twisted moon
Moderator
here's the follow up to the van heist.
upon checking their loot from the security van, the bonehead skin’s were surprised to find a whole host of security boxes, rather than bags of cash. of course, some of these contained some money and others contained jewellery which they were able to exchange for more cash with a local fence. however, the bulk of their haul comprised wrapped bricks of tightly packed plant material which their fence identified as being the drug melange. the only local group known to be interested in this are the scabies punks. the fence managed to broker a meeting between yossa and one of these punks, mongo smash, at a well known crater in the ruins a few miles out of town. these ruins date from the short conflict between the jamaica VIII system forces and the rogue trader Appollyon Maestrich-Nova (https://bit.ly/3cEAr21) which led to the (largely theoretical) reintegration of the system into imperial space, and now have an evil reputation such that most of the population avoids them.
the arrangement is for yossa to arrive at the meeting on his own to arrange the terms of sale for a later exchange, but the bonehead skin’s are not naive enough for that, so rachel and karen are infiltrating the ruins to provide their boss with covering fire if required. the others remain off-board to provide assistance if things seem to be going wrong (i.e. if they hear gunfire) after D4-1 turns.
yossa's bonehead skins are as before, but dave is looking after the utility walker which is unsuitable for the ruined terrain, so is not available for this game (read: i don't have a dismounted version of the figure)
scabies punks (https://bit.ly/39zJEa0) are pyschos (tier 2) and consist of mongo slash with +1 leadership and twin slug pistols, kat and slash with scrap rifles, judd with an auto slugger equipped with ammo feed, and rab with a sharpshooters slug rifle equipped with sniper sight.
pre-game
i used the character events table from renegade scout sourcebook 1: personalities (https://bit.ly/2vF3Mcb) to determine an event for yossa.
The result was chosen enemy – select one enemy character you fought in close combat or was hit by fire from last battle. you now have a rivalry with them. if none apply, ignore this result. since yossa shot larsson in the last scenario he is now yossa’s chosen enemy and it suddenly become relevant that he survived the previous battle.
here's the table before the game begins:
yossa is in the middle of the bottom edge, with karen on the right and rachel on the left.
mongo smash awaits in the crater. punk counters 1 and 2 are to the rear left and counters 3 and 4 to the rear right.
turn 1
pkriority goes to the bonehead skins despite the punks having an advantage due to laying an ambush.
karen moves 4” towards the wall and shelters to maximise her chances of not being spotted.
punk counter 1 moves 4” to the stairs of the building at the top left of the table and shelters .
rachel moves 2” to establish a firing position behind the ruined corner and shelters.
punk counter 2 moves 4”, reduced to 3” for crossing the remnants of a barbed wire entanglement, down the side of the building to the top left of the table and shelters.
yossa moves 4” towards mongo.
punk counter 3 moves 4” towards the ladder up to the balcony at the front of the building at the top right of the table and shelters.
punk counter 4 moves 4” towards the archway of the building at the top right of the table and shelters.
there is now the opportunity for some of the ambushers to be spotted. punk counter 2 rolls to spot Karen but rolls double 1 giving a spotting range of 5”, so karen remains unseen (note all the punks have the same observation score, so i don’t yet need to determine whom each counter represents).
at this point i realise maximum observation score is 15”, so no-one can yet spot their adversaries, so I move on to turn 2.
here's the table at the end of turn 1:
turn 2
priority alternates to the punks.
punk counter 1 continues 4” up the stairs and shelters.
karen moves 4” along the wall and shelters. she now has line of sight on mongo.
punk counter 2 moves 4” towards the sandbagged crater and shelters.
rachel decides she needs to get closer and moves 4” into the crater and shelters.
punk counter 3 moves 2” to the foot of the ladder and another 2” up it.
yossa moves 4” towards mongo.
punk counter 3 moves 4” towards the smaller doorway and shelters.
no-one is within spotting range of a sheltering figure so i move onto turn 3.
here's the table at the end of turn 2:
upon checking their loot from the security van, the bonehead skin’s were surprised to find a whole host of security boxes, rather than bags of cash. of course, some of these contained some money and others contained jewellery which they were able to exchange for more cash with a local fence. however, the bulk of their haul comprised wrapped bricks of tightly packed plant material which their fence identified as being the drug melange. the only local group known to be interested in this are the scabies punks. the fence managed to broker a meeting between yossa and one of these punks, mongo smash, at a well known crater in the ruins a few miles out of town. these ruins date from the short conflict between the jamaica VIII system forces and the rogue trader Appollyon Maestrich-Nova (https://bit.ly/3cEAr21) which led to the (largely theoretical) reintegration of the system into imperial space, and now have an evil reputation such that most of the population avoids them.
the arrangement is for yossa to arrive at the meeting on his own to arrange the terms of sale for a later exchange, but the bonehead skin’s are not naive enough for that, so rachel and karen are infiltrating the ruins to provide their boss with covering fire if required. the others remain off-board to provide assistance if things seem to be going wrong (i.e. if they hear gunfire) after D4-1 turns.
yossa's bonehead skins are as before, but dave is looking after the utility walker which is unsuitable for the ruined terrain, so is not available for this game (read: i don't have a dismounted version of the figure)
scabies punks (https://bit.ly/39zJEa0) are pyschos (tier 2) and consist of mongo slash with +1 leadership and twin slug pistols, kat and slash with scrap rifles, judd with an auto slugger equipped with ammo feed, and rab with a sharpshooters slug rifle equipped with sniper sight.
pre-game
i used the character events table from renegade scout sourcebook 1: personalities (https://bit.ly/2vF3Mcb) to determine an event for yossa.
The result was chosen enemy – select one enemy character you fought in close combat or was hit by fire from last battle. you now have a rivalry with them. if none apply, ignore this result. since yossa shot larsson in the last scenario he is now yossa’s chosen enemy and it suddenly become relevant that he survived the previous battle.
here's the table before the game begins:
yossa is in the middle of the bottom edge, with karen on the right and rachel on the left.
mongo smash awaits in the crater. punk counters 1 and 2 are to the rear left and counters 3 and 4 to the rear right.
turn 1
pkriority goes to the bonehead skins despite the punks having an advantage due to laying an ambush.
karen moves 4” towards the wall and shelters to maximise her chances of not being spotted.
punk counter 1 moves 4” to the stairs of the building at the top left of the table and shelters .
rachel moves 2” to establish a firing position behind the ruined corner and shelters.
punk counter 2 moves 4”, reduced to 3” for crossing the remnants of a barbed wire entanglement, down the side of the building to the top left of the table and shelters.
yossa moves 4” towards mongo.
punk counter 3 moves 4” towards the ladder up to the balcony at the front of the building at the top right of the table and shelters.
punk counter 4 moves 4” towards the archway of the building at the top right of the table and shelters.
there is now the opportunity for some of the ambushers to be spotted. punk counter 2 rolls to spot Karen but rolls double 1 giving a spotting range of 5”, so karen remains unseen (note all the punks have the same observation score, so i don’t yet need to determine whom each counter represents).
at this point i realise maximum observation score is 15”, so no-one can yet spot their adversaries, so I move on to turn 2.
here's the table at the end of turn 1:
turn 2
priority alternates to the punks.
punk counter 1 continues 4” up the stairs and shelters.
karen moves 4” along the wall and shelters. she now has line of sight on mongo.
punk counter 2 moves 4” towards the sandbagged crater and shelters.
rachel decides she needs to get closer and moves 4” into the crater and shelters.
punk counter 3 moves 2” to the foot of the ladder and another 2” up it.
yossa moves 4” towards mongo.
punk counter 3 moves 4” towards the smaller doorway and shelters.
no-one is within spotting range of a sheltering figure so i move onto turn 3.
here's the table at the end of turn 2: