Showing posts with label Solo. Show all posts
Showing posts with label Solo. Show all posts

Wednesday, September 25, 2024

Five Men in Normandy - Landed and Lost!

Well... SIX Paratroopers in Normandy...

I'm off on ANOTHER tangent for the moment. I can't even begin to trace the route that brought me to here, but I ended up picking up PDFs of Five Men in Normandy and Five Kilometres from Leipzig - both from Nordic Weasel Games on Wargames Vault. Both authored by the same designer that did Five Parsecs from Home and Five Leagues from the Borderlands. 

(The Anachronistic use of Kilometre in "Five Kilometres from Leipzig" only bothers me a little...)

For some reason, Five Men in Normandy struck me as something that NEEDED TO BE PLAYED!!!


Tuesday, 6 June 1944, 2:56am

Somewhere in Normandy

Due to some wild evasive maneuvers the plane had to make and high windspeeds, LCpl Ching's stick ended up scattered far and wide and, and no where near their official drop zone. For starters LCpl Ching landed in swamp. He did not remember seeing any swamp on any map he'd looked at in any of the weeks studying them before the drop. 

He found on member of his section that had been hit by some shrapnel that had taken half his head off... He found another trooper he did not know who had gotten tangled in gear and parachute and  got bogged down in the thigh-deep water and drown.

When he finally found a member if his section - Pte Messier, the section Bren gunner. LCpl Ching nearly got shot, having started Pte. Messier when he dove into a ditch beside him. They were unable to locate the No. 2 or No. 3 from the Gun Team - with the barrel bag and all the extra ammunition for the Bren. The two could not figure out where they were, but decided they were, at least, a fair way south of where they were meant to be. Pte. Mesier kept wanting to charge off in the direction of any distant gunfire they heard. LCpl Ching had to reign him in and point out they had no idea who was shooting at whom, or how far away they could be. They needed to focuse on rendezvousing with their own units to carry out their mission objectives for this first day on the ground in occupied Europe! When they could make out the moon, they tried to head north, which they hoped might bring them into contact with other members of their unit - or, at least, to the coast!?

They eventually they ran into a few other riflemen. One, Pte. Reddy, was from another platoon in the same company. Another, Pte. Hughes was a rifleman from C Company. The third, Pte. Constable was from one of the British 8th Parachute Battalion!? Finally they ran into Sapper Danforth from the Royal Engineers Who was very dismayed about losing all of his demolition charges that he was to bring to the train bridge at Bures!?

At one point they ran into two American Pathfinders!? Neither party was sure of where they were - and neither was sure which group was further off course, but at least ONE of them was way off, for sure... The Americans and Canadians (and British) eventually parted ways, the Americans heading West, the Canadians continuing North. 

Later they ran into a Lieutenant commanding one of the other platoons in their company. He also had little idea where they'd ended up, but at least he had MAPS! Regardless, they did not seem to be anywhere near any of the bridges they were tasked aiding the Royal Engineers in destroying. They eventually came across another group of Canadian Paratroopers near an abandoned farm. The officer decided to set up a CP and tasked groups to go out in different directions, locate others and send them back towards the CP, determine any enemy locations and troop strength, and report back ANY sort of landmark that might indicate where on Earth they were?!

To the west it looked like there was a low hill that might have a good vantage point to observe things. Also a road wound in that general direction. LCpl Ching's group was tasked with scouting ahead to the hill and see what they could see and keep an eye out for any road signage that the Germans hadn't already destroyed. 

Ching's group stuck to the fields alongside the road, where they could, as much of it was thick mud. As they approached the hill they realized there was a building and a crossroads nearby that could be investigated. But also it looked like there might be Germans guarding the crossroads... 

Approaching the hill and crossroads from the East. LCpl Ching broke the unit up into two groups. Sapper Danforth, Pte. Reddy, and Pte. Hughes would approach the crossroads through the woods on the north side of the road, while Ching, Messier, and Constable would approach through the woods and fields on the south side of the road. 

He'd given the groups strict orders to approach stealthily and NOT to engage if there were Germans present until the Lance Corporal could assess the situation and numbers of enemy. Only on his signal (by opening fire) would they assault any position. Otherwise they would regroup back at a burnt out barn a half mile down the road to the east they'd found in their approach after an hour. 

LCpl Ching's group moves to the edge of the woods. 

DAnforth's group does likewise on the other side of the road... they spot sentries that were on the top of the hill having a good look at the chaos in the distance! After a moment they headed back down the hill. 

When the Moon slipped behind some thicker clouds and all got very dark. LCpl Ching ordered his group to try and rush forward across the field to the hedgerow. 

The sentries gathered at the sandbag emplacement for a brief discussion. 

When the Sentries started down the road away from them, Danforth, Hughes and Reddy moved out of the woods, using the crest of the hill as cover, maneuvered to the top of the hill.

The moon came out from behind clouds and the whole area lit up... There were three German soldiers in plain view down the road clear in the open... they weren't going to get a better chance... so Hughes opened fire, the other two on the hill followed suit. One German was killed and another winged and knocked down in the road. Two others were set to flight by the sudden violence - running all the way back to the building they were billetted in. One of the two broke and fled out the back door running for his life. 

 Pte, Constable moved up to the hedgerow. The German in the street who had been injured was just recovering. A few shots from Constable encouraged the German to scramble over/through the hedge. 

Ching moved up and sprayed the hedgerow opposite which set the German to flight, around the building and through the fields opposite... 

Pte. Messier joined the other two at the hedgerow and observed the building to see if anyone popped their head up. One did and threw a grenade at them! It sailed far over their heads and exploded harmlessly out in the muddy field behind them - spattering them with a bit of muck. Fire from the Bren and Sten guns encouraged the German to hide back inside the house. 

Meanwhile down at the crossroads, Hughes asked the others to cover him and he rushed down and tossed a grenade into the sandbag emplacement. 

When Hughes snuck up to peer into the emplacement, the Feldwebel, hunkered down within took a shot at him with his MP40! Hughes ducked and then put a bullet through the German. And then three more, just to be sure! 

Hughes started taking more fire from the second story window of the house. 

Ching and Messier took this as an opportunity to climb over the hedge, one at a time while covering each other... hoping the occupants were all distracted by the explosions and fire at the crossroads - at least one was firing that way... 

A second German was clearly still in the house and popped up at the window to shoot at Messier, hitting him in the arm!

At the crossroads fire from the house had obliged Hughes to fall back across the street and take cover with Constable. 

Meanwhile Ching charged into the house! On the main floor he filled the German crouched by the window full of lead. Then he charged up straight up the stairs to engage the German shooting out the Northside window. So startled was the German he couldn't even react and Ching took him down with a short burst from his sten gun. 

LCpl Ching and Pte. Messier made a quick search of the house. They found some old letters that were left behind when the place was abandoned - confirming the address. Searching the bodies of the "Germans", the papers they carried seemed to indicate they were actually Polish...? 

Constable and Hughes did a quick search of the crossroads and sandback emplacement. The Germans had indeed torn down the road signage... but being lazy, had just tossed it in the ditch where it was discovered by Constable. This further confirmed their location. 

Still up on the hill, Danforth and Reddy had a good look around and were able to identify a few features in the distance and take a bearing on them.

The group regrouped and compared notes and decided to head back. LCpl. Ching expressed his disappointment at the group on the hill NOT waiting for his signal. After it was determined it had been Hughes that had opened fire, he and Constable got into a heated argument, Constable insisting it was a rash decision that could have gotten them all killed! 

They bickered all the way back to the temporary CP at the farmhouse. 

More troops had made their way there and with the information that LCpl Ching's group was able to provide, a route of march was established and the lot of them moved out to the Northwest to try and regroup with the 8th Parachute Battalion which should be trying to blow up bridges across the River Dives.


What's going on...? 

I played out this scenario using Five Men in Normandy from Nordic Weasel Games. I picked up the PDF the other day and it seemed really interesting and I had a lot of stuff I could just use right away without any modifications (though I DID rebase the Paras, so I could put names on the bases... It's something I want to get to anyway...)

I thought the system would be fun to play out a little campaign of Canadian Paratroops in Normandy - given the chaotic nature of the drop, the system seemed perfectly suited for playing out the adventures and escapades of a small group of troopers dropped way off course and deep behind enemy lines.

I started with rolling up a random section and got two with sten guns, three with rifles, and a bren gunner. 

I called these guys "seasoned" even though they'd never seen actual combat - I figured it would reflect their more intensive training. 

I rolled for some specialist equipment and got a Medical Kit and Boots that Actually Fit. Both are one use and then gone and can be used by anyone in the section.

I rolled for skills and got Alert and Brawler. I assigned Alert to the Bren gunner and Brawler to one of the troops with a Sten Gun and called them a Lance Corporal. 

Rolling for known people I got two Allied Soldiers and one Officer from Own Unit. Initially I wasn't clear if these joined the unit...? but later I found events that allow a known character to join a unit, and so these are just people that have been met that COULD join in... 

There are backgrounds and motivations that can be rolled for. It is suggested that at least those characters with skills be rolled for and others can be rolled for later as they are "revealed". 

I rolled Farmer for the Lance Corporal and Working Class for the Bren Gunner. 

For motivations, I rolled Family for the Lance Corporal and Glory for the Bren Gunner... 

Then I started weaving the narrative together... I decided the Lance Corporal and Bren Gunner would actually be from the same section. The others would be from other units that were equally lost behind enemy lines and were met up with and formed an ad-hoc unit to carry out actions. 

Just to make things interesting, I decided the Bren gun would have low ammunition. 

I thought the first batch of scenarios could be follow-up scenarios - representing a series of encounters through out the night of the drop and following day or so until the unit made it to the Rendezvous Point at the Le Mesnil crossroads. 

As follow-up missions, the troops don't really get to rest and recover or gain new equipment between action scenarios.. Although... reinforcements could be found in the form of just finding other lost Paratroopers... resupply could be in the form of looting corpses...? I don't know... we'll see.

Currently I'm working with the following rule I made up: At the beginning of each scenario I'll roll a d6. If the number is LESS than the number of scenarios played I'll say they've made it back to the RV point and get some limited rest and resupply... 

Also the first scenario(s) are in darkness. I thought I'd roll for a random visibility as the moon slips in and out of cloud cover at the beginning of each turn (3d6"). Targets that shot in the previous turn, but are beyond the current visibility range, may be shot at, but only with Shock Dice. 

Instead of 1+d6 days between missions, these first ones will be 1+d6 hours. Sunrise is 6am. 

IF the unit survives these initial missions and makes it back to the Rendezvous Point, the riflemen will return to their respective units and I'll roll three more times on the Force tables to see how many of their original section made it back to the RV to reunite with them. At this point one of them will gain a skill and backgrounds rolled and new specialist equipment acquired - if any of the initial equipment has been used.  

For the first scenario I rolled a Military Mission (decided that the Officer from their own unit would direct them to do something). I then rolled a Scouting mission - the objective of which is to get within 3" of each of three objectives. Thinking of the terrain I have access to, I decided this could be the top of a hill (to get a look and see if they can figure out where they are), a crossroads (to see if there is any signage that might indicate what road they are on), and a building to see if there is anything that can be found there. 

I decided to add Search Rolls at each - to see if any clues are found. 

The Opposition I rolled were six sentries... that would be sitting on each objective. Two at the crossroads, two on the hill, and two in the building. In my minds eye, I imagined a bored squad of wehrmacht conscripts (possibly from occupied countries in Eastern Europe) being tasked with guarding a cross roads on the night everything went to shit. Three were probably sleeping in the house - which I decided had been abandoned - while the other three were at the crossroads until all the shooting and explosions started. Now two remained at the crossroads, which two went up to the top of the hill to see if they could make out what was going on around them. The other two are still resting in the building. 

There is a squad leader with an MP40, the rest have bolt action rifles.  

For circumstances I rolled a Stealth Mission - so our heroes are sneaking up on the sentries who have to check to see if they spot them... 

The battle was then played through using the Five Men In Normandy rules. I'm not going to do a blow-by-blow, roll-by-roll of what happened when I've already wrote a narrative description of what went down... which I hope is more interesting anyway. 

AFTER THE BATTLE

There were NO INJURIES to roll for the unit! I had an extreme run of lucky rolls... and catching people at less than 12" and in the open was very handy! 

I did roll for ONE event - Argument - Hughes and Reddy - they don't like each other anymore... but it didn't come to blows or lower the morale of the unit. 

Rolling to move the clock forward, the next action wouldn't be until after 8am - well after sunrise. 

Rolling for morale - I had five dice for a successful mission and not taking any casualties - which resutled in a +2 morale. These are points that can be expended each game to prevent a figure from hunkering down or bailing. 

I've started a page to keep track of all the battles and Characters:

Five Men in Normandy - Campaign and Characters 

I'm really liking this system so far. It has fair bit of similarity with Five Parsecs from Home and Five Leagues from the Borderlands (and Five Kilometres from Liepzig!) - all of which I would like to explore further... I think I might carry on with this campaign for a bit though, as I've got it started and some momentum and have VERY LITTLE I have to do for prep for any scenarios as I have LOADS of painted WW2 figures and vehicles. 

Just wish I had some better buildings... 

Tuesday, October 10, 2023

Five Parsecs From Home - Solo Campaign - Round One

I played the first round of my solo Five Parsecs From Home campaign on Monday afternoon.

You can read about the crew on the previous post:

Five Parsecs From Home - Solo Campaign- The Crew

Having gathered a crew together, they decided to look for some work... As it turned out, Jordan Fafferd already HAD a job they could do, down on the frozen surface of Zzarvazdan. Some scientists that had some connection to his parents were looking for some help. They needed someone to protect a technician that had to venture into a deep cavern and replace a Power Cell on some remote sensing device that was failing. 

Vsssri also presented to the rest of the crew some information they had gathered about a "big score" and there was definitely something there... But the Job for the scientists had short timeframe, so they decided to go with that. 

Besides job for the scientists should be in and out with no trouble at all... but the region, and especially those caverns, were known to be inhabited my Mega-Ice-Lice! 

Before the job, Gdork and Vsssri decided to do some training, Renata Starchild and LRD-A55 went trading, and Jordan Fafferd and Nordin just went exploring the settlement on the planed. 

Renata Starchild managed to find an operations manual for the Scout Ship she'd recently obtained and spent some time reading it. LRD-A55 managed to sell some stuff they found in the back of the ship and had no need for. Fafferd managed to find a gambling den and managed to lose the spare colony rifle they had as a back-up weapon... but he swears he doesn't have a problem. Nordin managed to get lost and spent a long time wandering the streets and alleys of the settlement. It was so... open and... uncrowded... The total opposite of teh cramped and claustrophobic Mega City he'd grown up in... He almost started to think he could settle down here. He didn't owe these guys anything... 

The crew got back together and met up with the Technician. 

The Technician 

Only Nordin didn't show up on time!? The Technician was adamant that they needed to leave right away so they could get there before the sensors completely shut down and all the data was lost! So Starshild send Fafferd to go and find Nordin and catch up as soon as they could in the spare transport! 

It was a long distance to the remote caverns and Fafferd and before they arrived at the site, Fafferd had found Nordin and they were on their way. Upon arrival, the Technician, again, insisted there was no time to lose and they should enter the caverns immediately and could not wait for Fafferd and Nordin to arrive. Besides, she told them, they still had a few hours until dark, and they mostly came out at night... mostly... 

Approaching the sensor equipment. Renata Starchild led the way, to make sure it was clear of any dangers. 

Mega-Ice-Lice in their lair nearby. 

Looked like the coast was clear. 

The crew seized the initiative, catching the Mega-Ice-Lice off-guard and asleep. 

Almost there... 

When suddenly the cavern was swarming with the terrifying bugs! 

The team opened fire but the creatures were TOUGH. It took multiple hits to bring them down - which didn't even seem to outright kill them! 

Vsssri took up a firing position on the flank, to draw off some of the Mega-Ice-Lice. 

Gdork fighting off the Mega-Ice-Lice with their shatter axe. Even a weapon that brutal had a hard time breaking through the bugs hard carapace. Starchild slashed and stabbed and parried with her Glare Sword. 

Gdork roared with savage frustration as they kept beating the creatures back, only for them to get up and charge again!? 

Things looked bleak, but slowly they whittled down the bugs numbers. 

Finally, Fafferd and Nordin caught up! 

Even LRD-A55 had to fight off the Mega-Ice-Lice at close range. 

Even with Fafferd and Nordin's help, it was all they could do to keep them at bay. 

Gdork surged forward into what remained of the swarm as their numbers started to dwindle. 



LRD-A55 moved up to try and clear a Mega-Ice-Lice away from the sensor equipment. 

Gdork took down the last of the Mega-Ice-Lice with a mighty swing of their Shatter Axe! 

Having cleared the cavern, the crew formed up around the Technician and sensor equipment while the Technician did her thing. 

The scientists were very generous with their pay. Renata had been concerned that they might be annoyed by the unprofessionalism of Nordin being late and requiring Fafferd to stay behind and end up being late to the party, but as it all turned out well and it was clear the outcomes could have been much, much WORSE, they didn't even mention it. More jobs might be available, if the crew were to stick around... 

Renata wasn't quite sure WHAT to do... She was quite rattled by the savageness of the bugs. Though she'd been in a few scraps back on Shoshti Station, some of which ended up with people dying, NOTHING had prepared her for the brutality the greater universe had to offer. The two-bit thugs she'd fought in the past generally had given up and fled as soon as one of their number was seriously injured or killed. Every last one of these giant bugs had to be taken down! 

What will happen next... Will they take more work from the scientists...? Will they follow Vsssri's leads...? Will REnata Starchild just decide adventure and FAME were not worth the risk and sell off her newly aquired starship - without even taking it to another world - and go back to doing odd jobs on Shoshti Station for the rest of her life!? 

Tune in next time to find out! 


>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<


I don't know if I'll go through the whole pre/post game sequence for future games (if there are future games). I thought I would this time, though... I think a more narrative focused story (above) of the crews exploits will probably be more fun for me to write (and fun for you to read!?)... I thought I'd do this for any that might be interested in the guts of the game and how it plays out.  

(and if anyone is REALLY EXCITED about this part, let me know, I can include it in further game reports!) 

STEP 1: TRAVEL 

1. Flee Invasion (if applicable) 

No invasion/ Not Applicable. 

This is the first round, invasion is determined in the end sequence, so there cannot have been an invasion, this step is skipped... 

2. Decide whether to travel

The crew has a patron in their start location which isn't persistant, so if they want to use that patron and potentially gain a contact in the starting location, they have to stay and do the job... so... Despite their desperate desire to get out there and make a name for themselves and explore and have adventures... they're sticking around Shoshti Station, at the planet Zzarvazdan

3. Starship travel event (if applicable)

Nope.

4. New world arrival steps (if applicable)

Not really ARRIVING at a new world.... so... some of this doesn't apply. Don't need to see if Rivals have followed - they're HERE! Don't dismiss Patron - They're HERE (that's why the crew stayed!). 

I probably DO need to Check for Licensing Requirements... rolled a 4 - NOPE!

World Trait: Frozen (guess that must be referring to Zzarvazdan, it would be weird to have slippery ice all over the station!?) 

Any character making a Dash may opt to slide. They move 1D6” in a straight line, and must move the full distance. If they collide with anything, they – and any character they collide with – are knocked 1” in a random direction and become Stunned.


STEP 2: WORLD

1. Upkeep and Ship Repairs

First upkeep is paid for the crew (cheques, booze, food, etc) which is 1 Credit (for a crew of six, if more are recruited, it costs one extra credit per additional crew!) - bringing the total down to 5 Credits. 

Next payments can be made on the ship's debt, I decided to try and pay that shit down as quick as possible and paid the remaining 5 credits towards the ships debt... Lowering the Credits Owed to 18... but then every round that increases by one (interest) so it is now 19 Credits owed.

No repairs are needed at this point. 

2. Assign and resolve crew tasks

At this point each crew member can be assigned to a number of different tasks: Find a Patron, Train, Trade, Explore, Track, Recruit, Repait Kit, or Decoy

The crew already HAS a Patron, so no need to look for one.

There is only one rival, so I didn't think it was necessary to either Track them down to confront them, or send out any crew as Decoys to throw them off the trail. 

There was no damaged kit to Repair.

I can't really afford extra crew and don't need to replace any losses, so no need to Recruit.

So that leaves Train, Trade, and Explore.

As no one is in the sick bay, I decided to assign Gdork and Vsssri to train. Renata and LRD-A55 would go trade, and Norigort and Jordan would Explore. 

Gdork and Vsssr simply gained +1 XP each for training

Renata and LRD-A55 made two rolls on the trade table:

  • Renata found an Instruction Book - A crew member of choice can read it and earn +1 XP. Single-use. I think that should be Renata reading the instruction manual on how to FLY her newly acquired Space Ship! 
  • LRD-A55 was able to Sell some cargo and earn 2 credits.

Nordin and Jordan made two rolls on the Explore Table: 

  • Nordin got  Completely lost - Rolling 1D6+Savvy, the scored a 5 - PHEW! Luckily they found their way back in time, otherwise they would have be unable to participate in a battle this campaign turn!? Either way, they got to roll again on this table to see what they find while wandering the streets. The result was "This place is rather nice, really...." When the crew is ready to leave this world, unless it is being Invaded, they must pay 1 story point or this crew member will decide to stay behind. If they do, you can keep their equipment, though.... Ugh... Norigort... 
  • Jordan went gambling and despite swearing he "doesn’t have a gambling problem!"... the crew had to discard one item from the character’s equipment or crew Stash. (Good-bye Colony Rifle...) 

3. Determine Job Offers

Jordan Fafferd started the game with a Patron so rolling on the tables it was determined the Patron to be a Small Secretive Group that offered Danger Pay +1 Credit (No Benefits, Hazards, or Conditions), to do a job this turn or the following 2 campaign turns. 

4. Assign Equipment

So, this seems like a weird place to do this, BEFORE even deciding which job to do... but here we are... BAsed on the miniatures I rounded up, here's what everybody got (and will probably permanently keep, unless they find something better, that looks more or less the same!?):

Renata Starchild - Glare Sword, Military Rifle, Communicator, Hazard Suit

Jordan Faffard - Hunting Rifle, Stabilizer

Norigort - Shotgun, Blade

Gdork - Shatter Axe, Machine Pistol 

Vsssr - Needle Rifle 

LRD-A55 - Concealed Blade, Scrap Pistol with Shock Attachment

5. Resolve any Rumors

The Crew also started with some Rumours, so I rolled to see if they had a Quest... and they DO! 

6. Choose your battle

Rolling for the Rival, they did not succeed in tracking down the crew! Phew! 

So the crew had a choice of doing the job for the Patron or Embarking on the Quest. As the Patron job was somewhat time sensitive, they decided to do that and hopefully make some money to get off this station and follow wherever their Quest led them! 


STEP 3: TABLETOP BATTLE

Deployment Condition: Delayed: 2 random crew members won’t start on the table. At the end of each round, roll 1D6: If the roll is equal or below the round number, they may be placed at any point of your own battlefield edge.

Ha-ha! That will be Norigort, who got lost and Jordan who went looking for them! 

Notable Sights: Person of Interest: Gain +1 story point. (I ended up kind of ignoring this as it didn't really make sense for a person of interest just be hanging around in the cavern to talk to... I could have rolled again or something... but I just left it...) 

Objective: Protect

You will be accompanied by a VIP character (Reactions 1 / 4” / +0 / 3). They are unarmed and may never initiate a Brawl, but will defend normally. They cannot be given any equipment. The VIP must set up at least 12” from the center of the table. The enemy must set up 12” from the center on their side. Treat the VIP as another member of your crew.

If the VIP spends a full round within 3” of the center of the table, you Win. If you achieve this within the first 4 rounds of the game, you earn an additional 2 credits in pay.


THE ENEMY 

6 Roving Threats - No Unique Individuals 

ENEMY: Large Bugs

NUMBERS: +2 (= 8!?)

PANIC: 1

SPEED: 5”

COMBAT SKILL: +1 (Pack Leader is +2)

TOUGH NESS: 5

AI: R - RAMPAGE

WEAPONS: Mandibles (Damage +1)

Over-sized insects and other creepy-crawlies are a distressingly common sight throughout space.

Easy targets: +1 when firing at this enemy.

Stubborn: They ignore the first casualty of the battle when making a Morale check

With this number, there would normally be specialists and a Lieutenant, but because these are critters without specialist weapons, they just get a Pack Leader that is an additional +1 Combat Skill.

(one thing I wasn't sure of was DID THE MANDIBLES COUNT AS A MELEE WEAPON!? or were they considered unarmed and not get the bonus +2 to brawling for having a melee weapon. I kind of split the difference and gave them +1 - for a total of +2 to their roll) 

Set Up

I set up the bugs in one corner - it's not easy to set them all up in the rampage set up pattern, when they have to be 12" from the center of teh battlefield... but the battlefield is only 60cm x 60cm (slightly LESS than 24"x24"). The technician was in teh opposite corner - having to also be 12" away. The rest of the crew could be a bit closer as the only other set up stipulation I could find was they could not start within 18" of an opponent....? 

Before the battle I checked to see if the crew could Sieze the Initiative, and they did, so they each made a move before the first round. 


ROUND ONE

I rolled for reactions, but then decided not to bother and waited for all the bugs to move, which would hopefully bring them in line of sight. Then everyone started shooting. 

The bugs were TOUGH! They were super easy to HIT, but damn, to take them out their toughness had to be exceeded and their toughness was FIVE. So, needed a total of six and few of the weapons the crew had had any sort of damage bonus - except Gdork's Shatter Axe... But I coudlnt' seem to roll highter than THREE when they hit!? 

Few ended up being taken out by a single hit. Hits that don't cause an injury (knocking the target out of the game) pushes them back and gives them a STUN token. If a model receives THREE stun tokens, they are knocked out and removed from the game. So that is how the crew took most of them out!

Stunning also meant the bugs would not move into combat for a round - as models with stuns can EITHER move OR do a combat action and NO ONE ever STAYS in combat, because, along with the stun, the target is pushed back an inch. 

Renata shot first and hit and stunned the leader. Gdork shot second and got two shots with their machine pistol, which hit the leader twice dealing two more stuns and taking them out! That was a relief, as the leader was even nastier than the rest of the bugs. 

Ysssri also got off two shots with their needle rifle, dealing two stuns to another. 

At no point in the game did any of the bugs flee due to morale!


ROUND TWO

Renata got a quick action and took a shot at bug and missed! I burned one story point to re-roll and hit, dealing a stun... 

The Bugs surged forward, but did not have quite enough move to get into contact. 

Gdork charged and hit, but failed to wound, so stunned and pushed it back. 

Vsssri shot at a bug and stunned it. 

LRD-A55 moved up and shot a bug with the built-in pistol (and SHOCK ATTACHMENT - which turned out SUPER USEFUL!!! When hitting an enemy within 8", if the weapon it is attached to does not injure the tartget it deals a SECOND stun marker) - that extra stun took out one bug! 


ROUND THREE

Jordan and Nordin arrived... I coudln't remember if they got to act, and by this point I was tired of running up and down the stairs to look up rules on the computer (as I only have a pdf and don't have a tablet to read them on... I may have to break down and buy a print copy of these rules...) so I just decided that they didn't... 

I got THREE quick actions, so Gdork charged in and hit and stunned another bug. Renata shot and stunned one. And LRD-A55 shot and MISSED!? 

The bugs then charged - at least the ones that weren't stunned! One charged LRD-A55 and took two stuns for it's troubles. Renata was also attacked and rolled a tie, so BOTH were hit and stuned! Gdork got charged, and hit the bug and KILLED IT - I think this was the only time I took on down with a successful damage roll...? 

After the bugs charged Vsssri shot a stunned bug and finished it off. 


ROUND FOUR

Quick actions for LRD-A55, Gdork, and Jordan. 

LRD-A55 shot and stunned a bug (twice). 

Gdork charged a bug and... 

Oh, yikes this was nasty... the green die is Gdork's and the yellow die is one of the Mega-Ice-Lice they were fighting. In close combat, a natural six and additional hit is scored against the opponent. On a natural one, the roller takes an additional hit. Didn't even have to roll for damage as three hits would, at the very least, cause three stuns and that would take the bug out anyway... 

Jordan moved and fired and took out a bug.. I didn't make note if it finished off a stunned one or just took it out with a Damage roll of six, I'm guessing it was the former... 

All bugs remaining were stunned so, they cleared on stun each and moved for cover. 

 Vssri shot and missed...?! With both dice...?! I guess so!?

Nording moved and... that's all I noted...?

Renata shot and dealt a stun to a bug, and recovered her stun marker. 


ROUND FIVE

Quick actions for LRD-A55, Renata, and Gdork. 

LRD-A55 missed, but Renata and Gdork finished off the remaining bug. 


ROUND SIX

Technician moved into contact with sensor equipment


ROUND SEVEN

TEchnician spent full round in contact with sensor equipment

Game Won! Table Held!



STEP 4: POST-BATTLE SEQUENCE

1. Resolve Rival Status

Bugs cannot be Rivals... 

2. Resolve Patron Status

Having succeeded in this mission, the crew now has a Small Secretive Group Contact on Zzarvazdan! 


3. Determine Quest Progress

Wasn't a Quest job... so... no progress. 


4. Get Paid

Rolled a 6 (+1 from Patron) = 7 Credits!? 


5. Battlefield Finds

Curious data stick / Invasion Evidence: You obtain a Quest Rumor. 

Weren't even ON a Quest job and it's moving forward! 


6. Check for Invasion

No invasion! 


7. Gather the Loot

Rare Substance - found some shinies in those caverns and the Technician didn't care if the crew hauled it out... 

Roll 2D6. Receive credits equal to highest roll. ANOTHER SIX!


8. Determine Injuries and recovery

No injuries to roll for! 


9. Experience and Character Upgrades

Regina Starchild (+3 for surviving and winning, +1 for reading the starship instruction manual discovered in pre-game sequence = 4XP)

Jordan Fafferd (+3 for surviving and winning)

Nordin (+3 for surviving and winning)

Gdork (+3 for surviving and winning, +1 for being the first character to inflict a casualty, +1 for pre-battle training = 5XP)

Vsssri (+3 for surviving and winning, +1 for pre-battle training = 4XP)

Gdork has enough that they could increase Speed or Savvy... I think I might hold off on that for now... I feel like Gdork needs TOUGHNESS!! 


10. Invest in Advanced Training

Not going to do that just yet, not having nearly enough cash or experience... 


11. Purchase items

Purchased Pistol for Jordan Fafferd and a Blade for Vsssri


12. Roll for a Campaign Event

To celebrate their first success as a TEAM, the crew spends a night drinking, watching movies, and playing cards.

+1 story point. (which basically recovers the ONE I used...) 


13. Roll for a Character Event

Regina Starchild - All this endless violence is depressing her.

The character refuses to participate in any battle during the next campaign turn (except for an Invasion battle). Get +1 story point, as they get a new perspective on life. 

So... she CAN be used for pre-game assignments.. but will skip the battle... 

Uh-ohs.... 


14. Check for Galactic War progress

No current invasions going on, so... nope... 


WRAP UP

So... that's the game. 

I had a lot of fun putting this together... Though it seemed like a cake-walk - with ALL of the enemy being taken out and all of the crew getting out without an injury, it did seem pretty touch-and-go for a bit and a few more unlucky rolls could have made it go completely the other way. 

I have a feeling that a lot of the ohter potential opponents might be a bit harder to deal with and there could be some more protracted firefights against more tactical opponents - who may not be as tough... but definitely know how to use cover and can shoot back!!!

Looking forward to the next game!  

I started a PAGE to keep track of the current status of the crew and ship and post links to ALL the game reports. You can find that HERE:

Five Parsecs - Silver Slip (Solo Campaign)

Sunday, October 8, 2023

Five Parsecs From Home - Solo Campaign - The Crew

I think it was Black Friday, last year, I picked up a PDF of Five Parsecs from Home. I don't love PDFs... but it was a game I'd been looking at and thinking about and the PDF was and insanely good deal.... so, I bought it. I've looked at it once or twice over the intervening months. I can't recall what got me looking at it more seriously this past week... but I did! Serious enough that I decided to roll up a completely random crew! And then write up some background fluff. Here's what I've got so far... 


We begin our story on Shoshti Station, orbiting the planet Zzarvazdan. 

Centuries ago, the station was a colony ship, carrying thousands of passengers heading out into the galaxy to find new worlds to colonize. The ship was designed that, once it arrived at its destination, it would remain indefinitely operating as a space station – housing the colonists until more permanent residences were built on the surface of their new world. Once surface settlements were complete, the station remained as a space port and luxury resort, for colonists to get away to or out system tourists to visit – once interstellar travel became more common and affordable. 

As the centuries wore on, however, the colony on the planet below was not as productive as others and did not attract the kind of industry and investment needed to thrive in the burgeoning interstellar community. The planet became a bit of a backwater and Shoshti station attracted… less savoury clientele. Now it is a den of gambling, a marketplace for all manner of illicit good and services and other vices. 

Renata Starchild, the leader of our band of plucky space adventurers, grew up on Shoshti Station. The only child of a sex worker and a musician, she had little in the form of any sort of formal education but grew up wise in the ways of the galaxy. From a young age she spent a lot of time hanging around the space docks and eventually picked up odd jobs helping mechanics and service crew and was able to learn her way around a starship. She was a fan of listening to the stories of the smugglers and pirates and other starfarers that came and went from the station, dreaming that she, too, would one day be the captain of her own ship.

That day came sooner than expected when she won a ship in a game of kracts. The ship still had a lot of credit debt owing on it that she would have to take on and need to pay down. It sure wasn’t much to look at. Being a retired scout vessel that was nearly a century old, it had a lot of wear and tear on it… and it wasn’t very big…. But it was a starship, and if was FAST and still had some pretty advanced sensor equipment. 

Next she would need a crew… 

The first she recruited was Jordan Faffard. Faffard had grown up on a distant Research Outpost. As a child, he dreamed only of a life of adventure. There was none to be found in the quiet life on the station. Not having the aptitude for science or engineering that his parents had, he worked for a time in general labour and security, but only long enough to save up enough credits to get off that station and  seek the life of adventure he had so longed for! Their credits had gotten them as far as Shoshti Station where he thought for sure they would find some ship to sign on to. Faffard met Starchild in one of the bars on the station and the two hit it off at once. 

The next brought into their circle was Norigort. They were born in the underslums of a Megacity on one of the galaxies more populated worlds. Born into extreme poverty, there was extreme limits to what they could see and explore on their homeworld. Surely, they thought, the starships they saw coming and going from the nearby port could be their ticket out to see the galaxy. Somehow they got working passage on one and have been travelling the starts since, always on the move, desperate to see new things. When they met a young new captain of an old scout vessel, they were only too happy to join on as crew. 

The fourth member of the crew they recruited was Gdork, a K’Erin. The K’Erin are

proud and warlike aliens with a penchant for brutality and a peculiar sense of honor. Gdork has grown up as a member of frontier gang. They’d left the gang in search of The Truth… But they’re never really clear on what Truth they’re looking for… Perhaps when they find it they’ll let the rest of the crew know… In addition to their proclivity for violence, they are an accomplished hacker, which could come in handy for doing jobs that were less than entirely legal. 

The final member of the crew recruited, before they set out to make their way in the galaxy, was another alien named Vsssri. Vssri was a Soulless - A species of cybernetic organisms, connected into a combined hive-intelligence. Vsssri was from a Isolationist Enclave and travelled the galaxy preaching their faith 

The sixth member of the crew was a bot that came with the ship. It was programmed for interstellar navigation and security. It’s factory designation was LRD-A55, but everyone just calls it Lard Ass. 

The Crew so far... from left to right; Nordin the Primitive Hive Scum, Jordan Faffard the Enforcer, Gdork the K'Erin ganger/hacker, Renata Starchild the Captain, Vsssri the Soulless Mercenary, and LRD-A55 ("Lard Ass") the Bot. 

THE CREW

Renata Starchild

  • Species Type: Baseline Human
  • Reactions: 1
  • Speed: 5”
  • Combat: +0
  • Toughness: 3
  • Savvy: +0
  • Luck: 1
  • XP: 0
  • Background:  Space Station - +1 Gear (Hazard Suit)
  • Motivation: Fame - +1 story point
  • Class: Scoundrel +1 Speed
  • Gear: Glare Sword. Military Rifle, Communicator, Hazard Suit
  • Notes: Leader


Jordan Fafferd

  • Species Type: Baseline Human
  • Reactions: 1
  • Speed: 4”
  • Combat: +1
  • Toughness: 3
  • Savvy: +1
  • Luck: 
  • XP: 0
  • Background: Research Outpost - +1 Savvy - +1 Gadget (Stabilizer)
  • Motivation: Adventure - +3 credits - +1 Low-tech Weapon (Shotgun)
  • Class: Enforcer - +1 Combat Skill - Patron
  • Gear: Hunting Rifle with Stabilizer, 
  • Notes:



Nordin

  • Species Type: Baseline Human
  • Reactions: 1
  • Speed: 5”
  • Combat: +0
  • Toughness: 3
  • Savvy: +1
  • Luck: 
  • XP: 0
  • Background: Lower Megacity Class - +1 Low-tech Weapon (Colony Rifle)
  • Motivation: Discovery - +1 Savvy - +1 Gear (Communicator)
  • Class: Primitive - +1 Speed - +1 Low-tech Weapon (Blade)
  • Gear: Shotgun, Blade
  • Notes:


Gdork

  • Species Type: K’Erin
  • Reactions: 1
  • Speed: 4”
  • Combat: +1
  • Toughness: 4
  • Savvy: +1
  • Luck: 
  • XP: 0
  • Background: Frontier Gang - +1 Combat Skill
  • Motivation: Truth - 1 Rumor - +1 story point
  • Class: Hacker - +1 Savvy - Rival (Mercs) 
  • Gear: Shatter Axe, Machine Pistol 
  • Notes:
  • When Brawling, K’Erin characters may roll twice, picking the better of the dice.
  • If a K’Erin character begins their round within base movement speed of an enemy, they MUST move to engage them in Brawling combat.


Vsssri

  • Species Type: Soulless
  • Reactions: 1 
  • Speed: 4”
  • Combat: +1
  • Toughness: 4
  • Savvy: +1
  • Luck: 
  • XP: 0
  • Background: Isolationist Enclave - 2 Quest Rumors
  • Motivation: Faith - 1 Rumor - +1 story point
  • Class: Mercenary - +1 Combat Skill  - +1 Military Weapon (Military Rifle)
  • Gear: Needle Rifle 
  • Notes:
  • 6+ Armour Save
  • Soulless cannot use consumables or receive implants. They use the Bot Injury table.
  • Unlike Bots, they can learn from experience and receive XP normally.
  • They may also have Bot Upgrades installed, but must pay 1.5 times the normal cost (rounded up)


LRD-A55 (“Lard Ass”) 

  • Species Type: Bot
  • Reactions: 2
  • Speed: 4”
  • Combat: +1
  • Toughness: 4
  • Savvy: +2
  • Luck: 
  • Notes
  • Gear: Scrap Pistol with Shock Attachment, Concealed Blade 
  • 6+ Armour Save
  • No XP, only purchased Upgrades
  • No implants or consumables
  • Never affected by Character Event



Extra Equipment

  • Colony Rifle

Credits: 6

Story Points: 6

Rumors: 3

Rivals: 1


Crew Background 

  • Met Through: A random meeting in a bar
  • Characterized as: Living the Dream! 


THE SHIP

  • NAME: Silver Slip
  • SHIP: Retired Scout Ship
  • DEBT: 23 credits
  • HULL: 25 
  • TRAITS: Fuel-Efficient
And that's it! All ready to play my first game tomorrow! 

I've actually done all the pre-game sequence - mostly so I could determine the opposing forces and make sure I had some appropriate miniatures... 

I do... 


Stay tuned for Campaign Round One tomorrow!!! 

(or... shortly thereafter!?)