[renegade scout] 1: the van heist

twisted moon

Moderator
here's the report of a(n unexpectedly) quick sci-fi skirmish using renegade scout (https://bit.ly/37Qzyjh).

yossa's bonehead skins are new to the carribean viii sector. having nursed their ageing spaceship into the orbital space station they ended up selling her for scrap immediately upon receiving the quote for repairs. most of the proceedings were then spent on a shuttle from the station to the uplift port in spanglish town and accommodation in a cheap hotel. they need a quick way of generating some credits and decide upon the heist of a security van. the remainder of their money goes on an upgunned utility walker whilst they steal a getaway van and a lorry for the job.

yossa's bonehead skins (https://bit.ly/39VkLVW) are all starport scum (tier 1 troops - the worst) with yossa having +1 to leader skill, he is armed with a rattle gun which has the sustained fire attribute and so can roll three dice for a shooting attack with an additional roll for any that come up 1. connie has twin slug pistols and is driving the lorry for which i am using the civ utility vehicles stats. jammy has a slug rifle. rachel has a scrap rifle and pricey has a grenade launcher with frag grenades. in addition to the foundry pack are karen with a scrap rifle and driving the utility walker and dave acting as secondary gunner; the walker has twin auto slug cannons which have the sustained fire attribute.
the security detail comprise grisham, the driver of the security van for which i am using armoured car stats, armed with a slug pistol, backed up by cooper riding shotgun and deaver in the back. following them in another civ utility vehicle are larsson (driving) and rankin. all four are armed with shotguns which have the hail attribute, effectively ignoring soft cover. they are mercenaries (tier 3) and i fear might be too much for the bonehead skins to cope with. as such i abandoned my plans to have the constabulary turn up after a random number of turns.

here's the table before the game begins:



the utility walker with dave on the back can be seen to the right waiting to come onto the table.
the red van is the bonehead skin's getaway ride with pricey standing nearby ready to come onto the table.
mid-left is yossa, ready to come onto the table, past him the blue lorry is the stolen vehicle central to the gang's plan and driven by connie.
jammy and rachel are down an alley centre right between the blue and grey buildings.
at the top of the screen, the blue and white truck is the security van and the brown 4x4 behind it is the security detail's back up vehicle.

turn 1

the security detail wins initiative.
the security truck moves 12”,
the gangs lorry moves to block the escort vehicle.
the escort vehicle moves forward 12”.
the utility walker moves 6” around corner and onto the road.
yossa, jammy and rachel all move forward 4”.

rankin fires out of window at the lorry (large target, moved >10”) and hits but doesn’t do any damage.
yossa opens fire at the escort vehicle and misses with all three shots.
karen and dave fire auto slug cannon at the security van; both hit once but neither causes damage.
jammy fires at the security van and misses.
rachel fires at the security van and hits but fails to cause any damage.
there is no close combat and no need to rally, so the turn ends.

here's the table at the end of turn 1:



turn 2

initiative alternates to the bonehead skins.
pete walks up to the barriers fearing his grenade launcher will be needed on the security van given the lack of impact from the auto slug cannons, despite his inappropriate load out.
the security van rams the walker; both vehicles take a point of damage. since they have the same defence value neither can do additional damage to the other.
yossa moves forward 4" looking for cover.
rankin gets out of the escort vehicle.
jammy moves up to the skip.
larsson dismounts from the escort vehicle.
rachel moves 4" up to the street corner of the grey building.
the civilians scatter in random directions.

yossa fires at larson getting two hits, one of which is a 1 allowing another roll which misses. These cause one wound which takes larsson out of the fight.
rankin fires at jammy and hits but fails to damage.
jammy returns fire, hits and wounds taking rankin out of the fight.
rachel doesn’t have line of sight on anyone.
since the rules suggest vehicles don’t engage in close combat i assume the walker can still use its auto slug cannons, so karen and dave both fire. karen hits twice, including a 1 which fails to hit again; one hit causes a wound. dave hits with a 1 which hits again; one hit causes a wound.
pricey decides against firing at the security van since, with his grenades' 2" effect template, dave is the one most likely to get hurt.
since the security detail have taken two casualties they must test for morale. they fail the test by rolling double 6, four points higher than their leader skill. they are broken; the rules state ‘The Squad panics and immediately flees 2D6” directly away from the source of casualties.
Any figures in base contact with an enemy suffers 1 automatic hit from each enemy figure.’ the casualties occured behind them and their vehicle is in contact with the walker directly in front of them which i have already determined cannot fight in combat, so i interpret this as them bailing out of the vehicle and legging it. since i've been using individual figure activation. i roll the distance fled for each figure individually too. in retrospect, perhaps i should have made individual morale tests. cooper jumps out the back and goes 3” to the right, deaver out of the passenger door and 9” up the same alley, and grisham out the driver’s door and 8” to the left.
since there is no chance for them to rally, i call the game a victory for yossa’s bonehead skins. so much for worrying about their capabilities against tier 3 opposition.

here's the table at the end of turn 2 and the game:



yossa gained 4 exp.
connie 6 exp.
jammy 7 exp.
rachel 5 exp.
pricey 7 exp.
karen 5 exp.
dave 7 exp.
10 exp. is required for an advance.
karen and dave are able to repair the slight damage to the utility walker.

should it become relevant, both the downed security regards made immediate recoveries after the skirmish.
 

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twisted moon

Moderator
Re: the van heist

Outsider":j5n3jh2h said:
I'm liking the board.

thanks, it's an extemporaneous setup, but i'm now wondering whether it's better that way rather than my usual modular tiles, since it allows greater variation (and may make for easier storage).
i may have a play with basing buildings individually to see how it works out.
i have a lot more raw materials to add to the scenery as time and inspiration allow.
 

symphonicpoet

Moderator
Re: the van heist

Nice setup and a great sounding game. I've run some similarish scenarios with Pulp Alley, which I like a lot, thanks to the initiative rules and the speed of play. But this might be more flexible for character generation, which is where PA struggles a bit. Looks fast and it sounds like it has a lot to recommend it. I'll have to give it a look. Great write up! :)
 

The Fat Git

Member
Re: the van heist

Cool report. I am slightly intrigued by Renegade Scout. Maybe I will have to look further into it.
 

twisted moon

Moderator
Re: the van heist

a post-game re-reading of the rules showed i messed up the morale rules. not only should i have tested for each model separately, but in skirmish mode i should have done so only when an ally was taken out of action within 4".
in addition, only sustained fire weapons with an ammo feed get to roll for additional shots on a roll of 1. i'm going to simply retrofit this by saying the appropriate weapons for yossa's bonehead skins are so equipped in future games.
in part these errors were caused by using an electronic rulebook. i've now had a copy printed and bound to make it easier to refer to during games. i use www.doxdirect.com/ for this; their quality is good and the turn around quick, whilst the price seems reasonable. does anyone else have any alternatives they'd recommend?
 
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