Cyberpunk Covert Ops
Work obligations caused the Cape Cod Wargame Commission to set our current SYMBAROUM campaign aside for the time being. Unfortunate, but bills gotta be paid, deadlines met, contracts honored, and all that other adult stuff.
That meant we broke out our Cooperative Cyberpunk Rules, HARDWIRED, for Tuesday night’s game session. With the Modular Interior Boards set up, a VIP Asset in the facility, everyone picked an Agent and kitted up for the run.
This was a straightforward mission: assist the new employee with his sudden transition to a new position in your corporation. Helpful, like a moving company. But for people, not furniture. Oh and you might wish to neutralize his bodyguards and disable the tracking nano-tech in his blood before you hustle him out the back door.
Turn One goes as expected with the team spread out as they advanced. Bodyguards call for backup and the first wave of H-SEC responds.
Matt’s cyber ninja Razor quickly dispatched the guards. Max’s Splicer moves into deal with the bio-tech. The rest of the Agents moved up and prepared to deal with the reinforcements.
Tracking Nanites disabled, Turns Two and Three saw nasty firefights breakout as new waves of Hostile Security spawned. Max and Derek escorted Mr Van Dorn down the hall toward the Exfil.
H-SEC moved behind cover, trying to block the Exit as new, more dangerous reinforcements arrived on the flank.
Once again, Matt’s CyberNinja slinks into action while Other Pat and I cut down the Response Team on the left before moving up to trade shots with the blocking squad.
This allows Derek and Max to get Mr. Van Dorn out the door to the waiting stealth VTOL.
A couple Agents took some hits but everyone got out. A long corridor and some convenient spawning rolls (for the Agents) made this a pretty easy mission. No complaints there; it’s Winter – cold, dark, busy, No real effort or concentration necessary – just move miniatures, roll dice, have a good time.
Four of us are playing a large ZONA ALFA game this Saturday, but work and writing obligations will be commanding most of my attention for a while, so it looks like John and Other Pat will be GMing some DnD 5e and Savage Worlds Shadowrun until further notice. Which is nice, as it means I can kick back and play.
Have an excellent day. I’ll leave you with two of my all-time favorite Sci-Fi figs.