Valor & Victory in Montagna – 7 – Machinegun slaughter

 

[Seventh AAR of my solo games with the free Valor and Victory wargame. I play using Memoir 44 tiles for terrain and basic plastic army men. Battles are based on One Hour Wargames by Neil Thomas. Valor & Victory represents leaders as individual figures; in my games, one or two blue pebbles mark -2 (strong) and -1 (ordinary) leaders. Ordinary soldiers actually represent small squads of men. I use crouching figures for “reduced” (i.e. damaged) units. The game system is based on 2d6, one has to roll lower than a target number depending on the specific situation. A number of interesting details are included: e.g. various support weapons, armed and unarmed vehicles, snipers etc.]

Previous Events: A group of partisans [green army] has created a free republic in Northern Italy: the Republic of Montagna. The Fascist government army [grey] runs a successful attack (1:Sector J), capturing the partisan leader Arturo: the fascists cross the Grigio river and inflict a second defeat to the partisans (2:Sector I). The partisan leader Leo is also captured, but partisan commander Carla escapes. (3) Carla leads the partisans in the successful defence of the bridge in Sector C. The partisans counter attack: they ambush a contingent of enemies (4:Sector G), capturing enough fascists to be able to trade them for the freedom of Arturo and Leo: Carla earns a Valor badge. (5) She leads her comrades to the reconquest of Sector I. A partisan attack in Sector D is blocked by the fascists: Leo is killed (6).

The partisan expect to be attacked in Sector C. They prepare defensive positions in two buildings, where they install machine guns. Special rules: attacker refit – the attacking force may declare a refit: all its units are eliminated and the entire attacking army reappears.
[Based on One Hour Wargames Scenario 15: Fortified defense]

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OOB:
Partisans – 9 units, including the two regular [-1] leaders Arturo and Dimitri, and an experienced [-2] leader: the valorous Carla. Light Machine Gun and Heavy MG.
Fascists – 9 units, including a regular [-1] leader. Light Machine Gun and grenades.

Turn 1: The attacker move forward and take damage from the defenders’ opportunity fire.

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Turn 2: The fascist leader reaches the building defended by Carla, but the partisans roll a 3 on opportunity fire and destroy the attacking squad.

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Dimitri resists a first close assault.

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Turn 3: the attackers refit, starting with fresh troops. Their first wave was totally ineffective: the partisans have received no damage.

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The fascists concentrate near Dimitri’s building. This time the first assault is a success: Dimitri is sadly killed in action. The fascists have rolled a 2, and one of their units gains a Valor badge.

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Turn 4: The battle is near to the end. Dimitri has to move forward to attempt an attack: he fails and falls in the attempt [a die roll suggests that he survives, anyway].

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Turn 5: Arturo leaves the cover of the woods to take full advantage of the fascist leader’s squad being largely pinned by machine-gun fire. He assaults and destroy the squad.

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Turn 6: I decided to run a sixth turn, to see if the attackers stood of chance of defeating Carla. This was not the case: opportunity fire by Arturo and Carla decimates the attackers. Carla also sends a figure on assault, to eliminate attacking pinned units. The fascists were completely destroy, without even a chance to attempt an assault on Carla.

[I was glad that Arturo had the initiative to come out of the wood. In this case, the defenders can simply hold their positions and fire as hell. The “refit” option for the attackers makes for a huge slaughter. Another fun scenario, even if tactical options are limited.]

Annunci

Valor & Victory in Montagna – 6 – Battle among the mountains

 

[Sixth AAR of my solo games with the free Valor and Victory wargame. I play using Memoir 44 tiles for terrain and basic plastic army men. Battles are based on One Hour Wargames by Neil Thomas. Valor & Victory represents leaders as individual figures; in my games, one or two blue pebbles mark -2 (strong) and -1 (ordinary) leaders. Ordinary soldiers actually represent small squads of men. I use crouching figures for “reduced” (i.e. damaged) units. The game system is based on 2d6, one has to roll lower than a target number depending on the specific situation. A number of interesting details are included: e.g. various support weapons, armed and unarmed vehicles, snipers etc.]

Previous Events: A group of partisans [green army] has created a free republic in Northern Italy: the Republic of Montagna. The Fascist government army [grey] runs a successful attack (1:Sector J), capturing the partisan leader Arturo: the fascists cross the Grigio river and inflict a second defeat to the partisans (2:Sector I). The partisan leader Leo is also captured, but partisan commander Carla escapes. (3) Carla leads the partisans in the successful defence of the bridge in Sector C. The partisans counter attack: they ambush a contingent of enemies (4:Sector G), capturing enough fascists to be able to trade them for the freedom of Arturo and Leo: Carla earns a Valor badge. (5) She leads her comrades to the reconquest of Sector I.

Leo and Dimitri attack an area occupied by the government, in Sector D. They follow are road going through impassable cliffs and meet a fascist patrol. The partisans’ objective is the hill at the East of the board. The fascists are taken by surprise, in two separate groups on the open road, with a smaller group on the hill. They can only move when an attacking unit is 3 hexes close to them.
[Based on One Hour Wargames Scenario 26: Triple Line]

Order of Battle:

Partisans – 9 units, including the two regular [-1] leaders leo and Dimitri. Light Machine Gun, grenades, satchel charge.
Fascists – 6 units, including a veteran [-2] leader. Light Machine Gun [deployed on the hill] and grenades.

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Turn 1: Dimitri and Leo enter the board from the West. They move forward too boldly and are badly hit by opportunity fire while in the open.

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Turn 2: Dimitri takes cover in the woods. Leo is killed while trying to assault the fascists, some of the enemies are also eliminated, but the attackers have heavier losses. The surviving fascists retreat on the cover (which I treat as giving light [+1] cover).

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Turn 3: the partisans deploy in two groups in the woods surrounding the hill. The Light Machine Gun at the North, Dimitri at the South. [Thanks to an unlucky 12 rolled by the Gray army] a partisan sniper causes damage to the fascists.

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Turn 4: The battle is near to the end. Dimitri has to move forward to attempt an attack: he fails and falls in the attempt [a die roll suggests that he survives, anyway].

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Turn 5: The remaining partisans have no leader: they give up their objective. The fascists keep control of the hill and of Sector D.

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[A beautiful scenario, with an interesting terrain and initial deployment. Even with the moving limit, the defenders performed an effective fighting retreat. The superiority of their leader also proved vital.]

Valor & Victory in Montagna – 5 – Twin Objectives

 

[Fifth AAR of my solo games with the free Valor and Victory wargame. I play using Memoir 44 tiles for terrain and basic plastic army men. Battles are based on One Hour Wargames by Neil Thomas. Valor & Victory represents leaders as individual figures; in my games, one or two blue pebbles mark -2 (strong) and -1 (ordinary) leaders. Ordinary soldiers actually represent small squads of men. I use crouching figures for “reduced” (i.e. damaged) units. The game system is based on 2d6, one has to roll lower than a target number depending on the specific situation. A number of interesting details are included: e.g. various support weapons, armed and unarmed vehicles, snipers etc.]

Previous Events: A group of partisans [green army] has created a free republic in Northern Italy: the Republic of Montagna. The Fascist government army [grey] runs a successful attack (1:Sector J), capturing the partisan leader Arturo: the fascists cross the Grigio river and inflict a second defeat to the partisans (2:Sector I). The partisan leader Leo is also captured, but partisan commander Carla escapes. (3) Carla leads the partisans in the successful defence of the bridge in Sector C. The partisans counter attack: they ambush a contingent of enemies (4:Sector G), capturing enough fascists to be able to trade them for the freedom of Arturo and Leo: Carla earns a Valor badge.

An allied plane has parachuted weapons and ammunitions for the partisans, but the launch has landed in Sector I. Someone must have alerted the Fascists, because, when the partisans reach the area, some of the crates have already been moved to a nearby building and government soldiers are patrolling a hill for more weapons.
The partisans must occupy both the hill and the building, which initially are both under the control of fascist soldiers. The hill counts as light cover.
[Based on One Hour Wargames Scenario 21: Twin Objectives]

OOB: Partisans: 12 units, including the three leaders Carla [-2, i.e. strong], Dimitri and Leo [-1, regular]. No support weapons.
Fascists, 6 units, including one regular leader [-1]. A Satchel Charge and Light Machine Gun.

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Turn 1: the fascists are deployed in three groups: on the hill at the North and in the wood and building at the East. The dark cubes represent the scenario’s objectives. Leo remains stationary, firing against the unit on the hill with no effect. The other partisans advance towards the building.

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Turn 2: Leo climbs the hill, taking fire [one unit reduced]. Dimitri is attacked by a fascist sniper, hiding in the shrubs at his back [Dimitri has rolled a 12 while firing].

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Leo assaults the single unit on the hill. The defender uses the Satchel Charge, but it’s not enough to win the engagement. The first of the two objectives is conquered.

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Dimitri assaults the building, but he is pushed back. He has lost one of its two units. The fascists in the building also take considerable damage.

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Turn 3: fire from Carla and the three green soldiers at the center of the board eliminate the fascist units in the woods. Dimitri tries a second attack and this time he is successful, securing the second objective.

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[The partisans were quite lucky this time: first, they roll a consistently superior initial force; second (my bad) I should have concentrated the enemies in only two locations – the two in the woods were a poor choice. Again, a great asymmetric scenario by Neil Thomas]

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Valor & Victory in Montagna – 4 – A partisan ambush

[Fourth AAR of my solo games with the free Valor and Victory wargame. I play using Memoir 44 tiles for terrain and basic plastic army men. Battles are based on One Hour Wargames by Neil Thomas. Valor & Victory represents leaders as individual figures; in my games, one or two blue pebbles mark -2 (strong) and -1 (ordinary) leaders. Ordinary soldiers actually represent small squads of men. I use crouching figures for “reduced” (i.e. damaged) units. The game system is based on 2d6, one has to roll lower than a target number depending on the specific situation. A number of interesting details are included: e.g. various support weapons, armed and unarmed vehicles, snipers etc.]

MAP_C

Previous Events: A group of partisans [green army] has created a free republic in Northern Italy: the Republic of Montagna. The Fascist government army [grey] has run a first successful attack (1:Sector J), capturing the partisan leader Arturo: they crossed the Grigio river and inflicted a second defeat to the partisans (2:Sector I). The partisan leader Leo is also captured, but partisan commander Carla escapes. (3) Carla leads the partisans in the successful defence of the bridge in Sector C.

The partisans have set up an ambush in Sector G, with the objective of capturing a few enemies, to trade for their imprisoned comrades. A small group of partisans has installed in a small, well built stone building, being careful to let their presence be noticed by the fascists. When the government soldiers attack, a Heavy Machine Gun enters in action from inside the building, and the Partisan leaders Carla and Dimitri attack from the nearby wood.
The Fascists are taken by surprise and cannot act during turn 1.
[Based on One Hour Wargames Scenario 22: Ambush]

OOB: Partisans: 8 units, including the two leaders Carla [-2, i.e. strong] and Dimitri [-1, regular]. 1 Heavy Machine Gun.
Fascists, 9 units, including two leaders [-2 and -1]. Grenades and Light Machine Gun.
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Turn 1: Dimitri and the guys inside the building open fire on the Fascists, but with no effect. Carla advances towards the main leader of the enemies.
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Her close assault is perfect, making the grenades of the fascists irrelevant [2 on 2d6 is the best possible score]: all the partisan units have a chance to receive a valor badge, and Carla deservedly passes her roll!
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Turn 2: Dimitri moves through the open meadow, getting closer to the enemies deployed in the Southern area.
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Carla scores a second successful attack [this time, barely so, a roll of 8 with her -2 bonus results in a 6: just enough to win a fight with almost equal forces]. In the two attacks, she has lost one of her man.
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Turn 3: Carla’s squad and the HMG fire at the only surviving squad. It is reduced to the leader only and he is pinned. Dimitri can launch a close assault being certain to win.

The mission has been an amazing success. The partisans conquer sector G and they can trade their prisoners, freeing both Leo and Arturo.

Valor & Victory in Montagna – 3 – Carla saves the bridge

[Third AAR of my solo games with the free Valor and Victory wargame. I play using Memoir 44 tiles for terrain and basic plastic army men. Battles are based on One Hour Wargames by Neil Thomas. Valor & Victory represents leaders as individual figures. Ordinary soldiers actually represent small squads of men. The game system is based on 2d6, one has to roll lower than a target number depending on the specific situation. A number of interesting details are included: e.g. various support weapons, armed and unarmed vehicles, snipers…]

A group of partisans [green army] has created a free republic in Northern Italy: the Republic of Montagna. The Fascist government army [grey] has run a first successful attack (sector J), capturing the partisan leader Arturo: they crossed the Grigio river and inflicted a second defeat to the partisans (sector I). The partisan leader Leo is also captured, but partisan commander Carla escapes.

MAP_C

The partisan leaders Carla [-2], Dimitri and Romeo [-1] defend a bridge and a ford [marked by the two cubes] leading to Montagna (sector C). Off-board, the Fascists also attack from the South and Carla must send one unit to help defend the village during each one of turns 2, 3 and 4 (a total of 3 units). The fascists’ goal is to conquer the two buildings and move at least two units towards the village. Units of both sides must exit from the road towards the West.
[The battle is based on One-Hour Wargames, Neil Thomas, scenario 9 “Double delaying action”]

Order of Battle:
The attacking fascists have 10 units, including one -2 [strong] and one -1 [less strong] leaders; Support Weapons: 1 Light Machine Gun and Grenades.
The defenders have 9 units, including three leaders (-2 Carla, -1 Dimitri and Romeo). SW: Grenades.

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Turn 1: all the attackers cross the bridge, they choose not to try an attack from the ford too. Two squads attack Carla, in the building North of the road; the third squad attacks Romeo; a single figure is left behind in reserve. Carla’s Opportunity fire is very effective: she seriously damages one of the attacking squads.

Romeo is the target of a first assault: both sides choose to use their only supply of Grenades. Romeo resists [they roll a 9, with a target of 6 or less], with both sides taking damage.

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Things go well for Carla too: she resists an attack by the Fascist -2 [i.e. stronger] leader also armed with the Light Machine Gun.

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Dimitri, who was defending the ford, now moves towards the West end of the road, in order to send his men in support of the Montagna village. He is the target of OP fire, and one of his men is wounded [reduced] and pinned.
Since one of the two attacking squads has a pinned figure, Carla decides to send one of his men out, trying to finish the job on that side. He is brilliantly successful [rolling a 2, against a target of 6 or less] but he fails his chance to gain a “Valor” badge. Anyway, he has to take some damage too and he is pinned [the green figure on its side, near the river].

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Turn 2: near the buildings, fire is exchanged with no effect. One of Dimitri’s men leaves the battle [as required by the scenario]. Dimitri fires at the fascists near the buildings but  rolls a 12 [the worst possible] triggering the appearance of an enemy sniper on the nearby hill. The sniper immediately hits Dimitri: he will survive, but he is out of combat.

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Carla resists another assault, eliminating the -2 leader and his squad. Romeo is not so lucky [the fascists roll a 3]. Romeo is killed with his men, but he manages to completely destroy the attackers [eliminating three units in an assault causes 3 points of damage, which in this case match the assaulting leader + “reduced” figure].

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The only surviving enemy is the Sniper. Carla leaves one of his men to deal with him. She and the other unit leave the field, fulfilling the victory conditions. The bridge in Sector C is saved!

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Valor & Victory in Montagna – 2 – The Partisans lose a hill

[Second AAR of my solo games with the free Valor and Victory wargame. I play using Memoir 44 tiles for terrain and basic plastic army men. The game represents leaders as individual figures. Ordinary soldiers actually represent small squads of men. The game system is based on 2d6, one has to roll lower than a target number depending on the specific situation. A number of interesting details are included: e.g. various support weapons, armed and unarmed vehicles, snipers…]

A group of partisans has created a free republic in Northern Italy: the Republic of Montagna.

The Fascists have run a first successful attack, capturing the partisan leader Arturo: they crossed the Grigio river and now push forward towards the town of Montagna.

The partisan leaders Carla [-2], Ercole and Leo [-1] defend a strategic hill [sector I]. Their numbers are superiors to those of the fascists, but they are “hamstrung by appalling leadership” [only one of the Partisan leaders can activate during their Movement and Fire phase]

[The battle is based on One-Hour Wargames, Neil Thomas, scenario 29 “Shambolic Command”]

The Fascists (grey) attack from the East. Ercole and Leo are deployed on the hill. Carla is in a patch of wood slightly to the north. [this time I rolled no support weapons]

[the blue pebbles represent the leadership bonuses for both sides]

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Turn 1: the attackers are close and immediately move up to the hill, ready to assault. I let all the Partisans make use of Opportunity Fire and Leo was quite effective, destroying one of the fascist units.

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The other two groups (including a -2 leader) are ready to attack Ercole. The first attack is about as strong as the defending squad: they must roll a 6 to win and it’s a five. Ercole’s unit is destroyed [and a die roll decreed that Ercole was killed in action]. The fascists lose a single figure. The other attacking squad move north towards Leo.

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Carla activates to come to the aid of Leo.

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Turn 2: a second consecutive successful attack by the Fascists defeats Leo too [he is captured]. The attackers also manage to shoot down one of Carla’s two figures. The situation looks desperate, and Carla retreats.

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Valor & Victory in Montagna – 1 – The fascists attack

[First AAR of my solo games with the free Valor and Victory wargame and One-Hour Wargames by Neil Thomas. I play using Memoir 44 tiles for terrain and basic plastic army men. The game represents leaders as individual figures. Ordinary soldiers actually represent small squads of men. The game system is based on 2d6, one has to roll lower than a target number depending on the specific situation. A number of interesting details are included: e.g. various support weapons, armed and unarmed vehicles, snipers…]
MAP_A

A group of partisans has created a free republic in Northern Italy: the Republic of Montagna.
The two leaders Bianca and Arturo defend the frontier of the new republic (sector J) ready for an attack from the government army that controls the nearby villages Fiore and Breccia.
[The battle is based on One-Hour Wargames, by Neil Thomas, scenario 7]

The Partisans (Green) are deployed on a dominant hill, expecting an attack from the south. The attackers (Gray) have taken advantage of some concealed ground and sent the bulk of their force around the Partisan’s flank.

The two sides have similar forces, each with two basic -1 Leaders. The Partisans have a Heavy Machine Gun (assigned to Bianca’s squad). The Fascists a Light Machine Gun and a Satchel Charge.
1

Turn 1: the attackers advance. The Defenders have no other option but keep their position and fire back. The attackers roll a 12 (the worst possible) and activate a Partisan sniper, who joins the Opportunity Fire of the others. A first fascist assault on Arturo makes use of the LMG and the Satchel Charge, yet they are pushed back [barely, they rolled 9, needing 8 or lower].
2

Turn 2: having taken considerable casualties, Bianca moves back leaving the HMG to fresher troops. The attackers advance on the left, killing the sniper.
3

Turns 3: the attackers perform a series of successful assaults. On the left, they find little resistance: they climb the hill and then shoot down Bianca’s squad [I rolled a die to see if Bianca managed to survive the fight, but she was killed in action]. On the right they take heavy casualties, but finally the Fascist sergeant defeats Arturo’s squad [Arturo is captured alive, not necessarily good news for him].
4

Turn 4: the three units Fascist force on the left assaults the HMG crew. They roll a 2 [the best possible] and completely destroy the opposition.

Sector J is now under the control of the Fascists.

Road to Xyzab 5 – Final

Fifth and last episode of my #SGAM2017 Stay Frosty game also using Zach Best’s UNE (Universal NPC Emulator) in the scifi-flavoured version by Todd Zircher.

Previous Events: Earth is attacked by alien monsters: human soldiers bravely fight back. Gammon (an Infantry veteran) and Rhyne (a psychic) have been ordered to investigate an alien demon-trap in Xyzab. The squad also includes two goons. They are soon confronted by aliens and bugs. They free Tao, an anarchist rebel kept prisoner by a giant octopus alien. One of the goons goes apeshit and flees. Tao leads the squad to a building where he thinks they can find the target of their mission. At the entrance, there is a furious fight with a giant crab: the remaining goon is killed and Tao disappears. The fight is resolved by Bryanna, an arrogant journalist who is escorted by several soldiers. Bryanna and two of her soldiers enter the building together with the heroes. On the first floor of the building, they meet a girl (Elizabet) who deals in alien artefacts: she has been trying to open a locked door. Gammon uses one of his grenades to remove the obstacle: the next room contains alien devices that seem to be connected with the room immediately above.

The heroes climb the stairs to the second floor. Elizabet joins them, saying she is sure that other valuable items can be found above. They are confronted by one more huge armoured bug. One of Bryanna’s goons is immediately killed. Gammon fumbles [he rolls a 1 attack] and trips: he is hit and reduced to 0 HP, out of the fight! Elizabet and Bryanna kill the bug, with some help from Rhyne. Bryanna is beginning to think that Elizabet will make a nice addition to the article she is planning to write.
The surviving goon is left with Gammon, the others move to the next room. It does contain the alien demon-trap that they must destroy.

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The demon trap!!!

The demon inside the glass vat seems unconscious, but Rhyne uses his Telepathy power and manages to communicate with him. The demon tells him that, in order to destroy the device, they must reach the roof and turn off the power generator, but they must be careful: the generator is guarded by many snail aliens.
TRhyne, Bryanna and Elizabet climb the stairs to the roof. They are confronted by six aliens! Bryanna is hit and wounded, but she and Elizabet do a great job shooting down the hostiles. Rhyne tries to sneak through the enemies and reach the generator, but he is intercepted and locked in hand to hand combat. Elizabet comes to his aid, but she only defeats the alien after Rhyne goes down at 0 HP! Now only the two women are left. Elizabet reaches the generator and successfully turns it off. The lid opens, freeing the demon, who zots the last of the aliens and then disappears. The demon trap is neutralised: mission accomplished!
Bryanna is almost happy to have been wounded: now she has such a great story to write! Gammon and Rhyne are lucky to be still alive. They have reached the goal of the mission, one way or the other. If Bryanna’s article will not be too harsh (the army needs the help of a journalist and a rascal…) the big shots at the headquarters should be satisfied with the outcome.

Road to Xyzab 3 – Bryanna saves the day

Third episode of my #SGAM2017 Stay Frosty game also using Zach Best’s UNE (Universal NPC Emulator) in the scifi-flavoured version by Todd Zircher.

Previous Events: Gammon (an Infantry veteran) and Rhyne (a psychic) have been ordered to investigate an alien demon-trap in Xyzab. The squad also includes two goons. They are soon confronted by aliens and bugs: Gammon is wounded. They free Tao, an anarchist rebel who was kept prisoner by a giant octopus. One of the goons goes apeshit and flees.

Board 4: Tao leads the squad to a nearby large building, where he thinks the mission target might be. As the squad approaches the entrance a huge armoured crab attacks! [4 HD; armour 2; 2 attacks x3 damage]. Tension level is now 2. The crab reaches the goon and horribly crushes him. Gammon and Rhyne shoot their weapons, but they are ineffective against the heavy armour of the creature. A military vehicle enters the scene and several soldiers come out of it and kill the crab and, thanks to a grenade launcher. With the soldier, a woman arrived: during the fight, she takes pictures of the action and of the dead body of the goon.

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[Here is her UNE profile, #15 of my pre-canned characters
NPC type is: defiant journalist
Power level is: Comparable
Motivations are: execute criminals
complete alcohol
chronicle psionics
Conversation mood is: neutral
NPC bearing is: knowing – telling
Conversation seeds: kid, site, site, man, water]

 

Bryanna

Bryanna

The woman presents herself as Bryanna Wyse, a reporter for Psychic Warfare Today, published by the Earthling Army. Bryanna’s is presumptuous and careless, she appears to be a bit drunk. She almost mocks Gammon for his inability to cope with the crab; on the other hand, she immediately notices that Rhyne is a psychic and develops a professional interest in the mission. She says she was going to visit the building for a reportage anyway. The medic in her escort heals Gammon for 5 HP [he now has 10 HP]. Bryanna and two of her goons will enter the building with Rhyne and Gammon, while the rest of the soldiers wait outside. At the end of this conversation, Gammon and Rhyne notice that Tao is gone: he must have sneaked away during the fight.

 

 

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Road to Xyzab 2 – Tentacles and anarchy

Second episode of my #SGAM2017 Stay Frosty game also using Zach Best’s UNE scifi-flavoured by Todd Zircher.

Previous Events: Gammon (an Infantry veteran) and Rhyne (a psychic) have been ordered to investigate an alien demon-trap in Xyzab. The squad also includes two goons. They are soon confronted by aliens and bugs: Gammon and the goons are wounded.

Board 3: the area includes a larger building at the North. The squad soon spots a giant octopus [8 HD, multiple attacks, double damage] slowly moving towards them down the stairs from the roof of the building (PEF 1). The second PEF resolves as Tension Explodes! One of goons fails his save and goes apeshit: he turns his back and runs away! The third PEF increasing Tension (now Tension level is 1).

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The three remaining guys shoot at the monster octopus. As they do so, they hear someone crying for help from inside the building. Rhyne’s shot is perfectly aimed and hits the beast in an eye [critical hit]: for a moment it seems to have been killed, but it’s just stunned. The squad moves closer and Gammon throws a grenade causing huge damage to the beast, kill it takes another round of shots from the whole team.

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When the reddish horror finally stands still, the squad cautiously enter the building. They find a guy locked in the room [I rolled #8 on my table of pre-canned UNE NPCs].

 

8 plebeian repairman
Power level is: Comparable [3 HD]
Motivations are: overthrow opulence
embrace harmony
realize lust
Conversation mood is: neutral
NPC bearing is: insane – chaos
Conversation seeds: news, air, force, result, country

Tao is an eminent member of AAAA (Anti Alien Anarchist Association). The psychic tortures of the aliens seem to have traumatised him: he seems unable to think and speak clearly. Apparently, he was imprisoned by the collaborationists, who planned to trade him for one of their leaders captured by the Earthlings. Tao says he can lead the squad to  an alien-controlled building that might be where the demon-trap his. He also has news of the forthcoming arrival of a horde of flying bugs. Gammon contacts the HQ asking if they should trust Tao’s incoherent ramblings [FU RPG die 6 YES AND]: affirmative! The HQ also points out that Tao’s safety is vital: they expect him to know a huge amount of useful information.

Tao

Tao – An Anti-Alien Anarchist