The RPG Space 1899 offers
plenty of scope for skirmish games*. This one is set on a tramp
steamer plying the aether betwixt Mars, Earth and Venus. Shaped like
the proverbial brick, these vessels use reflected sunlight to heat a
boiler, then evict superheated steam for thrust. This example has
four cargo holds. The rearward two (top picture) are full of bulk cargo. Our
intrepid Dominar and his party occupy the third, (the lorry) which is equipped
for carrying live cargo in the most basic conditions. The fourth (duck) has
a mixed cargo with a small group** being carried as supercargo in
even worse quarters.
Needless to say, this
group were less than pleased to meet the Dominar. Soon they hatch a
plot to seize the cab (control room for the cargo bays) and space the
Dominar and his dangerous cargo.
The Game. The priest
sends two groups sneaking down the corridor, the main attack group
and two chaps to open the door. The Dominar arranges the girls
expecting them to break in. But they don't, continuing to rush (in
slow motion) down the corridor.
Vwy a duck? Why not? |
Sword first, takes on
and kills the priest. Staff takes on two and gets knocked down,
longbow kills one of the door party. The Dominar exchanges fire but
is pushed back.
Loss of their leader
forces a morale test, 3 run back inside the bay, the survivor of the
door party surrenders to the crew and is taken into custody. (2
fails, but that would put him next to those killing his people, so
surrender to the other party seemed the logical choice).
One remains outside the door and tries a shot at the Dominar – another knockback. The one cultist who stood his ground takes a shot at the Dominar. Three shots, all same result. Charmed life! He goes down sliced and diced. The remaining cultists lock the door.
So that's it. Godzillasaurus remains.
One remains outside the door and tries a shot at the Dominar – another knockback. The one cultist who stood his ground takes a shot at the Dominar. Three shots, all same result. Charmed life! He goes down sliced and diced. The remaining cultists lock the door.
So that's it. Godzillasaurus remains.
I thought 8:3 or 8:4 would do it. One successful hit on the Dominar and the monster is loose and untamable. I didn't tell Tony about the flamethrowers, not that they made any difference-.
So now the monstrous
appetite and some steam jets clear up the mess and the Dominar has
stopped a gang of pirates in their tracks. Now onto the streets of
Tokyo.
I keep having to
relearn that playing an all-mook force is not fun, losing the first
initiative and they melt. I can do better.
*Another location I
considered was Ice Station Zebra. All these vessels need water, so
if you boost an ice-asteroid into the traffic you can sell water and
provide cold storage and transport.
**The Cult of The
Divine Wind does not believe that space flight or life on other
planets exists. Despite their experiences in Australia (Marsupials
don't exist, either) a mission to Venus was launched and some eighty
zealots took passage. During take-off over half were killed when a
disciple decided that locking in air was against the divine will.
More perished by refusing food or drink during the “unreal”
experience. Once on Venus, even more died by going up to the locals
and wildlife to remonstrate with them that “you do not exist”,
only to be proven less sure of their faith than they believed.
10mm Pendraken lunch. |
The Bridge |
Starting positions |
I have freestanding doors - saves time and bother, plus indicate open or shut. |
These cultists from 15mm.co.uk are good generic figures. |
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