Got to admit we s t r e
t c h e d the rules just-a-l e e e t l e bit. So my strident
gossips, how could we do such a thing? This is supposed to be my
Martian year and it being May (just) I thought it high time that I
got on with it. Although I may have summat on the stove. Patience.
Peter Pig and
Fisticuffs. 27 Years. Shit. First one, Salute the weekend before,
cheap travel day on train, Irregular new 6mm SF! Quick grey paint
(sophisticated for me, back in the day) nice little scenario aimed
at showing the kids that this new company bring out overpriced junk-
there was a better, cheaper alternative.
Oh THIS year, bought a
selection of his Martians and naval types, after all up in the air
they will appear smaller. Martians bought n based Saturday, quick
incomplete paint job Sunday, used (bank holiday-like a Sunday but
added eastenders. The horror) Monday
Scenery. The centre piece was a throw together from scraps way back when I had a wargame room-.
The cobbled paper is from Hobbycraft, meant to be wrapping paper. These vehicles were made for Yorkshire specifically for police & Torchwood.
As for the Martians,
John Carter 2 types, the second being scruffy desert dwelling yobs,
and that's the look I'm going for here. Someone has equipped them
with a manufactured hand guns and AA. They are culturally armed
with overarm lances (no saddle) used from their reptilian mounts
that are much smaller than the raptors used by their larger cousins.
A look at the carrying rules shows a 1” reduction for carried.
This played right, they were supposed to be light build and about as strong as a human, being internal tendon and gristle rather than muscle. We also worked out that the mounts would retire
until called.
The Martians
The 3 Mounts:
Claws, 2pr extra legs, reptile, Fast2 Tough2 40. This gives Armour
1, ignore 1st pin, speed of 2,8 &10, reduced by one
when mounted.
Basic Green Martian
“App” Ambidextrous, Extra arm, Huge, Insect, Weapon3 Giving
armour2, no morale critical fail.
Leader2 Spear
Mace(sword) for 47.
Reduction to Weapon2,
Shoot1, “musket requiring reload, 4 damage, sword & spear for
42
Shoot1, “musket
requiring reload, 4 damage, 2spear for 44
Total 253
Torchwood
Professor
Quarterpound Leader3, Perceptive3, Tech2, Xenologist @34.
Assistant/niece Miss
B Alert, Reactive, Marksman2, Slug pistol @24
Colonel Danger
sense, Fire into melee, Marks3, Reactive, Stealth2, Musket+1, knife
@46
American
Reactive, Marks3, Blaster rifle (adapted radium rifle) @31
Shootist
Ampidextrous, Marks2, Tech2, Weapon master2 “bionic” eyes 2
slugthrowers @54
Miss G Agile1,
Fire into melee, Marks2, M.Arts2, Medic2, Slug pistol @36
Native Guide
(Canal Martian girl)
Green, M.Arts3,
Xenologist, Psi, Psimaster Elektro, Heal, Levitate @26
Total 251
The Games. Same
set-up for both, except for starting position for Torchwood's
vehicles.
We
actually finished quick enough to swap sides and complete 2 games-
miracle! We don't rush.
Tony
took the Martians and came in very fast and strong (him usually being
the cautious one) with the leading charging right into the gap! The
American spots him (on reaction)The poor Miss G goes down, speared in
the head and trampled, the Colonel clambers up on the vehicle for a
clear shot.
Number
2 comes in and the American shoots him, dismounted they begin a
sniping battle.
Mumber
3 takes the long way round, spears the shootist (who will fall in the same place in both games) leaps off his mount to spear the Colonel
before shooting the American in the back. Not British, these chaps!
Herded
into the corner, the remainder of the party scramble into the vehicle
and slam the hatch.
Now
they are faced with a quandary, to escape they must run over poor Miss
G who'se lying there wounded and all alone--.
Now
it's my turn with the Greenies. Tony places the vehicles outside the
building and the Colonel on guard. I start with no3, getting him to
ride up and distract. This worked, the murderous shootist comes out
on reaction, and gets skewered by charging no2.
No3
hops up onto the vehicle and shoots the Colonel in the chest, but
he's hard-. Then he dashes into the ruin and takes out the American
from behind. Then he gets shot in the head by the Colonel, goes down,
but not out. He gets up, headshot, goes down- talk about hard!
No2
goes around the ruin, leaps off and through the crack- to roll a 1
and end up flat on his back, head-to-groin with Miss B who shoots him
to keep him down. And again.
The
leader rides around and spears the Colonel, goes all the way around
and dismounts by the other vehicle. A flash! Miss G has leapt into
it, shamelessly exposing her ankles. He runs around and attempts to
stab but fails (sitting duck we took as-) getting stuck with his ass
waiving in the wind.
He
manages to get shot as he attempts to get out of her line of fire,
goes down dead. No3 isn't lucky and gets shot in the head again, but
he's getting used to it.
The
guide comes to the aid of Miss B (I don't think she needs it) and
shocks poor No2 before getting clobbered. Miss B make a run for the
vehicle.
The
Professor makes a shambling run for the other vehicle. So they are
safe – until the remaining 10,000 members of the tribe come over
the hill----.
Very pleased how this came out, got the right feel! I expected the Greens to go down in a hail of high caliber fire. Using the vehicles as a stop- try it!
Mounts. You note that I've treated each mount as a cgharacter, and they could have been shot at. We only had one rider-or-mount decision and that was a simple 50/50 roll. Tempted to use others, make them a simple AI with a base of responses or rules.
Game 1
Game 2
'an we thought she wos a noice gal! |
Miss G is inside the vehicle, shooting out |
These work, mount-rider- you get shot alot, you get pinned alot! |
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