Sunday, 23 June 2019

Five Parsecs Campaign Turn 9 - Office work

At the start of turn 9, 6 credits were spent on upkeep.

Reece, Noah and Kari all spent time training.  Reece and Noah levelled up their combat skill, and Kari her reactions.

Mila, Jak and Nat all went trading.  Only Nat found anything worthwhile, some good quality food and booze.

After a degree of 'persuasion', the prisoner gave up the info that the church had stashed records of its activities on this planet in a non-descript office masquerading as a haulage firm.  Unfortunately he also revealed that if it was believed compromised, a specialist team would be sent in to 'sanitise' the site.  The race was on...

This mission would see the crew (minus Anul, wherever he's gone) take on a black-ops squad of four (including a leader) in a race to secure the cult's records.  The Crew had the numbers, but this time would be facing a more tactical enemy, well armed, with higher combat skill and body armour.

The office is in the centre building.  Crew entering top left, black ops bottom right

 Team one - with the leader
Team 2, the marksman team

The crew rolled up three fast actions for the first turn.  Kari and Nat headed for a nearby building to get a higher vantage point while the rest headed for the target.  The black ops team 1 headed for the haulage yard, while team 2, with the marksman, also headed for high ground.

Turn 2 saw the our 'heroes' roll a staggering five fast actions.  Reece used his jump belt to gain a position on top of the target building overlooking the yard - a decision he would rapidly regret!  All the others moved up into position, Kari climbing onto a rooftop position, as did the black ops team... right overlooking Reece!

Kari takes the High Ground...

As does the sniper!

The Ops Team 1 moved up amongst the crates.  The team leader and trooper both opened up on Reece.  Despite being in cover Reece took two wounds, reducing him to one hit point! (+2 on Combat Skill really hurts when the opposition have it!).

Turn 3
Three quick actions this time, given to Jak, Reece and Kari.  Kari moved up to the parapet but couldn't quite draw a bead on the enemy leader.  Jak took up position behind a truck and fired off a burst at him, but failed to hit.  Reece did better, moving out of site of the trooper and taking a wound off the enemy leader, but was still in a highly precarious position, overlooked by the sniper team.  Fortunately they didn't have their sites calibrated yet and both managed to miss him!

 Reece hits someone!  That's twice in the whole campaign!

But Jak misses 

Black ops trooper repositioning, trying to flank Jak

Reece's position looks tricky...

Reece had been lucky so far, but was under pressure as turn 4 started.  The crew had 3 fast actions, the first of which went to Kari on the rooftop.  Breathing carefully, she rested her auto rifle against the parapet, and lined up the sniper team in her sights...

The targets are in the centre top building, in cover.  A tough shot...

...Or not

In a perfectly aimed burst, Kari took down both members of the sniper team, halving the opposition at a stroke.  Nat knew immediately that she'd be bragging about this for weeks...

Reece and the Black Ops leader, and Jak and the trooper, exchanged shots but with no success on either side (although Jak had cause to be thankful for his new combat armour). Mila and Noah also opened fire but with little effect, but the Black Ops team ended the turn with their first morale failure anyway.  However they were far from being out of the game yet.

Turn 5
Reece, Mila and Noah all struggled to hit their targets.

Jak decided to take a risk, and moved out into the open to get a flanking shot on the remaining trooper - he levelled his rifle and let of a perfect burst, causing two hits, but the trooper's armour held.  Remaining calm, despite the hammer blows of bullets on his armour vest, the operative snapped off a burst back at Jak, dropping him to the ground (despite combat armour and 2 hits points!)!

"Jak's Down!"

Things then went from bad to worse as the ops team leader leaned around the container and snapped off a burst that saw Noah also crumple to the ground!

"they got Noah too!"

Seeing Jak drop, Nat and Kari came down off the rooftop and sprinted towards the firefight, but it was going to take them a couple of turns to get there.

Turn 6
Things were looking grim for the crew of the Envoy - but then, with a grunt of pain, Jak hauled himself to his feet again and opened fire (The compendium rules allow for checking the effect of wounds mid-game, Jak rolled 'Scratched') again his shots were stopped by the trooper's body armour, but this time Jak's Combat Armour did its job and shrugged off the rifles shots that flew back at him.

Reece, in a bold but risky move, used his jump belt again to land on the container right about the ops team leader, but his neither his handgun, nor Mila's rifle could penetrate his military grade body armour.

Turn 7

Using one of the 3 fast actions rolled up, Kari managed to catch up with the action.  Getting around the flank of the enemy leader, she took him out with a quick, but well aimed burst.

Jak and Reece caught the remaining trooper in a crossfire.  Although they didn't manage to land any telling shots on him, it was enough to make him drop back behind the next container - clearing the way for Mila whi, after briefly checking Noah was still breathing, charged into the office to look for information on her sister.

Kari makes another long shot!

Reece and Jak force the remaining trooper back

Turn 8, 9 & 10

A fierce firefight emerged between the remaining trooper, Reece and Jak, as they tried to either finish off or drive off the remaining threat.  Isolated and Alone, the Black Ops trooper decided to live up to his unit's reputation and didn't budge, even when Jak started lobbing grenades, only to finally succumb to a rifle shot in turn 10.

The flanked trooper decides to go out fighting... 

...But there's only one way this is going to end!


Well, that was tougher!  With a D6 based system, +2 on combat skill has quite an impact, cover becomes a lot less useful for one thing.  A combination of Kari's shooting and having multiple hit points kept the crew in the game, but it was looking quite tricksy for a bit there

Loot - colonist rations

Noah - Minor injuries, 1 turn in sick bay, no long term effects

Jak - School of hard knocks, +1 XP

Reece - no long term effects


Reece + 3
Nat + 3 (levelled up reactions) +1 vet rank
Jak +3
Kari +5 (first to inflict a casualty and enemy leader) levelled up combat skill up one vet rank, gained a skill.
Mila +3
Noah + 4 (+1 for becoming a casualty)

Campaign Event - Alien merchant -5 credits, gain Grav Flinger
Character Event - Jak is injured while working on the ship and must spend a turn in the sick bay

Used med supplies to get Jak and Noah out of sick bay

Thursday, 16 May 2019

Five Parsecs Campaign Turn 8 - Raiders of the lost Argh!

Upkeep cost a full 7 credits this turn.

Nat and Noah both spent time training, gaining +1 XP each, which was enough for Nat to level his Combat Skill up to 2.

Reece and Anul went trading.  Reece used his ‘Trading’ skill to re-roll one result, resulting in gaining 2 credits in local currency and more trade goods.  They also traded in one lot of alien relics for another roll on the trade table, gaining a repair kit (could have done with that at the end of last turn…)

Kari continued to try and track down the raiders, but with no luck (despite her new skill bonus).

Jak and Mila went exploring.  Jak had a nice time, seeing the sites, a change from training.  Mila, however, had a different purpose in mind.  In the aftermath of the raid on the cult compound, she’d noted a familiar looking symbol on papers scattered around the compound, and sought out an information broker to answer some questions...

Mila found Reece with Kari, checking over the ship's growing armoury. "I know this might be difficult, but I need some help from you all...".  Mila then laid it all out for Reece.  How, when she was still part of the Church of New Horizons, she'd had a sister; and the day that sister had been dragged away by the church's inner circle, while the rest of the congregation, including their own parents, did nothing.  And about the symbol her hooded abductors had worn, one that she had never seen again until that raid on the cult compound.  After the raid she had gone looking for more information, only to discover that the same group had been hiring equipment and workers for an archaeological dig site outside the city limits, and the name on the paperwork was a known fixer for the church.  Reece thought for a moment or two before speaking, "Well.  I guess we'd better round up the crew then."

The background to this mission came from Mila rolling an encounter with an Information Broker when she was Exploring, and then rolling up my first 'Quest' result for the turn's encounter, and it all seemed to fit.

The mission rolled up was a 'capture' mission, which would take place at an archaeological dig site against a group of Zealots.

Reece took the viewer off Jak and took another look at the encampment in the valley bottom, a collection of prefab huts and equipment around the remains of some old stone structure, local workers were loading up into trucks as the evening set in.  "So what have we got?" he asked Nat.  

"I tracked down where most the the workers drink after their shift" said Nat, "Local rumour is that the first settlers landed here and built some kind of church on the site.  No one knows what they're digging for, just that that's one guy in overall charge and a handful of armed guards, religious nutjob types".  He glanced at Mila and Noah "no offence intended", Mila just flashed back an almost feral grin. "The locals all shut up shop at the same time and are driven back to town every evening.  Everyone else stays on site".

"Okay.  We wait until the last truck is well away then we go in.  Remember, we want this guy alive".

The first turn was quiet, with the crew simply moving up.  Reec, Jak, Mila and Kari moved to the shelter of the earthmover ('borrowed' from the little miniature's sandpit!) while Anul, Nat and Noah moved wider to get around the flank of the encampment.

Turn two saw the crew roll 3 quick actions - Kari took overwatch by the digger while Jak and Mila moved up.  Then the faecal matter hit the big rotary thing...

"Uh, Reece?" shouted Kari, "lot of angry red bedsheets heading our way!", as a hoard of robed figures emerged from the huts and ran towards them.  Kari raised her autorifle "like they knew we were here..."

Kari, on overwatch, was first to fire - immediately dropping the nearest zealot.  Reese took cover behind the digger's blade, drew his pistol and fired.  Another robed figure fell to the ground (Reece actually did something useful in combat, finally!!!).  Nat took another shot but missed, dodging the return fire from his target.

Kari and Reece(!) hit

but Nat doesn't

The crew failed to roll any quick actions for turn three but luckily none of the zealots were quite able to reach anyone despite running at full speed (enemies with the 'Psycho' rule will always try to close to brawl with the enemy).

First blood to the crew of the envoy

Kari steadied her aim and dropped another target, and Anul blasted another zealot who was almost on top of him (the Zealots have higher toughness than normal, so this wouldn't have been a kill without Anul's blast pistol causing +1 damage).  Reece, Noah and Nat all missed shots - and Reece then took a wound from his target's return fire (reducing him to 2 hit points).

Anul takes down a Zealot who clearly shops at the same thrift store

Jak stepped up in his new combat armour, drew out the suppression mawl and promptly clubbed another zealot to the floor in a brawl. Mila steadied her aim (+1 to hit), and put down the last zealot with a single shot (the crew's dice rolling for damage in this game was pretty hot).


Where'd they all go?

The crew rolled two quick actions and Kari and Anul repositioned closer to the camp.

Unnerved by the sudden loss of his bodyguards, the church leader made a break for the last remaining truck on the site.

"Gotta get out of here!"

The rest of the crew moved to try and cut him off, but it was looked like it might be close.  Or at least it did until they rolled up four quick actions for turn five...

Reece remembered his jump belt and leaped behind the target, unloading a full clip into the ground around him (using the suppression rule from the compendium), Kari did the same from the flank. 

With two stuns in place, Jak strolled up, tapped him firmly on the head with the suppression maul and slung him over his shoulder.

Thump (again)

Job done.


The crew gained four credits and two rolls on the gear table in loot, resulting in one frakk grenade and a nano-doc. 

Kari and Jak gained 4 XP each, the rest 3XP.  This was enough for Jak to level up Reactions and Mila Combat.  Jak gained veteran rank three and Noach veteran rank 1.

The Campaign event saw the crew meet a shady character who traded a grenade for a credit (won't ask what they plan to do with it, I'll put than one down to Kari).  Anul received a coded message and told the crew he would have to leave temporarily but wouldn't explain why (character event, he'll be back in two turns.

The quest continues...

Wednesday, 1 May 2019

Getting On

I've actually had a productive couple of evenings.  After being told in response to a previous post to 'get on with it' after my accidental basing progress (thanks guys), that's what I did!

So that's about 17 Grenadier Dwarves (only about 20+ to go)...

The characters for Five Leagues from the Borderland (the archer also got a bit of repair and tidying up), more on them in a future post...

And while I was at it, a few more cultists/fanatics for the Five Parsecs from Home Campaign.

Sunday, 28 April 2019

200th Post - Rosa's Hovel

Just realised this will be my 200th post on this blog, which started nearly 10 years back as a way to record the Aeronautica Imperialis games with my mate Matt (what a dismal posting rate, statistically speaking!).  During that time I've painted tiny planes and buildings, fantasy, SF, got seriously back into 1/72 WWII model making, painted a lot of old school dwarves, learnt new techniques and got my gaming mojo back a bit recently with some solo campaigning.  Matt travelled the world, so probably he may have the advantage over me there!

I also became a Dad, hence my nadir of posting in 2015-16, when I posted 7 and 4 times respectively (oh, the sleepless nights, but too bleary eyed to paint)!

But my how she's grown!  And now here she is, proudly displaying her first scenery making effort - a Hovel from Dave Graffam Models:

A little help was provided cutting and folding the walls, but otherwise all her own work!

It's now found pride of place on her farm, but I'll get her gaming yet (she already owns a fine selection of dinosaurs, so that's somewhere to start!).

Thursday, 18 April 2019


You know that thing where you mix some putty to level the base on one figure?  Then realise you've done far too much, and by the time the evening is over you've done the bases on all those old school dwarves you've been avoiding thinking about basing?

Yeah, that...

The one I meant to do is bottom left.

Sunday, 14 April 2019

Five Parsecs and Beyond!!!

It's been a few weeks since the last post.  Been busy with work, home and holiday (Yorkshire coast, lovely!).

I've started work on another project as well.  Now that doesn't mean I've given up on Five Parsecs.  Far from it!  I have the next 'episode' of the adventures of the crew of the Envoy in preparation; they've rolled up their first quest, and I need to get a few models and bits of scenery sorted for what I have in mind.

In fact, while on the subject, I want to cast some praise Five Parsec's way.  Not specifically for the rules themselves (which are elegantly simple, yet allowing for surprising complexity), but for what it's given me.  In the last few months I've played more games than I have played for the last couple of years before now, painted more models and built more scenery than I have for a while. 

Partly this is a matter of scale - it's such an achievable goal to say to yourself that you will get a new faction painted for the next game, or sort out a specific piece of scenery.  It's also structured well for solo play, and quick to set up a run.  Most of my solo gaming is conducted late, when my other half has dozed off on the sofa, or in little gaps of time when she and the little miniature are out with family.  Add to that the campaign phase, which fills in the gaps between games to keep the interest going, and you have a system that perfectly fits my current circumstances.

All that said, I don't want it to get stale.  With that in mind I'm planning ahead.  I think (at the moment), I'm going to let the Crew's current quest play out through a few games, then call a temporary halt.  Think of it as the end of a TV season!  Then for a bit of a change, I'm going to try out Nordic Weasel Games fantasy equivalent for a bit, Five Leagues from the Borderland.  I already have a pretty massive selection of suitable figures and scenery, which have been pretty unused for years, especially some of the older models.

I've started to flesh out the band of 'heroes' that I'll use for this.  I'll say more about them individually, and the world they'll inhabit, in a future post, but for now lets see the models and my latest bit of painting.

Here are our four main heroes.  The models reflect a pretty good cross section of my gaming career as well.  Second from right is an old citadel 'Strider' from their old Lord of the Rings Range.  He was one of my earliest models, back when I maybe had only a dozen or so, mostly used in RPGs (I used to play Traveller and Middle Earth Role Playing - MERP, mostly, and unsurprisingly).  Painted rather poorly with enamels, and now missing a sword.  The chap gesticulating on the far left is a Perry sculpted Brettonian archer from the late 80's, early 90's, who was used as a forester in the earliest incarnation of my Empire army.  The priest is of course from my later Empire army, when it was all puffy sleeves but still properhammer.  The beardy bloke on the right is of course the Frostgrave knight I did relatively recently.

Some of the paintjobs still stand up well, bit poor old Strider needed urgent TLC.  So out came the bits box.   A little drilling a pinning saw the missing sword replaced with one from a plastic Empire militiaman, and a new and improved paintjob was employed.  I have to say I am pretty pleased with the result, and it's lovely to see an old model brought back to life.