Monday, 5 July 2021

Rogue Stars The Baron vs the Womens. Institute. Tendancy. Contact. Hostile.



I SAID it was going to get tough.  I never intended this to turn into a mini campaign,  well, 

more of variations on a theme flogged until the conveyance animal has deceased through 

bad treatment. But such is the flow.



Now the Baron is facing his most fearsome opponents.  W.I.T.C.H.  Which is our first 

virtually all flying encounter.




This a bit of a mix up betwix missions Rescue and Make it the ship alive.  

The Baron has to get his hostage (and himself) safely to the train (a hired special) 

The Monkeys can each carry Mrs Quotts or the Goblin, but it takes 2 for the Baron.  

Makes sense for the Baron to start.




The Baron is, as before, a merchant. There is no stats/costs for natural flight.
Baron 24, 1 Goblin 28, 4 Monkeys 152 = 205
At The Double.  10 giving +1 to any walk, run, sprint character.


Baron Greenback   24 Kevlar.  Chest3.
Move Crawl 1”, Sneak/walk 2” Run 4” Sprint 6”
Big.  +1 shot at.  +1 Combat.
Leader2.  
Claws.  +2
Reptiloid. Ignore 1st pin. Armour1 
Move Crawl 1”, Sneak/walk 2” Run 4” Sprint 6”

Halberdier  28 

Fast  Crawl 1"  Sneak/Hidden/Walk 2"  Run 5"  Sprint 7"  

Reptiloid  Ignore 1st pin.

Tough +1 to endure roll.

Light Combat Dress  Legs & Arms 2  Torso & Head 3  7

Vibrospear  3 Long hits 1" + free hack at attacker.  3 


Flying Monkeys from the land of Oz 38 each.  Fongo, Jongo, Pongo, Unko

Agile2. Big. Extra "leg". Fast3.  Martial Arts3 Tough2.

"Flight pack" 8, 8” per move, hover 2” (above combat) Free disengage. 

Land on rough TN5

Big. 

Extra "leg" (Wings) Fast3.  I imagine that these do a semi powered hop rather than walk.

Move Crawl 1”, Sneak/walk 2” Run/Sprint 8”  (this should be sprint 9" but that would be 

faster than flying.

Martial Arts3 

Tough2. +2 endure roll.

Can carry any other person.






Witches Psionics Total 201

Flight Pack 8” per move, hover 2” (above combat) Free disengage. Land on rough TN5


Brown Witch Difficult Target3, Leadership2, Martial arts, Psi, Psi master, Stealth 2 39 

Total 57

Flight Pack 8

Detect weakness within 12” +1 next attack that target. 2

Bolster no range, +1 morale one target. 4

Electokinesis Damage 2 ranged attack 4



Clean Witch Difficult Target3, Martial arts, Psi, Psi master, Stealth 2 27 Total 54

Flight Pack 8

Electokinesis Damage 2 ranged attack 1

Mind control TN16 10”, LOS. P58 18



Green Witch Difficult Target3, Martial arts, Psi, Psi master, Stealth 2 27 Total Total 56

Flight Pack 8

Electokinesis Damage 2 ranged attack 1

Tele Disarm Tn13 8” LOS Weapon goes up to 5” inc into casters hand 4

Tele Push 8” LOS Dam 3 ranged attack. Push target up to 4” any direction. TN13 roll or fall

prone. 6

Tel. Strangle 8” LOS -4. Dam 2 ranged attack to head 10


Hippy Witch Difficult Target3 Martial arts ,Psi, Psi master, Stealth 2 27 Total 34

Flight Pack 8

Encourage +1 Activation any distance 1 target. 1

Guidance +1 Reaction any distance 1 target. 4

Healing Removes 1 wound, temporary cripple or staggered within 4” -1 each inch over 4”


The Game.  OK, I added a few more bits, fences.  I thought there ought to be a tower.

Here's the witches starting position.


The sacred God Coffee to which we play regularly.  Coffee is your Mother.  Coffee is your Father.  Coffee is your family.  Trust in your Coffee.


The goblin if flown in quietly as an advanced guard.  Air mobile.


Take the high guard.  A scrap of cotton wool just works as a perch for Fongo!


Baron arrives next.


Telekenetic Push!  Well, pull, off the roof.  Monkey lands like a cat.


Get closer- then Electokinesis zap to the head.  Note!  We're using a D6 to represent 1" hover height.
 



Shhhhhh!


The witches, as is their wont, gather in their masses.  
(Wont is a fledging, juveniles are Nonde, of the adult Plume, which are carried in hats)



Wider view at this critical junction.


Sneaking as only a flying monkey can do Pongo, um, sneaks.  In deference to a different evolutionary path he pays no heed to the eccles cakes being dunked in the sacred coffee.




More stealth, led by 'is nibs.




 Unko, thinking that if he's going to be paid peanuts he'd might as well have some meaningless violence and revenge for Fongo, leaps on an unsuspecting Mrs Green. Grievously staggered in mid air she crashes to the ground, mashes her leg on landing (ouch!) - out of action.




Morale - everyone OK except for Mrs Hippy, who suddenly remembers that she left the kettle on and had to delouse 'er Tims gym kit for the morning a bit sharpish.

With one bound, Unko presently plummets and pummels poor Mrs Clean. who is smitten from her broom and grazes her leg on landing.


Unko gains the tower with his last activation, beating chest ensues.  So much for stealth.


Pongo (not to be undone in the peanut bonus department) pounces from his perch upon Mrs Brown.  A brief struggle and she is staggered!

Morale again and the second critical fail!  Mrs Clean shows how her heals gained her that name-.  I think she needs a plaster on the leg.

Letting the dice write the story.  Only once before have we had one side collapse and run.


Side story.  Poor pummeled Fongo had the witches use mind control on him.  He just managed to get upright when the flight of Mrs Clean released him to say "Owwww!"



Victorious Pongo also gains the tower and much screaming, chest beating and diverse alarums ensue!

The Baron can now tie his poor captive to the tracks, then drive the train (a special, no point being a Baron if you cannot) over her recumbent form.



Pre Play Picture Porn.  If the roofs, etc. look a bit wonky, they're on lose ready for easy removal.  Roads from Terrains for Games.






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