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Showing posts with label Vanguard. Show all posts
Showing posts with label Vanguard. Show all posts

Friday, February 3, 2012

FebRUary 2nd Update-




The PCs are back to the Marnharnnan 'Megadungeon', a subterranean emergency colony of the Ancients. In the past, an endless stream of Runners (fast zombies) would emerge from a tunnel into the initial site, but since the Orthodox Wodic priests have been brought on site, that problem has been brought under better control.

A new area with worker dwellings, like Japanese 'coffin motels', apparently set up for the folks who used to run the behind the scenes infrastructure was explored and reclaimed, although Runners and Hyenamen are still a bit of an issue. From there, the PCs chose to head into a mall-arcology with apartments above two floors of shops, and two sets of monorail tunnels on either side.

An earlier session saw the PCs visit, and take books from the climate-controlled bookstore, falling back to held territory. Tonight's session went from there, where the first sector, Phoenix Spoonbill, was explored.

Contact with Runners recently dressed out in clothing and gear of the Ancients were engaged and deactivated, and these peculiarities were noted, including monorail tickets punched and worn on leather necklaces, etc. Pressing on, it became clear that folk were selectively removing items from various shops, and using them to outfit the mindless undead.

Moving into Water Badger Sector of the miles long mall, a group of humans were met who first contacted the party through a dog, the native psychic using the critter as the envoy, and peaceful relations established. These Water Badger tribesfolk held the eating establishment closest to the edge of their sector, 'where it is always the end of the work week', and were pleased to offer selections based upon the menu's photos. The Water Badgers' leader, Shaulm, a Khem woman, explained how each sector had its own tribe whose generational duty was to maintain their portion of the arcology. Other tribes included the Golden Egret, Snapping Lungers, Spitting Spinefish, and Jungle Howlers.

'The Walkabout' is the name for the fungal-based undead infection, and the tradition of honouring the dead simply transitioned to those who died of the black fungus. Jungle Howler apparently has the most dealings with the Walking Ancestors, and contact has yet to be established with them or the Spitting Spinefish, who appear to be vassals of the JH. Water Badger warned that Jungle Howler were tricksy and demanded tribute, and that the SpitSpine were prone to ambush.

We held it there.

Sunday, January 15, 2012

January 15th UPDATE-

The PCs, after battling Anime-inspired baddies in the mining town, took their shopping goodies (including Transceivers and desk-set radios) back with them on the express train. Along the way, there were interesting stops, scheduled and unscheduled, and fauna to fight and/or collect. A Capacitor and Batteries from a Tube Car Line were got, and after all that, the last of the Anime baddies nearly killed the PCs, who are now tattoo'd with Yaesh script describing the wounds they inflicted upon them -- all save General Roland Peltier, the Immortal, who cannot easily be tattoo'd.

After running a game for Mike Fernandez last Monday night, there is a new zone to investigate, and a strange glop of Elemental Glass-Silt that looks good for all manner of circuitry.
--This Monday night Pacific time game will run from 9PM Hawaii-time to whenever I fall asleep at the computer, or breakfast Tuesday (-5 GMT) time. He's already wrangled three other players.

I'm working on something else, and it has taken a bit longer than I thought it would to finish, but I'm a few yards from the finish line on it. It is for Tunnels & Trolls.

Also, once I'm confident the VANGUARD Alpha Rules One Sheet is saying what I intend it to, I'll post the link to that. I'll take this opportunity, though, to point out that VANGUARD characters can quickly be created by clicking on THIS and THIS link.

Thursday, December 22, 2011

The Cats are Away...-



Concerned with the PCs' lack of direct action, a player prompted that the characters hop aboard a train and travel across the Black Crown, into the Yaeshani Empire, in search of a potential White Sphere to mate with the Black Sphere they found and returned with back in the Skullcrusher Mtn. Campaign.

This journey will take months to reach their initial stop, and an undisclosed amount of time to discern whether said object exists, or can be created. This plan, predicated upon its successful reunion with the Black Sphere they tossed into the plane of Shadow due to its deleterious effects, deprives the colony of Xudorn of its two top generals, its air marshal, and one of its top aeronautics chiefs. Another player voiced concern over Xudorn's vulnerability during this period, as the fledgling republic is under increasing attack by Continental Vrun forces and agents.

Along the way, barely into their trip, the PCs have encountered one of several Western Isles colonies in territory controlled by the Black Crown, essentially isolated now for over 150 years from the Western Isles Crown. Discerning things slightly more complex than at face value, it was discovered that these WI folk have been fighting the Undead for generations. Stymied by lack of official power for the PCs to institute treaties, the instigating player has suggested that they be granted said powers.

I sit back, incredulous at times, but now more confident why later generations never mentioned Xudorn in the history of Marnharnna. This is almost a parable for why the Vrun haven't regained space flight, and it is playing out before my eyes.

We'll see how this turns out.

Wednesday, November 23, 2011

Google+ Weekly Campaign Update-

Short Form Updates-

* Continental Vrun Contingent Visit
:: Observing Xudorn for themselves, elements of the Vrun National Service, the Hierophantic Church, the Guild Council, and both the Monarchalist aristocracy as well as their foils, the Parlimentarian faction visited the tripartite colony. The two Black Crown destroyers anchored at the mount of Safety Bay, the Western Isles mercenaries, and rumours of Abbekqorru allies helped persuade the Continental Contingent to leave Xudorn to her own devices...for the time being. The Contingent then sailed further north up the coast, visiting other Vrun colonies. News that Ft. Greenpennant (home of the Green Cavaliers) had been bolstered to exceed Xudorn's population was also received.

* 'Skullcrusher Mountain' / Upthrust
:: The PCs have returned to the complex, studying the technology that empowered the Undead-creating attack upon the Wodic community, discovering that the Lower Planar radiation that remains in the 'reactor' level is still deadly enough to turn a living human into an Undead in a matter of weeks. Also, part of the sensor array of the gun system is receiving ultra-low frequency transmissions from various points on the globe, including Bereme Oykh/The Black Crown to the north.

* Dokirin Community living in the shadow of the Upthrust
:: Reports of a settled clan of Dokirin were confirmed when four PCs visited them, and are set to participate in a sacred dance. They are the Omu Aku Qelli Duuon >Flowing-Water, Plan, wisdom-Imparted, Settlement-on-Water< . Repairs to the clan's sole windmill (used to evenly water marsh-grain paddies), and exchanges of durable goods for grain have been ensured. Sub-Commander Ssu Rosenbrad became the clan's new Wise Woman at the death of the 250+ year-old man she had re-awakened from his visionary existence in Lord Worm's court (as both are Silt-blooded).

* Visit to Mostern Colony
:: Commander Roland Peltier, Sub-Commander Ssu Rosenbrad, and their trusty squad travelled overland to Mostern the 'City of Bricks'-to-be, and with Joe-the-Lawyer's LotFP Grindhouse Edition Specialist-character, Vesper, explored the vast fort colony. It is predicated upon the production of bricks, and has a 6:1 male to female ratio at present. Xudorn Cider (made from salt-marsh crab apples) was a bit hit, and 100 bottles were purchased. Another sale was of one of Xudorn's experimental (and portable) refrigeration units. This has occurred slightly ahead of the standard timeline, allowing for intervening events to transpire, as well as to permit Vesper to participate.

Wednesday, November 16, 2011

Xudorn layout and Topography-



Xudorn layout and Topography

Tuesday, November 15, 2011

As Pertains to Marnharnnan Exploration-



Minnesotan
over at TYWIKIWDBI has an excellent teaser on Westward Migration, and of greater importance to the UWoM Boxed Set/Vanguard campaign, is the degree and duration of Native cooperation and goodwill.

Check it out. :)

Friday, November 4, 2011

Shifts in Technology and Mindset: Xudorn-



In my Google+ weekly game, Xudorn (The Sublime Colony) has seen very rapid change in both technology and the Vrun mindset. With the importation of the ornithopter kits came the paradigm-shift of three-dimensional thinking and the resultant drive towards expanding the realm of the known lands. Through these travels, the ground maps have been refined, new peoples have been encountered, and ideas for improving/expanding the overall technological base of the colony have resulted.

Last night's game was mostly dealing with meta-discussions regarding the 16 Elements, their potential exploitation for powering larger aircraft, and the differences between real-world physics and the alchemy of the setting. From these, in one session, 'x-ray' technology, crystal-lattice cultivation, combined dirigible/aeroplane plans, and negative energy induction are in development.

At the same time, political changes are under way as the renown of the colony begins to spread on both the Western Isles, and the Vrun continent, bringing the 'big three' of Vrun society to the distant Marnharnnan shores. The Hierophantic Church, the Guild Council, the Vrun National Service (military), and elements of the Aristocracy are growing (rightly) concerned that the developments in Xudorn have rapidly outpaced all expectations of what had previously been an anonymous point on an ill-known map. Moreover, that foreign influences and ideas have not only taken root, but their fruit is already come to bear (least of which is Lady Hudernm's half-Durn child), with rumours of Alien (Abbekqorru) technology and reports of the conflict with Undead rapidly spreading through well-informed circles at various strata.

To counter the investigative incursion, the tripartite ownership interests of the Xudorn experiment (one each of Vrun, Western Isles, and Black Crown) have moved to protect the fledgling population by positioning Black Crown naval assets at the mouth of Safety Bay, and a small contingent of Western Isles mercenaries are on their way with the afore mentioned owners steaming ahead (on a smokestack paddlewheel schooner) of the Vrun galleons. The Black Crown delegation gifted the PCs with Black Metal daggers, styled in one of 12 of the material Elements, and provided a taste of the sorts of elemental technology the Crown has at its disposal (including a 1/72nd-scale locomotive set).

All of this is coupled with the very recent discovery of Living Ancients who have apparently dwelt in a very ancient fort once visited by the former Vrun occupants of Marnharnna as a historic tourist site. These folk seem to possess not only a very complete overview of the past of the world, but disturbingly accurate knowledge of the past eight decades of contemporary history despite the fact that they have lived in near-total isolation for at least 5,000 years. Their texts even suggest future events, namely a massive invasion by the fearsome and loathed Shorrannin.

Sunday, October 23, 2011

Operation Skullcrusher Mountain, and a DnD Toy for You-



Well, Friday the 21st, saw the sixth (or so) session in the offensive against the Undead bastion, and the destruction of the facility's attack ability. The estimated losses on the friendly side is in the low hundreds, with roughly three times that on the Undead.

Technology, both Ancient and arcane, has been secured, and the alliance with the Green Cavaliers (a Vrun Military expedition) and local Abbekqorru has blossomed. This confluence of events should dramatically boost Xudorn's (the commercial colony) strength without dramatically increasing its land-use footprint, as the hydroponics tech found at the site, as well as bio-tech the Abbekqorru utilise should increase the efficiency of the small community (currently roughly 1k pop.) without much slack time in implementation prior to winter. The fact that winter will not reduce agri concerns means that the most prevalent reason for any colony's failure shouldn't be the thing that could do-in Xudorn.

Now, with Ornithopters, small Zeppelins, and the Abbekqorru global map, Xudorn and Ft. Greenpennant (six-days ride to the south) are likely to have a far greater degree of cooperation and 'cultural' exchange. The effect of the Abbekqorru upon the burgeoning Vrun presence on the eastern seaboard also remains to be seen.

---[The Game]---
Provided for players of the grandpappy of RPGs, using d20s in 'to hit' and polyhedral damage dice
* Rifle, Repeating^ d10 | 3 Attacks per Round; 21 Shot Spring Crank Drum
Reload: 1 Combat Round if a loaded drum is used
^ :: Saturation Fire is a 10' W x 20' L rectangle.
Every figure at least 1/2 in the rectangle is subject to individual attack,
although only one Action is consumed in the process.

Tuesday, October 11, 2011

First of Two Parts: Observation and Evasion-



:: OBSERVATION & EVASION-


Pt. 1: OBSERVATION-

Medium-Sized Figures moving in Open Terrain in Daylight are the base for determining Spotting, as modified by Range (60') and Circumstance (Clear Weather); this number is [08] on 2d12/1d24.

Once Spotted, the figure may be visually tracked and if operating out of a fixed locale, may be Observed. Observation is more than simply keeping one's eye upon the figure. It involves actual thought into the why's and wherefore's of the creature's actions, the pace at which it performs these tasks, and its general gait and bearing. If it is seemingly agitated it may later calm if it feels more at ease. These different States become increasingly more important to discern and codify if contact with it or its kind is to be avoided or approached with caution.

The rules for simulating this process in-game are as follows:

Each Party places a secret Stake in the Intensity of Observation:

Stake- Degree of Observation-
------------------------------------------
6 - (R) Direct interaction at close range with little to no preparation or actual observation : Apprehending a known thug for questioning

5 - (O) Shadowing the figure and not being subtle about it : Gang members loudly following after visitors to their neighbourhood

4 - (Y) Subtle Tail and casual surveillance : A constable in the area of each locale a person of interest visits

3 - (G) Sophisticated Shadowing, Nested Surveillance, Vanguard Shadowing at locales to be visited, direct observation 24H/Day : Magical scrying and divination

2 - (B) Long-term, intimate relationship with figure, constructed/fabricated friends/family, etc. : Hidden Village or elaborate scheme [the Prisoner TV programme]

1 - (V) Incarceration/Interrogation : Gulag, etc.


Each of these investments of Risk are rewarded with a certain processing time and depth of Observation, with High-Risk confrontations possibly yielding the fastest apprehension of a figure (or capture of an animal, restraint of a robotic unit, etc.), but often resulting in the injury or death of one or more persons, including unintended individuals, with the pay-off in speed and the liability in safety. These risks are minimised if this action is the final step in the hierarchy of Observation, from Planning (V) to Direct Interaction (R). A well coordinated Observation launched into Action regarding the target has advantages going for it, not the least of which are the number of personnel brought to bear versus the individual(s) of interest. The Target of the Observation has a base chance to detect the Observation equal to 17 (- PSI or SCP PM + The Observer's Stake) or higher on the roll. If the figure detects the Observation, they may be more prepared in any future contact, with a good rule of thumb being that the length of Observation in time factors (Turns over Rounds, Hours over Turns, Days over Hours, etc.) grant the Observers a +1 to execute their Action.

The Stake in Observation requires an inverse amount of time/expense investment, where (R) is the least and (V) the greatest. If the Observation is merely conducted in the field by scouts/spies, then factors (R-Y) are most likely to be employed, and allow for swifter Action. In urban environs, Stakes (G-V) are more easily possible and likely as the importance of the figure is determined. Simple miscreants are unlikely to be the subject of a sophisticated Observation operation, unless they possess important information or contacts too delicate to risk losing.

Pt. 2 ...soon...

Wednesday, September 28, 2011

A Look Inside: Combat in 'The Game' and UWoM-



INTEROPERABILITY: UWoM and The Game

:: Close Combat-
(c) 2011 Kyrinn S. Eis

Player Characters are Hero Figures by default, and as such, can command those of their Fight/Hit Dice or lower rating, including other 0-Die figures (Commoners).

All of the following d20 roll Special Results only apply if the Attack is successful.

At melee scale, this would mean that the PC-led attack (with accompanying fighters) succeeds, and all figures roll their dice of damage against the receiving forces. If the PC is in singular combat (other friendly figures are not 'engaged' with the same foes as the PC), then these d20 Special Results would apply on that PC's successful To-Hit roll. If your chosen game system rolls percentile dice instead of a d20 (BRP, etc.), multiply the (##) by 5 to arrive at the trained percentage score.


(6) V - Minimal Casualties :: Attaches an Auto-Dodge to a figure
:: (20) The figure gains a bonus of 4 to AC for the remainder of the Round and all of the next

(5) B - Co-ordinated Strike :: Attaches an Auto-Strike to an enemy figure
:: (17) Grants a second 'hit' at normal rolled damage (but a second Hit Location roll if used), or 1 Critical, &c.

(4) G - Vanguard Action :: Attaches to a friendly figure to grant them Auto-Surprise on next encounter of their choosing (stealth is possible to infiltrate further, etc.)
:: (13) As regards Tracking and Surprise, the figure acts as a Ranger of the same level until next combat

(3) Y - Free Move :: Provides the figure with an additional 4" of movement, before/after attack
:: (10) as above

(2) O - Focus :: Grants the designated figures with either: a number of visual/alerness focal point (a doorway, a computer bank, a facial expression), or a numerical bonus +1 per, Focus point.
:: (07) ""

(1) R - Weapon Check :: Forces the Operator to determine if the melee weapon is retained (rolling anything but another fumble), or how far away the weapon is discarded on a second 'red'. Unarmed attacks gauge disadvantage
:: (01) ""

For groups interested in opening up these options in The Game, combatants roll 1d6 per Hit Die, and group the results by number. Simple comparisons between the corresponding pools, in Initiative order, whittle-away at each other, making each reduction that much more likely to result in an injury in subsequent fights with others in that Round. Each Round refreshes the Hit Die pool, but each n of HP lost by the figure indicates the loss of one Hit Die for combat-pool purposes only (or not if you prefer). When the figure is reduced to 0 or fewer Hit Dice, the next successful attack results in the figure's (force's) defeat. This is true at the personal, tactical, operational, or strategic level.

...

Sunday, September 4, 2011

Light Infantry-


Vrun Line Trooper-(Medium)[12" Move]
XP: 18 | 2HD | 28HP | AC 4 | Attacks: Bolt Rifle [1d12] | Bayonet [1d6] | Brawl [1d4]
--For D&D

1 [R] 1d12 -- 2 [O] 1d10 -- 3 [Y] 1d8 -- 4 [G] 1d6 -- 5 [B] 1d4 -- 6 [V] 1d2

Vrun Line Trooper-(M)[3]

MR: 18 | 2FD | 84DP | +1Def | -4H ARM | ATK: Bolt Rifle [R] | Bayonet [G] | Brawl [B]

---[Details]---
Troop Quality: Standard
Figure Type: Light Infantry
Specialist Training: Rifleman
--Concealment/Manoeuvre, Steady Shot
Advanced Training: none
Special Advantages: none
=Point Total: 10

Armour: Antagonist (Field Plate) [-4H]
Gear-
* Bolt Rifle [R], +1 Attack per Round, Long Range, 5 Shot Internal Magazine, Bolt-Action
* Bayonet/Short-Sword [G], Light Weapon, +1 Attack per Round


Friday, August 19, 2011

Last Night's Google+ Hangout Game-

Google+ user Ulek Xek joined C. for the Thursday night game via G+ Hangout on audio only. Sadly, Greg Backus was unable to join us due to computer issues. We'll have to sort those issues out for the next epi.

Here is Ulek Xek's LINK

Monday, August 15, 2011

Monday Offering-

Name-(Mass)[Moves](ea. roughly 7')
FD: Fight Dice
DP: Disruption Points
Def: Defence
ARM: Armour STOP & Type [H]ard/[S]oft
ATK: Attack

Cd: Colour Dice
V.iolet (6), B.lue (5), G.reen (4), Y.ellow (3), O.range (2), R.ed (1)

LETIUUMASI-(L)[4mv]
Menace Rating: 65 | 3FD+3 | 150DP | +0Def | -2S ARM | ATK: Musket 5Cd @ G | ATK: Dagger @ O | ATK: Bite @ G
* Special Abilities: Intelligent, Tracking Instinct Use: +3d/Day, 1x/8 Hours, Feral
Description: The hairy beasts are humanoid, but by adolescence, grow to stand as tall if not taller than the average Vrun. Adult males have been measured at over 3 Msnk (13'5”), while females stand a little shorter on average. They tends towards the coppery-bronze end of the spectrum, but coats of dark sable and umber have also been reported in the deepest mossy woods. Reliable trackers of even the most difficult of prey, the Letiuumasi' long-barrelled muskets are most vexing. Even bare-handed, the Letiuumasi is deadly. They are rumoured to be a rogue subject race of the Abbekqorru, and it is fact that they are fully feral and only partly civil.

Monday, August 1, 2011

Friday Vanguard Antics-

Friday we switched things up, and I ran C. and BB through a Space Age era game, set on a backwater, tide-locked world racked by storms at the twilight boundary.

The two made Hero figures with a cost equal to two or three (or more) Squads, each. Better stats and gear, including a Metroid-type suit for C.'s character.

The scenario we started to play around 10pm was a pit fight, using GW Necr*munda building cards and plastic doors to form a two-level area. The Metroid-suit tested a few fiddly bits of the Simultaneous Activation as modified by Attack Rank, having her roll up and then interrupt their Close Combat by disengaging and then firing. BB's Satchel Charge only clipped a figure or two, and then they had to move in closer to get good angles.

I (as usual) couldn't hit the PCs to save the NPCs' lives, and they won handily, beginning the RP of being courted by fight managers and so forth. I think this will be the period in which the Friday game will be set. Travel, dangers, and local colour.

TL;DR: Things go boom.

Tuesday, July 26, 2011

A Fleshed Out Version of the Fill-in the Blanks Adventure-



Six Vrun ex-Scouts turned bandits.
--Operating out of Turnem's Redoubt on the Soumel isthmus, they control travel along the land-bridge as well as the crossroads to Mellornem Tal, the largest population centre in the sedgy and reedy lakelands area atop a great heath moor. The aerospaceport site is entirely heedless of this, and would have to be persuaded $ to care $.

Holograph Projectors and Light-bending Cloaks allow the four men and two women to appear in greater numbers than actually present. The six are armed with rifles of various grades and tech levels, but each is capable of multiple shots before the former Scouts resort to short swords. Each wears a back and breast vest, and three possess dark-vision goggles.

BANDITS-(M)[3mv]
Menace Rating: 05-25 | 01-03FD+n | 47-81DP | +0Def | -3H ARM | ATK: By Weapon | ATK: Brawling @ V
* Special Abilities: possible, but rare

Old Dill is the blinded 7th member of the rogue Scout group, and alone possesses the knowledge of how to overcome the trials facing would-be thieves of the hoard. He will need to be brought along, or Powers will have to be used to gain the information otherwise.

* RIDDLE: In actuality it is a keypad entry sequence that activates a blast door to open. After the door has been open for 5 Rounds, it begins to close with (BDY 25) strength.

* SEA CAVE: A partially collapsed submarine facility that is now flooded with 1/2 Msnk (less than 3'). The only portions above the waves are the loading piers of flooded and partially collapsed dry dock bays. It is atop the furthest and driest of these piers that the Hag makes her domicile in a heap of boxes and industrial containers, decorated with enticing tools and machine parts, with hints of holographic crystalline computer tech scattered about.

* HAG: The centuries old thing is mad with bitter loneliness and envy. A former lover of the Manthyqir, Tshared, he banished her from his presence but out of pitty, allowed her to guard the entrance to his lair, to receive his scraps, and to listen to Tshared's poetry and singing.

B.YXELNM/'Women Whose Faces Cause Terror', 'Hag'-(M)[4mv]
Menace Rating: 54 | 4FD+4 | 102DP | +1Def | -3 ARM | ATK: Sword | ATK: Bite @ G | ATK: Fists @ B
* Special Abilities: Genius, Native Spells (15 Pt. Effects/3rd Level Spells)
Description: Hags come in a variety of loathsome forms, although early life appears normal. Once the Hag Beetle matures within the host-daughter, the resultant sybiote of the two creatures comes into existence. In time, beetles eat their way out of the host daughter. Once complete, only her Undead skeleton and connective tissues remain, animated by the outer covering of the beetles. Invariably evil towards humanity and other human-framed creatures (Humanoids and such Monstrous Beings as well), they take perverse delight in generating fear, the Hag is a hungry predator. The Native Spells of the Hag Clans are hereditary, although darker secrets of blood alchemy can bypass this.

If slain, her treasures include the tools and parts before mentioned (3d6^2 [9-324] Count-worth), 3 complete sets of Late Summer Era Field Plate in the Guild Combine style of the period (800 Ct each), and a dozen polearms, swords, and shields from that period until the last century (totalling 3d6x36 Ct).

Once the airlock door is found and opened, a ladder down opens into a maintenance corridor with heavy pipes painted red and showing no wear over the unknown centuries. In general, the underwater facility is in remarkably well-preserved condition, and largely devoid of any scattered treasures.

In an open area with four partial walls of lockers and a circle of benches in the centre, opposition to the Party's advance is met in the form of additional toughs in Tshared's employ.
A few will sport minor cybernetic gear, but these are merely replacement parts, and not much better (if at all) than the meat part lost.
These fighters (Human and Humanoid, male and female) are rather taken with their leader and don't take kindly to intruders. They are hard and merciless, but are not robots of Tshared, and can possibly be convinced or tempted away with the right offer well presented, as well as an immediate gear upgrade (better weapons and armour, etc.)

BANDITS-(M)[3mv]
Menace Rating: 05-25 | 01-03FD+n | 47-81DP | +0Def | -3ARM | ATK: By Weapon | ATK: Brawling @ V
* Special Abilities: possible, but rare

If things begin to go badly for them, Tshared will literally fly into combat with the chiefest of offenders and kill them as quickly as possible, for he cares for his wards.

Tshared the Manthyqir-(VL)[5mv Ground, 15mv Air]
Menace Rating: 117 | 9FD+9 | 300DP | +1Def | -3ARM | ATK: Bite @ G | ATK: Rake @ B | ATK: Quill @ V
* Special Abilities: Flight, Genius, Ranged Attack (Quills as Coil Pistol), Tech Savvy
Description: A wagon-sized leonine figure with a humanish face, obvious bat-like wings, and a great fleshy pod at the end of its python-like tail. It is from this bio-factory that the glassy quills are launched in its air skirmishes. Wise enough after these many decades to avoid Close Combat, Tshared is nevertheless a powerful fighter willing to finish the fight once started. His exceptional reasoning, senses, and memory should all play towards a trap-laden encounter where rushing to attack him will only bring about the doom of the fools. Tshared will attempt to parley with his attackers and offer them his protection in exchange for loyalty. He is honourable.

If given the opportunity to show his hospitality, he will treat those he senses are truthful in their allegiance to him to the best he has, as his army enjoy. Those, however who play him false, Tshared will kill and devour before the others as a lesson.

It is unlikely the adventure will end with the PCs joining up, so, in the eventuality that combat ensues anew, and Tsared is either slain or more likely, driven off, the hoard of treasure includes:

* A green-gilt sword
:: Legend Lore: A century or more ago, was held by knight with lady fair. The knight fell in battle with a pinioned, quilled beast not well depicted in the flashbacks, and lost in battle, the sword came to rest within the cave beneath.

* five small sacks, and two more large of gold
* copper there is plenty
* silver coins whose mint, unknown, shows the figure of a winged thing with scorpion tail in the foreground, and a rocket in the background.

Saturday, July 23, 2011

Vanguard Friday-

Logistics aside, both C. and BB added three Operators to their Squad Control Records, forming an 8-person Fortified Squad/Mobile Platoon.

* C.'s Squad are primarily Elite, Mobile Infantry, Grenadier, Mounted figures.

* BB's are Elite, Combat Engineers, Mixed Specialists, Aquatic figures.

Last night's scenario was a water-based infiltration by my forces, repelled by the Players' fortified squads operating in tandem. A Papa Bravo Romeo was the infiltrators' vehicle, while BB had kayaks in the water. C.'s squad took and returned grenades and there were many casualties.

No clear winner, as we had to vacate the shop before it finished.

Monday, July 18, 2011

Friday-

(TL;DR at the end)

The session was minus Brazilian Buddha who was AWOP (...without phone), so C. and I set up on a blasted terrain bed on the gaming table (like a sand table, but with pre-fab square plastic terrain pieces).

We had discussed the scenario in the car: One Side are the defenders, the other Side are trying to take control of the town's well. The attackers have an armed aircar, but are outnumbered by 3 defenders. C. chose to play the attackers, and started off with a strafing run, killing one exposed figure outright, and collapsing two different structures, injuring two and pinning one of three figures. Content with that mayhem, she had the all-female crew dismount from the open aircar and spread out near the well.

My defenders began filing out of their respective holes, and the fighting commenced. My leader was soon to expire, but the battle was fairly evenly divided between dead piles, until my pinned bloke finally got himself free and grenade-blasted the attackers' (current?) leader.

Next time, I think I'll go for the Attacker role, and have BB and C. play the defenders.

TL;DR = Grenades and Rocket Launchers FTW

Sunday, July 3, 2011

VANGUARD: Recent Gameplay-

Arriving later to the southern store later than we had anticipated (the rains helped with Friday rush-hour), the three of us: Brazilian Buddha, C., and I, entered the gaming area beset with Magic: TG players.

We grabbed the sketchy table in the front corner, hammered out the Point-buy Squads [1], and used the McDonald's Cup Holder as a bunker.

The scenario was decidedly simple:

1). Figures start within 6" of the bunker
2). The distance is so short that grenade launchers only need a 14+ on d24 (or 2d12) to be considered a 'driftable' hit -- d12 was then rolled for clock-face orientation of the actual point of impact
3). Entry into the bunker interior required a full Round of inactivity by the figure in question
4). Movement from one 'hold' to one adjacent required moving into the abstracted centre of the structure
5). Diagonal movement through the centre from far 'hold' to 'hold' was not possible
6). The Player with at least one remaining figure within the bunker was the winner

Round 1 was movement.

By Round 2, Buddha had a few figures move to Line of Sight of C.'s figures, and started shooting, just about the same time (Simultaneous Activation) C.'s grenadiers launched a few errant grenades. Figures on C.'s side reached the bunker and the ineffective gren launches were pesky, but her Commander began to enter as Buddha's Operators began to fire at her.

Round 3 turned bloody, and Kills were scored on both sides, although Buddha scored 3:1 Kills on C.'s. However, the troopers were 1 Fight Die (with the Commanders being 2FD), and they wouldn't be eliminated from the fight before taking a second Kill. The Disruption Points C.'s figures were scoring on Buddha's forces were enough to drop his Condition Levels, but his rolls were often better, which evened things out again.

Round 4 moved into the bunker and Close Combat ensued. C. was rolling 5 Colour Dice versus Buddha's 2Cd on a two-on-one fight resulting in a Kill. Even the 4 v. 5 roll went pretty decisively in her favour the first time, but when Buddha's Commander joined the fight, C.'s Commander was taken captive.

We went with a 1 Kill game just to see how quickly it could play through, while still making the figures better trained and equipped than 0FD commoners.

Next week, we plan on using one of the gaming-scapes the store has built onto minis gaming tables. One, in particular, looks like a Quake or Unreal mod, and should prove challenging.

I am particularly happy that the rules are simple enough that virtually no chart lookup is needed in-game, and that I can simply Referee in the observer/arbitrator/clarifier-role, rather than as a Game Master. At least one Round was conducted in my absence while I was indisposed.

Thursday, May 26, 2011

VANGUARD Warfare on Urutsk-



8.5" x 5.5" Saddle Stitched