How many dice should I roll for this scenario? Page 92 of the rules say "The number of opponents you will face is affected by the campaign crew size you have chosen" and for a crew size of 6, I should roll two D6 and use the higher score while for a crew of 4 I should roll two D6 and use the lower score. So it's definitely two dice I'm rolling.
Well, I had chosen a crew of 6. The fact that I was already down to just two was simply down to rubbish dice rolling, not a conscious choice. So I rolled the two dice and got a 1 and a 2. The dice can be kind to me after all.
So, it's two secret agents, no specialists but a unique individual - a Corporate Spook (well, that makes sense!)
The Two Secret Agents and the Corporate Spook |
So here we go...
Bin Sang and Se'Artu had spent much of the day both inside and outside the main municipal building of the city, checking out the security system and the location of an easily accessible computer console.
That night, under the cover of darkness, the crew of crew eased open a side door of the building. There was no sound of an alarm (I decided to roll a dice with a 50/50 chance of setting off an alarm and attracting security on top of the secret agents - the dice were kind again). Little did Bin Sang know that a small squad of agents had been sent to stop him in his tracks and, in breaking into the building, had already deactivated the alarm.
The Set Up with Bin Sang and Se'Artu on the left, the Secret Agents and Corporation Spook on the right and the computer console in the centre. |
Turn 1
All started well. Because of the recce that he had previously carried out, Bin Sang knew where the console was so advanced along the corridor in front of him (in the Fast Move) towards it. The secret agents and corporate spook knew had received instructions to hunt down and eliminate the the trespassers but didn't know what Bin Sang's objective was. The agents moved forward keeping to the shadows but spook remained where he was Se'Artu followed behind Bin Sang.
End of the First Move |
Turn 2
No fast moves this turn. The first agent spotted Se'Artu but, rather than fire, he decided to retreat. Disgusted, the other agent took a shot and hit the robot but only stunned it. The spook hearing the gunfire advanced forward. Bin Sang dashed into the side room, followed swiftly by Se'Artu.
Turn 3
Bin Sang (Fast Move) continued his dash towards the computer console. The agents and spook hesitated, perhaps unsure where their two subjects had gone, and remained where they were. Se'Artu followed his captain.
The state of play at the end of the third turn - Bin Sang and Se'Artu approach the console while the agents and spook drag their heels, unsure of their prey's location. |
Bin Sang and Se'Artu approach the computer console |
The two agents edge very slowly forward, hugging any cover they can find |
The Corporate Spook seems more interested in the horticulture than the targets |
Turn 4
The agents were clearly unsure of how to proceed. Ever cautious, the first agent and spook decided to retreat, the second agent remained where he was while taking advantage of the cover. Se'Artu reached the computer console and managed to log in immediately and download the files about Bin Sang's previous mission. Bin Sang in a moment of rashness, moved out of the cover and took a shot at the second agent but only managed to stun him.
Turn 5
"Mission achieved. Exit!" Se'Artu announced so Bin Sang started to move towards the exit furthest away from their attackers. Shaken by the coming under attack, the two agents once again remained where they were while the spook started to advance. Se'Artu logged off from the console and rushed towards the same exit as Bin Sang.
Se'Artu starts dashing towards the exit, followed by Bin Sang. One agent and the spook try to close in but staying behind cover is more important than speed. |
Turn 6
Se'Artu continued its dash towards the exit. Finally (and too late!) the agents took action. The first agent moved forward but was unable to see any targets. The second agent swung around the corner and fired at Bin Sang from almost point blank range but missed. The spook burst into the room from the other direction and also fired at Bin Sang but his aim was no better. Bin Sang got the hint and dashed after Se'Artu.
A special agent and the corporate agent each take a shot at bin Sang but miss. |
Turn 7
Se'Artu (Fast Move) continued his dash and managed to escape. The first special agent tried to catch up with compardres but still had no sight of Bin Sang. Surprised by his miss and the disappearance of Bin Sang, the second agent stood still and did nothing. The spook continued to advance but could not get a sight of Bin Sang, who followed Se'Artu out of the door of the municipal building and into the night.
~~~~~
Well, that was a bit of an anticlimax - only two shots on target in the whole game and no one injured. I found that basing the mission inside a building had a couple of adverse effects. Firstly it made close-up photography all but impossible so sorry about the vague photos. Secondly, but more importantly, it meant that Bin Sang and Se'Artu spent most of their time out of sight of their foes, which meant that the agents and spook were rolling each turn for their tactics (as per Trailblazers) and often remaining or retreating rather than chasing after their target who had just whipped round the corner. But I guess that that is what being cautious is all about!
Any way, the next post will be the post-action rolls. Then I'll see what Sona Bah and the rest of the mutineers get up to.
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