The Setting:
In some distant backwater on the fringes well-traveled space, The Crew of the Leif Erickson, a band of motley humans and aliens squeak out a meager existence as trade transporters, scavengers, hired guns, sellers of unique antiquities and data brokers. In the mainstream world of interstellar mega corporations, they are simply Pirates.
The
crew has intercepted message about the existence of little known research
facility on a nearby low tech world, used by the infamous Mega Corp: Optimus Pharmaceutical Systems (OPS) as a designer drug testing facility. The message reads events have gone terribly
wrong there, and the lone surviving scientist needs an immediate EVAC. OPS
response has been to destroy all research and prepare for an orbital strike from
their inbound cruiser- Demeter, which is 48 hours out. The Scientist, unhappy
with his expendability has powered down the facility and its location beacon
and has transmitted on open channels offering 10,000 CR to anyone for an
EVAC. The Crew of Leif Erickson, have
responded and have headed in for the quick score to grab the Scientist and get
out. Little do they know, OPS has
already sent a local security squad on planet in to eliminate the problem and
power up the facility for when the Cruiser arrives.
The
Crew of the Leif Erickson 200XP
Theme:
Pirates
Tactical
Discipline: Determined.
Crew of the Leif Erickson ,Clockwise L-R, Taturo, Mason, Clark, Najidi, The Sorak. |
Mason-
Leadership 1, Veteran, Fast Draw, Danger Sense.
Accurate
Molecular Slug Thrower, Vibroblade, Kevlar Jacket, Refraction Field Harness.
Taturo-
Big , Tough 1, Weapon Master 2
Cyber
Monowire Blade, Flamer Pistol, Combat Dress
Najidi- Stealth 2, Difficult Target, Fast, Tech 1
Assault
Rifle, Light Combat Dress
Sorak-
Reptiloid, Reactive
Plasma
Rifle, Knife, Kevlar Jacket.
Clark-
Martial Arts 2, Chucker 1,
Molecular
Slug Thrower, 2 Frag Grenades, Light Combat Dress.
Optimus Pharmaceutical Systems Security Team, our "Star Cops", The Lieutenant is the unhelmeted one. |
OPS
Corporate Security Team 200 XP
Theme:
Star Cops
Tactical
Discipline: Opportunity Fire
Lieutenant-
Leadership 1, Veteran, Marksman 1, Reactive.
Laser
Rifle, Patrol Baton, Combat Dress, Night Visor, Electromagnetic Shackles
Corporal-
Medic 2, Tech 1
Laser
Rifle, Patrol Baton, Combat Dress, Night Visor
Private
X 3
Laser
Rifle, Patrol Baton, Combat Dress, Night Visor
While
I went into the game with particular narrative in mind, the book gives 20
missions and suggests you weave your won narrative based on rolled mission,
location and complications..
I pre planned this mission based on what we wanted to run but for XP purposes we use a book mission to stay on track with the level of characters and games intent.
The
Mission: is #3- Bodyguard Work (framed by me as a Rescue/Evac)
The Scientist, in Lab 2 |
Pirates
= Defender and the Star Cops = Attackers.
The
Scientist =Civilian VIP.
The
VIP is a noncombatant (but Medic 3, Tech
2 and Light Combat Dress) starts in lab
2 and activates with defenders once he comes within 1” of defending team
member.
Defenders
must get VIP to exaction point get 8 XP if he gets out unharmed, 3 XP if he’s
OOA, and 1 XP for any enemy or Zombie
put OOA.
Attackers
must Kill VIP (6 XP) and (3XP) turn on main power. And 2 XP for each Pirate put OOA and 1XP for each Zombie put OOA
All
team members must be moved to EVAC point for their team anyone left in the base
OOA or not is considered killed.
The
Location: is #16 Laboratory, it’s a
designer drug lab so well use ‘Superfood” from the options and just call any
designer drugs seized as “stress reduction” drugs there will be 5 tokens to
represent these on the board
There
is also one set of lockers and 3 small crates and one large red crate (2 rolls)
that can be searched on the board using the container chart on page 39 to
determine contents.
Complication:
I am using my own here. Plague
Zombies! , The lab was of course
testing/developing a bio weapon, the virus of which was leaked into the lab by
now deceased scientist who morals got the better of him, The remaining
scientist, after realizing the entire lab was lost engaged a decontamination
protocol which bathed the base in lethal Radiation which is killed most of the
infected staff, There are 6 Zombies that survived the decontamination,
3
Techs – Space Suits – Cargo Bay
2-
Soldiers- Light Combat Dress- Main Hall
1
– Scientist- no armor.- outside Lab doors
Zombies are Non
Reactive, Tough 1, and all melee attacks
are Damage 2 count as primitive attacks in terms of armor penetration but don’t
have the -1 to hit. , Zombies suffer no
morale, or stress and All get to try to react once for each teams failed activation
dice before they other teams reactions. They cannot “seize the initiative” but automatic
get a free action on critical failures
Any
Character wounded by a Zombie must pass Endure check TN 10 or be infected. Infected characters may have the wound or
wounds removed via first aid which removes the infection. Any Infected characters who try to activate
turn into zombies on their first failed activation
Any
Character put OOA by a Zombie, rises as a zombie as soon as initiative switches
between players.
The
Environment- Standard Atmosphere and Gravity.
The
Power is out so everything darkness in effect -2 to shoot, spot and terrain
rolls to those without night visors. Due to LED emergency lighting LOS is 10”
While
power is out all doors must be forced open with damage or wired to open with a
Tech TN 10 check. When the power is on, all door automatic open when approached
Reactivating the power is complex task Tech TN 12/2
.
All
Zombies in darkness more than 8” away are assumed to be hidden., requiring a
spot check
Intelligence- The OPS squad beats the TN 16 on
the intel check…meaning they know about the pirates and there capabilities.
(Activation Notations are often written as (2/1, 0/2, etc.. 2/1 for instance meaning the character tried to activate 3 times , rolling 3 dice...passing 2 successes and one failure)
Initiative
goes to the Crew of Leif Erickson.
Pirate
Leader Mason activates first with 3 dice
Rolling
3 Successes
Sees
a Zombie in the Corner by the Big Red Crate
(play
example)
Fast
Draw, Free, Aim (1) Shoot (2) Aim +1 Accurate Weapon +1 -2 Darkness = 10 Misses. Argh.
Normal
shot, need 12 , due to darkness…rolls…17!
5 over TN pick the Torso
Damage
Die is a 9 – 4 weapon damage +1 Space Suit +1 , +1 Tough
= 7
2
pins, 1 wound , Knocked Prone.
Taturo
(Teraton) rolls 3 Dice…
Rolling
3 Successes
Moves
X 2 to engage prone Zombie in melee…
Melee
Attack + 7, Weapon Master +2, Big +1 , Zombie Prone -2, 2 Pins -2
Hits
with a12! +7 = 19….Damage Die is a 3!...
its OOA…decapitated we say!!...
Clark
tries to activate rolling 3 dice!
1 Successes and 2 Failures, It could not last now, could it?
In this case
they are responding to 2 failed activations.
Zombies
Reactions
Closest
(Ghoul) Zombie to Clark 19! Sprints 6”
toward Clark
Pale
Zombie in Cargo Bay Fails to react
Soldier
Zombie Helmet 13! Activates walks 2” into hallway
Soldier
Zombie Bad Haircut fails to activate
Scientist
Zombie Fails to activate.
Zombies
Reactions (failed activation die 2)
Ghoul
Zombie Fails to react
Pale
Zombie Fails to react
Soldier
Zombie Helmet Activates walks 2” randomly East! Toward Void Corp
Soldier
Zombie Bad Haircut Activates walks 2”
randomly into hall.
Scientist
Zombie Fails to activate
OPS
squad 2 Reactions
Corporal- Reacts tries TN 10 at +1 to open doors- Fails
Lieutenant- Reaction succeeds Tries to Steal Initiative
TN
16, +1 Leadership +6 Stress on Pirate
Team
Rolls 10! success
OPS
Squad INITIATIVE
Pirate
Stress Cleared
The
firefight continues with Pirates battling there zombies in the cargo bay while
the OPS squad is tied up trying to enter the base.
The
Pirates take out their Zombies first, not with a close call of one giving a
good bite to Taturo but its doesn’t end up getting thru his armor (no wound)
and result is critical melee response from the big Pirate splattering the last
of the Plague victims on the wall. The gives them a bit more time to position
they break off into two teams, the Melee
oriented characters (Taturo, Clark) move
toward the OPS team (who is still tied up fighting zombies ) thru the center of
the Cargo Bay, the other move down the north hall headed toward the lab and the
Scientist.
The
OPS squad makes it to the Cargo storage area but the more armored zombie
soldiers are hard to take down, they get involved in hand to hand, finishing
the last Zombie with some well placed shot. By the time this resolves itself
the Pirates are set up at the end of the hall and directly across from the OPS
squad waiting to strike
Leading
to this exchange.
OPS
SQUAD INITIATIVE (pirate stress cleared)
OPS
LT rolls 3 Dice, 3/0
The
Lieutenant doesn’t really have LoS on any Pirates without exposing himself to a
lot of potential fire, He moves to cover and doesn’t use is other 2 Successes
only picking up 1 stress
Corporal
rolls one die to activate and succeeds she moves a couple inches in to get
cover from the doorway for the oncoming fire fight, 1 stress
Private
B rolls 2 dices to activate 1/1
Taturo
tries to react and does with an 11, he then tries to force the door and does
with a 16 (1 stress)
Private
B now seeing the the hulking armored pirate in his LoS turns and quickly fires-
missing (4) picking up 1 stress.
Private
C now tries to activate rolling three dice but its 1/2
Both
Najidi and Mason take this as que to get themselves across the hall both
make their reaction attempts Najidi
sprinting a full 7 inches with fast ,
while mason stops to cover the hall from the other side ( 1 stress each)
Private
C doesn’t want to get caught in Melee with Taturo so he backs off the door
looking for cover (1 Stress)
Private
A tries to activate now seeing Mason with cover in his LoS
He
wants to shoot and move so he rolls three dice…2/1
Mason
wants to react by shooting first..but fails
Private
A -takes a shot a Mason misses and runs forward along the wall, 2 stress.
(note :
equipment use , changes outcome here)
OPS
squad needs a break here so we are going to activate Private A this time due to
stress he needs 12’s rolls a pair of 12’s
he takes an aimed shot at Mason..
In
heavy cover. The Security grunt needs a 12 and rolls a 16, 4 over . We pick arm since he’s only wearing a Kevlar
the damage die is ‘4” bad news for the pirate leader he’s going OOA but he’s
wearing a refraction field harness and rolls a 16 the laser is deflected…he got
seriously lucky.
Private
A is going to risk going again dropping a hail of fire on mason and rolls 2
dice 1/1
Mason
makes the reaction and tough call, either play it safe and get the hell out of
the way or steal the initiative at +9, Pirates play it safe and Mason drops
back if the Lone OPS private advances they’ll have him a crossfire (Mason picks up another 1 stress)
Private
has lost line of sight to Mason, The
Private knows the Pirates don’t have there night vision using the ark he hides
and moves 2 inches (1 stress)
OPS
LT activate 1/1 back off for better
cover , and Initiative steal attempt
fails
Private
B activate rolls 2 – 1/1 Pirates react and try again -Initiative stolen
This ambush went bad real fast for the Pirates..its just with combat dress and "tough" Taturo was very hard to put down..the dice just werent there. |
PIRATE
INITIATIVE (OPS STRESS CLEARED)
(morale
rolls team members on both sides starting going down, the tank character ,
lives up to his name)
Sorak
activate 3/0 spots hidden and shoots
Private A with his Plasma Rifle putting him
OOA with a good damage roll
OPS
squad morale checks but the Corporal and Private 3 both pick up 1 pin and 1
stress
Taturo
activates 2/1 moves and tries to shoot
private B with his flamer pistol but gets shot doing so
Najidi
activates 1 / 2 Moves to the Lab door , the scientist is in
reach.
But
subsequent OPS squad reactions result into Taturo getting shot up bad taking 4
pins and 3 wounds and getting knocked prone, he manages to get back up (using 2
of the team 4 determination tokens) rolling 1/1 with a critical managing to
avoid reactions but cant act.
Najidi
tries to activate again to get the lab door open rolls 3 dice 1 / 2
and initiative is stolen by OPS.
OPS INITIATIVE (pirate stress cleared)
OPS
decides the best move now is to finish off the big guy, and get to cargo bay
access corridor to be able to cover any escape attempts by scientist.
First
thou they want to get the power on they’ll lose the darkness bonus they are
enjoying but they not have time later to do it and they are a man down.
Corporal
manages gets power on making the dual activation require tech roll but gives up
a reaction in process that allows the now standing Taturo to back away to
cover,
Additional
failed OPS activation allow addition reactions resulting in throwing of a
earlier primed grenade the Private B
down prone
Shots
are exchanged private B goes OOA, Taturo ends up carring 6 pins , 4 wounds and
his cyberweapon is damaged needing a complex task to repair (no time)
Corporal
makes it to OOA private B and stabilizes him and starts carrying him to exit
zone
Taturo
runs(limps) back toward Cargo Vehicle.
Najidi
gets door open makes it to scientist
Private
C lucky shot puts the Sorak OOA down the
hall.
Pirates
all make morale check, Najidi’s is a 20 so removes all stress.
(right here we
screwed up because when someone goes OOA initiative automatically switches sides
but in the heat of the fight we missed it ended up happening on its own anyway)
Here
the OPS Lt tries to activate 1/ 2 but
gives up 2 reactions that result in very lucky reaction rolls by the Scientist who sprints x 2
The
OPS Lt tries to ambush him and almost does rolling 3 dice 2/1 but the failed activation gives Pirate Leader
Mason the reaction he uses his teams other 2 determination tokens, make the
reaction then succeeds in Stealing the Initiative with a
Team leaders face off. |
PIRATE
INITIATIVE. ( OPS stress cleared.)
Mason
activate x 3 3/0 Runs, aimed shot at OPS Lieutenant +2 (acc
weapon, aim) rolls 11 +2 = 13 hit To
Torso..Damage 4 armor 4
Damage
Die is a 9, 2 pin , 1 wound, knocked
prone.
The
Rest of the Pirate turn looks like this:
Scientist
tries to activate on a 12 1/1
Private
C tries to react fails
Scientist
sprints across the hall
Najidi
tries to activate x3 rolls 5,5,5
OOF three OPS reaction attemps
LT
tries to react fails on a 10 (needs an 11)
Corporal
reacts 13 yes, moves and drops private B
in evac zone , tries to react again – fails
Najidi
g activates again 2/1
OPS
Lieutenat tries to react fails on a 9…he just cant get up too wounded.
Najidi
somehow finds time to search a crate here an finds needler pistol picks it up.
Pirate
team is operating on high stress here
Mason
manages to get across the hall and pick up the fallen Sorak and start carry him toward the bay
Clark
gives up 2 reactions that allow the OPS Lieutenant to get to his feet, but he
manages to shut the cargo bay doors.
OPS
Squad steals back initiative as Taturo tried to activate
Limping back to get the hell out of dodge, Orbital bombardment inbound. |
OPS
SQUAD INITIATIVE (pirate stress cleared)
OPS
Lt 2 stress from reactions during the Pirate turn not to mention 5 pins and 1
wound
Tries
to react 2/1
Games
end rather non climatically as one the scientist get a
sprint off a reaction and Mason had caries the Sorak to the cargo bay
and Najidi made it across the hallway…all on reactions.
At
which point OPS team concedes.
Retreating to fight another day. |
The
“Star Cops” needed a serious break couldn’t really do anything except have the
Lieutenant rally away all those pins and
look for opening that never came. Trying
to chase the pirates down the back all exposed them to all kinds of fire and
rushing the cargo against the guys with the grenades was a bad idea..
At
The OPS squad realized they couldn’t catch the pirates, without potentially
taking more losses
They’d
rather recover their men and, let the Orbital bombardment do its job,
In
retrospect the OPS team should have rushed the cargo bay to cut off the pirates
escape from the get go, they spent way too much time dealing with zombies and
never getting that far into the base at all.
XP
rewards
Crew
of the Leif Erickson –(Pirates)
Getting
the Scientist out uninjured 8xp
3
Zombies , 2 OPS squad members 5 Xp
13
XP
The
Sorak who was taken off the table OOA without being revived by a medic failed
is TN10 endure roll so he died.
So
the 13 XP can be divided among the surviving 4 crew..with no more than 7 going
to any one character..
Pirates
also recovered 2 Frag Grenades, a motion detector and a needler pistol.
OPS
Security Squad (Star Cops)
Turning
the Power on 3xp
3
zombies 3xp
1
Pirate KIA 2 XP
8
XP
The OOA private (A) that went down first came off
the table post game (we assume with the pirates gone they had no trouble
reclaiming there man, he does make the
TN endure with an 11
So
all the OPS squad survive.
OPS
team recovered 3 doses ( 1 marker) of the Stress reduction drug..
Overall
…I like the game a lot….need to play a few more mechanics are cool, I think the
zombies just being roadblocks didn’t real do much no one of them managed to get
into melee, while in previous test fight I ran they did. Just the odds of the
dice. The pirates seems to get around
the zombie easier mainly because of position.
I
also think 5 characters per side is quite a lot to run while its sounds like a
few…I found 2 pirates I barely used and one them ended up dead…even a 3 vs 3 in
this game would be interesting .
Tactically
there is a lot going on with the game we barely scratched the surface of, the
Star Cops needed to make way better use of Opportunity fire for sure, but we
focusing mainly getting down the basics (why again I think the zombies were too
much, I just have like 30 of them so I want to get some use..)
I’m
going to run another smaller scenario coming up focusing on tactics and
gameplay coming up but first I need to jump over to Fantasy for awhile and wrap
up a few things…I’ll be back soon , I hope. In meantime go pick up Rogue Stars.
ESCAPE. |
3 comments:
That is one fantastic set-up!
Excellent batrep, thank you. One little mistake: when a figure goes OOA initiative does NOT switch automatically: you simply get a free Take the Initiative roll. It also happens when a side gets a scenario objective (anything that gives xp besides killing foes).
Great AAR as usual!
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