Core Space: Lost In Space Battle Report / Game Tutorial

MISSION: LOST IN SPACE
SHIP: THE BLACK MARIA
CAPTAIN: JACE DOLMAN
CREW: JAY "LARS" LARSEN, ELI RENTON

PRIMARY OBJECTIVE: FIND SHIP PARTS TO REPAIR SHIP GENERATOR
SECONDARY OBJECTIVE: SALVAGE GEAR

SET UP

This mission is a standalone mission and is available for free from Battle System's blog and/or newsletter.

*UPDATE 25-4-19: After reading this Battle Report, the fine fellows at Battle Systems reached out to mention to me that once the generators are reactivated, so too are the life support systems, and therefore so too is the air. This means that the scenario rules - about potentially suffering Health Loss for making Double Move Actions and losing a point of health as the Hostility Level increases - no longer apply. Also, "you can take any zero items" with your crews (in an act of staggering stupidity, I brought no weapons or equipment and struggled on as you'll see below) - which means you can have your characters bring Med-Stims which will become vital later in the fight. That said, they agreed that this mission probably is better suited to an experienced crew with more skills and good weapons to fight back with from the get go! Thanks again to the team for providing excellent feedback which will hopefully help me and fellow players for future sessions!

The scene is set for a race against time on a derelict spacecraft - the air is running out which means Jace and his crew will start losing health as time goes on...all at the same time as the threat from the Purge increases!




























A closer look at the map. Two sets of ships parts are hidden in one or two of the crates (I honestly didn't know where before playing; I hate the idea of cheating so you can be sure everything reported here is played the way it happened in the game. 

Once the ship parts are found, they must be taken to the generators at the top right of the map to restore the life-support systems on the derelict ship. At this point, the team can return to the airlock and escape. With restored life-support, the crew of the Black Maria will be able to return to the derelict ship to salvage more parts during a campaign. Very handy if the mission is a success!


As mentioned above, I've selected Jace, Renton and Lars for this mission. I finally got some dry wipe markers to allow me to fill in the slots on their character boards! I'm starting the crew from scratch so there are no career path slots to be filled. Perhaps if they survive this mission, that can be arranged!


The crew take their first tentative steps on to the ship, ready for action!



ROUND ONE

I have to spend a Skill Peg from Jace's character to clear the condition card. It is at this point that I realise that I have not armed the characters but I decide to run with it just to see what happens!



Limited by the mission parameters, the characters only take one Move action this turn and instead conduct searches which does succeed in providing them with some weaponry - they'll need it!




Another stroke of luck is that the Purge dice come up blank - no sign of them at the moment!

ROUND TWO

Nice event card which provides me with a large weapon (I rolled a 2 on the Chance die) for Renton! 


All three crew make a single move and then a search. Jace opts not to take the basic pistol as his eyes are on the prize of the nearby crate but the others take what they find.



A Devastator enters play. It is unaffected by the lack of air as the Purge are robots. With linked actions, and because there are no visible targets, it makes a double move. Lars is technically closest but the route to Lars is long; Renton is the one who will have to watch his back!


End of Round Overview.


ROUND THREE

The environment card affects energy weapons being fired - but I have none so that's fine!


Jace moves to the crate and searches it - finding Ship Parts!


Lars searches another crate and finds a nice looking Sniper Rifle - and the other Ship Parts! 


Renton knows a Devastator is closing on him but won't be able to attack this turn. He backs off and moves into cover. The Devastator does indeed close in on him, while another enters the board to give him more problems to worry about!




End of Round Overview.


ROUND FOUR

My crew are at full health and ammo so the Supply Cache is of no benefit.


The ship parts located, Jace pushes his luck and makes two move actions. For this mission only, ! results on the Combat Dice will steal 1 point of Health - but he gets away with it!


Lars' luck holds out too as he surges forward. It's at this stage that I realise there is another door that the Devastators could have used to get to him. Instead of opening the doors as I go, I may open them all up for future games as my eyes are not to be trusted!


Renton decides he will make a Ranged Assault. 


The first shot fired this round increases the threat tracker


He fires 2 rounds which gives him 3 Combat Dice - 2 hits takes out the Devastator! 


He then backs up to search the large crate for more loot!


But another Devastator and a Harvester enter play - and sneak right up on the unsuspecting Renton! The Harvester only receives one action so can only Move 4 squares/inches.


He's behind you!


Finally, the other Devastator engages Lars but cannot attack due to those linked Move actions.


 End of Round Overview.



ROUND FIVE

All hell breaks as the Event Card prevents me from taking anything more than a Single Action! Not what I needed this Round! On top of that, all models lose one health because of the increase on the Hostility Tracker (as per scenario rules).



Jace Moves onward while Lars has nothing to fight with! I consider all of the options and decide doing nothing with Lars is the least damaging option. 


I decide Renton will have a go at fighting the Devastator even though I need that double hit to kill - to no avail! I could have used that Health to restore him back to three (his limit) but I feel ok about him facing the Devastator with three Health.


The Purge suddenly spawn all over the place! A Live One enters play and closes in on Lars before making a Ranged Attack, scoring a massive three hits! 



But Lars is engaged by the Devastator so the Chance dice is rolled to see which one of them takes the hits - it's the Devastator! The Live One just did Lars a huge favour!


The Assassin rushes forward, pursuing Jace!


The Devastator makes two Close Assault Attacks on Renton. The first misses! 


The second scores a hit!


A Harvester attacks and scores two hits - I spend Renton's skill point to use his Reflexes Action, nullifying this attack!


Another Harvester scores a hit!


And the last defeats Renton! 


 A Civilian enters the fray.


  End of Round Overview.



ROUND SIX

Last Round the Event Card was a killer but this one is a thriller - Kill Code that Live One! 


Note that I confirmed with the guys at Battle Systems about Line Of Sight in Core Space - even though miniatures are illustrated in the book as facing their opponents for LOS, it is assumed that your characters have a 360 degree line of sight and therefore can target enemies in any direction (provided usual LOS rules apply, i.e. you cannot draw a LOS through blocking terrain).


Lars runs like hell as the Live One screams in outrage and agony as it dies a hideous death!


He makes it to one of the generators!


Jace also pushes on. Neither suffer any Health loss on the rolls.


The Assassin chases Jace!


While the Civilian draws the attention of the Devastator and the Harvesters - providing the Traders with some breathing space!


And kill the Civilian without mercy!


  End of Round Overview.


ROUND SEVEN

I have to make rolls to ensure the Traders don't fall Prone due to the Event Card but thankfully they pass the rolls!


Jace moves out of the Assassin's Line of Sight and makes use of the Effortless Action to move into contact with a generator! He then performs an interact action to bring the generator online!


Lars also performs an interact action to bring the other generator online! The power is up and running and the pair can return to their ship, as the airlock now open! Lars considers taking a shot at the Assassin who now has him in its sights but he decides retreat is the better option!


While more of the Purge close in!


Another Civilian enters the fray! (My other two Civilians miniatures were hidden at the bottom of a dice bag but they shouldn't have been!)


 End of Round Overview.


ROUND EIGHT

A Biohazard results in Lars losing two skill pegs...


I think twice about trying to take on the Assassin. Even with the extra burst, I need to roll 3 hits. I decide to go for it! The first roll brings up two hits - no use!


The second one does it though! 


Whew!


Jace moves into position to deal with the Devastator that is closing in on them!


Another Assassin enters play. Both he and one of the Devastators head right for the Civilian!



There are plenty more for Jace and Lars to deal with though!



  End of Round Overview.


ROUND NINE

I couldn't find any reference to what Augmented characters are so I assumed I didn't have any and the Hostility Tracker remains as is.


Jace takes out the Devastator without fuss!



Then moves over to the crates.


Lars opens the crates and takes a weapon and some armour which he puts on before using an effortless action to move a single square. There's a nice gun waiting for Jace next turn!


Out of shot, the Assassin and the Devastator engage the Civilian but are unable to attack - and neither is he!

Another Devastator enters play and the Harvesters close in on the remaining Traders!


ROUND TEN

The event card allows Jace and Lars to make a free attack - much welcomed!


Jace fires! Two hits!


And the Harvester is destroyed!


Lars fires at the other Harvester but one hit isn't enough!


Lars makes a run for it. Luck holds up with the double move, no health loss! As does Jace - and again, luck holds out!



But they are surrounded!

A Harvester attacks - and takes a point of health from Jace!  The other misses! A civilian enters play and swaps a knife with Jace for a basic pistol. The knife might be important!



  End of Round Overview.


ROUND ELEVEN

Event Card provides more equipment but the priority now is to get the hell out of here! The increase in the the Hostility Tracker robs them of another vital point of health!



Jace has little choice but to make a run for it...allowing two free attacks on him! The first hits!


As does the other - he's defeated!


Lars makes a bolt for it - those skill pegs would have come in handy to hide from the Purge!


He can't outrun the Assassin though! 


 It doesn't hesitate - and Lars is slaughtered! Game over!



EXTRACTION PHASE

Just for fun, I ran the Extraction Phase.

First of all I needed to find out if they were dragged off by the Purge - thankfully the rolls are ok and none were!

Secondly, I can't mount a Rescue Mission because all three characters were Defeated. Things seem fairly likely to go wrong with the Emergency Teleport so I try You're On Your Own instead.

Jace is Apprehended! The cops demand a 2UA fee.

Renton is also Apprehended but released without charge and sent back to the ship.

Lars escapes! Must have been that stealth technology at work!

I decide to leave things there as there is no Advancement to be had and anything else seems like unnecessary admin for a team without prior experience who loused up the whole mission!


CLOSING REFLECTIONS

First of all, never - ever - forget to give your characters weapons! That said, I'm not sure that was the reason I failed the mission; all of the characters picked up weapons during the game so they were ok on that front, albeit there are better weapons out there. 

Turn 5 proved to be a huge moment. My relative inexperience - this is only my second game - meant that I was too relaxed about Renton's situation. I should have ignored the weapons crate and had him reunite with Jace and Lars in the centre of the board to cover them. That might have made a difference.

Losing a point of health every time the Hostility Tracker increased a level was extremely punishing as this meant all characters lost two Health overall without even being attacked. Factor in that things could have been worse had I not been as fortunate when my characters made double moves which could have taken more health, and the only conclusion I can make is that an experienced crew is required for this one! 

The main thing that I've taken from this mission is that the Purge are far more formidable opponents than I first gave them credit for. The Harvesters and Berserkers are managable but Assassins are difficult to destroy and Live Ones nigh on impossible!

Both of the missions I've played so far have been played solo - and this scenario was designed to be played this way. I think that once two teams are involved in missions, co-operative play is going to be essential to both players to survive! 

I think I've got a good enough understanding of the rules to try out the campaign - I just hope my team fares better next time! The mission was good fun even though it ended in disaster!


Judge Dredd: Sector 1 Session #2

Training Day Part 2

Introduction

These session logs record gaming sessions using the EN Publishing's Judge Dredd: Tabletop Adventure Game. The four stars of the story (the Player Characters or PCs) are (left to right) Judges Weaver, Click, Brody and Simmons. Brody is a Med-Judge while the others are Street Judges.

Dredd (2012) image copyright DNA Films/IM Global/Reliance Entertainment

This opening storyline - Training Day - is an adventure I have put together which weaves together several of the missions from both the rulebook and first supplement, all under the overall storyline of the new Cadets undergoing their final assessment to, hopefully, earn their full badges! Warning: spoilers follow if you intend playing any of the scenarios from the published material! Fellow GMs wishing a copy of the Training Day adventure can email me at thebissler@gmail.com and I will happily send over the PDF! You will, of course, require to own copies of those books to run the full adventure!

Previously In Sector 1

The four Cadet Judges are undergoing their final assessment to become Judges under the watchful eye of Judge Brennan. They are investigating the theft of "Numunce" - a miracle foodstuff of the future - which was expected to make its producers, Flavulike Corporation, a fortune. The Judges have identified a perp by the name of Mick Bricklington as their main suspect, but as they approached his apartment, mob henchmen were already on the scene with one of them torturing an as-yet unidentified male in Bricklington's bathroom. After an extended firefight, the Cadets managed to incapacitate the henchmen but now they have several wounded perps to question...

Q&A

Date: Saturday, April 11 2099, 0937 hours.

The henchman in the bathroom down, Cadet Simmons holstered his Lawgiver before realising something didn't feel right...he looked down and discovered he had four bullet holes in his abdomen.

"Drokk," he remarked, staggering backwards until he backed into a wall. With a slight moan, he slid down the wall leaving a trail of blood in his wake. Brody's eyes widened and he rushed to his fellow Cadet's side to tend to his wounds. Click hurried to join them. There were three other bodies lying in the apartment.

"Brody!" Click said. "What are you doing?"

"I'm cauterising the detached synaptic artery," Brody snapped. "Does that make it any clearer for you?"

"Not really, no." 

"Then leave it to the gal who did the Trauma First Aid course at the Academy. If you'd call for a Med-Wagon, a Meat Wagon and a Pat Wagon for the wounded, the dead and the soon-to-be-incarcerated, Simmons here would appreciate it."

While the three Cadets were distracted, Judge Brennan entered Bricklington's bedroom and started rifling through the closets. He found nothing of interest until he opened a drawer, inside which was a black cushion upon which a few small small gems were scattered. Brennan pursed his lips and blew a silent whistle.

Cadet Weaver, meanwhile, went straight to the bathroom where he saw the brutalised man in the bath and beside him the perp responsible. He grabbed the perp and lifted him up above him.

"Who are you?" Weaver asked.

"Spug you Judge," the thug replied, laughing and spitting blood upon Weaver's visor.

"Wrong answer," Weaver replied, readjusting his grip, one of his hands now partially supporting the weight of the man by lifting him close to an entry wound.

"I said... SPUG... YOU Judge!" the perp screamed.

Suddenly Brennan stormed through the apartment, roaring as he did so.

"Drokking rookies! That creep is stonewallin' you! That munce they teach you at the Academy don't float out here in the Big Meg! Bring that creep here!"


Judge Brennan
Brennan went to the lounge and shot out the plastiglass window. A gust of wind blew through the apartment. Weaver brought the perp as instructed. Brody tried to ignore the commotion as she tended to the now unconscious Simmons but Click stared at his fellow Judges with alarm.

"You're muckin' with a J here, punk," Brennan shouted. "I want answers now! You spill your guts to me or you'll spill 'em all over the tween-block plaza, I gruddamn promise you that!"

As Weaver stood close to the opening, the perp started down to the street one hundred and fifty seven levels below. Sensations of vertigo overwhelming him, he began to shake and weep. 

"Who's laughing now, motherspugger?" Weaver whispered in the blubbering man's ear.

Brennan visibly relaxed and indicated to Weaver to set the perp out on the sofa. Taking out a stick of munce gum and popping it in his mouth, Brennan sat himself down in a chair opposite the perp. 

"And that's the Mega-City One way," he grunts to the rookies.

Weaver stood over the perp to intimidate him but it wasn't necessary; through blubbering tears, the thug explained that he was one of Vito O'Brien's henchmen. A known mobster, O'Brien had heard that Bricklington had stolen something of considerable value and was trying to sell it for a fat profit. O'Brien decided he would take the items of value for himself so sent his boys down to kill Bricklington and his small group of associates. The henchman succeeded in dispatching Bricklington's gang but Bricklington himself had escaped in a jet pack. The henchmen were trying to find out where Bricklington was headed when the Judges arrived.

"And what did you find out from the creep in the bathroom?" Weaver pressed.

"Bricklington had arranged a meeting with some big shot from Munce King at the Movie Special Effects Museum. O'Brien and a few of the boys are headed over there now."

"O'Brien's a suspected people trafficker," Click interjected. "Would be good to know where his base of operations is."

"Downtown, at the docks," the perp replied. "O'Brien's Synthi-Olive Oil Company."

"Let's get to the museum," Weaver said, already headed for the door.

"What about the mess here?" Brody asked.

"I got it," Simmons rasped, his eyes flicking open suddenly. "You get Bricklington and this O'Brien creep. I'll babysit this lot till the Med-Teams arrive."

"I've patched you up as best as I can with a simple medkit," Brody nodded to Simmons. "But no heroics until backup gets here!"

"Go get 'em," Simmons grimaced.


Fight at the Museum 

Sirens blazing, Brennan and the Cadets roared across town on their Lawmasters. On their short journey, they pulled up Citizen's Files from MAC (Macro Analysis Computer) - Justice Department's central computer system - on Bricklington and Vito O'Brien. 

As they drove past the Nu Face Clinic on the approach to the Museum, Click and Brody peeled off to head in through the rear entrance to the museum, while Brennan and Weaver pulled up at the front. All four switched to helmet radio communications and entered the building, approaching the main gallery from opposite directions.

The main gallery was a huge space with a high vaulted ceiling absolutely rammed full of movie memorabilia. In the display cases were costumes and props from films across the centuries but the centrepiece was undoubtedly the thirty foot robot Krong who had featured in classics such as 'King Krong', 'Krong Lives' and 'Hey Dude, I Know Who King Krong Ate Last Summer'. Resting on its forearms, it was an impressive and highly intimidating presence in the museum. The tourists loved it, and, as usual, the place was busy with visitors. 

"I gotta visual on Bricklington," Brody whispered as he moved in to the main atrium, Click by his side. 


Mick Bricklington
Spotting the Cadets, Bricklington spun around to make his way out of the museum but saw Brennan and Weaver approaching from the other side. Two corporate types in suits, a male and female, backed away from Bricklington while other visitors in the museum froze as they realised a group of Judges were in their midst.

"Get down," Weaver hollered.

Several things happened at once; Bricklington went for his gun, most of the visitors dived to the floor, but several others started running for the exits. Brennan ran off in pursuit of the two corporates who were striding swiftly towards a side exit while Weaver, Brody and Click attempted to stop citizens fleeing the scene.

Just as they positioned themselves to take a potshot at Bricklington, the whirring of cogs and gears alerted Brody and Click to the fact that the Krong exhibit was suddenly coming to life! Spotting a perp behind one of the display cabinets with a device in his hands, the two opened fire as Krong stood up and raised his mighty fists! Click screamed as the robot's full might slammed down upon him!


King Kong (2005) image copyright Wingnut Films / Universal Pictures

Vito O'Brien and his bodyguards had landed on top of the Museum in a hover car and were making their way down the main stairwell when they saw the mayhem that was unravelling before their eyes. Unseen by the team, the mobsters barely broke stride as they made an about turn to return to the hover car and flee the scene.

Using terrified visitors as cover, Bricklington sprinted out of the museum for his speedster. As he climbed in to the vehicle, Weaver exited the museum and drew a bead on the fleeing perp.

"Hi-ex," Weaver snarled as he pulled the trigger on his Lawgiver.

The round struck the vehicle and exploded, enveloping the vehicle in flame. Weaver strode over to the burning car, smashed out the passenger window and pulled Bricklington from the burning fuselage. Bricklington began weeping as Weaver dragged him to safety and slapped the cuffs on him.

Back inside, Click lay on the ground, his shoulder bone shattered by Krong's strike. Once again the robot raised both its fists above its head, this time readying to deliver the coup de grace. Click squeezed off a round to shoot the perp controlling the robot. The man cried out and as he fell, he struck the controller! Krong suddenly staggered away from Click and lurched off-balance. The perp with the controller screamed as a failing fist slammed down upon him and reduced him to a red smear across the floor!

The shootout over, Brennan and the Cadets called in the cleanup squads and began questioning and sentencing the perps. Several of the citizens who ran rather than follow Weaver's instructions to hit the floor were given warnings but released. 

They discovered that the two corporate types were Zak Tellerburn, a high-ranking executive from Munce King, and his bodyguard, who simply referred to herself as 'The Ronin'. Birdie Lie Detectors confirmed their story that they were led to believe that Bricklington was an entrepreneur wanting to sell them their own product. Much to Weaver's frustration, the Ronin had a permit for the sword that she carried. Weaver then insisted, contrary to Brennan's misgivings that Munce King's legal team would have the case thrown out, that they be sent to the Iso-Cubes for failing to follow his orders.


Zak Tellerburn
The Ronin















Bricklington admitted that he had stolen the Numunce after he had been employed as a taster by Flavulike and had heard lab technicians boasting the the new product would make Flavulike a fortune. Bricklington had been fearful that the Munce King executives would take his stolen samples by force so had arranged to meet them in the public museum for his own protection - and because his friend Kevin O'Neill worked there and could operate the Krong exhibit if the executives pulled any 'funny business'.

The only unfinished matter was Vito O'Brien but with Click needing medical attention and Simmons already getting treatment at the Sector House, the team felt they were in no fit state to hit O'Brien's lair at the docks. Brennan contacted another Senior Judge who explained that his rookies would take the call. 

Click was fitted with bracing around his shoulder as he was determined to soldier on through the final assessment but this, and the questioning of the perps and citizens, meant that the group were delayed for some hours. 

"Let's grab a hottie," Brennan suggested eventually. 

Just as they jumped back on to their Lawmasters, a citizen waved to them from his car.

"Hi Judges! Weather Control's working fine, huh? Gonna be a great day!"

"Move along citizen," Brody replied dispassionately. 

Unknown to the Judges, this was the wanted murderer Ted Levine! He had just had a face change at the Nu Face Clinic but they had he could have been identified has they checked his voice prints on their Lawmaster computer! They let him slip through their fingers!
Ted Levine image copyright Rebellion 2000AD Ltd

Hottie House Seven

Brennan took them to Eddie Seven's Hottie House just off Charlize Theron Skedway. Brennan advised them that part of administering the law is to show compassion in some instances. He explained that the owner of the Hottie House, Eddie, was suffering from post-traumatic stress from the Atomic Wars. 

As they ordered their food, they heard Eddie on the phone making frequent use of the illegal term "spug" (rather than the legal expletive 'drokk') but accepted Brennan's guidance not to sentence the hotterie owner. Eddie explained that he has been getting crank calls designed to make a fool of him - the prank caller had previously had him ask customers if there was a 'Hugh Jazz', 'Tiny Schlong' or 'P.Nesshead' in the restaurant. Brody contacted Central to ask Tek Division to look into the crank calls but the response seemed doubtful that Tek Divison would want to put resources into such a minor, albeit annoying, crime.

Eddie Seven

As they finished their hotties, another message crackled through on their Lawmaster radios.

"Incident: Multiple shooters engaged in gunfight with Cadets at O'Brien's Synthi-Olive Oil Co. Perp in exo-suit at large along with numerous henchmen. Cadet Altman's team in attendance under the supervision of Senior Judge Smith."

"Incident: Ambulance under attack on Fiona Bruce Mega-Way. Immediate assistance required."

Realising that the latter location was nearby, the Cadets took the call and roared off to pursue the perps...

To be continued...

NEXT PROG: MATT DAMON'S DANCING GIRLS!

Session Supplementary

Another good session! Combat worked a little quicker this time around as we are getting used to the combat system although it's still the case that a lot of hits are required to take down enemies. Things will improve as the PCs progress but it will take some time before they can allocate decent numbers of dice into the damage pool rolls. 

Click did make a great roll when he fired at Kevin O'Neill, so while his accurate shot meant that Krong was dealt with relatively easily, it didn't feel too gamey. In fact, Click was facing near certain death with the next attack from Krong so it was something of a relief for me that he got such a good roll! 

Brody is proving invaluable to the team for patching them up after punishing combats and, as someone who has some compassion for fellow Judges and the citizens, provides a nice counter-point to Weaver.

Speaking of whom, you'll have noticed that Weaver has been engaging in activities which are illegal. None of these activities were witnessed by his fellow Cadets or by Brennan. The PC involved is aware that his character is breaking the law but sees Weaver as a bully who wants to be both feared and respected. He is walking a tightrope with this as discovery could result in Weaver being sent to Titan! 

More next week!


Updated Sector 1 Map


1) Grand Hall of justice
2) Statue of Judgement
4) Movie Special Effects Museum
5) Nu Face Clinic
6) Flavulike Research Facility
7) Eddie Seven's Hottie House
8) Dan's Van Hire
9) Mike Pence Block
10) O'Brien's Synthi-Olive Oil Co







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