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RE: [SG, FMA] Scenario idea

From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Mon, 29 Apr 2002 07:01:32 -0400
Subject: RE: [SG, FMA] Scenario idea

Problem 5 would be a non-starter in most of the games I have 
played in. I would have to put the bodyguard in an outer 
chamber (with gun) and the diplomat in an inner chamber (with
no gun) to even give a chance that the diplomat would not be
gunned down with retaliation fire (after the bodyguard fired
first). The diplomat would also have to be _VERY_ good at 
human psychology to convey that he is not a threat (i.e. a
KV might not know to put empty hands up to signal surrender
or noncombateness) and be able to speak some main human 
language (with/without translation device).

I can see it now... "Squad A, check the door; squad B, cover."
Game Judge mentions the tracker is picking up a signal from 
in the room (just as the order is being given to open the door).
The door opens and the judge puts down another Kra'Vak warrior
model on the table and says "You see a large Kra'Vak with a 
glave in what appears to be a fighting crouch" (Kra'Vak posture
of honor and respect) "yelling something in a language you 
don't recongnize" (Diplomat is yelling "Don't shoot! Don't 
Shoot!") "you hear a low mechanical voice saying something,
but you can't understand it over the Kra'Vak's yelling."
(translater device's volume is set low for discussion, not 
for yelling)...

Otherwise it sounds like a _fun_ scenario!

---
Brian Bell
bbell1@insight.rr.com
ICQ: 12848051
AIM: Rlyehable
YIM: Rlyehable
Cygnus X1.info
http://www.cygnusx1.info/
---

-----Original Message-----
From: Beth.Fulton@csiro.au [mailto:Beth.Fulton@csiro.au]
Sent: Sunday, April 28, 2002 20:20
To: gzg-l@csua.berkeley.edu
Subject: [SG, FMA] Scenario idea

G'day,

Here's something to spring on an unsuspecting friend(s) when you get a
spare
SG/FMA moment....

Human extraction force must recover an envoy from a science base in an
off-world colony. The envoy must be extracted live as he has vital
information that will only be believed if communicated in person. You
can
paradrop in (quieter), but that means the chopper is D6 turns away when
called. Or you can get dropped off by the chopper (much louder and
noticeable) and it will only be one turn away if you need to call on it.

Problem One: After insertion you get a broken up comms message
mentioning
that an alien ship has just cleared the moon and squirted a message to
you
location.

Problem Two: There is an eerie silence at the science station and when
you
enter it they're are dead, rather cut up bodies.

Problem Three: You keep hearing scuttling noises and seeing movement on
your
periphery.

Problem Four: Your EW guy has the tracker signature to help you locate
the
envoy, but for security sake it cycles every D4 turns and must be
reacquired
(via a successful reaction test).

Problem Five: When you locate the envoy he's in a wine cellar/fortified
room
etc, you open the door and a honking great Kra'Vak Warrior shoots at
you...
they forgot to tell you the envoy was Kra'Vak... you have to realise
this
BEFORE you shoot him dead.

Problem Six: The Sa'Vasku don't want you to get out with the envoy alive
and
start coming out of everywhere to stop you.

To make problem six more surmountable I only had one 25mm GZG bug on the
board (hidden for most of the game, though Derek spotted him once) and
this
one acts as the brain bug for the 6mm "ankle biter" bugs that actually
do
the attacking. The ankle bitter bugs are treated as being in combat
armour,
a wound = dead, and they can either fire as if with a small calibre
pistol
(spitting poison) or attack as if they had a knife (terrier sized bugs
would
still be pretty scary!).

We did the "scuttling etc", by every time Derek moved past a trigger
point
I'd roll a D6, 5-6 it was the brain bug movement he noticed, 2-3 it was
a
little guy (close by to where Derek was), on a 1 the bugs held their
ground.

The little bugs were exposed if they scuttled by and a squadie spotted
them
(via a reaction test), they were exposed by fire/grenades or when the
envoy
was found (then they came out of everywhere!).

The first part was tense (in my opinion, Mr Cool (Derek) may not agree
though his cautious approach would suggest he guessed something was up)
and
there was a close moment before Derek figured out the Kra'Vak were the
envoy. In the end Derek and the envoy did make it back to the chopper,
but
his Lt and a squadie sacrificed themselves (stayed behind to hose off
the
bugs while the chopper left) to pull it off. 

We found it to be a lot of fun, though you have to have one guy (the
human
who is completely in the dark), while the ref has all the cards. If you
have
enough spare players who can keep their mouths shut and not let the cat
out
of the bag they can play the bugs and even the envoy (he has a message
for
the humans, doesn't mean he completely trusts them and his Kra'Vak
bodyguard
is as jumpy about the bugs as anyone, seeings this envoy is a member of
their clans royal line).

Cheers

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