Five Parsecs - Gorn with the wind

 The crew travel to Obion. There is time to reflect on what we learned, and we gain one story point.

We don't need any kind of approval to undertake Federation missions. Obion has high winds which can blow particulate matter causing a reduction in visibility

We manage to repair the beam pistol but not the battle visor.

We manage to requisition a couple of cartons of self-sealing stem bolts and more usefully two stim packs and 2 med patches, we also get one turn of supplies.

While exploring we acquire a blast rifle and a battle visor. We also get a container of Omega 17 which is worth 5 credits.

The Captain comes back with a new Federation mission, we need to go and recover a black box and fight off anyone we come across.

These are my Gorn. In the game they are Rage Lizards. This gives them a toughness of 5 ouch.
Here we are deployed across the barren landscape. The Gorn use the tactical AI so deploy in teams of 2. The Federation team is spread out hugging cover.
The Tactical AI says the Gorn will try and close to 12 inches and then move to flanking positions to get clean shots.
The Federation team manage to seize the initiative so we will get a free move before the game.
Here is Fu, Dodson, the Captan and Romjin.
Chong, Gooding and Dodson are holding down the other side. Peck is just out of sight near Dodson.
We get a couple of people acting in the fast phase of turn 1. This is Romjin and Dodson
Romjin and Dodson both manage to stun a Gorn Trooper. The Gorn specialist then hits and wounds Romjin who is saved by a Stim Pack. The Gorn Specialist hits and wounds Gooding with a double 6 and she uses my second stim pack to stay in the game.
The Gorn Leader unleashes with his Fury Rifle at Fu but misses.
Peck, Chung and finally Quinn manage to stun the Gorn trooper and this then takes it out. The Gorn are proving surprisingly resilient to phase fire (and my inability to roll a 5 +).
Now this is a good roll for initiative on turn 2,
Romjin recovering from her stun manages to miss the Gorn with her plasma rifle, Fu also misses.
Peck sights carefully and takes out the Gorn trooper. The Gron specialist misses Fu
Dodson manages to stun the Gorn leader twice, Gooding manages to stun a Gorn. applying a stun at the end of the turn is useful because it carries over and can make it easier to take out an opponent in the fast phase.
Quinn stuns a Gorn and this is finished off by Chung.
Again a good roll for initiative
The Captain dials his phaser into the upper EM band and max power. He Hits the Gorn specialist after using a Story Point reroll. He manages to roll the 3+ to inflict a fatal injury on the Gorn specialist.

Romjin climbs onto the mesa and nails the Gorn trooper with her plasma rifle
Dodson hits the Gorn leader 3 times, this takes it out regardless of the injury rolls.

Gooding recovers the loot crate, and we beam back to the ship.

The news from Pengetera is not good, a second wave of Klingons has overrun the planet. In worse news the Federation order us to stay for the next 2 turns. Fortunately they have missions for us. Quin is also temporarily reassigned for 2 turns.
We find 3 dazzle grenades and a communicator while people repair the damaged equipment.

Here is the team of hardened veterans. we are loaded down with good weapons and supporting equipment.







Comments

  1. Brilliant stuff! I've been enjoying these.

    ReplyDelete
  2. Thanks Ski. playing on a 2-foot table and using the battle systems terrain makes the games quick to set up and play.

    ReplyDelete

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