crooked-dice.co.uk), again. They are mainly from the Colony 87 range.






You may wonder why I haven't progressed with Five Parsecs. The issue is, except for these figures, it is all in Sarasota and I'm in the UK. Not to worry, I'm going back soon.


Thanks for dropping by.


Monday, 11 September 2023

Turn 4

(1) Upkeep & Ship Repairs
No repairs necessary.
Ship Upkeep 6 credits. 16 + 1= 17 - 6 = 11
Crew Upkeep 1 credit
(2) Assign & resolve crew tasks.
Cap-Find patrons
Wolf-Trade, 17, bits of scrap = 1 credit
Brax-Find patron
Botticelli- Trade,11, quality food and booze. Recruit single use character.
Flash Hari-train, +1 xp
Cromwell-Explore, 33, Get yourself noticed. No rivals.
(3) Determine job offers
Patron 1 Hawkwind Industries
+1 danger pay, this or next turn. B-0, H-0, C-0.
Patron 2 Sector Government
+2 danger pay. This turn. B-0, H-0, C-0.
I threw 1x6D dice to choose the corporation from the list of current patrons. The latest, Hawwind Industries was chosen by the dice.
THE CSI will take the 2nd job offer.
(4) Assign Equipment
The crew will take their usual equipment. Cap & Wolf will take the Stimpack and Brax The Medipatch.
(5) Resolve rumours.
No rumours.
(6) Choose your battle
61-Surprise encounter
Objective - secure
Enemy - criminal elements -77 Skulker Brigands.
Leughtenant  +1 combat blade
Specialist - Power Claw
Enemy 3, +3=6. Panic 1-2. Speed 6". Combat +0. Toughness 3. AI C, cautious. Weapons,military rifles.

Thursday, 29 June 2023

Turn 3 post battle

(1) Resolve rival status
Rolled 3. Unity do not become rivals.
(2) Resolve patron status
Not taking this patron.
(3) Quest progress
N/A
(4) Get paid
1xd6=1(mission success raises it to minimum of 3) + 2 danger pay = 5 creds earned.
(5) Battlefield finds
88-vital info, add corporate patron to patrons list.
(6) Check for invasion
No invasion
(7) Gather the loot
83-rewards-77-ship parts discount of 3 creds.
(8) Determine Injuries & recovery
None sustained
(9) Experience & character upgrade
ALL crew members gain 3XP for completing the mission without injury.
Cap- +3XP
First to inflict casualty +1 =4 XP
Updated to 8XP
Upgrade +1 toughness (4) -6 XP = 2XP
BRAX - +3 XP.
Updated to 9 XP
Upgrade reactions to 2 -7XP = 2XP
WOLF-+3 XP =12XP 
Upgrade reactions to 2 -7XP = 5
Cromwell-+3XP =10XP
Upgrade toughness to 4 -6XP =4XP
Hari- +3XP = 4XP
Botticelli does not gain XP
(10) Advanced training
None undertaken
(11) Purchase items
None purchased
(12) campaign event
73-night of drinking, watching movies & playing cards. +1Story point
(13) Character event
Wolf-87-N/A
(14)Galactic war
N/A

Tuesday, 13 June 2023

The delivery (turn 3 mission)

A simple delivery. In a Unity facility. Armed grunts. Heavy weapons. Possibly back-up of hundreds.
The trouble is, you can't go many places without a weapon. Just in case.
What are the likely to think if we turn up packing? Raid for weapons or supplies, I'd guess. They wouldn't wait to ask the questions. The lead, or lasers, would be flying in our direction before we could express our peaceful intentions. 
Well, the crew was ready. I sent Hari & Brax to approach through the shanty town (the delayed deployment).
Cromwell, Wolf, Bott and I approached through the crazy forest. Not that it gave us a lot cover.
I had given Bott the package and the boosted leg. Figured he could survive a couple of hits better than any of us.
The view coming from the crazy forest.
The view from the Unity facility.
Two grunts on the roof, two ground patrol.
Cromwell ran to a clump of bushes ( the only one on first move).
It brought a shot, which sounded like it was from a marksmanship rifle, from a grunts on the roof. Luckily it missed. Damn! This made it a more dangerous mission than even I expected.
Coming out of the forest the 3 of us dashed towards the cover of some containers.
No sign of Hari & Brax.
Wolf & Bott (1st activation) moved in close behind the containers.
The marksman and his buddy on the roof, both shot at Cromwell. Missed.  The other sentries advanced towards our position.They were about the same distance from the drop point than Bott. I moved up & Cromwell took a shot at his tormentors. Looked like he missed.
Hari & Brax showed. My spirits were raised though they weren't in a position to affect anything yet.
The grunts kept firing at Cromwell who had hunkered down. They missed, but not by much.
Hari was still out of range so moved up, Brax also moved up (1st act) into a position where he could shoot at something. His target was a little obscured, but he hit. Whatever, the armour was enough to stop it. It gave them something to think about.
Wolf moved round the container, shot and missed. I did the same but didn't. One down. We were both exposed to return fire. Cromwell took a shot and missed
The grunts didn't bail as I had hoped they would.
Was te distraction of Har, Brax and losing one man enough of a distraction? It seemed not with grunt only yards from the drop point. Bott stayed in cover, waiting his chance.
Hari moved into range of the guys on the roof. Three shots, two hits. He went down. Great shooting! 
I shot at the grunt. Missed. I could have, should have, ducked back. But I didn't want to leave Wolf exposed. He shot back and I was hit. My stim pack kicked in as I sank to the ground. 
The grunt on the roof took a shot at Cromwell. Missed again! He shot back. Missed. At least keeping each other busy.
Wolf shot at the grunt. Hit. But this grunt seemed impervious to lead.
Bott made his move. Just a few yards more!
It was now the grunt on the roof decided to bail judging it too exposed, being out numbered and out gunned.
Bott moved up (1st act) delivered the package to the base of the column.
The lone grunt decided to withdraw. Thankfully.
Our mission accomplished, we scoured the field as quickly as we could.

Sunday, 11 June 2023

Turn 3

(1) Upkeep & ship repairs
1 cred crew upkeep
2 creds ship debt
No medical care
(2) Assign & resolve crew tasks
Cap- find Patron. Found (6+) 2 jobs.
Wealthy individual - danger pay +2. Time this turn +2. No extra benefits
Wealthy individual - danger pay +2. This turn. No extra benefits.
Took the 2nd offer.
Battle deployment, 74, 2 crew delayed.
No notable sights.
Mission objective - 3 - deliver.
Enemy- hired muscle-50-Unity Grunts.
No's +1, rolled 3 = 4 in total.
Panic1
Speed 5
Combat 1
Toughness 4
AI T = tactical movement
Weapons 2c infantry lasers + 1 marksman rifle.

Train - Wolf & Brax + 1 xp
Trade - Hari (41) & Cromwell (44) trade goods. Roll on arrival at new planet.

Botticelli - ship guard.

We are all set for another job. 
Going up against Unity is not in our interests but I took the job before knowing. Probably NOT in our interests to have THEM as rivals. Fingers crossed!

Thursday, 8 June 2023

Logs

Update on the crew log and World record sheet.
Paying for the medical training used up the gains from the recent job and a little more besides. But I think it was a good decision if it helps in the long term.
Upgrading Hari should have benefits in the long term. I should have looked at the XP overall and upgraded more crew members for various abilities. That is one to remember for after the next job. 
Although the crew is surviving it is scraping around for creds. The meanness of the Patrons (low dice rolls for benefits) is a little irritating.
Although I haven't seen anything in the rules I've named the two wealthy patrons. I may name the corporations when it seems appropriate.
In the future, I would want to give bonuses to rolls for benefits where a patron has used the crew 3 or more times. 
Below are the current crew log and world record sheet 

Friday, 2 June 2023

Post battle

(1) Rival status - No rival.
(2) New patron - wealthy individual
(3) Quest- no quest
(4) Pay-4 creds + 2 danger pay + 6 creds loot.
(5) - Battlefield finds- 
23 - usable goods, 1 stim pack. 
71- Debris, 1d3 +1 creds. Total 4 creds.
(6) - Invasion- no invasion.
(7) - Loot - 89 - rewards, 1 x suitable- 71- ship parts. Discount of next ship component purchase. 1d6 +2 = 6 creds discount.
(8) - Injuries, recovery. Cap - 95 - knocked out. No long term effects.
(9) - Experience. All, except Cap gain 3 exp.
Hari + 1 xp, 1 story point to upgrade to 3xp = +1 combat.
(10) - Training.
Cromwell Medic training. 1 cred + 20 cred = 21 creds.
(11) - Purchase items
3 creds, Gear table - 70 - Med Patch
(12) - Campaign event - 9 - new character. Decided to take the Story point.
(13) - Character event - Brax - 76 - feels grea! Ignore roll on injury table next roll. 
(14) Galactic war - no galactic war

The Battle of Verulamium battle report/aar

The ponderous enemy had made progress across the land against the sparse Unity forces deployed on Verulamium. Concentrating to attack the ci...