Sunday, 26 February 2023

Travails In Space And Time. Being a new campaign! Rogue Stars. The second start.

 

In years going on, the house will burn down then be rebuilt as the headquarters of military unit run by the descendant of Leftford Campbell.  Unheeded, the artefact quietly throbs in the dark----.

Timeline Future.  1950's odd- The Ministry of Works found the device and decided it was a centerpiece for a fountain.  As such they use it to add a feature outside the main entrance.

During the revamp of the house for use by a certain organisation, the fountain is to be used to augment the secret basements installation as a cooling and air purification system.  A trickle of energy passes through the device–.But before that, the guests* form the nucleus of an expedition into the dark heart of the steaming Cairo bizzars.

Trotters Indipendint Transport. Cairo. Clapham and Queens. Rodney, Del and Uncle. Densil's minding the four camels.


OK, I'm sorry!  This was the first - but I got hit with illness, events, real wold problems and actually getting stuff a bit ready to use.  Problem is - once you let the post slide its doubly hard to return and remember just what the bleep happened!


One good - an unexpected, wosname of this campaign is that its evolved into more like a series of mini campaigns that are almost stand alone.


The need for me to froth about how significant every battle is to the overall scheme like some standard sports presenter talking to his audience like they are toddlers is lost.



*  I'm telling you the plot!

But before that, you need to zoom back to our Halloween posts of November 2222.

Read it?  Then you have now moved forward in time.  Which of course is relative to the dimensions of space, being the final frontier to which we now go boldly.

Back where it all began there were/are two devices.  Both quite big and circular.

One is a gateway that connects to another similar gate or portal.

The other is a time portal that connects to another or similar device.

If brought together then they can create a scar betwix 2 points in time and space that can be travailed without the need for either device.

To use needs a god, superior intellect or specially constructed device.  This limits the sphere of operations to a mythic time when the Egypian gods walked the earth.  There was a lull in usage until the scientific age and the understanding of electrickery.  

Only the most powerful can hold both together as they are mutually repulsive.  Once used together they will fly apart.  Curiously there is only one know substance that can hold them together, being the stale crust of a NAFFI rice pudding.  The only know solvent is NAFFI properly stewed tea.

Needless to say, use of such devices can and will trigger the attention of various races and individuals.  Some overtly violent, some just meddlesome.

Lets see if we can advance the plot.  

The Lemurians, who are the servants and guards of the goddess Bast, offspring of her son have used the time travel device known as the amulet of Totenhum Em Hotspir  (know as the eye of B'sst)  to return to her cult centre & centre at Bubastis.

Once they return, they need to get a priestess to turn it off.

This gives the opportunity for any brave chaps to dash through and claim the other end for the Empire. 

I pulled quite a bit out of the Round Tuit pile and nearly done bits. Figures and bits by Croms Anvil, ladies Museum Miniatures hordes and diggers from Rebel miniatures. All seen before, but a day of tarting up & basing.


The plot Today!  Timeline Victorian. Gave version 1 (is this Kansas?)

Dig site- The local Visier has installed guards and evicted the archaeologists whilst commissioning Trotters Independint Transport to move the ring thing to his new pad and install it as a feature.

Easy, 4 camels and some rope, clear the way with the motor.  Once the labourers have it horizontal, it will not work.

Feeling a disturbance in the etheral flux,  several forces are drawn to influence the dismount. A certain doctor, a meddling monk. and a bevvy of Leonid guards.


The parties in order of appearance:

In place. These are all "mooks, 1 hit wonders.


Labourers  Civilian. Tough  -2.  Leader 4.

Guards/local militia.  Green.  Weapon master.  -5  Total 3.  
Leader 9 +8 =17
Vet Sgt. 6+ 8 =  14
Armour as Kevlar.  6  Sword or spear.  2.

Invasive Lemurian Guards  Male, 4 guards & guard leader 200. 

Hard to Kill.  3 Wound tokens.

 

Male.  Big, Fast.  Leader 3. Marksman.  Tough 2.  Weapon master 3. 44 total 55

Force Glaive 4 Long.  2 handed.  Smiting.  Heavy.  Energy.  6

Zap pistol 3 Electrical.  Energy.  Short range.  5 

 

Guard Leader  Leader Agile. Big.  Claws.  Fast.  Reactive.  Tough.  Veteran.  Weapon master 3 Force Glaive  49

 

Guards ACDE. Big.  Claws.  Fast.  Reactive.  Tough.  Weapon master 3 29 Total 49

Force Glaive. Light Combat Dress Legs/arms 2 Torso/head 3.  14


Meddling Monk. Plus the above locals "recycled" as cannon fodder.

Civilian. Leader2. Lucky.  Reactive.  Stealth.  Tech2.  Robotech2.  Xenologist.  Psi master 2.  Psi  37+33 = 70

Intrusion kit 4

Blink. 3

Encourage. 4

Mind Control 18

Precognition.  4   


Doctors party Mobile Inspectorate  Bounty Hunters  

Cool under fire 8 remove Pin (1 per)  175


Doctor  Civilian, Leadership, Tech3 Tough2 Psi Master  28 Total 54
Blink  TN15, 1 stress 2”  6
Bolster target +1 morale rolls   4
Encourage target +1 Activation.  4
Guidance 10+  gives target +1 all reaction rolls.  4
Healing remove wound, temp cripple, staggered within 4” -1 each 4”  8

Captain Plucky  Civilian, Ambidextrous, Fast draw, Fire into melee, Marksman 2  22 Total 32
2x pistol 4 Short range.  5 x2

Happy.  Martian.   Difficult target, Lucky, Light worlder. Marksman2, 21 Total 29
Tangler 0 Entangle.  8

Sheel Martian Priest.   Light worlder.  Psi  Psi Master. 5 + 13= 18

Electrokinesis.  Dam 2 ranged attack. 1

Levitation.  8”  1 act/stress.  6 

Quantum scrambler  -2.  6.


Ms Goethe  Civilian, Fire into melee, Marksman2, Weapon master  10 Total 21
Kevlar (corset)  Torso 2.  6
Pistol 4 Short range.  5

Ms Jane Civilian, Alert,  Martial arts, Marksman, Medic, Perceptive3, Stealth  10 Total 21
Kevlar (corset)  Torso 2.  6
Pistol 4 Short range.  5 


In the beginning all is peaceful.  Labourers are digging, guards are guarding and the Trotters are keeping out of the way.  Camels are, um, camelling.

There's been discussions on handling NPC's/mooks for these rules.  Keeping it KISS, just go with the dice with mostly "flee" results.  I'm thinking that a simpler D6 system such as the excellent Paleo diet would work well in tandem.

The invaders burst in - slashing as they go-.  Locals are killed or run away.  Not fun-.




Rushing guard manages to get walloped in the chest with a pick.  They don't like it in 'em!  
Eee's dead!


The Monk commeth. (at the back) Rounding up a rabble of locals, he works them into a froth and sends them against the invaders.



As his followers are slain, he stealthily gains the traction engine.  His first attempt fails and the guard is alerted!


The guard gains the mighty engine - and with a mighty swipe removes the meddling monks head!  What is left of his followers flee the field.



Peace, serenity and guarding returns.  But what is this?  A delivery van makes its happy way towards the site.

But Lo!  It is the Doctor and his crew!  Captain Plucky, the American explorer, rushes up and pulls out his pistols.  One promptly mechanically fails and he misses with the other.



With choice words he runs back to the motor to get the Doctor to examine his predicament.  That leaves the young ladies to advance and lay down a withering barrage of inaccurate fire.


Dealing a swift and deadly blow, Ms Goethe is laid low!


The Doctor goes sneaking, ignoring the needs of his team.


Shooting going bang!  Close range and big target--


The Doctor follows in the Monk's tracks towards the throbbing portal.


A firing line is established.  Can they distract the guards from the Doctor?


Sneaking - but there is a guard.


The Martian moves in a mysterious way, thus making a target of opportunity.


A long shot gets revenge - but the Doctor is ever closer!


Ah that's the dangerous one!  Best remove then--


The other chap (not having shoot into melee) unleashes a hail of lead onto the other guard, killing him before being struck down by a vicious swipe!




Summary. A lot of locals, the Monk and all of the Doctors party died. The Doctor got away by the skin of his teeth. The Lemurians have the gate - but only just!


Can they keep hold of it?



Meanstwhile - Cairo.  The Colonels party has arrived and is heading for its steaming treats in search of the second device.   Von Alone and the Askari’s.  Do they ambush before or after.  In the depths of the city, their destiny awaits!


Anubis  Guard.  Militia.  Hard to Kill.  3 remove wounds.  Leader, Vet. 

4 guards. 202.


Leader. Y. Leader1.  Vet.  Steadfast2.  Weaponmaster3.  27 +26 = 53.
Light combat dress.  Leg/arm 2.  Head/body 3.  14.
Force Glaive/ 4.  Long.  2 handed.  Smiting.  Heavy.  Energy.   6
Plasma pistol. 4 Scorching.  Energy.  Short range.  6 

Veteran. Z Vet. Marksman Steadfast2.  Weaponmaster3.  27 +26 = 53.
Light combat dress.  Leg/arm 2.  Head/body 3.  14.
Force Glaive/ 4.  Long.  2 handed.  Smiting.  Heavy.  Energy.   6
Plasma pistol. 4 Scorching.  Energy.  Short range.  6 

Guards.  ABCD Weaponmaster 2.  6 + 18 = 24
Light combat dress.  Leg/arm 2.  Head/body 3.  14.
Force Spear.  3.  Long, 2 handed.  Energy.  4 


The Colonels Party.  Bounty Hunters. 200.   Burst disc.  4 reloads.

Colonel.  Leader2.  Marksman2. Tough 36 Total 43
Musket 4 Reload 2 handed.  2  +1 to hit aimed 5


Memsahib. Medic.  Marksman2.  15 Total 20

Musket 4 Reload 2 handed.  2  +1 to hit aimed 5


Old Comptemptables  G, M,P. Marksman2.  Stealth.  Tough.  Weaponmaster.  26
Musket 4 Reload 2 handed.  4
Bino’s  Vet.  +6 Buff.  Vet.  +6

The Game. Down a side street, the Colonel's party descend into the very bowels of the city.

Guards, um, guarding.


Here comes the party!



Crak!  First one down---



And another --


One downed guard.  Then another.



Checking the bodies while another one is created.


Stress is building up.




Runs out and skewers the Colonel.


Pins piling up!

One left, one wounded on the deck.


A rough house ensues, vibro spear vs bayonet.  One remaining is allowed to go and hoofs it sharpish - right into the hands of the Germans.




The fiendish Huns!

Askari Militia  Von Alone, Captain, 2 Sergeants 4 troopers.  200.

Manfred Von Alone.  Veteran.  Marksman2. Weaponmaster2.  24  Total 34

Pistol.  4 Short range 3

Musket 4 Reload 2 handed.  2  (+1 to hit aimed 5)

Captain.  Leader 2  Marksman 3 Reactive Tough.  43+ 5 = 48.   Pistol.

Sergeants T & W. Marksman.  Reactive.  Stealth.  Weaponmaster. 17 + 6 = 23

Musket & Bayonet.  6 


Askari Marksman.  Stealth.  Weaponmaster. 12 + 6 = 18  Musket & Bayonet.  6 

A Shooting, A  Advancing, B, C.



Now it's the turn of the Germans. They had waited for the British to mop up the natives before claiming the prize. With the skill of veteran hunters they make a complete mess of it.



Alerted, the defenders are ready for them! Von Alone brings down a guard.


The guards leader goes down but not out.


A guard rushes in to discover the bayonet.


Where have they gone?  Flush 'em out chaps!




Shoot, duck back.  One gone.



Again, bayonet - ouch.



Shooting removes another.
That way!


When a tactic works - Sergeant down and the advance halted.


The veteran looses a shoot out.


Swift revenge.



Time to come out.  The Officer goes down.


Next he shoots Von Alone before ducking into cover.


The last two have had enough, there's no leaders left and they scarper!




Hmmmm--















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