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The World of Georic 1989-Present

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Monday, October 12, 2026

(Fistful of Lead) Baby Bantha 3 -

Running up to Historicon 2025 last year, I ran a number of small games of Fistful of Lead to ensure we were up to speed.  My two favorites were simple games involving the Gamorreans and a wayward bantha. 

Having recently touched up some banthas I had picked up at the Historicon '26 flea market, and and before that a hint of some horrible burrowing monster, it was time to recreate an episode of the Mandalorian. 

Setting: Death Planet Iota, a "junk world", the end destination for a number of random wormholes.  

When we last left our Gamorreans, the "new" Gamorreans in town, in the employ of Utility Bot Union, as the personal protection and lackeys for Modified Loadmaster 4000EX B3N-G7 ("Benji"). had recovered the machine's favorite pet, a bantha named Nubnub.

Fast forward some time and Nubnub is older, they're not running away.  Even a robot could realize the lifeform was... lonely. 

But this isn't Tatooine,  Nubnub was a rare, if not unique creature on this world. 

Until reports of similar creatures emerging from wormholes reach Benji, and he dispatches his loyal New Gamorreans (NG) to fetch them at any cost.  

They traversed the wastes, acquired three banthas by any means necessary, and now they were returning to the Town of Carf.

But something is following them.  Something under the ground.   While their first thoughs of Krayt Dragons brought fear in their hearts, the realization that an infinite multitude of dimensions could have brought something worse to this world. 

They just needed to get through the mining town of Ogelp, into the hills... perhaps that would be enough to hide and wait out the encroaching beast. 


OBJECTIVE: Get a least one bantha across town, with at least one Gamorrean to guide it to its new home. 

Mechanics: 
#1 "Underground" Zombie Rule:  Whatever is following them is tracking their sound and vibrations through the ground.  The faster the Gamorreans move, the more they attract the monster.  Moving the banthas is doubly troublesome. 

0"-3"   1 token
4"-6"   2 tokens
7"+      3 tokens
Bantha over 5" movement - 3 tokens

#2 The "Great Wurm": The creature preying on them acts at the end of the round, moving  towards the greatest collection of tokens within a 3" diameter.  If the creature reaches a figure, or the target its moving to, everything within 3" will come under a SIX melee attacks at d8 apiece, Armor rolls at -2. Combat is one sided, there is nothing they can do to fight back.   Shock and wounds allow the figures to run away next turn (any and all penalties apply).  Out of Action results in the figure being eaten whole.   Once finished attacking, the creature will remain in that spot the following turn to digest.  

#3 The Banthas are Their Own Worst Enemy:  The Banthas are played on the same initiative
card.  While the Gammoreans look for trouble, the banthas are oversensitive to the burrowing of the Great Wurm, and on an Ace, King, or Joker, all of them panic, moving their full eight inches towards hills.   Gamorreans will need to catch up and gain control of the panicked bathas.

TURN ONE:   The Gammoreans had entered the town of Oglep, the few folks remaining hiding in their  homes.  Everyone but the Gammoreans knew something was coming... and coming fast.   They were all caught unaware when the anxious banthas  felt something coming towards them fast and bolted (King of Spades... highest initiative.).  

They moved full speed 8 inches pulling the rains, scattering the good mornings making the henchman stumble at best the good mornings were catching up to them. Two of them actually managed to subdue and control the rear panther, which might actually be the worst possible

And the Great Wurm was moving in fast...

TURN TWO: Of course it was nothing but chaos, the single-file line collapsing into a three-wide scramble down the street.   The Gamorreans who had actually managed to control a bantha on Turn One took too much time calming the beast, and the Wurm moved far too quickly (A 12 on 2d6 for movement!).

The Gamorreans were amazingly only tossed aside as the Wurm erupted out of the ground, each suffering only one wound.    The bantha actually fought back valiantly, technically fighting off five of six attacks, but that sixth attack was a 10, and the beast was swallowed whole.  

The others had secured the other two banthas, and with the Wurm pre-occupied, it was time to run! 
TURN THREE:  More Chaos, as the plan for a speedy, controlled exit was eradicated by a Joker for the Bantha's initiative.  The beasts burst forwarded in a panic, nearly running over one of the Gammoreans!

All the Gamoreans chased down the banthas, save one tired soul.  Watching the bantha get devoured was too much, so he turned a corner and tried to stay perfectly still hoping not to attract the Wurm.


TURN FOUR:   The Banthas draw another wild card (Ace). Luckily, one of the Gamorreans draws their own Ace and can control one bantha as the other barrels out of control. 

The Great Wurm has another great movement roll, reaching another Bantha and handlers just as they get theirs under control.  Again a Gamorreans is tossed asisde, wounded, but the bantha is surprisingly nimble, only getting stunned in the attack. 


TURN FIVE:  Five Gamorreans scramble to the opposite edge of town, dragging one bantha, leaving the final one to the mercy of the Wurm.   The Wurm gave none, registering three hits in combat, all results "Out of Action"    Only the cowardly Gamorrean hiding along the buildings witness the disgusting carnage of the Wurm devouring the bantha.    

The end result is a minor victory for the Gamorreans, as they return with at least one new friend for Nubnub.  

I would like to try the scenario again, revising the Bantha movement, the noise tokens, and a unit with firearms, shooting blasters from a distance to distract the worm.  Perhaps the Bot Union themselves will assemble a party to fetch the next batch...

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