[five parsecs from home] marduk station & the traders of doom: the crew of the unfortunate misunderstanding

turn 7 is available.

the opposition: haywire robots and a freeelancer (pleased to have got this figure to the table at last)

Turn7 Opposition.jpg

the setup: crew on the left

Turn7 setup1.jpg

crew at the bottom

Turn7 setup2.jpg

end of round 1

Turn7 Round1a.jpg

crombie and jokaero 7's view

Turn7 Round1b.jpg

bonny and klint's view

Turn7 Round1c.jpg

the antagonists' positions

Turn7 Round1d.jpg

end of round 2

Turn7 Round2a.jpg

another view

Turn7 Round2b.jpg

bonny and klint's view

Turn7 Round2c.jpg

crombie and jokaero 7's view

Turn7 Round2d.jpg

dazel and synapse's view

Turn7 Round2e.jpg

end of round 3

Turn7 Round3a.jpg

another view

Turn7 Round3b.jpg

end of round 4

Turn7 Round4a.jpg

synapse down! dazel's view

Turn7 Round4b.jpg

end of round 5

Turn7 Round5a.jpg

the action contracts

Turn7 Round5b.jpg

end of round 6

Turn7 Round6.jpg

you can pro0bably tell, i got more engrossed as the game went on and thus took fewer photo's of successive rounds.
 
i played turn 8 on tuesday:

the opposition were another group of k'erin outlaws ...

Turn8 Opposition.jpg

... who were known to frequent cyril's dancehall & bar.

Turn8 setup1.jpg

Turn8 setup2.jpg

they were just coming out as the crew arrived.

Turn8 setup3.jpg

Turn8 setup4.jpg

being on-the-ball the crew all got to move into position before the k'erin were aware they were under threat.

Turn8 Round0a.jpg

Turn8 Round0b.jpg

then the bullets etc. started flying. end of turn 1.

Turn8 Round1a.jpg

Turn8 Round1b.jpg

klint fired wildly with the hyper blaster, yet again, causing the lieutenant to head for the cover of the parked cars.

Turn8 Round1c.jpg

end of round 2.

Turn8 Round2a.jpg

bonny and crombie advance on what has become the right flank.

Turn8 Round2b.jpg

jokaero 7 holds the left, facing off with the k'erin lieutenant.

Turn8 Round2c.jpg

end of round 3.

Turn8 Round3a.jpg

crombie exemplifies efficiency.

Turn8 Round3b.jpg

the k'erin specialist seeks cover to return fire.

Turn8 Round3c.jpg

gunbot h09te 'synapse' seeks a better firing position but leaves itself exposed.

Turn8 Round3d.jpg

a crate of shiny bits will increase the crew's payout for this job.

Turn8 Round3e.jpg

continued below ...
 
i have played turn 9.

my first run in with colonial militia:

Turn9 Opposition.jpg

the mission was to take and hold the data centre in the middle of the table:

Turn9 setup1.jpg

how hard could that be?

Turn9 setup2.jpg

crombie would seek the high ground, synapse would dominate the square, jokaero 7 would provide flanking fire, and the captain would move on the objective from the right.

Turn9 setup3.jpg

the colonial militia deployed the lieutentant, a specialist and a militiawomen in one group and the other specialist with three militiawomen in the other group.

Turn9 setup4.jpg

the crew seized the initiative and all moved up, following the plan.

Turn9 Round0.jpg

end of round 1:

Turn9 Round1a.jpg

everything is going smoothly:

Turn9 Round1b.jpg

end of round 2:

Turn9 Round2a.jpg

crombie is down and the plan requires some tweaking:

Turn9 Round2b.jpg

the tweak has left captain bonny in a compromised position:

Turn9 Round2c.jpg

... but gunbot h09te still has a commanding position:

Turn9 Round2d.jpg

end of round 3:

Turn9 Round3a.jpg

the gunbot is down, but the captain has survived her reckless move, and is flanking the remaining colonial militia:

Turn9 Round3b.jpg

... who have free access to the square and the objective:

Turn9 Round3c.jpg

... there they go:

Turn9 Round3d.jpg

end of round 4, and the captain is down!:

Turn9 Round4a.jpg

finding himself alone and at risk of being cut off, jokaero 7 decides this mission is irretrievably lost:

Turn9 Round5a.jpg

Turn9 Round5b.jpg

Turn9 Round5c.jpg
 
^Thanks for that! :) You know, the rules look pretty darn good. The statlines are clear. I love the way gear accumulates and gets spent. Seems like it plays well . . . Maybe I need more solo wargaming in my future. Fine. You've sold a copy! :P Looking forward to it. :)
 
You know, the rules look pretty darn good.

i got the first expansion for my birthday ...

Book.jpg

... so i'll probably be chucking some more mechanics into future games.
in the meantime i played my tenth turn: https://www.worldanvil.com/w/marduk...unfortunate-misunderstanding---turn-10-report against security bots backed up by a mutant bruiser.

Turn10 Opposition.jpg

the table set-up:

Turn10 setupa.jpg

Turn10 setupb.jpg

the crews' perspective:

Turn10 setupc.jpg

what their opponents could see:

Turn10 setupd.jpg

the crew seized the initiative:

Turn10 Round0a.jpg

bonnie and dazel moved up the centre:

Turn10 Round0b.jpg

crombie, jokaero 7 and gunbot h09te 'synapse' took the left flank.

Turn10 Round0c.jpg

Turn10 Round0d.jpg

end of round 1:

Turn10 Round1a.jpg

crombie in a target rich environment:

Turn10 Round1b.jpg

jokaero 7 shoots under the pipes:

Turn10 Round1c.jpg

synapse lines up a target:

Turn10 Round1d.jpg

klint seeks to bring the hyper-blaster into play.

Turn10 Round1e.jpg

end of round 2:

Turn10 Round2a.jpg

dazel eyes up the shiny bits; the hyper-blaster pays for itself:

Turn10 Round2b.jpg

the crew push forward on the left flank:

Turn10 Round2c.jpg
 
end of round 3:

Turn10 Round3a.jpg

dazel claims the shiny bits:

Turn10 Round3b.jpg

three on one on the left flank:

Turn10 Round3c.jpg

end of round 4:

Turn10 Round4a.jpg

bonny joins the hunt for the final 'bot.

Turn10 Round4b.jpg

end of round 5:

Turn10 Round5a.jpg

the 'bot is down:

Turn10 Round5b.jpg

klint surveys a job well done:

Turn10 Round5c.jpg
 
since discord doesn't like me posting photo's anymore, i'm going to post the full battle reports here from now on.
i used some rules from the compendium to make the opposition more of a challenge: the first two ordinary enemies killed come back at the end of that round in the centre of their table edge.

turn 11.

crombie came out of his cabin sporting a new look, and announced he wanted to be know as spog from now on.

captain bonny decided it was time for the crew to leave marduk station and set upon the nearby planet of shan as their first port of call. the fuel they had been hording meant there was no additional expense.
the journey took longer than expected, but was uneventful and gave the crew time to bond.

shan did not require the crew to purchase a work license, but the spaceport was crowded with people looking for the opportunity to join a ship crew; it appeared the political scene was a little unstable and this was causing some of the citizenry to consider their options for getting offworld.

once they'd got themselves settled the crew set about getting themselves established.
dazel repaired the distraction 'bot, whilst jokaero 7 did the same with teh deflector field. both damaged items that had come from previous jobs on marduk station.
gunbot h09te gained a lasersight in a trade with another crew.
spog went exploring and found someone willing to give him some training.
bony also managed to fit in some training before she and klint went searching for patrons. both were successful. bonny decided to take the urgent job form a private organisation - wadpod of vergus. the other would wait for a little while.

wadpod of vergus, a private organisation, were offering normal rates plus 2 credits danger pay to cross an area of town currently under the sway of an anarchist group. there was also a bounty on the head of this group.

Turn11 opposition.jpg

the table; crew on the left, anarchists on the right.:

Turn11 setupa.jpg

the anarchists view:

Turn11 setupb.jpg

klint, bonny and dazel on the left flank.

Turn11 setupc.jpg

and again:

Turn11 setupf.jpg

spog (the former enforcer formerly known as crombie), jokaero 7 and gunbot h09te 'synapse' on the right flank.

Turn11 setupd.jpg

their view:

Turn11 setupe.jpg

Gunbot H09TE ‘Synapse’ dashed around the side of the storage tank.
Klint ran to the top of the fire escape in front of him.
Bonny hustled up to the corner of the building adjacent to Klint.
Dazel moved towards the opposite corner, nearest to the road.

The Lieutenant and first Anarchist moved towards the fire escape leading to the roof of the red house.
The Specialist and other two Anarchists moved to the left.

Spog (neé Crombie) rushed towards the ladder leading up the Slurm silo.
Jokaero 7 hurried towards the skip.

end of round 1:

Turn11 Round1a.jpg

the crew's view of the left flank;

Turn11 Round1b.jpg

... and the right:

Turn11 Round1c.jpg

the anarchist specialist and support:

Turn11 Round1d.jpg

the anarchist lieutenant (the priority target) and support:

Turn11 Round1e.jpg

Spog climbed to the top of the Slurm silo.
Bonny legged it for the road, hoping to get across before any opponents spotted her.
Dazel moved around the corner towards the crossroads, only realising her error when she saw the Anarchists on the opposite side.

The Specialist turned to face Dazel and opened up with his Rattlegun. Two shots found their mark, stunning Hacker and making her stagger back.
The second Anarchist moved passed the Specialist, looking to bring his Colony rifle into range.
The third Anarchist moved around the barrels and also took a shot at Dazel. He also hit, causing a further Stun to take her out of action.
The Lieutenant moved to the bottom of the fire escape, followed by the first Anarchist.

Klint scurried to the top of the building.
Jokaero 7 hugged the Slurm silo.
Synapse moved to the bottom of the ladder Spog had just climbed.

end of round 2:

Turn11 Round2a.jpg

the crew's right flank:

Turn11 Round2b.jpg

the crew's left flank:

Turn11 Round2c.jpg

dazel taking heavy fire in an exposed position:

Turn11 Round2d.jpg

the anarchist leader and a follower approach down an alleyway.

Turn11 Round2e.jpg

continued below ...
 
continued from above.

Bonny moved to take cover behind the quadcycle.
Klint moved across the walkway to the roof of the adjacent house taking cover behind a raised section of the roof. He fired his Hyper blaster at the Anarchist Lieutenant; none of his shots found their target.
Spog aimed his Marksman’s rifle at the third Anarchist, hitting and taking him out of action.

The Lieutenant moved forwards, seeking cover in an alcove in the red house’s wall. He fired his Military rifle at Klint, but missed.
The first Anarchist moved to the rear corner of the house next door and also fired at the Bounty Hunter, with the same result.
The second Anarchist changed direction and moved along the back wall of the house, seeking a line of sight to Spog.
The Specialist moved up to the corner and fired his Rattlegun at Klint, the bullets ricocheting from the wall beside him.

Seeing the second Anarchists head appear above the barrels on the far side of the road, Gunbot H09TE sought cover behind the yellow car and brought his Fury rifle to bear. The shot was good and took the Anarchist out of action.
Jokaero 7 took a chance and dashed around the silo towards the road.

Two more Anarchists with Colony rifles arrived to reinforce their comrades.

end of round 3:

Turn11 Round3a.jpg

spog and synapse down their targets:

Turn11 Round3b.jpg

klint trades fire with the lieutenant:

Turn11 Round3c.jpg

the anarchists in disarry on their left:

Turn11 Round3d.jpg

... the anarchists' view:

Turn11 Round3e.jpg

Klint fired his Hyper blaster at the Specialist, hoping to remove the Rattle gun from the situation. Two shots found their mark, taking his target out of action and clearing the right flank.
Spog brought his sights to bear on one of the reinforcements. He hit, but only knocked the target back.

Alerted to the danger, this fourth Anarchist sought cover behind the wind turbines.
Her companion, the fifth Anarchist, split the other way, taking cover behind some crates.
The Lieutenant fired at Klint again and hit and took him out of action!
With the coast appearing clear, the first Anarchist moved along the wall to the front corner of the house. Too late, he spotted Spog on the top of the Slurm silo, but was out of range with his Colony rifle.

Jokaero 7 dashed across the road, seeking cover behind the off road vehicle.
Synapse moved towards the crossroads, firing his Fury rifle at the first Anarchist and taking him out of action.
Bonny moved up to the corner the first Anarchist had been occupying and fired her Hand Cannon at the Lieutenant. At such short range she couldn’t miss and her target was smeared all over the wall.

The fourth Anarchist decided she didn’t like the odds and made her escape from the fighting.

end of round 4:

Turn11 Round4a.jpg

the crew's right flank:

Turn11 Round4b.jpg

on the left, klint goes out of the fight whilst bonny claims the bounty:

Turn11 Round4c.jpg

Synapse advanced across the road towards the remaining Anarchist, firing his Fury rifle with out effect.
Spog line up a shot from his elevated position. He hit and took the last of the opposition out of action.

end of round 5 (and the game):

Turn11 Round5a.jpg

bonny confirms the left flank is clear:

Turn11 Round5b.jpg

... as is the right.

Turn11 Round5c.jpg

the anarchists did not hold a grudge.
the crew were paid seven credits and gained two more in bounty. they also found some vital information which they traded to a corporation (to be determined) in exchange for patronage and a beam light.
wadpod of vergus liked their work and became a ongoing patron.

klint only suffered minor injuries and made a full recovery following first aid.

dazel and klint each gained 1 experience.
bonny and jokaero 7 each gained 3, and the former increased her combat skill.
spog (neé crombie) gained 4 exp. and Increased his toughness.
bonny purchased a combat skill upgrade for gunbot h09te “synapse”.

returing to the unfortuante misunderstanding the crew doscivered the ship required an urgent upgrade t the life support system cosgting 2 credits. they were glad it hadn't broken down whilse they were travelling.
dazel made some firends amongst the locals.

the mechanical details can be found attached, whether or not you're interested.
 

Attachments

Nice! Glad the crew made it through the encounter on the better side of the ledger. Seems like good experience, and maybe a couple of fresh scars to show off at the pub.
 
Slowly. I like some of the campaign mechanics, but I'm struggling to bring myself to actually create a group. I tend to think dice are for skill tests, not character generation. But forcing a game using random character generation into the mold of one that doesn't can feel . . . unbalanced. It's a difficult spot for me. I love your reports, and I want to try it, but I'm struggling to make myself do it.
 
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