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| The light reflected off the moons of Verulamium as the Galactic Iceberg speeds away |
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| Into the cold void of space. Running dark to avoid visual detection. |
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| The light reflected off the moons of Verulamium as the Galactic Iceberg speeds away |
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| Into the cold void of space. Running dark to avoid visual detection. |
Hi!
I re-posted turn 4 as post battle turn 5 without updating it. Sorry about that.
Really, I could call this an addition to turn 4, as was the battle, as it follows without world events and such. But, to keep it simple I'll continue to call it turn 5
1- Resolve rival status. Not a rival. (6+3)
2-Patron Status. N/A
3-Quest. N/A
4-Pay. 2, +2 danger pay = 4 Credits
5-Battlefield finds. (55) Personal trinket
6-Invasion. Imminent!
7-Loot. (32) Damaged weapons (8, 31)
(8) Slug weapon, (61) shotgun
(31) slug weapon (81) marksman rifle
8-Casualties
Bot Injury (30) Equipment loss, Random Carried weapon is damaged (Hammer)
9-Experience & character upgrades
Cap - 3 Total 6. -5 for Savvy =1
Wolf 4. 3 for surviving and 1 for first kill. Total 13
-7 for combat
-6 for Toughness = 0
Cromwell 4. 3 for surviving =1 for Event. Total 11
-6 Toughness
-5 Savvy = 0
Hari 3. for surviving Total 10
-7 Combat = 3
Brax in sick bay (turn 1)
10-Training
No training
11-Purchase Items. Nil
12-Campaign Event. (53) Taxman takes 6 credits
13-Character event. Cromwell, Letter from home (5) Quest. Find missing relative
14-Galactic War. Invasion imminent
Cap, 'OK! Lets go!'
'A bit early' says Hari.'
Cap, 'We want to get through district 16 before it gets too busy with civs. I'd rather not explain to Unity why we created havoc which we can hopefully avoid if we go before the crazies get up'
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| The task is to exit two crew members at this bottom edge. |
There are 7 Gene-Splicers (GS, henceforth). 6 have scrap pistols and one a Fury Rifle. (I didn't actually look this up until it was almost too late)
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| The GW Eldar figure, purple hair for those unsure, has the fury rifle |
The crew was low on luck, none moved in the first action phase.
Everyone from both sides eventually moved with none in LOS.
'Step it up guys! We need to move sharper!' said Cap
Wolf moved first in the second turn, the only one in the first phase. He climbed onto the building but had no LOS to anything.
The GS also moved two members onto a convenient roof. They were out of range.
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| Out of range. Wolf staring down two Gene-Splicers |
Wolf moves first, shoots and kills the GS with the Fury Rifle.
All the GS move closer. None are in LOS except the lone GS on the roof. He is too far out of range to shoot.
The crew move up.
The lone enemy on the roof thinks better of staying, being out gunned, outranged and on his own. (Failed panic test)
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| Sorry guys! I have a dental appointment I forgot about. |
Wolf and Bot moved first. Bot firing and missing and getting shot at himself.
Cromwell moves, shoots and gains a kill.
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| Cromwell bags a kill |
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| One GS flanking down the left |
Cap shoots and misses. 'Lay down some fire Hari!'
Hari peppers the corner of the wall where a GS was hiding.
Bot moves much closer, shoots, kills and goes down himself as the enemy's comrades take revenge.
The enemy hit Hari, denting his armour in a lucky escape. They shoot at Cap, missing. Cap returns fire, knocking the enemy back.
Hari returns the fire at the shooter and gains two hits killing him instantly.
The remaining two enemy decided they were out gunned and ducked out. (Failed panic attack).
Cap and Hari picked up Bot. Cautiously, the crew made there way through the area.
After the shooting died down windows started opening and curious faces peered out.
Hi!
With some trepidation I started rolling the dice for the post battle activities:
1- Resolve rival status. Not a rival (That's a shame, I was hoping for regular bouts of skirmishing with them)
2-Patron Status. N/A
3-Quest. N/A
4-Pay. 6 Credits
5-Battlefield finds. Curious data stick
6-Invasion. No invasion
7-Loot. 74, Odds and ends. Roll on O/E sub-table. 64=Implants. 2=AI Companion. When making savvy rolls the character may roll twice and pick the better score. Cap will take this.
8-Casualties
Cap-98 School of hard knocks +1XP
Brax-51 Serious injury. Roll 1d3 +1 in sickbay. 1+1=2. 2 Turns in sickbay.
9-Experience & character upgrades
Wolf 4. 3 for surviving and 1 for first kill.
Cromwell 3. 3 for surviving
Hari 3. for surviving
Cap 1. became a casualty
Brax1. became a casualty
10-Training
No training
11-Purchase Items. Nil
12-Campaign Event. 51, bad reputation. -1 Patron. Hugo Furst has had his ear bent by slanderous accusations against us and is cutting ties. Our reputation is solid if he cared to investigate. We get results! We learn this later.
13-Character event. 28 Motivation. 94 Order. Caps motivation is changing to order from Tech. Working for corporations and governmental organisations has shown him things can be better with some level of order. It's not something he was ever comfortable with before
14-Galactic War. N/A
Having been checked out, I resolved to tackle the Hawkwind Industry job straight away.
I decided that having the same conditions for danger pay wasn't good business. Some jobs will obviously be more hazardous than others. Having the same reward didn't seem right.
Danger Pay - 5 = 2 credits
Benefits - 1 = None
Hazards - 6 = none
Conditions - 7 = Yes. 2-Demanding. Danger pay only if successful. (Swings and roundabouts come to mind!)
Deployment conditions - 65. Surprise
Notable sights - 95 - Curious item. 2 - can be sold for 1 credit.
Objective - 5 - Move through. Exit 2 crew members off opposite side of board.
Enemy - 24 Criminal elements. 49 - Gene Renegades.
That's a new one. Devotees of post-growth genetic reconfiguration, they can take the form of everything from a woman with blue skin to cat-bear-people.
I can use a mix of alien models so a good use of those not yet used.
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.
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| The civilian walks towards the Exotics to warn them off. |
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| 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.
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
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.
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.
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.
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.
The ponderous enemy had made progress across the land against the sparse Unity forces deployed on Verulamium. Concentrating to attack the ci...