Showing posts with label High Colony. Show all posts
Showing posts with label High Colony. Show all posts

Friday, April 17, 2020

High Colony Sam Landry turn 2 - a 5 Parsecs from Home Campaign

Introduction
I solo play though the second campaign turn of a 5 Parsecs from Home adventure using my own combat rules.  The adventure is based in the High Colonies setting – a colonised solar system in 2228.  This is the first campaign turn.

It took a while to get around to the second turn.  I replaced the railway 20mm figures with some Heroscape figures.  The terrain is still very basic.

All the campaign turn narrative is generated by the spreadsheet, except the actual encounter.
Changes to the rules are in the first turn post

Campaign Turn 2
Period 2. Location: Cook.
The team of 4 is currently Samantha Landry, Cain Randolph, Santos Kirk, Jaylin Wang.
Credits: 13. Patrons: 2. Rivals: 0. Not on a Quest. Clues: 2. Rumours: 0.
The team decide to not travel.
Upkeep is 1 Credits.
Cain Randolph is in sickbay for 1 turn. Spend 4 credits for 1 turn speed up for Cain. Cain is out of sickbay. Total of 4 credits spent on sickbay acceleration.

Jobs
Crew available for jobs are: Samantha Landry, Santos Kirk, Jaylin Wang.
Samantha Landry and Santos Kirk look for a patron. New Patron found: Local government.
Job on offer pays 1 Credits and have this turn to execute.
Jaylin Wang trains and goes from 3XP to 4XP.

Assigning equipment
Samantha Landry is assigned: Clingfire pistol Brutal melee weapon Combat armour Body wire reflex enhancing implants
Cain Randolph is assigned: Blast rifle
Santos Kirk is assigned: Shotgun
Jaylin Wang is assigned: Blast rifle

Pre-encounter
No quest.
Mission selected is: Patron mission.
Patron for the mission is Local government.
Opposition is 5 Aggressive Raiders with a Morale of 2.
  Lieutenant: S-4 C-2 T-3 Rifle, Old fashioned blade
  Specialist: S-4 C-1 T-3 Shotgun
  Raiders: S-4 C-1 T-3 Rifle
  Raiders: S-4 C-1 T-3 Rifle
  Raiders: S-4 C-1 T-3 Rifle

The opposition (deployed already)


Deploy Conditions: None
Notable Sights: Loot cache. Nano-Booster. Single-use drug. Increases Speed by +1
Mission Target: Clear. A crew member, Cain, must exit across the Enemy table edge.

Terrain Type: Industrial
Terrain layout (3 x 3 areas):
  Key building, Key building, Trees
  Open, Open, Pit/Yard
  Pit/Yard, Pit/Yard, Pit/Yard


The team on the mission:
Samantha Landry: R-2 S-4 C-0 T-4 Svy-0 Clingfire pistol, Brutal melee weapon, Armour: Combat armour, Other: Body wire reflex enhancing implants.
Cain Randolph: R-1 S-5 C-0 T-3 Svy-0 Blast rifle.
Santos Kirk: R-2 S-4 C-1 T-3 Svy-0 Shotgun.
Jaylin Wang: R-1 S-4 C-0 T-3 Svy-2 Blast rifle.



The crew

The final number of enemy opposing the mission is 5

Deploy Enemies: Not within 18" of any enemy or 6" of deployed table edge.

The team does not seize the initiative.

Encounter
The defenders are spread out to guard against easily exiting off their side
The team leads with Sam and Santos to the right for firepower, Jaylin and Cain are on the very far right to move through the cover of the yards and then through the woods.

The setup - The crew need to get Cain off the other side
Only Sam gets to move in the quick phase.
Sam fires at the specialist in the building with her clingfire pistol for no effect!
In retaliation, the troops in the building fire back and suppress Sam.

Sam is suppressed (to green bushes indicate this).


Santon and Jaylin move up and fire for no effect (those units in the building are hard to effect in hard cover.

Sam and Jaylin open up to no effect - the raiders are in hard cover.


Jaylin and Santos get to move in the quick phase.
Santos suppresses the Specialist and kills a Raider (really high dice rolls!).  Jaylin suppresses the other Riflemen in the building.

They raiders  don't get a chance to fire back and Santos and Jaylin manage to fire them again and take them down

The raiders are aggressive so the 2 raiders in the woods (including the leader) cannot see much so charge into the mining yards and straight into a brawl with Jaylin.

Raiders charge into a brawl with Jaylin

Unbelievable! On a roll of 4 dice for the leader and 4 dice for the raider, they both roll 1 success each (a success is a 4+ on a die).  Jaylin knocks out the raider and pins the leader.

...but Jaylin has the upper hand.
Sam unsuppresses.
The next turn Santos and Jaylin move in the quick phase.
Jaylin still locked in melee with the Raider leader.
Santos knocks out the Specialist.

Santos manages to take out the Specialist raider

With 2 raiders down and another 2 suppressed, the raiders leave the table

With a number of the raiders down, the raiders flee the field.

The crew get the loot.

Post-encounter
The mission was a success!
The team held the field at the end.
The team did not run away.
The team did not kill the Boss.

The enemy is a new Rival and Rival list updated.

Pay/salvage is 4 Credits.Plus Patron bonus of 1 Credits. Total earned is 5 Credits. Crew have 13 Credits.

Loot! Bionic parts.
Plus the loot cache. Nano-Booster.

Samantha Landry awarded 3 XP for an overall total of 9 XP. XP awarded for surviving and holding the field.
Cain Randolph awarded 3 XP for an overall total of 6 XP. XP awarded for surviving and holding the field.
Santos Kirk awarded 4 XP for an overall total of 7 XP. XP awarded for surviving and holding the field,  first to inflict a casualty.
Jaylin Wang awarded 4 XP for an overall total of 7 XP. XP awarded for surviving and holding the field, inflicted a casualty on the enemy Boss.

The team skip shopping.

One of the crew found something interesting. Gain one Rumor.

An event occurs for Samantha Landry. You get hurt while working on the ship. Spend 1 turn in Sick-Bay.

Verdict
The combat is going very fast but to be expected on a 2’x2’ table. Otherwsie 2 turns in and ready for the next one!
I am still playing version 1.10 and really need to find some time to update the spreadsheet with the extra Enemies.

Saturday, January 18, 2020

High Colony Sam Landry turn 1 - a 5 Parsecs from Home Campaign

Introduction
I solo play though the first campaign turn of a 5 Parsecs from Home adventure using my own combat rules.  The adventure is based in the High Colonies setting – a colonised solar system in 2228.

Background
So there I was, starting a THW Future Tales solo adventure and had run through the first few scenes. 
But Five Parsecs from Home (2nd Edition) has been in the back of my mind for a year. Regularly looking at it and in denial I was interested. Finally at the end of October 2019 I started automating as best I could everything in Five Parsecs from Home into a spreadsheet (everything but the combat part!).  I finished this in late November.  I did not want to specifically play with the 5Parsecs combat rules. I have some (unpublished) rules I have used for some previous pulp games and (unpublished) rules I use for WW2 skirmish.  I wanted to combine these rules into something I could reuse across a number of pulp-type games I plan to play (The Department, Pulp Alley campaigns, Battlestations boardgame, possibly the original Warhammer Quest).  I realised my original pulp rules were good as a basis but not suitable for a wider scope so quickly modified them.  A work in progress, they do map directly to the character abilities in 5Parsecs and so are compatible with them.  The main difference is everything is opposed GoalSystem dice roll pools.  Each side will roll 1-5 six-sided dice and compare successes.  GoalSystem is that on each die, a 1-3 is zero successes, 4-5 one success and a 6 is two successes.

I decided to run the adventure using the newly unearthed (by me) High Colonies RPG set in the near future Solar System.  I have a blog page for details on HighColonies setting.

All the campaign turn narrative is generated by the spreadsheet, except the actual encounter.

Changes to the rules
I tried to limit the changes to the rules as much as possible but here they are:
  •  Combat rules are different but are compatible with character and weapon stats.  Also, I will be playing encounters on a 2’x2’ board.
  • The XP required to level up is different for each level and generally harder than the rules (this aligns to how the abilities are used in combat).
  • Luck was added to the rules in version .10 but I have not included it.
  • Story Points are tracked but I think I will only use them to save PCs from death.
  • I added in some terrain generation rules (the encounter objective aligns to 4 terrain types that then generate a 3x3 matrix of terrain.
  • I added in additional mission types from the 1st edition for Opportunity and Quest missions.

Getting the team together
The team met through a random meeting in a bar and are best characterised as Lovable rogues.

The 6 person team:
  1. Samantha Landry is a Female Scavenger with a Space station background and a motivation for Survival. Stats: Reaction 2 (body wire increased reaction), Speed 4, Combat 0, Toughness 4, Savvy 0, XP 0. Items: Body wire reflex enhancing implants.
  2. Elijah Wagner is a Male Scientist with a Industrial world background and a motivation for Adventure. Stats: Reaction 1, Speed 4, Combat 0, Toughness 3, Savvy 1, XP 0.
  3. Omari Crawford is a Male Working class with a War torn hell hole background and a motivation for Escape. Stats: Reaction 2, Speed 5, Combat 0, Toughness 3, Savvy 1, XP 0.
  4. Cain Randolph is a Male Scoundrel with a Bureaucratic class background and a motivation for Adventure. Stats: Reaction 1, Speed 5, Combat 0, Toughness 3, Savvy 0, XP 0.
  5. Santos Kirk is a Male Enforcer with a Wasteland nomads background and a motivation for Truth. Stats: Reaction 2, Speed 4, Combat 1, Toughness 3, Savvy 0, XP 0.
  6. Jaylin Wang is a Female Working class with a Tech guild background and a motivation for Order. Stats: Reaction 1, Speed 4, Combat 0, Toughness 3, Savvy 2, XP 0.


Stash
Low-Tech Weapons: Shotgun, Handgun, Brutal melee weapon, Handgun, Rifle, Shotgun.
High-Tech Weapons: Hand flamer, Hand cannon, Clingfire pistol, Glare sword, Blast rifle.
Military Weapons: Blast rifle.
Gear: Dazzle grenades, Purifier, Nano-doc, Combat armour.
Gadgets: Duplicator.

Credits: 16. Patrons: 2. Rivals: 0. Not on a Quest. Clues: 2. Rumours: 0.

Campaign turn 01 – A fight with raiders

Period 1. Location: Cook. Cook is a Colony station and is at Earth-Moon L3 with a population of 1200,000 that are Wary. The government is Australia and ruled via a Multi-Party Parliament.

The team of 6 is currently Samantha Landry, Elijah Wagner, Omari Crawford, Cain Randolph, Santos Kirk, Jaylin Wang.

Credits: 16. Patrons: 2. Rivals: 0. Not on a Quest. Clues: 2. Rumours: 0.

The team decide to not travel.

Upkeep is 1 Credits.

No one in Sickbay.

Jobs
Crew available for jobs are: Samantha Landry, Elijah Wagner, Omari Crawford, Cain Randolph, Santos Kirk, Jaylin Wang.

Omari Crawford and Cain Randolph look for a patron. 2 Credits are spent to help out. Existing Patron found: Sector government.
Job on offer pays 2 Credits and have 1 turn to execute.

Samantha Landry trains and goes from 0XP to 1XP.
Elijah Wagner trains and goes from 0XP to 1XP.

Santos Kirk explores and finds an Arms dealer. 3 Credits each, in order: Shellgun, Blast rifle, Rifle, Suppression maul, Rattlegun.  Team buys the Shellgun and Blast Rifle (6 Credits).

Jaylin Wang explores and gets a few drinks. No effect.

Total spent on jobs is 8 Credits.

Assigning equipment
Samantha Landry is assigned: Clingfire pistol, Brutal melee weapon, Combat armour, Body wire reflex enhancing implants.
Elijah Wagner is assigned: Hand flamer, Glare sword.
Omari Crawford is assigned: Hand cannon.
Cain Randolph is assigned: Blast rifle.
Santos Kirk is assigned: Shellgun.
Jaylin Wang is assigned: Blast rifle.

Mission
Ok, now for the admission – I have no SF figures.  Well, OK, I have some 15mm unpainted figures that are in storage and did a quick look but cannot find.  I also have little in the way of SF terrain.  So what do I have: 20mm WW2 figures and some terrain not in storage and 20mm railway characters I plan to use for Pulp Alley and similar games.  So the raiders look just like WW2 soviets and our team look like they are waiting for a train 😊 I can suspend my disbelief as I assume the team could look like normal people but with weapons.  Imagine the weapons.  And Cook I a space colony so the terrain could be anything – just so happens to look very “Earthy”.  I thought about adding some SF bits to at least give a semblance, but did look around the house very hard as I was focussed on playing.

No quest.

Mission selected is: Patron mission.
Patron for the mission is Sector government.
Opposition is 7 Aggressive Raiders with a Morale of 2.
Boss: S-4 C-2 T-4 Rifle, Old fashioned blade, Hand gun
Lieutenant: S-4 C-2 T-3 Rifle, Old fashioned blade
Specialist: S-4 C-1 T-3 Shotgun
Raiders: S-4 C-1 T-3 Rifle
Raiders: S-4 C-1 T-3 Rifle
Raiders: S-4 C-1 T-3 Rifle
Raiders: S-4 C-1 T-3 Rifle

The opposition.


Deploy Conditions: None
Notable Sights: None
Mission Target: Patrol. Fight a normal battle and hold the field at the end.
Objective: Store.
Terrain Type: Mixed
Terrain layout (3 x 3 areas):
Open, Open, Open
Open, Crops, Crops
Park, Light woods, Light woods
Store location: 3

The team on the mission:
  • Samantha Landry: R-2 S-4 C-0 T-4 Svy-0 Clingfire pistol Brutal melee weapon Armour: Combat armour.
  • Elijah Wagner: R-1 S-4 C-0 T-3 Svy-1 Hand flamer Glare sword.
  • Omari Crawford: R-2 S-5 C-0 T-3 Svy-1 Hand cannon.
  • Cain Randolph: R-1 S-5 C-0 T-3 Svy-0 Blast rifle.
  • Santos Kirk: R-2 S-4 C-1 T-3 Svy-0 Shellgun.
  • Jaylin Wang: R-1 S-4 C-0 T-3 Svy-2 Blast rifle.


Our team.

The final number of enemies opposing the mission is 7.

Deploy enemies: Set up in one “blob” with 1“ between each figure.
The team seizes the initiative. Any character in your crew may either take a normal move or may fire before the game begins.

The game table with both sides deployed.
Encounter
Note: combat rules used for this encounter are here.

For seizing the initiative, Omari moves up to get into range.

Omari dashes up the side of the road.

For the Quick Phase, only one roll available to assign so give it to Omari to fire as he is a little exposed.  Omari fires at the raider to his front for no effect.

The raiders are aggressive enemies so most advance.  For Omari this is bad as three enemy converge on him.
Aggressive enemies charging forward.  Omari is a target in reach of three of them! 

Omari Vs three Raiders:   Omari does not do well and The Boss is hard to beat (especially when he rolled really well).  Omari is out of the fight.

Omari is out of the fight.  Not unexpected.

The rest of the team now get to respond, revenge for Omari!

Elijah has a hand flamer that can reach the three raiders. Pins the Boss; suppresses a raider.
Jaylin with the blast rifle:  nothing.
Cain with the blast rifle:  pins a raider.
Santos’s shellgun: suppresses a raider.
Sam then charges into melee with the Boss!

After some fire have suppressed some of them, Sam charges into melee with the Boss!

The Boss it out of the fight!  But Sam is pinned in return by one of the other raiders that managing to get in a melee hit even while suppressed.

(turn 2)
Sam, Elijah and Cain go in the Quick Phase.
Sam melees a raider that goes out of the fight

After putting the Boss down last turn, Sam manages to put another raider out of the fight.

 Elijah advances then fires his hand flamer to pins the Lieutenant.

Elijah uses his flamethrower but is obviously unfamiliar with it as it surprisingly does nothing!

Cain uses his blast rifle at raider at the back who is out of the fight!
In response to the above, a raider melees Sam for no effect.

Cian blasts a raider out of the fight!

 The Lieutenant and the Specialist charge at Elijah.

The flamer doing nothing, the two enemy that were targeted charge Elijah.


Elijah out of the fight.

Not surprisingly, Elijah is out of the fight.

The raiders have lost three members, one above morale level.  The raiders decide to retire.
The team has the field!

Post-Encounter
The mission was a success!
The team held the field at the end.
The team did not run away.
The team managed to kill the Boss.

Survival: 4 are OK.  2 are not OK
Elijah Wagner is not OK. Crippling wound Require 1d6 Credits of surgery or suffer -1 permanent reduction to highest of Speed or Toughness. 1 terms in SickBay.
Omari Crawford is not OK. Crippling wound Require 1d6 Credits of surgery or suffer -1 permanent reduction to highest of Speed or Toughness. 1 terms in SickBay.

The team did not make a new Rival.

Pay/salvage is 3 Credits plus Patron bonus of 2 Credits. Total earned is 5 Credits.
Loot! Recreational supplies. Can be sold for 1D6 Credits and crew does not require Upkeep next campaign turn.

Samantha Landry awarded 4 XP for an overall total of 5 XP for surviving and holding the field, inflicted a casualty on the enemy Boss.
Cain Randolph awarded 3 XP for an overall total of 3 XP for surviving and holding the field.
Santos Kirk awarded 3 XP for an overall total of 3 XP for surviving and holding the field.
Jaylin Wang awarded 3 XP for an overall total of 3 XP for surviving and holding the field.

The team do not spend anything shopping.

Equipment malfunction.  A random item in your stash is Destroyed - the Blast rifle.

An event occurs for Cain Randolph. He gets hurt while working on the ship. Spend 1 turn in Sick-Bay.

The Campaign turn has ended.

Verdict
I actually had the game set up for a month to play.  I was uncertain if I could handle playing with 6 unique characters.  So uncertain that I put off playing.  I did play in the end but it was a constant flip to see what characters had what.  I had a 2 page QRS that I now need to make one.  And another good idea would be a second sheet that has the characters, and opposition and weapon descriptions and chances to hit/melee already worked out.  I can do the latter easily from the spreadsheet.
Luckily 2 were knocked down, I fudged it so they were out and left with 4.  I have changed the sheet so 3-4 characters is the norm and hard to recruit after that.  Consequently enemies roll two d4 and chose the best, rather than the best of two d6.   Other than that I had fun and will continue on for a few games at least.  I may also change the combat rules as the distances are so close.  Although I do like the fact that the games are at close range shots and involve melee.  It was also a result of the enemies being aggressive so advanced.
I also need to check out Version 1.13 – I am a minor Patreon supporter and it has a lot more on the Enemy side of things that looks good.  Not sure I am ready to change the sheet yet as have only encountered one enemy so far.  Maybe later.