Monday, September 27, 2010

Operation Typhoon Part 2


There have been some changes at Savage Timmy’s Hobby bunker….

I was trying to run two different Savage Worlds campaigns each week – one on (Weird World War) Wednesday and one on (Savage) Saturday. Well over the next couple months the bulk of the Saturday Savages are going to be around less than 50% of the time, Wednesday wasn’t really working for some of the World War Wednesday Savages, and, honestly, trying to run two games a week was getting to be a bit of a strain and both nights I was feeling a little… unprepared…

So starting this week I invited the (Weird World War) Wednesday Savages to come out on (Savage) Saturday and I will alternate between the two campaigns. Which I run any given week will depend partly on who’s going to be able to make it out but mostly on whatever suits my fancy that particular week!

So this week the Cthulhu campaigners were going to make WWW2 characters (except the two that didn’t have a character decided to leave and go to a movie instead) and the WWW2 made some Cthulhu characters and then I tried to kill them all!! MWA-HA-HA-Ha-Ha-ha-ha-ha…!!!

8 October 1941

SITUATION

Operation Typhoon rages on. German Armoured groups plunge towards Moscow and threaten to encircle another vast number of Soviet soldiers near Viazma. The armoured thrust must be stopped!

SCENARIO

The Soviets must hold their line and not let any Germans exit their edge of the table. There is a second line of NKVD who will shoot at ANYONE that comes their way, Soviet or German, so there is not retreat.

FORCES

Soviet Forces

Serzhant Boris Trotsky - Wild Card - Dave
Ag d6, Sm d6, Sp d8, St d4, Vg d10,
Pace 6, Parry 4, Toughness 8
Skills: Fighting d4, Shooting d8, Notice d6, Stealth d4, Throwing d4
Edges: Rank (NCO), Nerves of Steel, Rock’n’Roll, Fleet Footed.
Gear: Ppsh SMG (Range: 10/20/40, ROF3, Damage: 2d6, AP: 1, Auto)

Soviet Riflemen - 5
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 4 (5), Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Stealth d4, Throwing d4
Gear: 6xMosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) +Bayonet (Str+d4, Reach 1, Parry+1), 1x DP LMG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto, Snap fire)

Rayadovoy Ioseph Dizaleski - Wild Card - Patrick
Ag d8, Sm d4, Sp d6, St d4, Vg d8,
Pace 6, Parry 4, Toughness 6
Skills: Fighting d4, Shooting d10, Notice d8, Stealth d6, Throwing d4
Edges: Alertness
Gear: Mosin-Nagant Rifle Sniper Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2, Snap Fire, Scope),

Leytnant Marcov - Wild Card - Jackson
Ag d8, Sm d8, Sp d6, St d4, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Stealth d4, Driving d4, Throwing d4, Repair d8
Edges: Command, Rank: Officer, Ace,
Hindrances:
Gear: Pistol (Range: 6/12/24, ROF1, Damage: 2d6, AP: 1)

Soviet Tank Crew - 2
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Driving d6, Repair d4

T-26S Tank
Acceleration 3, top Speed 8, Toughness 17/15/15 (7/5/5)
Heavy Armour
DT Co-Ax MG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto)
45L76 AP (Range: 24/48/96, ROF1, Damage: 3d8, AP: 5, 1 Action to Reload)
45L76 HE (Range: 24/48/96, ROF1, Damage: 3d6, AP: 3, Medium Burst Template),

Soviet BT-7 Tank Crew - 3
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 2, Toughness 5
Skills: Shooting d6, Notice d4, Driving d6, Repair d4

BT-7 Tank
Acceleration 6, Top Speed 14, Toughness 16/14/15 (6/4/5)
Heavy Armour
DT Co-Ax MG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto)
45L76 AP (Range: 24/48/96, ROF1/2, Damage: 3d8, AP: 5)
45L76 HE (Range: 24/48/96, ROF1/2, Damage: 3d6, AP: 3, Medium Template)

Rayadovoy Alexi Petrov – Wild Card - Darrin
Ag d6, Sm d4, Sp d6, St d8, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d8, Notice d6, Stealth d4, Throwing d4
Gear: PTRD-41 AT Rifle (Range: 40/80/160, ROF1, Damage: 2d10, AP: 3, heavy Weapon, No Move)

Anya Putyatin – Wild Card - Amanda
Ag d6, Sm d8, Sp d8, St d4, Vg d4,
Pace 6, Parry 4, Toughness 4
Skills: Fighting d4, Shooting d6, Notice d6, Stealth d4, Healing d8, Throwing d4, Psionics d10
Edges: Healer, Combat Medic, Arcane Background (Psionics)
Hindrances: Heroic,
Gear: Medical Kit
Powers: Healing, Detect Arcana


German Forces (elements of Army Group Center)

Gefrieter Helmut Schnitzel – Wild Card
Ag d6, Sm d6, Sp d6, St d8, Vg d8
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d6, Intimidate d6, Throwing d6
Edges: Rock-n-Roll, Command
Hindrances:
Gear:
MP-40 SMG (Range: 10/20/40, ROF3, Damage: 2d6, AP: 1, Auto)
Luger Pistol (Range: 6/12/24, ROF1, Damage: 2d6, AP: 1)

2x German Rifle Team (6)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 1x MP-40 SMG (Range: 10/20/40, ROF3, Damage: 2d6, AP: 1, Auto)
5x Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)

2x German MG Team (4)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 3x Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1), 1x MG34 (Range: 30/60/120, ROF3, Damage: 2d8, AP: 2, Auto, Snapfire)

3x German Pzkw 38(t) Tank Crew - 4
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d6, Driving d6, Repair d4

3x Pzkw 38(t) Tank
Acceleration 5, Top Speed 10, Toughness
Heavy Armour
Co-Ax MG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto)
37mm gun AT (Range: 60/120/240, ROF1/2, Damage: 3d8, AP: 5, Heavy Weapon)
37mm gun HE (Range: 60/120/240, ROF1/2, Damage: 2d8, AP: 0, Heavy Weapon, Med)

...and others....

THE GAME

(Remember: click on the pictures for a bigger version)


The German Armoured Onslaught arrives!


Our heroes haven’t even had time to deploy!


Alexi Petrov scores first blood…


…penetrating the turret of the first Panzer 38t and killing the gunner!


The fight was brief but violent.

The Soviets lost one tank – the T-26 Lt. Marcov was commanding was destroyed. Luckily all the crew successfully bailed and survived. Though a number of Soviet Riflemen had been hit – the quick action of the medical aide got them back up and into action again. Only one was unable to continue at the end of the action. Normally he would have been evacuated, but they feared the NKVD might execute him so his wounds were stabilized and he was left to rest in the woods furthest from the Germans

The Germans lost one tank destroyed and two seriously damaged – all due to the Anti-tank Rifleman; Alexi Petrov! Two German Riflemen were killed in action and another was lightly wounded. With all that damage to the tanks they decided to fall back and regroup.

The Soviets consolidated their position. The Riflemen took a new position in the woods on the North end of their designated area of the front. Lt. Marcov took over the remaining tank and positioned it behind some woods on the south end of their operational area. Alexi Petrov skulked in the rear with his Anti-tank rifle.

They waited.

And waited….

AND waited!!

Finally…. in the middle of the night….. everyone failed notice rolls!


Before he even knew they were there, the attackers were on his tank and tearing at him! Lt. Marcov at first couldn’t understand why his own people were attacking… or how they could attack with such vigor when they clearly had such severe wounds… Then he realized something more sinister was at work here. The driver fired up the tank and tried to drive away – most of the attackers fell off.


More Russians appeared, shambling, out of the gloomy woods. There was something not right about them either… then it dawned upon the defenders THESE WERE THE REANIMATED CORPSES OF THEIR FALLEN COMRADES!!!


One mob was upon the Riflemen. Anya made a run for it – hoping to retrieve the rifle of the wounded riflemen in the next copse of woods. The tank took a tour around the battlefield – having some difficult locating anything in the dark!


The animated dead shambling their way across the field towards Alexi Petrov.


Marcov’s driver tried to make a tight turn to avoid the woods in the dark, but had trouble judging distances. He crashed through a few rees and very nearly drove over the medical Aide!


Marcov finally located some of the attackers and got an HE shell loaded. The gunner fired off a wild shot in the dark barely missing Alexi Petrov!


Serzhant Trotsky’s squad fought a brutal melee with the attackers. Though they sold themselves dearly the attackers numbers overwhelmed them. Eventually Serzhant Trotsky broke free and made a run for it!


The other group of attackers inexplicably veered away from Petrov’s position and charged down Dizaleski and the Medical Aide!


It soon became apparent why – Petrov was in league with the minions of evil and started shooting his Anittank Rifle at the BT-7!?


The BT-7 Roared away from the undead mob and tried to run down Petrov and the dark cloaked figure in the woods opposite – again the driver had difficulty navigating the terrain in the dark and crashing into trees was deflected offto the side!


At pointblank range Petrov fired a shot into the side of the tank destroying it!

Having no more use for his “puppet” the shadowy figure shot Petrov. One of the bailed tank crew, however, charged into the woods and attacked him! Around the same time Sgt. Trotsky arrived and clubbed him on the head a couple times with his Ppsh. When the shadowy figure fell the tank crewman put a bullet in his head for god measure and at that moment the remaining undead staggered and dropped to the ground!!

And it was none too soon. On the same turn Anya Putyatin and Ioseph Dizaleski had been incapacitated – another turn and they would have been lunch (killing blows/brains eaten...). Petrov and Marcov both suffered serious wounds (2 wounds each). Of the Rifle squad only one was outright killed the rest escaped with light wounds…

There had been 20 reanimated Russians attacking them. 13 had been K.O.ed before their controller was taken out.


Coming Soon to Savage Timmy’s Playhouse:

Hopefully some fleshed out backgrounds for a few of the newish characters.

Next Savage Saturday night we will probably return to the Weird War Two action. It will likely be some time later as everyone but Sgt. Trotsky have severe wounds to recover from… The following week we could be back to our Realms of Cthulhu campaign…. But we shall see…

Wednesday, September 15, 2010

Operation Typhoon Part 1


I had originally planned a big tank battle for this evening - something fitting the kick-off of Operation Typhoon... but then Jackson didn't show, and Patrick didn't make a new tank commander - to replace the previous one that had been blown to bits on a land mine. He briefly considered an Anti-Tank Rifleman... but it would have been a bit unfair to throw the originally planned three Panzers at that... so I quickly came up with something altogether completely different...

For anyone paying attention to the players stats you might notice a BIG improvement in some of them – I realized I hadn’t been updating their stats in the template I’ve made for these battle reports… We’ve got a couple seasoned survivors; Sgt. Boris Trotsky, Androv Virgilovski, and Lt. Marcov have 26, 25, and 20 experience points (respectively) and are getting much better than the sucktastic cannon fodder they started out as!!

6 October 1941

SITUATION

It is a couple days into Operation Typhoon. Our Serzhant Trotsky’s squad find themselves near Viyazma. They are summoned to their headquarters and given a very special mission: a train carrying Soviet Command personnel had to be abandoned due to tracks being destroyed by German bombing… unfortunately some extremely sensitive documents were left behind and it is imperative that these be recovered!

A new Sniper is to be added to the squad…

SCENARIO

The Soviets must get to the train and search the coach cars for the documents. Searching requires an action. To find the documents they must a) be in the coach where they documents were left (they don’t know which one) and b)raise on a notice roll (each subsequent attempt gains a +1 to the roll to a maximum of +4).

FORCES

Soviet Forces

Serzhant Boris Trotsky - Wild Card - Dave
Ag d6, Sm d6, Sp d8, St d4, Vg d10,
Pace 6, Parry 4, Toughness 8
Skills: Fighting d4, Shooting d8, Notice d6, Stealth d4, Throwing d4
Edges: Rank (NCO), Nerves of Steel, Rock’n’Roll, Fleet Footed.
Gear: Ppsh SMG (Range: 10/20/40, ROF3, Damage: 2d6, AP: 1, Auto)

Soviet Riflemen - 5
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 4 (5), Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Stealth d4, Throwing d4
Gear: 6xMosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) +Bayonet (Str+d4, Reach 1, Parry+1), 1x DP LMG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto, Snap fire)


Rayadovoy Androv Virgilovski - Wild Card - Rick
Ag d8, Sm d4, Sp d6, St d6, Vg d8,
Pace 6, Parry 6 (7), Toughness 7
Skills: Fighting d8, Shooting d8, Notice d4, Stealth d4, Driving d4, Throwing d4
Edges: Brawny, Improved Nerves of Steel, Dodge, Combat Reflexes
Gear: Mosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)

Rayadovoy Ioseph Dizaleski - Wild Card - Patrick
Ag d8, Sm d4, Sp d6, St d4, Vg d8,
Pace 6, Parry 4, Toughness 6
Skills: Fighting d4, Shooting d10, Notice d8, Stealth d6, Throwing d4
Edges: Alertness
Gear: Mosin-Nagant Rifle Sniper Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2, Snap Fire, Scope),


German Forces (elements of Army Group Center)

Gefrieter Konrad Peters – Wild Card
Ag d6, Sm d6, Sp d6, St d8, Vg d8
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d6, Intimidate d6, Throwing d6
Edges: Rock-n-Roll, Command
Hindrances:
Gear:
MP-40 SMG (Range: 10/20/40, ROF3, Damage: 2d6, AP: 1, Auto)
Luger Pistol (Range: 6/12/24, ROF1, Damage: 2d6, AP: 1)

German Rifle Team #1 (6)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 1x MP-40 SMG (Range: 10/20/40, ROF3, Damage: 2d6, AP: 1, Auto)
5x Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)

German MG Team #1 (4)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 3x Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1), 1x MG34 (Range: 30/60/120, ROF3, Damage: 2d8, AP: 2, Auto, Snapfire)

German Sniper – Wildcard
Ag d6, Sm d6, Sp d8, St d6, Vg d8,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d8, Notice d8, Stealth d8,
Edges: Marksman
Hindrances:
Gear: Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2, Snap-fire), Telescopic Sight (+2 to hit when not moving)


THE GAME
(Remember: click on the pictures for a bigger version)


To start with I dealt myself two jokers on turn one. Nice. Too bad they were completely useless as there was no enemy visible… (I did, however net a benny and traded away a deuce which reduced the Soviet Rifle squad’s ammo level by one – and NOT MINE!)


The train yards and the abandoned train.


First shots exchanged. Mostly everyone was blazing away at each other from behind hard cover… so a couple guys were shaken here and there, but no casualties.


The Soviets entering the train


The new sniper took cover at the end of the train and exchanged shot with the German sniper. The German tagged the Soviet a couple times, but all wounds were successfully soaked.


The Germans finally shot one of the Soviet Riflemen, who was searching the train.

Serzhant Trotsky actually found the documents on his first attempt – after his troops failed to turn up anything on their first attempt…


The Germans set up an MG by the engine hoping to catch the Soviets as they retired out of the train.


Dodging a fussialde of bullets from the German MG team the remaining Soviets made it across the “Avenue of Death” and back to Headquarters without further incident. (oh, a few long range parting shots were exchanged… but no one really wanted to risk themselves over a blasted up train yard…

One of the least bloody games we’ve played! A couple extras were shaken, but only one Soviet casualty and no Germans.

The Soviet Rifleman was lightly wounded but was captured as he tried to make it back to friendly lines. He died at Marienburg Stalag XXB in 1943.

Coming Soon to Savage Timmy’s Playhouse:

We’ll have a bit of a break as this Saturday Amanda and I are heading out to check out some Roller Derby. Thereafter it seems I’ll be combining my two groups on Saturday – Wednesday isn’t great for most… So Savage Saturday will be a either Cthulhu or (sometimes Weird) World War Two… depending on who’s going to show up… This’ll make life a bit easier for me as I’ll only have to prepare one game per week (and write ONE game report…)

From the Diary of Jochim Freiherr von und zu Furchberg-Hollestadt

Dec 25 1921

Frohe Weihnachten! And yet I can find no merriment on this supposedly holy day. The dreams were worse than ever last night. In them, I battle endlessly against shadowy figures, while in the background vast and malevolent, yet somehow unseeable things await my destruction and marshal their pawns against me. They are the merest suggestions of shadow, yet they fill me with dread and mindless fear. With every passing moment in the dream, I feel weaker, and the malevolence, and anticipation, grows.

I had hoped that our victory against the horrible corpse-cult of the debased sorcerer Artemis Gordon would lighten my mood, and lessen the severity of the dreams. I should have never read that accursed book.

When I saw the tear in reality and the thing in darkest Africa, I, a man of reason, was affrighted by the fact that there were things horrible out there that clearly science had no explanation for. I have spoken to the learned men of the Berlin Academy, but they tell me that the hole in space that I saw could never happen, even with the new scientific revolutions of the Schweitzer, Einstein. Despite the wound which pains me every day, I am grateful to the savage that cut me down in that clearing, as I did not see the THING clearly. Poor Otto did, and I have learned never to speak of it with him. But I remember the face of the accursed wizard that summoned it as though he stood before me now. What I would give to cut him down!

Yet the existence of things outside the small knowledge of man is not, in the light of logic, a surprise. Nor is it too hard to imagine that there are other forms of life that would do us harm, much as we harm the cattle in the field or the grain from the ground. I am embarrassingly grateful that we never saw what made those hellishly smooth and huge tunnels under the mine. These things are horrible, but what really brings me fear is that there are humans in league with these hateful creatures. It is these humans, whether they be slaves or, worse, willing servants, whom I am sworn to eradicate by any means. The others tell me that the thing in the Scottish Bog had been worshipped and fed for thousands of years, and it is clear that the fiend Lucas was only the latest in a long line of those sworn to the tunnel creatures.

Yet I had no idea of the sheer scale of the horror until I read the book written by the accursed v.Junzt. There are many such men and groups of men, and have been since time immemorial. These hellish cults wield monsters as their tools, and are thus damned. They must be eradicated root and branch, as the English say.

But the greatest shock is that the philosopher Neitsche was right. I have seen horrible things, and violations of what we previously thought was reality at the hands of those that the accursed cultists see as gods. Yet I know now that the God I venerated as a youth, and to whom I swore a holy oath, is dead, if ever he existed as more than a construct of the human mind. Maybe the human gods were invented as a sort of protection against the true horror of the cosmos, but it is clear that they have no power when compared to the creatures worshiped by the cults that spread across the world like a spider's web of evil and horror. So while I wish others a Frohe Weihnachten, I know that it is meaningless. Yet there is hope. If there is no God, then there is only man, and strength, against that from outside which besieges us. There is also no sin, only victory, or death. So I do not dream with horror of the Indian's execution of the wizard, nor of the slaying of his debased servants. Those who side with the horror from outside deserve no better, and I will not pause to exterminate them where I find them, by whatever means. I originally feared that I might damn myself in this endeavor. Now I know that there exists no morality outside of what we make, and thus, so long as we defeat the dark threat from outside our small lamplight of reason and science, and those that serve it, we will never be judged except as victors.

Sunday, September 12, 2010

A Letter from Tom

A letter from Tom Cranston to his mother back in Canada

Dear mum, how are you and dad doing? I hope you had a good christmas as you will get this letter after the season. I have recently learned my letters, and that is all thanks to the job I have at the university. I am still doing work as a gardener here. I am no longer paying a student to write you letters, as I can do it all myself. Hopefully you will get them more often now.

I am going to try and visit your family in Ukraine, and see how my cousins are, now that you have told me where they are I will go there early in the new year as I don't have much gardening to do right now.

I will ask Kathie's mum if she wants to move to Canada now, I will let her know there is room at the farm for her. I was pretty saddened by both Kathie's death and her dad's but it has been a year since he died and I think it is time for her to start living again, I know Missus Conrad is the same way, and hopefully being out there with you will make her happier. I send her a little money now and then, helping her seems like the right thing to do.

Just last week I was out to London with my chums, the germans, the indian, and the two Lady professors from the university doing some christmas shopping. We saved a banker we knew in London from a gang of murderers that burnt his house down and we met a barrister in Oxford that was attacked by the very same group, I was not able to save him and he died. They burnt his house down as well, I think some of the gangs here are getting more and more dangerous. Mr Ronson (the banker) was very grateful that we helped him by scaring the gangsters away, I think it was the sword that the indian carries, it looks pretty frightening. Mr Ronson told us that his friend Mr Gordon (the barrister) might be in danger too so we hotfooted over there but we were not in time, his house burnt down as well.

I have taken up boxing so I can better defend myself from these thugs as well.

Tell Sarah I am happy that she is expecting again, and tell Louis I can still beat him in a foot race! Tell the rest of them that I am doing well and have job where I can still do an honest days work and get paid an honest days wage.

I hope everyone likes the gifts I got them!

I have to go back to learning my reading, so I will write again soon.
Your son
Tom

Necromancer No More

Finally a return to our Realms of Cthulhu campaign!

December 1921

SITUATION

In our last episode our heroes were contacted by Mr. Bartholomew Ronson, a London Bank Manager that they had previously encountered raising the dead in a remote graveyard in Wales. He bid them to travel to London at their earliest possible convenience to meet with him. Upon their arrival they found his house on fire and, after sending the cab off to summon the fire brigade, ran around back to find Mr. Ronson being dragged off by some masked cultist types.

Our Heroes rushed to Mr. Ronson’s aid! The Cultists were all slain and hidden in the bushes at the back to the property until the fire brigade was finished.

Some occult tomes were later recovered from the secret cellar deep under the ruins of Mr. Ronson’s mansion.

DRAMATIS PERSONAE

Dr. Emma Wraight – Cultural Anthropologist and Archaeologist (Amanda)
Ag d6, Sm d10, Sp d10, St d6, Vg d8,
Pace 6, Parry 6, Toughness 6, Sanity 5, Corruption 2
Skills: Fighting d8, Shooting d8, Notice d10, Stealth d4, Knowledge: Anthropology d8, Knowledge; Archaeology d8, Investigation d8, Survival 4d, Tracking d4, Swimming d4, Healing d4, Knowledge: Mythos d6, Streetwise d8,
Edges: Scholar, Linguist, Alertness, Investigator, Well-Adjusted
Hindrances: Curious, Phobia (Major – Snakes)
Gear: Clothes, Anti-Snake Boots (Armour +2), Webley (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4),

Tom Cranston – labourer – (John)
Ag d8, Sm d6, Sp d6, St d10, Vg d12,
Pace 8, Parry 7, Toughness 9, , Sanity 5, Corruption 0
Skills: Fighting d10, Shooting d8, Notice d6, Stealth d8, Riding d4, Throwing d4, Knowledge ( Farmin’) d10, healing d4, Repair d4, Survival d4,
Edges: Quick, Brawny, Fast Healer, First Strike, Scrapper, Fleet-Footed
Hindrances: Illiterate, Loyal, Quirk (Depressed – over the loss of his wife), Heroic
Gear: Work Clothes, Shovel (Str+d6, -1 to hit), Lee Enfield Rifle (Range: 24/48/96, ROF 1, Damage: 2d8, AP: 2)

Sgt. Shivanshu Malaker – Gurkha (Darrin)
Ag d8, Sm d8, Sp d8, St d8, Vg d10,
Pace 6, Parry 7, Toughness 8, Sanity 5, Corruption 1
Skills: Fighting d10, Shooting d8, Notice d8, Stealth d8, Intimidate d8, Climbing d8, Swimming d4, Survival d10, Tracking d8, Knowledge: Mythos d6,
Edges: Brawny, Woodsman, Alertness, First Strike
Hindrances: Heroic, Code of Honour
Gear: Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Kukri (Str+d6)

Freiherr und Ritter Jochimm von und zu Höllenstadt-Fürchtberg – Retired German Army Officer - (Christian)
Ag d10, Sm d6, Sp d10, St d6, Vg d8,
Pace 4 (+d4), Parry 5, Toughness 6, Sanity 7, Corruption 1
Skills: Fighting d8, Shooting d10, Notice d6, Stealth d6, Intimidate d10, Persuade d10, Driving d4, Streetwise, d6, Survival d4, Stealth d4, Knowledge: Occult d6, Knowledge: Mythos d4
Edges: Well Adjusted, Rich, Dodge
Hindrances: Vow (major), Quirk (?), Vengeful, Lame
Gear: Fine Clothes, Luger (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4), Sword Cane(Str+d6)

Feldwebel Shultz – NPC – aide/driver for Von Höllenstadt-Fürchtberg
Ag d8, Sm d6, Sp d8, St d8, Vg d8,
Pace 6, Parry 6 (7), Toughness 6, Sanity 5, Corruption 1
Skills: Fighting d8, Shooting d8, Notice d8, Stealth d6, Intimidate d8, Throwing d6, Knowledge: Mythos d4
Edges: Command
Hindrances: Mean
Gear: Luger (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Knife (Str+d4),

Laurel Trebeau – Administrative assistant (Brenda)
Ag d6, Sm d12, Sp d10, St d4, Vg d8,
Pace 6, Parry 4, Toughness 6, Sanity 5, Corruption 1
Skills: Fighting d4, Shooting d6, Notice d8, Stealth d4, Investigation d10, Riding d4, Healing d8, Knowledge (Psychology) d8, Taunt d6, Swimming d4, Streetwise d8, Persuasion d6, Knowledge: Mythos d4
Edges: Alertness, Psychotherapist, Linguist
Hindrances: Quirk (wears glasses, but doesn’t really need them…), Loyal
Gear: Pistol (Range: 12/24/48, ROF 1, Damage: 2d6, AP: 1), Silver Letter Opener (Str+d4, -1 to hit),



THE GAME (The Extremely Short Version)

The group decided to take action and, after a brief nap, headed straight to Oxford to confront Gordon, the leader of the Cult.

The following day…

Oxford Times
21 December 1921

Found dead this morning, Artemus Gordon, prominent Crown Prosecutor. Circumstances suggest a violent death.

The fire brigade was called out to Mr. Gordon's estate, early this morning. Upon their arrival the main house was fully engulfed in flame. Fire personnel were engaged in fighting the blaze and searching for any persons that may still be within the building.

It was not until the out building here being searched that the body of Mr. Gordon was found. At which time the police became involved. Mr. Gordon's body was found, the apparent result of a violent attack, his body may have been moved to this location. His body was surrounded with various strange and possibly occult objects.

The house fire is considered to be suspicious.

Mr. Gordon's personal staff are missing as well.

Police are conducting an intensive investigation, and are asking anyone to come forward with any information regarding Mr. Gordon's death or possible ware a bouts of his staff. They are considered missing and are persons of interest by the police.


(Thanks to Darrin for the Oxford Times article!)

Thursday, September 9, 2010

Retrieve the Agent


29 September 1941

SITUATION

Our heroes have made it back to “friendly” lines but have come under suspicion as deserters and cowards (Comrade Stalin did, after all, order them to defend and not retreat… and our heroes have retreated so very, very far). Because they have shown resourcefulness and an ability to infiltrate behind enemy lines (and to prove their loyalty to the soviet union) they have been given a special task; They are to meet a soviet agent in the middle of a disputed town and escort him back safely to their own lines.

SCENARIO

Get to the designated building where they are to meet the Agent and retire back arcoss their own table edge with him.

Except for the HMG all German forces start the game hidden. After turn ten reinforcements will be diced for…

FORCES

Soviet Forces

Serzhant Boris Trotsky - Wild Card - Dave
Ag d6, Sm d6, Sp d8, St d4, Vg d8,
Pace 6, Parry 4, Toughness 8
Skills: Fighting d4, Shooting d8, Notice d6, Stealth d4, Throwing d4
Edges: Rank (NCO)
Hindrances:
Gear: Ppsh SMG (Range: 10/20/40, ROF3, Damage: 2d6, AP: 1, Auto)

Soviet Riflemen - 7
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 4 (5), Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Stealth d4, Throwing d4
Gear: 6xMosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) +Bayonet (Str+d4, Reach 1, Parry+1), 1x DP LMG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto, Snap fire)

Serzhant Zaitzoff - Wild Card - Gary
Ag d6, Sm d4, Sp d6, St d8, Vg d6,
Pace 6, Parry 5, Toughness 7
Skills: Fighting d6, Shooting d6, Notice d4, Stealth d8, Throwing d4
Edges: Rank (NCO), Luck
Hindrances: Bloodthirsty
Gear: Ppsh SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)

Soviet Riflemen - 7
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 4 (5), Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Stealth d4, Throwing d4
Gear: 6xMosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) +Bayonet (Str+d4, Reach 1, Parry+1), 1x DP LMG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto, Snap fire)

Efreytor Marcov - Wild Card - Jackson
Ag d6, Sm d8, Sp d4, St d4, Vg d6,
Pace 6, Parry 4, Toughness 4
Skills: Fighting d4, Shooting d4, Notice d4, Stealth d4, Driving d4, Throwing d4, Repair d8
Edges: Command
Hindrances:
Gear: Pistol (Range: 6/12/24, ROF1, Damage: 2d6, AP: 1)

Russian Agent - Wild Card - NPC
Ag d6, Sm d8, Sp d8, St d6, Vg d6,
Pace 6, Parry 4, Toughness 4
Skills: Fighting d8, Shooting d8, Notice d10, Stealth d10, Streetwise d10, Persuasion d8, Intimidation d6
Edges: Connections
Hindrances:
Gear: Pistol (Range: 6/12/24, ROF1, Damage: 2d6, AP: 1)


German Forces (elements of Army Group Center)

Gefrieter Karl Ulrich – Wild Card
Ag d6, Sm d6, Sp d6, St d8, Vg d8
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Intimidate d6, Throwing d6
Edges: Rock-n-Roll, Command
Hindrances:
Gear:
MP-40 SMG (Range: 10/20/40, ROF3, Damage: 2d6, AP: 1, Auto)
Luger Pistol (Range: 6/12/24, ROF1, Damage: 2d6, AP: 1)

German Rifle Team #1 (6)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 1x MP-40 SMG (Range: 10/20/40, ROF3, Damage: 2d6, AP: 1, Auto)
5x Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)

German MG Team #1 (4)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 3x Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1), 1x MG34 (Range: 30/60/120, ROF3, Damage: 2d8, AP: 2, Auto, Snapfire)

German HMG Team (3)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 2x Luger Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)
1x MG34 on Tripod (Range: 30/60/120, ROF3, Damage: 2d8, AP: 2, Auto, No Move)

German Sniper – Wildcard
Ag d6, Sm d6, Sp d8, St d6, Vg d8,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d8, Notice d8, Stealth d8,
Edges: Marksman
Hindrances:
Gear: Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2, Snap-fire), Telescopic Sight (+2 to hit when not moving)

German Rifle Team #2 (6) (came on as reinforcements on turn 10)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 1x MP-40 SMG (Range: 10/20/40, ROF3, Damage: 2d6, AP: 1, Auto)
5x Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)

THE GAME


(Remember: click on the pictures for a bigger version)


The ruined section of town with a heavy machinegun set up to cover the central streets. The building they were to meet the Russian Agent in is to the right of the MG team (with the area marker #5 next to it – locations of possible enemy units)


The Russians begin their advance dashing from cover to cover…

Unfortunately at this point my camera died… and I apparently forgot to recharge the batteries… Luckily Dave stepped in to save the day with his cell-phone-texta-camera-thingamajiggy… (Thanks Dave!)

They’re a bit grainy… but they have that WW2 action photography look that kind of works..


Sgt Trotsky’s section advances. The DP Gunner just rounding the corner is about to get his head blown off by the German Sniper.


Sgt. Zaitzoff dashes across the open right next to a building occupied by a German LMG team – completely unseen by the team within or the HMG team a little further down the road!! (mega-acing on the stealth roll makes Zaitzoff like ghost!)


Sgt. Zaitzoff tried to toss one of his grenades over the highwall but missed – it bounce back – but luckily deflected off out of range to cause him harm…


Zaitzoff’s section followed – apparently also taking the Germans by complete surprise – they were spotted but BOTH the LMG team and the HMG team were unable to interrupt their action in time! (presumably the LMG team was distracted by the sound of the grenade exploding at the side of their building!)


A short but vicious fight – the Germans were completely overwhelmed. The Gefrieter and three of the LMG team were taken out the fourth member of the LMG Team surrendered!


Efreytor Marcov dashed across the street and made contact with the Soviet Agent. Before making their way back he cleared the street by blowing up the HMG team with a grenade!


The German rifle section moves out to aid their comrades.


Sgt. Zaitzoff covers the retreat of his section and the Soviet Agent. First he fired on the German Rifle team, then the next turn he threw a grenade before scarpering. The grenade when wide blowing up on the other side of cover…

The next turn, however, one of the soviets pulled a Joker – the result on the fortunate and calamity table was “Twist of Fate”: take a benny from your opponent or remove an extra if he has none… I had none… so we said the grenade blast tossed a large brick chunk up in the air that came down on the head of the rifleman on the other side of the rubble, knocking him out.


Sgt. Zaitzoff’s section retires taking their prisoner with them.


Everyone making a dash for their own lines.

German reinforcements arrived and were quickly closing in on them. Sgt. Zaitzoff’s section abandoned their POW as he was slowing them down…

Because of his extreme heroism in this action (and previous actions), Efreytor Marcov has been promoted to Leytenant and given command of a tank platoon… well… in theory… not many tanks around for him to command in October of 1941… (he leveled up and I let him take Rank: Officer) (That’s right, Patrick, Jackson will be your platoon commander!)

These last couple games have been pretty epic! Lots of tension and uncertainty…

On the Soviet side Trotsky had lost two from his section. One, the DP gunner, was killed in action (by the German sniper). The other, a rifleman, was lightly wounded and managed to make his way back to friendly lines… Sgt. Zaitzoff lost three riflemen. Two were killed in action, the third was wounded and captured by the Germans after the action.

The Germans lost three killed in action (one of the HMG team, and two from the LMG team that was close assaulted by Zaitzoff’s section). Two were seriously wounded (the other two members of the HMG team) both of which succumbed to their wounds some time later before making it back to Germany. Three others were lightly wounded but recovered to fight another day…

Coming Soon to Savage Timmy’s Playhouse:

This Savage Saturday night we might be back to Realms of Cthulhu…. Or maybe we’ll play some more WW2 (depending on who actually shows up)… and next Wednesday we’ll definitely be back at it on the Eastern Front!!

Sunday, September 5, 2010

Tales of the X Patrol: Chapter 1

Only Darrin and john showed up for Savage Saturday so I thought I’d start a little side skirmish campaign when not everyone for the main campaign show up… So they both quickly made up new characters for X Patrol of the Long Range Desert Group – the patrol so secret it never made the history books…

North Africa 1941

SITUATION

A relatively mundane mission to start; Cpl. Watkins-Gold’s section must make their way to a deserted oasis near Benghazi to pick up a British Agent and bring him back to Cairo.

SCENARIO

Locate the British Agent and get him off the table!

FORCES


Cpl. Jeremy Watkins-Gold – Wild Card - John
Ag d8, Sm d6, Sp d10, St d6, Vg d6,
Pace 6, Parry 6, Toughness 8
Skills: Fighting d8, Shooting d10, Notice d6, Stealth d6, Intimidate d6, Throwing d8, Knowledge (Battle):d4, Driving d4, Survival d4
Edges: Rank: NCO, Brawny, Quick, Commando
Hindrances:Heroic, Loyal, Doubting Thomas
Gear: Uniform, Webbing, Thompson SMG(Range: 10/20/40, ROF3, Damage: 2d6, AP: 1), Pistol (Range: 6/12/24, ROF1, Damage: 2d6, AP: 1), S/F Knife (Str+d4), 2 Grenades (Range: 5/10/20, ROF1, Damage: 2d8, Med Burst Template)


Pte Collin Raines – Wild Card - Darrin
Ag d8, Sm d6, Sp d6, St d6, Vg d10,
Pace 5, Parry 8(+d10), Toughness 7, Charisma -2
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d6, Driving d10, Throwing d4, Climbing d4, Survival d4, Tracking d4, Knowledge (Desert) d4, Repair d4
Edges: Ace, Fleet-footed, Commando
Hindrances:Loyal, Mean
Gear: Uniform, Webbing, SMLE Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Pistol (Range: 6/12/24, ROF1, Damage: 2d6, AP: 2), S/F Knife (Str+d4), 2 Grenades (Range: 5/10/20, ROF1, Damage: 2d8, Med Burst Template)

LRDG Patrolmen (4)
Ag d6, Sm d6, Sp d8, St d6, Vg d8,
Pace 6, Parry 6, Toughness 6
Skills: Fighting d8, Shooting d8, Notice d8, Stealth d8, Throwing d4
Edges: Combat Reflexes, Commando, Improved Dodge, Rock n Roll
Hindrances: Loyal
Gear: Uniform, Webbing, 3x SMLE Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bren LMG (Range: 30/60/120, ROF3, Damage: 2d8, AP: 2), S/F Knife (Str+d4), Grenades (Range: 5/10/20, ROF1, Damage: 2d8, Med Burst Template)


Col. Jonathan Quincy Gordon H.M.S.S. – Wild Card - npc
Ag d8, Sm d8, Sp d8, St d8, Vg d8,
Pace 6, Parry 7, Toughness 7
Skills: Fighting d10, Shooting d8, Notice d8, Stealth d10, Persuasion d8, Throwing d6, Lockpick d8, Climbing d8, Streetwise d10
Edges: Connections (informant network), Theif
Hindrances: Loyal,
Gear: Uniform, Webbing, Pistol (Range: 6/12/24, ROF1, Damage: 2d6, AP: 1), S/F Knife (Str+d4), 2 Grenades (Range: 5/10/20, ROF1, Damage: 2d8, Med Burst Template)


Germans

Hauptman Karl Meuller
Ag d8, Sm d8, Sp d8, St d8, Vg d8,
Pace 6, Parry 6, Toughness 6
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d4, Intimidate d8, Throwing d6
Edges: Rank: Officer, Command
Hindrances: Mean
Gear: Uniform, Webbing, Luger (Range: 6/12/24, ROF1, Damage: 2d6, AP: 1), 2 Grenades (Range: 5/10/20, ROF1, Damage: 2d8, Med Burst Template)

Unteroffizer Helmut Jarlhoff
Ag d8, Sm d6, Sp d8, St d8, Vg d8,
Pace 6, Parry 6, Toughness 8
Skills: Fighting d8, Shooting d8, Notice d8, Stealth d6, Intimidate d8, Throwing d6
Edges: Rank: NCO,
Hindrances: Loyal, Mean
Gear: Uniform, Webbing, MP40 SMG(Range: 10/20/40, ROF3, Damage: 2d6, AP: 1), Knife (Str+d4), 2 Grenades (Range: 5/10/20, ROF1, Damage: 2d8, Med Burst Template)

DAK Panzer-Grenadiers #1 (5)
Ag d8, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 5, Toughness 6
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d4, Throwing d4
Edges: MG Gunner - Rock n Roll
Hindrances:
Gear: Uniform, Webbing, MP40 SMG(Range: 10/20/40, ROF3, Damage: 2d6, AP: 1), 3x KAR90K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), MG34 LMG (Range: 30/60/120, ROF4, Damage: 2d8, AP: 2), Grenades (Range: 5/10/20, ROF1, Damage: 2d8, Med Burst Template)

DAK Panzer-Grenadiers #2 (5)
Ag d8, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 5, Toughness 6
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d4, Throwing d4
Edges: MG Gunner - Rock n Roll
Hindrances:
Gear: Uniform, Webbing, MP40 SMG(Range: 10/20/40, ROF3, Damage: 2d6, AP: 1), 3x KAR90K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), MG34 LMG (Range: 30/60/120, ROF4, Damage: 2d8, AP: 2), Grenades (Range: 5/10/20, ROF1, Damage: 2d8, Med Burst Template)


THE GAME

(Remember: click on the pictures for a bigger version)


Darrin showed up first so he got to wear the LRDG beret…

The Team successfully arrived on the day in question and left their vehicles in a hide and approached the oasis on foot. Having searched it thoroughly and found it unoccupied, they took up positions to await the arrival of the British Agent.


An hour later a figure appeared on the horizon –from the general direction of Benghazi – running. They all went out to meet the approaching runner. Sign and counter signs were quickly exchanged as Col. Gordon (H.M.S.S.) arrived. Then he told the group; “WE’ve got to get on quickly chaps, I’ve been made!”


Before they could get anywhere a voice called out from a nearby outcropping of rocks; “You cannot escape zis time, Gordon! Give up - SCHNELL!”


Trapped!


The Parolmen quickly ran for cover and began exchanging fir with the Panzer-Grenadiers


Pte. Raines clipped a Jerry as he dashed from cover to cover to block the Patrol’s Escape.


Then Pte. Raines took out the MG gunner from the other section of Panzer-Grenadiers.


Cpl Watkins-Gold riddled their Squad leader and the team broke.


The leader of the other team was knocked out of action and that team also failed morale.


The Germans quicky recovered and the two sides exchanged fire for some time… a few more Germans were lost.


Pte. Raines decided to find a better firing position in the ruined building.


The three remaining Panzer –Grenadiers from the nearest team rushed his position throwing grenades – they went long.


Raines chucked his grenade back at them – and took out all three.

Hauptamn Meuller realized the battle was lost and pulled out his remaining troops shouting “I vill get you next time, Gordon, NEXT TIIIIIME!!”

The patrolmen gathered up their wounded companion and scarpered back to their trucks to make good their escape!

Coming soon on Savage Timmy’s Playhouse:

More WW2 action on World War Wednesday!