Here is a game of 4 sides, with one divided into 2 teams.
Plus, I had no idea who was going to start where.
First, lettuce peruse the players:
Team
A
B Professor
Burns. Civilian, Medic3, Xenologist
F Tech
Flynn. Tech 3
J
Ripper Jaq Veteran, Marksman2, Weaponmaster3, Tough,
Reactive.
Kevlar
Torso 2
Pistol
4 Short Range.
Bayonet
2 Primitive
K Kurt
Marksman2 Weaponmaster3 Stealth1 Reactive.
Pistol
4 Short Range.
C Madame
Cynn. Leader 2 Martial Arts 2
G Tech
Gail. Tech 3
H Tech
Holly. Medic 3 Tech1
B Bert.
Marksman2 Weaponmaster3 Tough
Kevlar
Torso 2
Pistol
4 Short Range.
D Doris .
Marksman2 Weaponmaster3
Kevlar
Torso 2
Shotgun
5 Short, non Penetrating. Blind.
G Gutter
Danger sense, Lightworlder, Leader1, Marksman2, Weaponmaster2.
Reactive.
Kevlar
Torso 2
Pistol4
Short Range.
Knife
1 Primitive (can be thrown)
H Hal
Lightworlder, Marksman1, Weaponmaster2. Reactive
Kevlar
Torso 2
L Lars
Lightworlder, Marksman2, Weaponmaster2. Reactive Veteran.
Kevlar
Torso 2
SMG
4 Automatic
M Mitch
Lightworlder, Fast, Fire into Melee, Marksman 2 Reactive.
Pistol
4 Short Range.
U Uber
Lightworlder, Fast, Agile 3, Difficult Target, Marksman2.
Reactive
Pistol
4 Short Range.
Frank
, Green. Light worlder, Marksman Tech2
Light
Combat Dress 2 3.
Assault
Rifle 5 Automatic, 2 handed
Slug
pistol 4 Short range.
Badon
Leader2, Light worlder, Marksman1.
Light
Combat Dress 2 3.
Assault
Rifle 5 Automatic, 2 handed
Slug
pistol 4 Short range.
Chris
, Light worlder, Veteran, Marksman3.
Light
Combat Dress 2 3.
Assault
Rifle 5 Automatic, 2 handed
Slug
pistol 4 Short range.
Deek
, Light worlder, Fire into melee. Marksman2.
Light
Combat Dress 2 3.
Assault
Rifle 5 Automatic, 2 handed
Slug
pistol 4 Short range.
Greg
, Light worlder, Green, Marksman1.
Light
Combat Dress 2
Assault
Rifle 5 Automatic, 2 handed
Slug
pistol 4 Short range.
Hal
, Light worlder, Green. Medic 2.
Light
Combat Dress 2
Assault
Rifle 5 Automatic, 2 handed
Slug
pistol 4 Short range.
Bob
Light worlder, Leader, Marksman, Fire into melee
Kevlar
jacket Torso 2
Slug
pistol 4 Short range.
Cas
Light worlder, Marksman Reactive,
Light
Combat Dress 2 3.
Assault
Rifle 5 Automatic, 2 handed
Dak
Light worlder, Tech, Medic Martial arts2
Kevlar
jacket Torso 2
Slug
pistol 4 Short range.
Fkyu
Light worlder, Marksman2 Fire into melee, Tough, Reactive.
Light
Combat Dress 2 3.
Assault
Rifle 5 Automatic, 2 handed
Gobber
Light worlder, Marksman, Weaponmaster2
Light
Combat Dress 2 3.
Assault
Rifle 5 Automatic, 2 handed
Higs
Light worlder, Danger sense, Perceptive. Marksman, Weaponmaster
Kevlar
jacket Torso 2
SMG
4 Automatic. 6
Yesterday I made a mess & assembled Blotz scenery. I even prepainted in that I painted one side Wilko'stester pots cosy grey & the other on deck.
Alternate Armies and Brigades bits.
The Terrain.
A large hanger bay contains the salvaged remains of the Corporation's Hesperus II's pinnace, that had been carrying Belter newly recruited security goons plus technicians and scientists.
This had blown up in suspicious circumstances and forensic analysis is about to start. There are 6 areas to be investigated, marked by dice.
Corridor connects the 2 bays. The large has 1 large gate plus a conveyor belt hatch. The shuttle bay has 1 passenger and 1 cargo door.
Shuttle bay has a connecting cargo door to the main hanger.
Locating the crews. This was done by simple dice rolls:
Corporate in the hanger. These were split into the 2 teams.
Hired Goons got the corridor.
Cops got the shuttle.
I took the cops and got the Duck of initiative. Yes, we're using them in normal games.
Chris, my Vet proves to be poor at door-opening tech rolls. Presuming that the Corporation would have changed the codes on gaining possession. He sets an alarm off so the goons on the other side now know somethings happening.
The rest gains entry to the hanger and advance. Here they encounter Team B.
Bert shoots on-point Deek dead. Good start-. Marker designates hanger door open. I need more doors-.
Chris abandons attempt to open the door and the cops congregate and proceed.
Cops congregate and proceed! Cops congregate and proceed! Cops congregate and proceed!
Now we've got a battle on 2 fronts. Hired Goon Lars and Hal, the green medic.
Chris takes him out from behind cover.
The corporate techs start hunting for the evidence.
She shoots & wounds Hal.
Bert runs up and shoots my leader in the head, dead! That's 2 for him--. He's tucked into cover.
Doris feels the need to do something, so advances shotgun in hand. Bad move, fatal move.
Chris shuts the hanger door. But it becomes obvious its time to get the duck out of there and opens it, the survivors go back.
Hal faces his shooter and this time wins.
While Chris's attention is distracted Madame Cynn rushes in, disarms then breaks Chis's neck. I think that's called proactive leadership.
Fortunately for her, my 2 remaining green troops are more concerned with getting in the shuttle & hitting the "Home" button.
Now the corporates get away, taking the surviving goons to fill in the gaps in their security detail.
I had 6 areas. Rather than flipping a yes/no counter I decided odd was a find, even not. All 6 were finds. So there was a lot going on in that pinnace--.
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