I did some playtesting for this game, written by Dean of this parish ( see his Simple Space Station tiles thread below) and enjoyed it so much I'm running a campaign.
I have chosen an Emergent Campaign to will start by randomly rolling for scenarios - those I complete will dictate a planned storyline that I will then endevour to complete. It is OK to just pick a storyline you fancy or always used random rolls for your games but I want the most random narrative I can.
The game is now on Wargame Vault and I think it's well worth the price.https://www.wargamevault.com/product/531471/Call-Security?affiliate_id=4612915Call SecurityLambda Station, a permanent way station between the Lamuella and Forsign star systems had been in decline for a number of years as other trade routes opened and Forsign’s export of the mineral, Dolanthum, declined.
However, in the past two years a new, rich source of Dolanthum had been discovered and the route was busy once more, prompting governments to invest once again in Lambda. The presence of more traders and a growing economy didn’t solve the station’s woes but increased them; the criminal fraternities and larcenous individuals did not just continue but prospered and grew.
Lambda Station’s standing security could cope with day to day issues but the rise in crime and other, stranger, disturbances prompted the employment of a special team of Einherjar transferred from the, now peaceful, Upsilon Station.
Chief Agnar and his team arrived in the early cycle and had only just stowed their kit when they were called to their first incident.
Pulling together a live team he headed to a VIP Suite in the central section following reports of gunfire.
I rolled for a Passing Through scenario, set in a VIP Suite on the Station at Medium Difficulty - this gave a pool of 8 Militia adversaries with Energy Weapons and Body Armour. Medium also dictates 11 potential adversary Markers (think blips in Aliens) moving through the area at random.
Rolling for the team: the majority started with the chief at the Southern Entrance, Knut was delayed so will start at a random entry point on Turn 3 and Bodver could start wherever he saw fit once the game began.
1.
On arrival at the main gate to the area 2 armed militia types were spotted. Their intentions became obvious as they swung their rifles up towards the Chief.
Agnar rushed into the suite and loosed off a shot, hitting one man and sending him to the ground in agony. As he tried to raise his weapon again, ignoring warnings to disengage, both Bodver and Jarl fired. One shot got through the foes body armour whilst the other deflected into the wall.
Trym and Erik shot and killed the other enemy causing panic in the wounded on the floor; he staggered to his feet and fled the scene with Agnar signalling his team to let him go – there were bigger fish to fry.
Three heavily armed militia appeared from random room, causing two VIP bystanders to flee, the others hitting the deck except one young women who remained standing, rigid with fear.
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markndebs, on Flickr
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2.
Concentrated fire on the nearest foe leaves him prone with 2 wounds, as all the crew head for partial cover whilst shooting. Despite his wounds the fallen militia gets off a shot, winging Erik and causing him to fall to the ground. As the blonde with a huge rifle moves to cover, the droid fighter at the far entrance takes a long shot at Trym. Trym grunts as the round hit a gap in the body armour and he sinks to his knees.
As yet another foe enters the main VIP area another bystander heads out of the area.
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markndebs, on Flickr
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markndebs, on Flickr
3.
Chief Agnar finally kills the prone adversary, Jarl critical hits the newly appeared figure and Trym wounds another. Bodver takes a shot at the distant droid but misses as do all the adversaries returning fire.
Meanwhile two ore VIP’s leave the room, leaving just the petrified young women. In panic she runs towards the crew, undoubtedly getting in their way and blocking off lines of attack.
A tall man with a huge pink mohawk exits a room the left close to Jarl and raises his weapon with an angry glare.
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markndebs, on Flickr
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markndebs, on Flickr
4.
Jarl attempts to kill the man but his weapon misfires, prompting everyone to unload at Mohawk, despite the concentrated fire he is only wounded once and remains standing. Unfortunately the rapid fire has caused the Chief’s usually trusty pistol to lose all power. Mohawk returns fire, hits the Chief and puts him down as Erik also takes another wound. The droid, seeing Erik vulnerable, looses off but his shot bounces safely off Erik’s pitted armour.
Another adversary, the final one, exits a room and is immediately attacked by the meek bystander who causes a wound before running out to safety.
All the VIP bystanders are now safe but the team still have four heavily armed adversaries to deal with.
5.
Jarl takes a wound in Hand to Hand combat, his attacker is summarily gunned down by Knut as Erik shoots Mohawk then, wisely, heads for cover having only one wound left. Trym and Bodver try to finish Mohawk but both shots are absorbed by his armour. Mohawk heads for the exit covered by fire from the droid; the blonde foe sprints towards the Northern exit, joining the droid.
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markndebs, on Flickr
6.
Chief Agnar engages the Mohawked man in close combat and kills him as concentrated fire from the rest of the team inflict wounds on the remaining pair at the Northern end. As the blonde fires wildly the droid leaves the area, it’s systems indicating too much risk to itself.
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markndebs, on Flickr
7.
Bodver shoots and kills the blonde leaving the field clear.
Post Game.
The game ends with no team casualties, although Erik came close.
6 Reputation points earned.
2 rifles and the Chief’s pistol were checked but all were unrepairable.
Spent 5 Reputation points to replace the pistol; fortunately, for now, there are sufficient rifles to keep the team fully armed.