Historicon's coming up fast, and with Maja and I both running the Galactic Heroes version of Fistful of Lead, it was time to a get healthy reminder of the rules, in some short, mini-games. With the recently painted up New Gamorrean Guards, it made sense to start with melee fun, and grow from there.
Setting: Death Planet Iota, a "junk world", the end destination for a number of random wormholes.
The Town of Carf - A surprisingly thriving community near one of the deposit points, where everyone, scavenger and merchant, warlord and mercenary, coexist to survive.
There's a lot of infighting in Carf, but a few things remain constant. Crimelords and warlords alike are happy to employ Gamorrean Guards.
The wormholes dump people and things haphazardly, but the Gamorreans are divided by the time spent on the planet: the grizzled Old Gamorreans (OG) and the greenhorn New Guard (NG). The OG were recruited early on by the Chmineysweeps, a corrupt Space Gnome security force that has grown too lazy lazy to enforce their own protection racket. The OGs are a bit older, and may have lost some strength or maybe a step, but they know when to fight (Fancy Footwork, they win melee ties).
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| The OG's (Original Gamorreans) d10 Melee - Axes, Light Armor, Fancy Footwork |
The New Guard are oddly employed by the Utility Bot Union, as the personal protection and lackeys for Modified Loadmaster 4000EX B3N-G7 ("Benji"). They've learned the bot has a host of peculiar idiosyncrasies, which make them relish the sadistic whims of a previous Hutt employers from their original dimension. They're still over-enthusiastic young bucks, though. (Ferocious: +1 to melee wound rolls)
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| The NG's (New Gamorreans) d10 Melee - Axes, Light Armor, Ferocious |
Of course Benji owns a baby bantha, Nubnub. Of course, they let it escape. And, of course, it's wandered into the Chimneysweeps territory!
As much as the New Guard dream of not shoveling Bantha poodoo, they've got to find it, and bring it back.
Once the OG discover what's going, it's finder's keepers!
Objective: Capture Nubnub and lead them off their respective table corners. OG will require two figures to complete a hard task (8+) to take control of the creature. Rolls do not have to succeed on the same turn, but can not be nullified with successful rolls from the New Guard. New Guard are used to handling the bantha... somewhat, so get a +1 to the roll (7+). The OG may nullify the New Guard's results as well.
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| The Baby Bantha wanders onto OG territory. |
The OGs barely make a step to the beast, yet the baby bantha is spooked and runs away from them (The Baby Bantha only moves on a Joker, then randomly d10 inches).
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| An overeager OG spooks Nubnub |
The OG could hear the New Guard calling out the for the beast, but they spread out, to try to encircle the bantha first.
Bor Bogblaster (OG) was on the right flank of that maneuver, when he was met by Zappo, leader of the New Guard, charging out of a building! A pick parry and chop (tied melee roll and OG win melee ties), and the New Guard leader was on the ground, bleeding. Bor simply stepped over the fallen Gamorrean and neared closer to his objective.
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| The NG leader is wounded, the OG stepping over them to get closer to the bantha. |
But he was a bit premature, as Zappo recovered charged him from behind. There was another phenomenal parry, and the New Guard's leader had his head removed from his body.
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| The NG leader miraculously recovers, lunges at his attacker, and is promptly disarmed and beheaded. |
The bantha continued to run away from the OG (another Joker), until one of the New Guard finally caught up to it and rolled the 7+ to begin to soothe the beast.
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| A lone NG seems to have the touch to stop the bantha, but needs more help to lure it back home. |
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The OG Leader is slaughtered in the middle of the streets, and the sand soaks up blood from both side. |
None of the other New Guard wanted to help draw the creature back to its territory, preferring to fight hand to hand in the streets.
That poor New Guard holding the reins of the bantha stood there for another round, until two of the OG came around opposite ends of the building. The New Guard wound one, before being slain by the OG.
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| The NG fights off a two pronged attack, wounding one before getting killed. |
Nubnub was not happy with the violence towards its handler, flinging and killing the OG, and by the luck of the reshuffle, another Joker was drawn and the tiny bantha wandered back in the direction it originally came from, like all of this effort was for naught.
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| And the bantha simply wanders back into the NG territory, like none of the combat mattered. |
Lots of 1's on attack rolls, lots of kill shots even before the Gamorreans wound bonuses (and axe bonuses) came into play.
OG's Fancy Footwork was the difference between an odd draw and a dominating win by the NG. Tying up the OG in tied combat rolls would have slowed down the pursuit, and would have led to great acclaim for the new kids on the block.
Campaign; We won't be using the Post Game options between game for the Galactic Heroes game at Historicon, but I figured we need to play around with these rules as well as we explore the smaller corners of Carf.
New Guard
1 Survivor
1 Starts next game still wounded.
2 Dead (including Zappo)
1 Miss 1 Game and gain Negative Trait "Weakling" (Only 2 wounds instead of 3).
And, of course they still have an uncontrollable baby bantha.
Obviously the Bot Union will need to send less fleshy troops for their next encounter.
The OG
2 Survivors
1 Full Recovery (Leader)
1 Miss 1 Game
1 Dead
The OGs defended their turf, and almost got the baby bantha. Obviously these Gamorreans are not animal people.
Great idea for a SW FoF scenario.
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