| We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
- Pages:
- 1
- 2
| How simple things get complicated.; A Buckaroo scav story | |
|---|---|
| Topic Started: Dec 10 2009, 12:58 PM (2,084 Views) | |
| Chrome_Cat | Dec 10 2009, 12:58 PM Post #1 |
|
Merc
![]() ![]() ![]()
|
I’ve had a couple of games of 5150 since Uni finished and i decided to post one of them. Of course the terrain isn’t finished yet, but there was enough to have a good game. The rules have been tweaked by the Chain Reaction updates and other supplements. I made up reaction charts for the factions myself and changed around weapons and armour a little. The Game starts with the Buckaroos sniffing out some scav in one of the buildings. The drivers, Wilma and Scarlet (both with green squares) and most of the gang are on the ground floor. Having found nothing they are ready go and waiting. The ‘Bitch’ and the SWAT van are parked outside with a couple of guys watching the vehicles. Billy (one with the red square around him), the most charismatic of the leaders is waiting with this lot. ![]() On the 2nd floor. Hughes (with a red square around him), the more industrious of the leaders has found some great scav, but he’s having trouble taking it from the rubble. Juan and Beef wait outside the room. Hughes wants to be alone with the scav and most likely pocket things for himself without Billy knowing. ![]() On the 3rd floor. Roscoe keeps look out with his protégé Freddy. Freddy is loving the attention and gets as many pointers on shooting as he can from Roscoe. ![]() On the 4th and top floor. Grogan keeps an extra eye peeled. Grogan has been the Gangs sniper for the past week since the Buckaroos received a swank new rifle from New Eden Enclave in trade for some scav they took off a Red Knee gang. ![]() Grogan shouts out the alarm when he sees a Wolf Pack APC roll up behind the building next to the Buckaroos. The Wolf Pack takes whatever chances they can to mess with the Buckaroos. They have been the only gang to give the Wolf Pack any trouble and have a special hatred for them. ![]() Turn 1 Buckaroos 3, Wolf Pack 4 The grunts from the Wolf Pack split into 2 squads and advance on the large building where the Buckaroos are doing their scav. The squad moving around the outside of the smaller building advances up the edge of the wall. Pvt. Argent with the Cannon and another Wolf Pack grunt sneak a peek on the large building, looking for Buckaroo sentries. Grogan is the first to see the approaching squad. He lines up a head shot then, ‘CLICK’. Grogan had forgot to load a new clip after his argument with Emilio and was out of ammo. He cursed as he fumbled for a new clip. What a pathetic shot for the first shot off the game. Roscoe swats Freddy aside when he sees the approaching Wolves. He fires on full auto at them and takes down one of the grunts. The return fire from the Pvt. Argents cannon is too much for the Buckaroos. Being Out Gunned they Duck Back and cover the other side of the building. The Ganger Jacob on the ground floor decides he wants a piece of the Wolf Pack squad also and opens fire with his assault rifle. He is torn apart by Pvt. Argents’ cannon fire though. The Wolf Pack’s APC advances on the building also. It opens fire with its .50cal and vaporises a Buckaroo. The dead man’s team mate takes cover further into the building. ![]() Hearing the shots, the Buckaroos on the ground floor leg it straight for the vehicles. As they come out the front of the building they let Hughes know they are leaving by yelling up to him. Hughes response is that he’ll catch up and that the scav was too good to miss. Everyone on the higher floors heads to the ground as well. Though Grogan, Roscoe and Freddy overcome with some misplaced sense of loyalty covers the back of the building as everyone makes their escape. Outside Emilio and Bruce keep themselves hidden as they creep up on Pvt. Argents Squad. ![]() Turn 2 Buckaroos 4, Wolf Pack 2 Juan and Beef are about to run out to the vehicles when they see the Wolf Pack APC rolling up to the back door. They dash out instead to the wrecked cars behind the building and throw AT grenades from cover. The grenades only scorch off some armour from the Tank. As it rumbles past it opens fire with its .50cal turning Beef into gobbets of flesh. Emilio severely out gunned takes cover behind a different car. Emilio outside the building stalks Pvt. Argent’s squad and pounces on one of the grunts leaving Bruce behind. In his charge Emilio cuts through one man and finds Pvt. Argent dead in the end of his blade also. Grogan gets his chance to prove himself when the other Wolf Pack Squad led by Lieutenant Dane comes out the door way of the smaller building. Grogan stuns the grunt carrying the Cannon. But the cannon wielders squaddie drops Grogan with return fire. Roscoe and Freddy fail to see the same squad and only notice it when Grogan falls out the window and they are fired on. Freddy leaves his hero Roscoe and decides to Hunker Down on the level below. ![]() But Roscoe remains and returns fire until he and the grunt can’t see each other for the dust flying. ![]() Turn 3 Buckaroos 4, Wolf Pack 6, Aryan Enclave 1 Emilio lobs another AT Grenade at the Wolf Pack APC. God loved him! The grenade rolled right under the unprotected belly and BOOM! The old M133A flips on its side and smoke spew’s out of its shell. ![]() Juan and Bruce engage the Wolf Pack squad in melee again. But Bruce is shot in the head as he charges. Juan is rifle butted to death by the remaining grunts that curse him for cutting Pvt. Argents throat. At this point the Aryan VTOL swoops in, and a small squad of Exo Armoured Grenadiers rappel to the ground. The Aryan Enclave doesn’t like anyone being in their patrol area. Lt. Ruetger leads the group of heavily armed an armoured troopers on what will most likely be a successful mission. Aryan troopers are considered the toughest enemies to face, being on par with the New Eden Gene Troopers and ‘The threat from the East”. They are shot on by Hughes while they descend. He takes 2 of them out, and Lt. Ruetger takes cover with the remaining squaddie. They are then promptly fired on by the Wolf Pack grunts in the small building. Fed up with such a bad entry to skirmish, Lt. Ruetger picks the grunt off. ![]() Turn 4 Buckaroos 5, Wolf Pack 1, Aryan Enclave 3 Emilio really doesn’t like the look of the Troopers in the Exo Armour and legs it back inside the big building. Hughes decided to leg it now also. He has his juicy scav and can always come back later. The Bitch and the SWAT van round the corner. Scarlet fires the minimum on The Bitch at the remaining Wolf Pack grunts that finished off Juan. She doesn’t hit them, but they are severely Out Gunned by the LMG and Duck Back taking cover. ![]() The Aryan Vtol drops off another small squad of troopers that shred the retreating Wolf Pack grunts with their Gauss Carbines. Roscoe gives the Aryans some gun fire also, but meets the same fate as the Wolf Pack Grunts. A.S.S. puts its A.I. to good use and manages to glance the Buckaroos SWAT van with its Gauss Cannon. Wilma the driver of the van loses control for a moment and veers into the warehouse across the street. Only the paint gets damaged though. ![]() The remaining Wolf Pack squad fire on the recently landed Enclave troopers claiming one of them. Yet the Aryans hold, showing steely nerves and kill Major. Dane and stunning the grunt using the cannon in answer to the Wolf Packs deadly shooting. Turn 5 Buckaroos 1, Wolf Pack 3, Aryan Enclave 3 Wilma makes some sharp turns to the right and points the SWAT van at the Enclaves VTOL. The Bitch and the SWAT van drench the dropship in light and heavy machine gun fire. But the A.I holds it steady and prevents any crashing. What’s left of the gangers huddle in the building not wanting to walk into the cross fire of the Aryan Troopers. ![]() The Wolf Pack and the Aryan Enclave both rolled the same for activation and do nothing except reload and Rally. Turn 6 Buckaroos 2, Wolf Pack 5, Aryan Enclave 4 One unit of Enclave Troopers fire on the Buckaroos SWAT van without any success, the other unit fires on The Bitch making it roll over in flames. Only Tosh and his shotgun make it out of the wreck After such disaster, Wilma lets rip with the .50cal on the SWAT van igniting the engines of the Aryans VTOL. A.S.S. comes smashing down into the small building the Wolf Pack squad is hiding and Lt. Reutger’s squad is covered in dust and falling masonry. ![]() Fuelled with vengeance Wilma floors accelerator and tries to run down the squad that blew up The Bitch. Two of the Troopers fling their way out of the speeding van, but Wilma slows at the back door so Hughes and Freddy can pile in. Emilio is caught off guard and the van speeds off without him. ![]() Turn 7 Buckaroos 4, Wolf Pack 4, Aryan Enclave 1 The Wolf Pack goes up the stairs of the building and fire at the Troopers from the first floor. They stun one of them, but the Aryans return fire is devastating as usual killing two of the grunts. The fire fight continues but the Troopers have to take cover due to the Wolf Packs cannon. ![]() Wilma decides to drive the SWAT van out of dodge and heads for the road. Emilio legs it to the same side of the building, his final chance to catch a ride. ![]() Turn 8 Buckaroos 4, Wolf Pack 6, Aryan Enclave 3 Wilma speeds around to the other side of the office block and Emilio gets his ticket to ride. ![]() And the Aryans move in to finish of the rest of the Wolf Pack. ![]() Epilogue. Wilma finally picks Tosh and his shotgun and the remaining (8/16) Buckaroos speed out of the area. The scav Hughes hauled was worth the risk and the casualties. The maps the New Eden executives gave the Buckaroos turned out to be very reliable. After mopping up remains of the Wolf Pack they blow up the grounded VTOL and it’s A.I. Not before they radio back to base for a ride home. The Warehouse across the street looked like a good place to hole up till then. Time between then and evac could be quite dangerous. Not even Lt. Ruetger could imagine what could happen next.... After all that i think the Batrep makes some sense. let me know if anything doesn't. |
![]() |
|
| mattblackgod | Dec 10 2009, 01:39 PM Post #2 |
|
Big Boss Warlord Dude.
![]() ![]() ![]()
|
Cool report. Lots of nice action in there. Does 5150 play well with 15mm? |
![]() |
|
| DAWGIE | Dec 11 2009, 12:29 AM Post #3 |
|
Mutant Slayer
![]() ![]() ![]()
|
GOOD SHOW! DAWGIE |
![]() |
|
| kfc v lot | Dec 11 2009, 02:50 PM Post #4 |
![]()
Sir S&Malot
![]() ![]() ![]()
|
Wow! Looks wonderfully fun! Miniatures are rather spiffingly painted as well!
|
![]() |
|
| Ross | Dec 11 2009, 10:41 PM Post #5 |
|
Wasteland Warlord
![]() ![]() ![]()
|
Top job CC! I was marveling at this yesterday and called the missus over to show her some of the pics, she has the same thought as me, the four story building is fantastic, but it needs furniture
|
![]() |
|
| Chrome_Cat | Dec 13 2009, 12:25 AM Post #6 |
|
Merc
![]() ![]() ![]()
|
@ Danny 5150 plays fine at 15mm. I had converted movement and range to centimetres but every thing was a little bit slow. So i changed movement rates and ranges into increments of 5cm. So move ment is 10cm, a pistol has a range of 15cm and so on. Easier to read those increments on the tape measure also. I love the THW stuff so i think they should work well with any scale. There are other adjustments i mentioned with weapon and power strengths and updating Reaction charts witht eh CR 3.0 material. I'm not sure anyone plays THW stuff as is. And i might make a post in the rules discussion area. @ Ross You're wife and yourself are correct. I still plan to do some piles of detritus in the rooms to express half a centry of neglect. Still nutting out how to do that. I think i'll ned at least 3 sources of briken stuff and junk. eg. matche sticks, old sprue and cut up foam core. But i will need some reconizable pieces in there such as desks, white goods and something else... @ KFC I've never had as much fun with ither systems as i have had with THW rules. Though the rules aren't well laid out i think the nature of them requires you to modify and make decisions yourself. Certainly seems to be the philosophy that Ed holds to. |
![]() |
|
| Ross | Dec 13 2009, 08:31 AM Post #7 |
|
Wasteland Warlord
![]() ![]() ![]()
|
Yeah she's not often right, and it's usually annoying when she is..... |
![]() |
|
| BRUTPAUL | Dec 13 2009, 08:33 AM Post #8 |
|
Super Mutant
![]() ![]() ![]()
|
Very nice!!! Being a 5150 player myself I can only agree. Once you get the rules mechanics into your head, many other games start getting booooring. |
![]() |
|
| Tinker | Dec 13 2009, 09:05 AM Post #9 |
|
Old School Member
![]() ![]() ![]()
|
Ross, My wife is always right! Yet, somehow I was able to survive before I married. Women are born with that gene for telling a man how right the woman is, and man was born with that gene that makes the man walk the wastes looking for the new lands... I see a pattern there I live in a house with three women, and they don't understand why I'm active at night while they're sleeping? |
![]() |
|
| DAWGIE | Dec 13 2009, 04:35 PM Post #10 |
|
Mutant Slayer
![]() ![]() ![]()
|
LOL! TINK, i have often wondered how i ever survived on my own, too! i learned way way back that in order to keep peace and harmony, SHE IS ALWAYS RIGHT! and when SHE WHO MUST BE OBEYED (SWMBO) made a command decision, that, like NEVILLE CHAMBERLAIN, i wave my papers, smile meekly and move in locked step with THE PEACE IN OUR TIME crowd, thereby avoiding MAD . . . . DAWGIE, who was and still is good at saying "yes dear", "no dear", "in a minute hon" when the chips are down and hell looms on the horizon . . . |
![]() |
|
| DAWGIE | Dec 13 2009, 04:39 PM Post #11 |
|
Mutant Slayer
![]() ![]() ![]()
|
WHAT THEY SAID ABOUT THW! plus, once a game begins (solo vs the reaction system, players against the reaction system, or player vs player) ANYTHING can and does happen! i have actually set up a table to play a 2 hour long game and reached a smashing conclusion with 15-20 minutes, with the dazed surviving leads standing around amidst the carnage and destruction, clenching smoking weapons, and mumbling "we won. . . i think . . ." DAWGIE |
![]() |
|
| Veloci | Dec 13 2009, 05:51 PM Post #12 |
|
Super Mutant
![]() ![]() ![]()
|
Very nice! Man, I wanna grab a bunch of stuff off the shelf and break off a game of 5150 now. I like the personal campaign setting. My kids are already working on building their own 5150 universe and hope to be playing soon. They are planning to use everything from Star Wars to Aliens/AVP to 40K and it looks like they are going to play as Alien. Very nice terrain. More more more. I'm just now getting a chance to go through more of this site and it so sooooo cool. Willy |
![]() |
|
| Chrome_Cat | Dec 14 2009, 03:05 AM Post #13 |
|
Merc
![]() ![]() ![]()
|
I'm glad you enjoyed it guys. And i must say THW have ruined many other systems for me, but i still try out other stuff. For the new guys, there is another 5150 batrep using the extra rules from Infestation with hit locations and my versions of Q skill. It's in 2 parts. Part 1 Part 2 |
![]() |
|
| Veloci | Dec 14 2009, 03:47 AM Post #14 |
|
Super Mutant
![]() ![]() ![]()
|
Thanks! I'm gonna have a good read when the kiddos get to bed and off my arse. Sheesh, we played the Con all weekend and today it has been 8 hours straight, I can't take any more. |
![]() |
|
| BRUTPAUL | Dec 14 2009, 09:44 PM Post #15 |
|
Super Mutant
![]() ![]() ![]()
|
Thanks for the links I feel like jumping to my gaming table and kill some mutant scum
|
![]() |
|
| DAWGIE | Dec 15 2009, 04:12 PM Post #16 |
|
Mutant Slayer
![]() ![]() ![]()
|
YES, a nice rousing game session with the victory never assured for either side until the last shots were fired! i love the cinematic feel of the THW system-each game is very much like watching a movie or tv program! DAWGIE |
![]() |
|
| Veloci | Dec 16 2009, 02:22 AM Post #17 |
|
Super Mutant
![]() ![]() ![]()
|
Thanks for the links CC, I finally got a chance to relax and enjoy them. Great stuff and it helps me envision where I need to go with the kids planned voyage into 5150. |
![]() |
|
| Vampifan | Dec 17 2009, 05:16 PM Post #18 |
|
Raider
![]() ![]() ![]()
|
Excellent battle report, Chrome_Cat. I'm a big fan of ATZ by THW and I keep thinking about getting 5150. I've heard some good reviews of it. Hey, I'm finding loads of good stuff on this forum! |
![]() |
|
| Veloci | Dec 17 2009, 05:33 PM Post #19 |
|
Super Mutant
![]() ![]() ![]()
|
I already made the jump Vamp and got the rules and they are pretty cool. There is a lot to them to pick and choose from. The kids have decided to create their own wastelands project with 5150 and they are having a lot of fun already just dreaming up the storyline. It looks like they are planning to play from the point of view of the aliens (like the movie with S Weaver) |
![]() |
|
| Chrome_Cat | Dec 17 2009, 11:52 PM Post #20 |
|
Merc
![]() ![]() ![]()
|
Thanks guys. Don't forget the expansion, Infestation. It has great RPG lite rules that are great if you are only using a few figures and you want the combats to be more complex with wounds to particular parts of the body or to bring Out of the Fight troopers back into the fight straight away, though they could end up Obviously Dead. There is also a solo advanture in Infestation using playing cards for the encounters which is just brilliant. |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| Go to Next Page | |
| « Previous Topic · P.A. Campaigns and Batreps · Next Topic » |
- Pages:
- 1
- 2





![]](http://z3.ifrm.com/static/1/pip_r.png)
























I live in a house with three women, and they don't understand why I'm active at night while they're sleeping?

7:48 PM May 22