Tuesday, 16 February 2021

Trouble 't Mill. 1) Rogue Stars presents Daleks in Yorkshire 1880

First in the proposed series.  This could turn into a mini series on it's tod*.  This is a first draft.  Figure stats could change in play and follow-on games.  There's a possibility that I'll play this with different opponents & groups, so I'm bunging it out there in the hopes of dredging up interest and/or inspiring others to the bright path of sanity.

All TV series (and most soaps) produced in the UK are set in Yorkshire. It is a troubled, desolate land yet to emerge from William's harrowing of the north. 
Hint: https://tardis.fandom.com/wiki/Tooth_and_Claw_(TV_story)

*A Tod is a mythical creature akin to an EU Roundtuit.

Lockdown has seen many, many changes. I bough my most expensive model ever - £25 on a Dalek Gunship. So now I'm going to use it.

The Plot

Dalek objective:  collect sample, leave no witnesses.
Torchwood objective: Eliminate alien threat and either eliminate or capture werewolf.
Locals objective:  Get orf moi land!  Preferably without fuss and scandal.

The local tenant of Mill Farm, one Mr Hollar*, had an encounter on the road outside his property. This resulted in him turning into a werewolf, contrary to common law.  This is similar to mission 5 Manhunt.  Location 13 Farm and complication 19 Space Demon.

Daleks have learned of this event via telegraph interception and have dispatched a scout gunship to this more desolate than Skaro location to retrieve a sample.

* His daughter is included in the civilian list below as a young Lady of the Right Sort, who could provide a conflicting plot angle.

Location.  I'm building the board but it's at the early stage of looking at tiles and waiting for space/weather/inspiration to congeal.  Roughly, wet edge with mill, mill farm surrounded by hedged and walled fields.  A central road.  Off to one side is the manor farm, which stands on the very edge of the Muir.  The opposite will be wooded.  The road leads to the Frank Muir.  I'm not sure on rolling terrain - don't see why not.

Daleks

The Gunship is a small warp enabled ship of a type that can be found throughout the Dalek Empire.

Armament. Heavy laser.  Lethal against all potential targets, but also likely to drill a hole halfway to Australia.  Probably used at end of game to dispose of evidence and/or pre game to flush out the prey.

Defence Basic shielding and hull armour.

Crew Commander, Pilot, and Gunner carried internally. 3 Scouts or Specialists carried externally.  The pilot will not leave the ship so is not costed.  Loss of all other crew members will result in the craft lifting off.

This craft is operated by the Skaro Intelligence Directive SKID and has a few mission modifications.

Tactical discipline Cool under fire 8 -1pin.  Armour3 Crawl 1” Walk 2” Run 4” Sprint 6”
+1 spotting. Halve distance if aimed shot.

Blacktop sub-commander Artificial, Leadership2 Marksman2 Tough1 42 Total 53
Bionic eyes 4 Laser pistol (4) mounted variable, 7

Gunner Standard Drone Artificial, Veteran, Marksman3 Tough1  42 Total 53
Bionic eyes 4 Laser pistol (4) mounted variable, 7

Scouts Artificial, Marksman1 Quantum Harness Operator 1.  19.  Total 49
Bionic eyes 4 Laser pistol (4) mounted variable, 7, tuned down to equivalent monowire tangler, 3, Entangle  12.  This is a neural paralysing weapon.  A double tap will fatally fry anything with a nervous system.  May be re-calibrated back between missions.
Quantum Harness 18  See page 11


The Werewolf. The lair is the now damaged mill of Mill Farm. High stress situation is forcing Mr Hollar to remain in werewolf form.  He can grab & lose initiative.  
The werewolf (not human) gets  first dibs on ALL reactions from all sides.  If he fails the opposing side can try as normal.

Claws and/or bite 2.  Tough 3.  Weaponmaster 3 Stealth 2.  Extra legs.  
Crawl 1"  Sneak2"  Walk 2" Run 5" Sprint 6".  (If human, use stats below for Beater)

If on setup he is within 1 move of a figure he receives 3 action to attack with a +2 attack bonus.  (Thus first question will be where wolf?)  

Any human bitten by him (he can choose attack)  will become a werewolf after a period of enforced rest.

He can ignore most hits due to regenerative powers, but takes a morale for Serious and Critical damage @ -1 per wound marker.  If fails, receives a free flee move to get into cover.  After which he cannot attack again until recovered.  

If he flees off-board this game is over and the Daleks must regroup at the ship and move onto the next table.  Locals can pursue after Tiffin.

*Tiffin is an ancient tribal rite, replacing earlier human sacrifices in the 18c, usually associated with blood sports.


The Locals  more hindrance than help!  They can be run as a 3rd force or attached to Torchwood.
If run as a militia, one should be upgraded as Veteran, losing the civilian or green status. + 16 or 14 respectively.  I can see these organising as a hunt, with a line of beaters moving the prey towards a line of guns.

Combined Torchwood & Local force starts with a leadership wall-pissing up contest.  
If Torchwood wins, chooses team up to standard 200xp team.
If Locals wins, each side forms a team up to 200XP that can either cooperate, be nuetral or opposed.  

Combined Local and Dalek force.  The locals could negotiate (as above) with the Daleks to have the werewolf removed by cooperating to block/oppose Torchwood.

Tactical discipline Sharpstooters:  5 aim tokens allowing missed shots to be rerolled.
Activation or Reaction Civilian  -4  Green -2 Veteran +1  Per Stress -1
Movement  Crawl 1".  Sneak/Hidden 2".  Walk 2".  Run 4".  Sprint 6"  

Squire Shittlecock  Civilian.  Leader1,  Marksman3   14  Total 18
Shotgun (musket) 4 Reload, 2 hand  4

Lady Shittlecock Civilian.  Marksman3   8 Total 17
Shotgun (musket) 4 Reload, 2 hand  4  Accurate weapon 5 

The Hon. Subaltern Audrey Shittlecock  Green.  Tough1.  Marksman2  12  Total 21
Shotgun (musket) 4 Reload, 2 hand  4
Service revolver 4  Short range,   5 

*  Miss Agnes Hollar.  Civilian.  Marksman1   -4  Total 0
Shotgun (musket) 4 Reload, 2 hand  4

Constable Makepiece  Green.  Marksman1. Tough1  6  Total 11
Service revolver 4  Short range,   5 

Gamekeeper Wully  Green.  Stealth2 Marksman3   16  Total 20
Shotgun (musket) 4 Reload, 2 hand  4

The Beaters  Civilians.  Tough 1 -2  Total 0
Improvised weapons (spear)  2 Primitive, Long 2


Torchwood
Tactical discipline  Determined.  4 chits to remove stress one character at any moment.

Professor Quarterpound  Leader3, Perceptive3, Tech2, Xenologist @34.

Assistant/niece Miss B Alert, Reactive, Marksman2, @24
Slug pistol 4  Short range,   5 

Colonel Danger sense, Fire into melee, Marksman3, Reactive, Stealth2,  @46
Shotgun (musket) 4 Reload, 2 hand  4  Accurate weapon 5 .  knife

American Reactive, Marksman3,  @31
Blaster rifle (adapted Martian radium rifle)  6  Heavy.  2 handed.  Energy. 8

Shootist Ampidextrous, Marksman2, Tech2, Weapon master2 “bionic” eyes @54
2 x Slug pistol 4  Short range,   5 

Miss G Agile1, Fire into melee, Marksman2, M.Arts2, Medic2,  @36
Slug pistol 4  Short range,   5 


2 comments:

  1. Is the Amarican ment to be off brand captain Harkness by any chance :-D

    ReplyDelete