From: Los <los@c...>
Date: Tue, 10 Aug 1999 19:43:39 -0400
Subject: [FMA&SGII] Incident at North Haven Part 1(AAR)
Well i just returned form a four day weekend at Cape Cos. Nice time. Brought up SG2 and FMA. GM'd and or played three games as part of one campaign. Playing were two cousins, one 28, one only 10, both with Warhammer experience. The campaign took place a a fictional mining town called North Haven on some outpost colony. Situation given to the Human player on the first encounter was more or less: "You are a Section Leader in the local governments county police force. last night a large explosion was reported at the crossroad town of North Haven and today there is no communications with the town. Take four guys and head on out to see what's up." So our brave little flatfoots comprised 4 regulars (3x 2s and a 1) and one GREEN (lvl3) leader. Two carried assault rifles, 3 had SMGs. The board was only about 4x4'. North were some woods and low hills and rocks. The center had some undulations and a partially destroyed two story in. South was a completely destroyed building with a lot of wreckage which looked like parts of a space ship. Scattered about were flipped over counters that the cops would have to inspect one by one (using a spotting observation action & roll against their quality). Seeing the smoke they parked their (notional) patrol vehicle at the far north end and cautiously approached through the trees. Once near the building they spotted a large unidentifiable green (maybe 3 meter tall) creature lugging a partially cacooned human body! (I used the anistazy alien line). The cop who spotted him opened up and the alien returned fire (they were using something in the railgun assault rifle line) which suppressed him. The green leader went to ground (still out of LOS of the action) and spent most of the rest of the game yelling orders over the radio and calling for back up. They cops had some trouble getting their act together and kept on sending people one at a time towards the building while the others hid under cover (probably realistic for some scared cops) AT one point the cops worked up enough nerve to approach the building from two sides (The alien had hidden back inside) and try to assault with grenades. One guy got his grenade in but it merely stunned the alien. (tough bastard). The second guy tried to toss one through a door, but the idiot hit the door frame and it landed at his own feet killing him. Now I'm obviously missing something but I searched everywhere for grenade effects and couldn't find them. (throwing and hitting targets there is a lot on) I used a d12 which I think is probably a little low (maybe should be d12x2) but this could also be dependent on grenade make (ala cheezy chicomns!) ANyway our grenade procedure was: 1. Firer uses an action to prep grenade. 2. If there is a door or window to throw through, firer makes a quality roll to see if it goes through. 3. Firer sees if grenade hits point of impact (Quality vs range die) NOTE: If the firer arms and throws the grenade in the same turn (we added one range band). Firer must beat the range roll to land on tgt. 4. If there is a deviation our eventual procedure was roll a D6 for deviation distance a D12 for direction. 5. Grenade radius was 3". D12 for impact. ANyway it worked well for us particularly in the last scenario which was pure room to room combat. SP lets, see where was we? Oh yeah. A guy has just blown himself up. SOmehow that spooks the alien and he tears out of the building and hauls ass lugging this civilian. The surviving cop goes to the edge of the building and starts firing at him. ANother alien pops up from the other destroyed building and returns fire. The cop is so pissed at having lost a buddy that he ignores this fire and tries to kill the running alien. That fails and instead he gets himself killed. What a mess. The alien runs off the board despite the fact that there was a cop nearly in LOS. Eventually the other three guys move, but now it's 3 SMGs and they have to used aimed fire at their distance to even get a d6. of course the second alien eventually kills one and wounds the other before leaving. Thus ends the first scenario. Eventually back-up arrives, another 6 cops. Two take the wounded and dead back while 4 remain with the dick head shift leader. Low and behold they inspect the wreckage and find that it's a downed space ship that landed right on this building. It's totally destroyed except for something that appears to be a black box and more importantly one dead alien. Apparently the aliens, even though winning the fight were spooked enough to hall ass. And subsequently, the cops see a second ship (some sort of glowing flying disk) take off and fly away. THe lead er calls all this in to the authorities, who have also noticed the UFOs in the area. The section Leader is ordered to hold that area and that alien at all costs while they contact the local army base to dispatch out a force out to porperly secure the area for an investigation. After all at this point there has been no (official at least) evidence of intelligent life anywhere in known space. SO our intrepid group occupies the wreckage of the building, with the alien body. As the sun goes down, someone lights a fire as they nervously await help. End of game one Next installment, the stargrunt battle will follow in an hour or two.