Tarzan Triumphs 1943. As WWII rages on, a group of Nazi paratroopers land on the secret city of Palandria to exploit its wealth, and they start taking hostages. Can the powerful King of the Jungle and his trusted companions--Cheeta, and Buli--save them?
The basic premise is that there was an area that became lost deep in darkest Africa.(to some) when the slave trade and the associated trade routes collapsed. Those fiendish nazis in their search for everything occult found it again and promptly started acquiring artefacts.
In this game the nazis are after something buried in this ancient site (once protected by the mystic No Parking Stelae) Their mission is to take a hostage for interrogation and secure the site. Unfortunately this site is now guarded by the mystic women fanatics of the Dirka Dirka Burka Shirkas. There used to be a religious group who guarded it for centuries until they turned up. Here they go about their normal daily routine ----.
Figures - Dirkas female Arab/Indian horde from Museum Miniatures, zombies from Alternative Armies and camels from Old Glory dismounted camel corpse. First cock-up on the ink- painting front, prompting an early quick repaint.
Zombie Nazis. Cult. Kaptain, 4 Shootentroopen, 2 Pointystickgruptroopen. 200
Kaptain Redskull
Leader1, Psi, Psi
master2, Masksman1 Reactive 28 Total 70
Blink 6 when hit,
dodge Tn15 moves 2”, fail, 1 stress +1 damage
Encourage 4+1
activation when linked
Guidance 4+1
reaction when linked 65
Kinetic strangle 10
Tn14, 8” 2dam ignore armour & cover.
Mindscream 10 roll
everyone 5” 1pin, 1 stress, wound if critical. No endure.
Teleportation 8 -2
carry load, D20 distance 42
Shootentroopen
Boris, Fritz, Graf, Hans Psi, Marksman1, steadfast3 18 SMG
(4) 6 Total 24
Pointystickgruptroopen.
Carl, Ivan Psi, Weaponmaster3, nonreactive, steadfast3 15
Total 17
2 handed sword (3) 2
Dirka Dirka
Burkah Shirkas Jihad. Sword, Stick, 4 spear
Sword. Psi , Psi
Master3, Tough, Leader, Weaponmaster. 32 Total Total 43
Sword (2)
primitive 2
Blink when
hit, dodge Tn15 moves 2”, fail, 1 stress +1 damage 3
Encourage +1
activation when linked 4
Guidance +1
reaction when linked 4
Stick n kid Psi
, Weaponmaster. Psi Master2, Tough 23 Total 38
Spear (2)
primitive, Long 2
Teleportation
-2 carry load, D20 distance
5
Healing remove
wound, temp crippled, staggered within 4” 8
Grey hood, Black
hood, Yellow hood, all black n kid, other. Psi , Psi Master, Tough,
Weaponmaster 3. 24 Total 29
Spear (2)
primitive, Long 2
Blink when
hit, dodge Tn15 moves 2”, fail, 1 stress +1 damage 3
The Game. I took the Dirkas, dicing for initial placement. Tony had choice of edge. Here he is distracting and sneaking up on a sentry.
The Game. I took the Dirkas, dicing for initial placement. Tony had choice of edge. Here he is distracting and sneaking up on a sentry.
She's awake and pushes with her pointy stick, killing Pointystickgruptroopen Carl
Who's next?
But then again, when outnumbered by nazi zombies, what would you do? A reaction = run.
Here's the boss. He's surrounded by fools!
Telekinetic strangle is a good way to take prisoners, unless you break their neck--.
Ladies gather.
The plan was for this one to support the healer, but too late-.
Caught!
Ganging up on Pointystickgruptroopen Ivan they take him down.
Time to run from the Kaptain.
Meanstwhile ladies gather and nazis march.
The leader orders the ladies into the site.
The healer spots the opposition and the Kaptain strangles her, wounding and pummelling. He needs some kontrol-.
Boris leaps in where others would fear to tread. Outnumbered, he pays the price.
All black goes for the Kaptain but is smitten.
She tries again, this time Blink works.
Leader rushes in support.
Now starts a long battle with Graf. She damages his weapon, but he hits her so hard with the remnant that she loses her arm. Hans is taken down. That leaves 2 vs 4.
Yellowhood goes after the kaptain in a running battle of blinking, shooting, stabbing.
The leader retires, mostly armless.
Black hood gets shot,loses her spear but manages to get rid of Grafs gun. He grabs a spear and finishes her.
The other fight continues apace, now the Kaptain has the upper hand and higher knees, which she grasps.
Graf is free of opponents. For now-.
The healer, having had time to heal herself, teleports in.
She helps yellow hood kill Graf. 1:2 now.
Yellow turns back to the Kaptain!
Which is her undoing. Another strangle and she's down! Now is his chance, he teleports away with her. He failed to take the target, but has an interrogation victim.
That leaves the now armless leader and the healer. They gain 6 XP for the dead, giving 206 to rebuild.
The nazis gained 8 XP, so 208. I haven't counted the interrogation as that will happen off-table.
I sense a return match coming soon to a screen near you!
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