Ghouls in the Mist - another STALKER BatRep
Posted: 30 January 2010 04:23 PM   [ Ignore ]
Colonel
Avatar
RankRankRankRankRank
Total Posts:  686
Joined  2006-11-20

Rumors filtering out of the Zone whisper of an entrance to the underground laboratory K7b. Filled with supplies, artifacts, weapons and technology, the Stalker team that locates it could retire wealthy. Or outfit a large crew that would dominate the Zone for years. The Marked One and Coyote are determined to find this place. Not wanting to draw attention to themselves, they hire a small crew consisting of Fade, a level Three Psyker, and Coyote’s younger brother, Rat, along with his two faithful Rotties.

Their investigations lead them to a small valley affected by a weather anomaly that renders the area overcast and shrouded in perpetual gloom. Swarms of Mutants and Rad Ghouls haunt this dark place, including the larger vicious breed of armored Mutant known as a Tusk. Approaching from the North, the Marked One’s crew hunkers down to survey the area.

The Stalkers believe the secret entrance is in the central command bunker. They need to power up Command Module by turning on the exterior generator located on the outside of the bunker itself. This is a Difficulty Two task, and as such the -2 penalty will be applied to anyone who attempts to restart it, in addition to the AP cost to make the attempt.

Mutants will deploy at random from the three major structures at the beginning of their turn. Until the humans are spotted, the mutants will be in scavenger mode. (odd roll on D10) On an even roll, the mutant/ghoul unit will automatically attack the nearest Stalker unit in LOS. Once the shooting starts, all mutant/ghouls are aware of the human presence and act hostile.

Image Attachments
Cnv0309.jpgCnv0310.jpgCnv0311.jpgCnv0312.jpgCnv0317.jpgCnv0319.jpgCnv0327.jpg
Profile
 
 
Posted: 30 January 2010 04:47 PM   [ Ignore ]   [ # 1 ]
Colonel
Avatar
RankRankRankRankRank
Total Posts:  686
Joined  2006-11-20

TURNS 1 & 2:  ADVANCE and COVER

After scouting the area, the Marked One, Fade, Coyote, and Rat & Dogs fan out and cautiously approach the Command Bunker. Several groups of Rad Ghouls appear from the bunker on the east, but don’t spot the Stalkers and remain oblivious, scavenging for food. There’s no sign of the Tusk. Through hand signals, the Marked One orders Rat and the Dogs to approach the generator, while he, Fade, and Coyote hang back on Overwatch, ready to provide covering fire. Crap slides downhill - Tough luck being the newb on the team. Rat racks his SMG, motions his dogs to heel, and sets off toward the sandbagged niche with the busted generator.

Image Attachments
Cnv0339.jpgCnv0366.jpgCnv0367.jpgCnv0368.jpgCnv0369.jpgCnv0370.jpgCnv0371.jpg
Profile
 
 
Posted: 30 January 2010 05:21 PM   [ Ignore ]   [ # 2 ]
Colonel
Avatar
RankRankRankRankRank
Total Posts:  686
Joined  2006-11-20

TURN 3 - CONTACT

Stalkers winning the Initiative, Rat & Dogs wisely decide to go slip into the sandbagged area and go on Overwatch. He’s already sweating bullets out in the middle of the compound like this, but Muties especially creep Rat out.
This turns out to be a wise move as the Tusk emerges from the Command Bunker. (Roll of 10 on a D10) It’s huge spiked form lumbers into view, Rat freaks out and opens fire with his SMG as the Dogs leap on its back. The SMG fire bounces off the armored spikes, but the Dogs savage the Tusk, bringing it down and tearing it’s throat open. Good Dogs!

Marked One and Fade take advantage of the confusion to get out of the ruined emplacement and shift left to cover Rat on OverWatch. They’re exposed, but Coyote remains on OverWatch on their right, so its a risk worth taking. 

Another four Ghouls then emerge from the east bunker, and all the gunshots and growling cause them to attack. Fade breaks OW and uses Brain Stab, causing three of their pale lumpen heads to explode like over ripe melons. The other four Ghouls charge Marked One and Fade, crossing right in front of Coyote, who drops two of them with well placed shots from his Heavy Pistol. Things are looking good for the Stalkers - the Tusk is down, Ghouls are dropping like flies and one of the crew has made it to the Generator.

Image Attachments
Cnv0372.jpgCnv0378.jpgCnv0379.jpgCnv0402.jpgCnv0403.jpgCnv0408.jpg
Profile
 
 
Posted: 30 January 2010 05:46 PM   [ Ignore ]   [ # 3 ]
Colonel
Avatar
RankRankRankRankRank
Total Posts:  686
Joined  2006-11-20

TURN 4 & 5 - BLOOD and FINALE

Turn Four sees the Stalkers keep the initiative. While Rat frantically tires to restart the generator, Fade and Marked One try in vain to bring down the Ghoul that’s closing in on him. One of Rat’s Dogs gets mauled by the Ghoul as it protects its master. The final Rad Ghoul emerges from the western dugout and promptly charges Coyote. The Marked One takes down the remaining two Ghouls from the pack of 4 that were charging him. The end is approaching.

The remaining Ghouls gain initiative in Turn 5, but it’s too little too late. Even though the last Ghoul manages to close with Coyote and take him down, Fade blasts the other Ghoul as it’s feasting on the dead Dog. The last Ghoul charges the Marked One, Coyote’s blood dripping from its nails, but he’s blasted apart by 7.62 rounds. As the Marked One and Fade join up with Rat, the generator finally belches out smoke and roars to life. Game Over.

Image Attachments
Cnv0420.jpgCnv0450.jpgCnv0421.jpgCnv0447.jpgCnv0448.jpgCnv0449.jpg
Profile
 
 
Posted: 31 January 2010 05:16 AM   [ Ignore ]   [ # 4 ]
Lieutenant
Avatar
RankRank
Total Posts:  63
Joined  2005-09-12

Great game. What rules are you using? I am guessing its your Stalker Oblivion rules?

Great minis and terrain as always. Those new GW ghouls are great for this type of gaming (I must get more!).

The doggies did well but is Coyote rad ghoul food or just injured?

Profile
 
 
Posted: 31 January 2010 08:11 AM   [ Ignore ]   [ # 5 ]
Administrator
RankRankRankRankRank
Total Posts:  624
Joined  2004-11-21

As someone who usually thinks of gaming in terms of hundreds of figure on the table, I’m inspired by the limited-forces skirmish that you have such terrific games with.

Profile
 
 
Posted: 31 January 2010 02:24 PM   [ Ignore ]   [ # 6 ]
Colonel
Avatar
RankRankRankRankRank
Total Posts:  686
Joined  2006-11-20

Thanks. Glad you enjoy them. I used my STALKER rules, but plan to do a series of THW 5150 missions soon.

Profile
 
 
Posted: 31 January 2010 02:48 PM   [ Ignore ]   [ # 7 ]
Lieutenant
Avatar
RankRank
Total Posts:  63
Joined  2005-09-12

Great, I am interested how they play!

Profile
 
 
Posted: 31 January 2010 08:56 PM   [ Ignore ]   [ # 8 ]
Colonel
Avatar
RankRankRankRankRank
Total Posts:  686
Joined  2006-11-20

I’m determined to master 5150, so I’ll post my progress/play tests.

Profile
 
 
Posted: 31 January 2010 09:09 PM   [ Ignore ]   [ # 9 ]
Administrator
RankRankRankRankRank
Total Posts:  624
Joined  2004-11-21

I had a hard time figuring out the Two Hour Wargames series, what with all the reaction and counter reaction. I don’t think I ever did get it right.

Profile
 
 
Posted: 01 February 2010 08:19 AM   [ Ignore ]   [ # 10 ]
Colonel
Avatar
RankRankRankRankRank
Total Posts:  686
Joined  2006-11-20

From what I can tell, 5150 streamlined the Action/Reaction system. I’ll let you know in more detail later, though.

Profile