Hardwired: Asset Retrieval

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.

#PackageRetrieved

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.


Savage Worlds Test Drive

Gave the Savage Worlds combat system a quick test drive last week. Broke out a couple of my scratch-built interior boards and had a salvage crew escort a technician through an abandoned research facility. Lights were out but of course the automated defenses were still online.

Here are some quick shots

 

There were five crew members in all: Boss, Second, a Tech with Repair bots, a Medic, and a Gunner. The scrawny young-Einstein hung back out of the line of fire and allowed the crew to tackle the drones.

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Gordon Freeman’s nephew, Mortimer. 

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The crew never made it all the way through the first floor but there was a heavy-duty, hazardous environment construction suit in a locker near the entrance to the second level. A thing they would have needed. 

Cyberpunk Character Creation Session next week.

All the best ’til then.

Game Night Shots

Quick Gun Crawl last Tues eve as a salvage crew was contracted to infiltrate an abandoned bio-tech research lab and download files from three specific terminals.

“Oh and there might be rogue specimens wandering the halls. If you would be so kind? Thanks.”

Salvagers got off to a rough start, reaching Terminal One but losing the Tech’s drone soon after. Specimens swarmed the area, but judicious application of firepower, some favorable dice rolls, and strategic use of terrain carried the day. Nothing like dictating lanes of approach and concentrated full-auto.

Here are the pix.

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The Abandoned Research Lab – staple of Sci Fi horror stories the world over.

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Our Plucky Salvage Crew.

 

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Some of the, erm… “rogue specimens”

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More specimens, these ones have guns

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“A dark and creepy hallway – great. Why does it always have to be dark and creepy?”

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Send the drone first!

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“Hey, I’ve been looking for that.”

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A lot of sharp teeth and slavering fangs coming your way

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Hate it when they can shoot back

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BFBs at Terminal 2

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“Cause that’s what plasma cannons DO!”

Sci Fi Interior Boards

A while back I wanted interior terrain for quick and dirty guncrawls. Five years teaching TTGs as part of an After School Enrichment Program and running a Game Room impressed me with the need for durability, simplicity and playability. Thus these Interior Boards were fabricated out of insulation foam and MDF, with minimum fiddly, breakable detail, and a 1.5″ hex grid to speed up play. They’re configured to maximize re-playability.  Inexpensive resin scenics like crates, computer consoles, and weapons/fuel caches add even more variety.

Here’s some pix:

The four boards separated. Two 24" x 24" and two 12" x 24".
The four boards separated. Two 24″ x 24″ and two 12″ x 24″.

Sector Red 21
Sector Red 21

Sector Red 22
Sector Red 22

Green 21 has several inlaid screens and permanent computer stations
Green 21 has several inlaid screens and permanent computer stations

Green 22 contains power grids/generators
Green 22 contains power grids/generators

Resin Scenics on plexiglass. Bases are increments of 1.5"
Resin Scenics on plexiglass. Bases are increments of 1.5″

 

Very much a low tech Underground Secret Lab, these work with anything from WW2 to Sci Fi to Post Apoc. These halls have seen plenty of carnage over the years and are holding up well, considering.

Guess I’d better get building my Bug Hunt Corridors if I want anything Hi-Tech.

Fig in Storage Area with some permanent resin crates and lockers.
Fig in Storage Area with some permanent resin crates and lockers.

Permanent console with one of the moveable caches
Permanent console with one of the moveable caches

One of the permanent computer stations. Armorcast, IIRC
One of the permanent computer stations. Armorcast, IIRC

Ventilation fan and holo-console.
Ventilation fan and holo-console.

The hex grid/board game feel make these pretty popular, movement and weapon ranges suddenly super-simple. Rule mechanics fade and the game, with its mission and story, come to the forefront. Last week’s Game Night went incredibly smooth, in fact. So much so, I’m considering hunting down a hex mat on eBay now.

Anyway, ask any questions. I’ll post answers ASAP.

Have an excellent day.

IntBoards 021

GN 19 May: Slaughter in the Dark

Game Night Report. A Recovery Team was tasked with escorting a Technician through an underground research facility to its Command Center. All he had to do there was hack the main console and copy some critical files onto his deck. Easy in, easy out.

The facility’s power was out, so dim Emergency Lighting limited LOS 6 squares. That made the generator an important but secondary mission objective.

Despite the Power Room being nearby and two nice pieces of Recoverable gear on the way, the team barely made it half way through the second board. Strung out with Ragers and Zeds coming in waves, the intrepid mercs ended up kibbles and bits by turn three.

All I can say is they went down fighting. Rematch next week.

Sum pichers:

Broke out the Interior boards last night.
Broke out the Interior boards last night.

There are two 12" x 24" and two 24" x 24" boards allowing for multiple configurations.
There are two 12″ x 24″ and two 24″ x 24″ boards allowing for multiple configurations.

Command Center consoles
Command Center consoles

Might want to turn on the lights first though.
Might want to turn on the lights first though.

Crew leader with Heavy and Medic.
Crew leader with Heavy and Medic.

Fixer with Wittle Wepair Wobots
Fixer with Wittle Wepair Wobots

Muscle with Technician. "Map says the first aid station is around here somewhere."
Muscle with Technician. “Map says the first aid station is around here somewhere.”

They keep coming
They keep coming

Even worse, they get back up
Even worse, they get back up

It was sitting there, waiting for them.
It was sitting there, waiting for them.

Live and learn. (‘Die and learn’ in this case.) Maybe their next attempt will go better.

Have a great day.

H+ Coalition and a M56 Smartgunner

Recent brushwork in the form of a Transhuman Crew for my cyberpunk Pulp Alley games. I’m on the prowl for new augmented members who will help the Transhuman Movement gain acceptance and usher in the next stage of human evolution.

The H+ Coalition.
The H+ Coalition.

Krieg7b - Dyewell-Maxon Mark IV CQB ACU (Augmented Combat Unit)
Krieg7b – Dyewell-Maxon Mark IV CQB ACU (Augmented Combat Unit)

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A M56Smartgunner

“They mostly come at night… mostly”

Let's rock!
Let’s rock!