The last time I posted here, I got to talking about how I was going about running/playing a solo game of (One Page Rules) StarQuest – but with a few changes so that I could have just the one hero (accompanied by a bunch of retainers) exploring a dungeon-like environment.
So, for the sake of completeness, I’ll post a link to that entry HERE, and I’ll also re-post the photo of the table set up:
Though something I forgot to mention last time was the fact that on smaller boards, OPR recommend that you half all the distances (movement, weapon range, etc.) - however I feel that really slows things down too much.
As such, I thought that maybe reducing everything to three quarters might be a better way to go… though that does mean a bit of extra maths. However, to simplify that, I thought I could still use all the listed ranges in the rules as written – but instead, make a little ruler that was reduced to three quarters size.
So here it is pictured next to a regular ruler…
...and, I have to say, it worked rather well :)
Anyway, now that I’ve got all that out of the way… let’s get to the mission itself.
BACKGROUND
As mentioned previously, all of these games are being set in a little homebrew corner of the 40k verse – with the possibility of certain outcomes influencing other games (so the result from a solo or co-op skirmish game could have ramifications in an RPG one-shot, and vice versa).
So, with that in mind, the first game that took place (a co-op game using the firefight rules more conventionally) saw an inquisitorial agent (accompanied by a captain of the local branch of enforcers) retrieve some valuable information (of Vermillion level security clearance) from an old abandoned section of the Magna Prime hive city… an area that has recently been rediscovered/reopened.
And, as has been detailed already, other miscreants and ne'er-do-wells have also been exploring the area (despite the best efforts of the Magna Prefects – the local enforcers) in the hope of retrieving valuable archeotech and the like.
Therefore, when Jops Van Jools (a low ranking family member of a Rogue Trader dynasty) appeared on the scene (as part of a scheduled visit – providing various delicacies and even a few illicit goods to the upper hive), he quickly learned of this new development within the depths of the hive – and not surprisingly, it was something that piqued his interest.
Through his contacts, he also learned that the inquisition have involved themselves (though, so far, somewhat unofficially) – but that has not perturbed him from undertaking his own investigation… as any potential secrets/artefacts of ‘the hollow’ (as it is becoming known) might well prove to be valuable… possibly to the extent of elevating his position within the family.
So it is that Jops has used his influence to gain access to a secluded section of ‘the hollow’ - one that appears to be fairly self contained... and one with a faint glimmer of power – the source of which is worthy of further investigation.
PRIMARY OBJECTIVE: RETRIEVAL (recover the power source from the quest room, and return to the entrance/exit passage)
SECONDARY OBJECTIVE: NONE
THE MISSION
Jops and his crew (a squad of three household troopers, Maximilian the cyber mastiff, and heavy weapon servitor CF-HB-1) entered the abandoned structure and immediately picked up multiple movement/lifeform signatures on their scanners. Hopefully these would be little more than rad-grubs and tox-crawlers (or other underhive pests) – but it paid to be cautious nonetheless, as it could just as easily be mutants or cultists… that is, if you gave any credence to the rumours surrounding this place.
TURN 1
CF-HB-1 was sent to keep watch over the left passage, and Maximilian the right, while the young Rogue Trader and his guards investigated the first room on their way to the power source. The ‘blip’ reading from the left proved to be a false one… as did one from the right… but the third one marked a bunch of lumbering corpses – each of their faces contorted into an unsettling rictus grin as they advanced towards the party.
TURNS 2 TO 8
Jops took one of the creatures down with a blast from his plasma pistol, though the panicked guards missed will all three of their shots.
Things then escalated quickly as Maximilian was overwhelmed by the remaining two pox-ridden walkers… and yet more mutant dead-men appeared at the group’s back (from deeper within the complex).
In the resulting battle, things went poorly for the household troops, as they were torn to ribbons while trying to hold back the initial group of monsters (to give Jops and CF-HB-1 time to deal with the newcomers).
And all of that commotion must have alerted other denizens of this portion of The Hollow… as no sooner as the undead beasts were slain, a group of foul smelling cultists (clad in tattered rags, and clutching rusty weapons) entered the room – forcing the remaining members of the expedition to turn and face them.
TURNS 9 TO 16
Luckily, these cultists were dealt with quickly, and Jops was able to search the old consoles in the room (finding some kind of discarded stim wedged behind them), while the servitor opened the door to reveal yet another glitch ‘blip’ on the scanner.
With only one distant blip on the scanner, the remaining duo made their way to their target…
...though it was no simple task to remove this ancient power cell (or whatever it was) – so CF-HB-1 was set to watch the door… while Jops did his thing (i.e. it took several rounds for me to make a successful skill test to retrieve the object).
And all the while, new blips started to appear on the scanners (i.e. this was the first time I actually rolled any ‘sixes’ at the end of each turn – to indicate ‘reinforcement blips’).
TURNS 17 TO 20
With the ‘goods’ (finally) secured, the pair started to make their way back to the entrance - breathing a sigh of relief when the next blip proved to be nothing at all…
...unlike a new reading that suddenly appeared at the end of the passage they had just traversed – as more pox-infested cultists crawled out of the drainage system (i.e. another six was rolled in the ‘reinforcement phase’ – and a blip was placed at a random dead-end).
However, since they had the prize in their possession, Jops Van Jools decided that discretion was the better part of valour… and made a beeline for the exit (lamenting the loss of his troops and the expensive cyber mastiff that would be left to rot in this emperor-forsaken pit of corruption).
AFTER ACTION REPORT
And that was about it. All things considered, I think it worked out pretty well.
There’s a few things I might change up for my next game – but I’ll discuss those more when I get to it.
In the meantime, I’ve also decided that any models that get taken out during the game cannot be used again for 1d6 missions (as repairs/purchases are made, reinforcements arrive, and so on).
As such, I cannot use my cyber mastiff model again for 2 missions, and these particular trooper models can’t be used for 4.
I can still use the same unit types if I paint more models to represent them (or paint up entirely different units) – but for the next mission only servitor CF-HB-1 will be rejoining him from this particular crew… any other units I include will have to be freshly painted models.
Hopefully, this will encourage me to assemble and paint more models – because if this particular mission is anything to go by, these extra ‘filler units' don’t last long once combat is joined.
Anyway, I hope this was an interesting bat-rep of sorts. I’m mainly ‘journaling’ them for my own benefit/reference (as is often the way with solo gaming)… but I’ll continue to share them here on the blog… along with any session recaps of any RPGs or co-op games that I play in this setting (whatever the system).
But that’s it for now… I’m off to see what models I can muster for my next game :)