[FMA&SGII] Incident at North Haven Part 1(AAR)

1 posts ยท Aug 10 1999

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.