twisted moon
Moderator
it's taken me a long time to get around to playing the next instalment; clearly lockdown has not been conducive to getting me solo gaming. in part it was because i wanted to build a piece of scenery to represent the prison to which the bonehead skins have been sent. i mostly completed that in the spring, but it sapped my motivation. still, i've managed it now.
also, i'm not sure i've managed to attribute photo's to the correct turn, so apologies for any confusion that causes to anyone but me.
after the debacle at the lockup, yossa, jammy, pricey and karen are on remand in spanglish town prison, although karen is in the female wing away from her companions. i am assuming they have all been patched up in the infirmary and sufficient time has passed to ignore the effects of last games injuries.
alongside them are the street dealers deshane and jamaall, who are keeping themselves to themselves.
also in prison, awaiting trial, are grisham and larsson and they have orders from their paymasters to take these troublesome off-worlders out of action.
set up
yossa and jammy are in the canteen, whilst pricey takes a shower; they are unarmed but have shiv’s hidden in their cells (no’s 1 (which yossa shares with pricey) and 5, clockwise from top left). larsson and grisham are retrieving their shivs’ from their cells (6 and 2 respectively). other inmates are in their cells or the canteen, all cell doors are currently open. There are two warders in the canteen and a third at the entrance of the shower block; for these i am using colonial militia stats with a variation of the mutants trait. They are armed with batons and protected with combat armour and boarding shields.
here's a picture of the table as the game is about to begin.
pre-game
yossa spends 10 exp. to increase his cool under fire to 6.
turn 1
i give priority to grisham and lawson, since the bonehead skins have nothing to do just yet. they leave their cells and walk 4” towards the shower block.
jammy has a chance of spotting larsson leaving his cell and so makes an observation test. he rolls a 3 on 2D6, but with his observation value of 2 that is just enough to see larrson exit his cell.
turn 2
priority alternates to the bonehead skins.
jammy tells yossa what he has seen, and they decide to check that pricey is okay. they get up and move 4” into the corridor.
grisham and larsson continue 4” down the corridor. grisham reaches the warder and engages him in conversation as a distraction.
also, i'm not sure i've managed to attribute photo's to the correct turn, so apologies for any confusion that causes to anyone but me.
after the debacle at the lockup, yossa, jammy, pricey and karen are on remand in spanglish town prison, although karen is in the female wing away from her companions. i am assuming they have all been patched up in the infirmary and sufficient time has passed to ignore the effects of last games injuries.
alongside them are the street dealers deshane and jamaall, who are keeping themselves to themselves.
also in prison, awaiting trial, are grisham and larsson and they have orders from their paymasters to take these troublesome off-worlders out of action.
set up
yossa and jammy are in the canteen, whilst pricey takes a shower; they are unarmed but have shiv’s hidden in their cells (no’s 1 (which yossa shares with pricey) and 5, clockwise from top left). larsson and grisham are retrieving their shivs’ from their cells (6 and 2 respectively). other inmates are in their cells or the canteen, all cell doors are currently open. There are two warders in the canteen and a third at the entrance of the shower block; for these i am using colonial militia stats with a variation of the mutants trait. They are armed with batons and protected with combat armour and boarding shields.
here's a picture of the table as the game is about to begin.
pre-game
yossa spends 10 exp. to increase his cool under fire to 6.
turn 1
i give priority to grisham and lawson, since the bonehead skins have nothing to do just yet. they leave their cells and walk 4” towards the shower block.
jammy has a chance of spotting larsson leaving his cell and so makes an observation test. he rolls a 3 on 2D6, but with his observation value of 2 that is just enough to see larrson exit his cell.
turn 2
priority alternates to the bonehead skins.
jammy tells yossa what he has seen, and they decide to check that pricey is okay. they get up and move 4” into the corridor.
grisham and larsson continue 4” down the corridor. grisham reaches the warder and engages him in conversation as a distraction.