mercredi 6 mai 2020

Scenario 1 : Not all that glitters is gold (56/2335 - After Action Report)

The scenario is here.




The Tears of Corruption crew began in the stim bars in the lower right hand corner.  The doors to the domed building were locked, same for the large central building, although either could be blasted open if required.  Captain Fiday, with one of the vials, had with her the ship's medic, Mercy, the helm, Ashlee, the Tactical Officer Spektar and her Security Officer Morlokx.

The MCRN Fire Team, consisiting of a Gunnery Sergent and a Private 1st Class deployed in the structure bottom right; the sniper Green Zed in the top right with a decoy, and Armat Sin, the Martian IS leader, in the top left, with a decoy.

Mercy was the first to be alerted; she quickly alerted Fiday, and by turn 5 the entire crew was ready to go.  The Martians had been very cautious, with only Armat Sin making real progress.  His HMG had pinned down Ashlee who had identified herself by running to the shack to the right of the domed building.

His sniper making slow progress up to the roof of the main building, Armat was however exposed and outflanked by Mercy, who gave him a blast of a boarding shotgun to the back.


Being Relentless saved him here, and Armat jumped down into the fray, engaging Fiday in a fierce running firefight.  This was epic stuff, the two of them ending up in the courtyard behind the shack; Fiday shaken but Armat Sin seeing his HMG jam on him twice.  Fiday rolled back through the window into the shack, and let blast with her boarding shotgun...which malfunctioned.  The fierce struggle broke off when Armat Sin preferred to pursue Spektar (seen near the graffiti on the following photo).


Pushed forward by the proximity of Armat Sin in their backs, Morlokx and Spektar had moved forward to engage the MCRN Fire Team.  Morlokx attempted a charge but was driven back by the power of the Gunnery Sergents Spitfire.



The Martian IS sniper had by now made it to the rooftop.  Below him, presenting an easy target, was the shaken Morlokx.  A well aimed shot put the Security Officer out of action (with a triple, hence a Killed in Action result - a post-battle roll will determine what actually happened).  A few seconds later, the MCRN Private downed Ashlee, who had tried to make a run for it.  A quick search by the MCRN soldiers revealed that neither victim was carrying a vial.


Things were going from bad to worse for the Tears of Corruption crew, as Spektar was hit in the back by Armat Sin, then caught between MCRN and Martian IS.  Not an enviable position....Armat Sin moved in for the arrest.


Fiday, who was still in the shack after unjamming her firearm, knew she had to make a run for it.  She grabbed a hostage in the street and managed to knock down the MCRN Private with a blast from her boarding shotgun.


Although she was not far from the narrow alleyways leading away from this sector [1 Action used towards moving offboard], her position was now impossible, the MCRN Private having closed in and the IS sniper Green Zed now outflanking her.  Clashing her teeth in anger, Fiday put her hands in the air.


The outcome was a total victory for the Martians.

The MCRN not having had time to secure Ashlee, the Tears of Corruption helmswoman was able to escape, after a quick stim shot from Mercy who had managed to blend back into the gathering crowd.  A local medical unit made it to Morlokx before Mercy could, and took him into hospital under police escort, but he was dead on arrival and could not be revived.  Spektar was cuffed by Armat Sin, but the MCRN having no legal juridstiction on Pandora A, he was quickly released.  Fiday, on the other hand, after being handed over to local authorities by the MCRN, is awaiting trial on charges of kidnapping.

Renown is gained as follows :

Armat Sin :  +2
Green Zed : +2
Others : +0

This was a really great game.  The scenario worked really well, the Tears of Corruption crew having some difficult choices to make in the opening turns, whilst the Martians have to cover a lot of ground.  The amount of cover on the table was just right, as was the table size of 0m90 x 0m90.  The new rules for shooting effects work dandy, and the different weapons available all play very differently.  The prevalence of "move and fire" weapons makes for a fluid game with a lot going on, and whilst the Select Fire weapons lay down plenty of firepower, they are not overbearing.

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