The second mission of the Amfast Campaign, where our Stormcast were ambushed
by Chaos troops led by the Sergeant who escaped us in the first game.
First, we spent some of the Glory Points we earned in game one. This is
the list of available upgrades I concocted for the campaign, using the Planet 28
core rulebook:
- Blessed by the God King (When making a skill roll this character may roll 2D10 and keep the Lowest score.) +30GP
- Bulwark (Enemies receive no bonus when charging this character. ) +10GP
- Inspiring zeal (A single friendly character within line of sight receives +1D10 to their skills during their next turn, distributed as you like. Once per game.) +15GP
- Radiant aura (This character projects a radiant aura - enemy characters receive +1 damage for each turn they spend in base contact with this character. ) +15GP
- Fear (This character inspires terror in all who see them - enemy characters wishing to charge them must first make a break test.) +15GP
- Heal (This character may heal 1D6 hit points to any character in base contact. ) +20GP
- Throw (This character may throw any character in base contact 1D12 cm in a direction of their choosing. Characters thrown off of ledges must take fall damage. ) +15GP
- Arcana (This character has access to a range of magical or psychic powers. ) +30GP
- Explosive Bolts (Characters within 5cm of any character hit by this weapon take D6 damage. ) +20GP
- Antimaterial Bolts (When hit by this weapon, target characters armour is reduced by one D for the rest of the game. ) +30GP
- Knock back Bolts (Targets hit by this weapon are thrown backwards 1D12cm. ) +20GP
- Sniper (This character may re-roll any failed skill rolls when shooting. )+20GP
- Gunslinger (This character may make shoot actions when locked in combat.)+20GP
- Celestial Silver Armour (2D10+5. +1 Agility. +5 HP. ) +50GP
- Spiked Armour (Whenever an enemy makes a successful melee attack against this character they take D4 damage.) +25GP
- Reinforced Armour (This character may make an additional 1D4 armour roll whenever they take damage. ) +8GP
- Winged Greaves (This character receives +1D6 to their movement speed.) +6GP
Loriana expended 8 of her 19 GP to procure Reinforced Armour. Gordon
spent his entire 20GP to receive the Gunslinger upgrade.
SETUP
After they
captured a Chaos camp in Mission 1, Loriana and Gordon go out to inspect the
neighbourhood. While they are creeping through the ruined city streets, they are
surprised by a group of Chaos soldiers.
The mission
is to retreat back where we came from (cross the table edge way behind our
characters’ backs). We are surrounded by three Chaos Infantrymen who shoot at
us with rifles, their Sergeant, and a pair of Pikemen who cut off our escape
route.
We played
on a 2'x4' board, using my collection of plastic ruins terrain.
Once again,
we used the Planet 28 rules system. Now that
we’ve played it a bit more we have a better understanding of the system. We
noticed that we made a few design mistakes in creating some of our enemies,
which we will make sure to correct for future games. Nic released solo &
co-op rules for the system (Planet 28: Death on the Periphery), but they landed
after we played this game. We will definitely take a look at the new rules before
the next one, though.
THE GAME
Gordon and
Loriana started the game surrounded. We were confident enough in our firepower
and armour, so we elected not to start retreating right away. The Sergeant who
escaped us was right in front of us, shouting taunts and curses. And shooting lead.
We were happy to be reunited with an old friend, and proceeded to greet him
back. Gordon quickly scored the kill.
The Pikemen
revealed themselves, blocking our fastest escape route and slowly advancing
with their pikes ready. We exchanged shots with the Infantrymen, taking out one
each and making the third one flee in terror.
The Pikemen
proved much tougher to take out due to their strong armour. Loriana took a fine
amount of damage from their pikes, so much she used up her Healing Potion, and eventually
decided to withdraw. Gordon was on top of a building at the time, trying to
shoot them from there as they pursued Loriana in her retreat.
She managed
to get away, and Gordon stayed concealed until the Pikemen left the scene. Then
he withdrew back to the camp as well.
AFTERMATH
In this
battle Loriana earned 9 GP from successful hits and 5GP for her one kill. This
means her GP total is now 25. Gordon earned 10 GP from shots and 10 from taking
out an Infantryman and the Sergeant. He is once again at 20GP. Since we retreated
from the battlefield and didn’t loot the single treasure chest that was on the board,
we earned 0 GP from securing treasure. Neither one of us was taken out this
game (though we were worried for Loriana at a point), so there is no loss of
Glory.
*
Now for a
bit of audience participation. We’ve settled in the city, showed we are not to
be trifled with. It’s time to begin purging Amfast from the corrupting influence
of Uras. We have two options for our next mission, and you can help us decide
which one we will do. If you will direct your gaze to our campaign map:
There are
two locations we can visit next: the Well and the Docks. The Amfast water supply
has been corrupted by Uras. We can go inspect the main well to see what is
happening there and try to fix it. Or, we can go to the Docks to destroy the
shipment of weaponry that has arrived to the city to equip the growing Chaos
army. Which one would you like to see next? The Well or the Docks? Give us your
vote in the comments. I will keep it open until Friday. Then I will start
working on the special terrain features required for the location with more
votes, so we can play the mission.
The
campaign map was created by splicing together a number of old woodcuts I
downloaded from Wikimedia Commons. It was all printed out, and the paper was aged
with coffee. Then we put wax seals on it for extra pizzazz.