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Author Topic: Bulldog’s Egyptian Escapade  (Read 8500 times)

Offline pbjunky1

  • Scientist
  • Posts: 220
Bulldog’s Egyptian Escapade
« on: September 06, 2015, 10:35:19 PM »
Background.
Egypt  1930. Sir Maurice Peasgood, noted antiquarian and archaeologist has disappeared whilst leading  an expedition in Southern Egypt. His daughter Lady Prudence  Peasgood received a telegram before his disappearance stating whilst digging at the palace complex of Pharoh Rubba Titi he had discovered exciting  evidence of a powerful priest of the dynasty, Amon TuYu and his temple somewhere in the  southern desert. This was as yet unexplored and reputed to hold key  artefacts of great power.   He abandoned his current dig and moved  south to locate the  temple.
After hearing nothing further for over 3 months Lady Pru  became increasingly worried eventually packing her bags and setting off for Egypt in an ill advised attempt to locate her father.
 Once in Cario her enquiries  indicated her father’s expedition had stopped off at the desert town of Shu’ Waddi Waddi.  She took a passage on a ferry service down the Nile  to the town. On arrival she booked into the inaptly named Grand Vista  Hotel and valiantly began to seek clues to where next her father’s doomed expedition had travelled. Whilst attempting her search for contacts an oppressive atmosphere seemed to settle on the  fading  former trade town. It was as though she was being watched at every turn, every low mud brick building seemed to take on an air of hostility. Becoming increasing overtaken  by a  sensation of panic, doom and foreboding   she sent a telegram to a friend in blighty detailing her plight. Besides herself her friend   knew just who to call on for help at this critical time. Ex-soldier , adventurer and Man of the Empire, Hugh’ Bulldog’ Crummond, if anyone could help Lady Pru & Sir Maurice it was Bulldog.
The game will involve three leagues:

Bulldogs Intrepid Chums
Hugh ‘Bulldog’ Crummond is a former captain in the Kings Own Rutland Rifles he has seen service in the cause of The Empire in many far flung parts of the globe, is a man of action and decent chap.
On hearing of Sir Maurice and Lady Pru’s  predicament   Bulldog pulled together some trusted   chums and  vowed to help. With his coterie in place Bulldog  arrived in Cario and then set off for Shu’ Waddi Waddi to first of all offer protection to  Lady Pru  and then help her find her father.

Sonderkommando Geologie(SG)
Herr Piess is a favourite of the new regimen and long time member of the secret society, Ordo Templi Terroris (OTT) which contained several of the new regimen hierarchy. Publicly he is an archaeologist with  an  unhealthy interest in ‘unusual’ religions and has  heard of the alleged discovery of an ancient occult artefact of great power by that amateur dilettante and blundering nincompoop  Sir Maurice Peasgood. This is the sort of artefact the newly created SG has been set up to take control of in the name of the new regimen. Piess and a cadre of SG troops  have been dispatched  to recover  the artefact and wrest control of it from the British expedition. It was reported Sir Maurice had been shipping some artefacts and notes from the earlier part of his expedition  from Shu’Waddi Waddi. Searching here for clues to his whereabouts  would be a good place to start

Sect of Amon Tuyu  (SAT)
High Priestess of the SAT is the diminutive but powerful Mini-Ka-Powh. Her and her followers are  dedicated to preserving the sanctity  of the sacred temple from the army of European explorers defiling every sacred site they can find. All was well with the temple until that grasping sneak Sheik  Yahmoni, may the gods consume his soul and void it as the foulest effluent, took the British Lord’s gold and revealed the whereabouts of the temple. The sacred & powerful  amulet of the fading light has gone missing. The unrighteous explorer and his supporters have been captured but the Lord will not reveal where he has hidden the amulet. It seemed that kidnapping his daughter, newly arrived in Shu’ Waddi Waddi  would  loosen his tongue and the foolish woman was now under the observation of  SAT scouts .Also in Shu’ Waddi Waddi are some crates  being shipped by the British Lord. The artefact may even be hidden in these. Seizing the crates and Lady Pru seems a wise course of action.

At Shu’ Waddi Waddi : Under the moon of death

The town of Shu’ Waddi Waddi was set up as shown. There were  two games on the same table, the SG .v. SAT in and around the docks and Bulldog and chums .v. SAT  around the hotels, market and tearooms near the city wall. 




SAT  had the ‘Dominion’ perk , were led by Mini-Ka-Powh with side kick , Kufu Har’da, one Ally and five Followers.
As SAT were  facing two opponents simultaneously  their league was split into two but allowed a level 1, 2 and 3 scout as back up for the game so that they could field  effective opposition against their two opponents.
SAT ‘A’ team was Mini Ka-Powh  with an Ally and two Followers and a level 1 and level 2 scout. 

SAT ‘B’ team was  the league side kick  Kufu Har’da with the level 3 scout and three  Followers.

Bulldog’s league has ‘ Company of Heroes’ with two side kicks, Scot MacTavish and Amy Cleverly and an Ally, Dickie Fitt.

The SG had the ‘Greater Purpose’ perk ,  led by Herr Piess with Sturmbannfuhrer  Wilhelm Kommen as a sidekick , Obershutze  Beanz  and Helmut (Allies) and Shutzte Lottie Schmut a  Follower.


Offline pbjunky1

  • Scientist
  • Posts: 220
Re: Bulldog’s Egyptian Escapade
« Reply #1 on: September 06, 2015, 10:59:11 PM »
At Shu’ Waddi Waddi : Under the moon of death (part1)
The Sonderkommando Geologie game roughly followed the ‘At Death’s Door’ scenario  in Perilous Island. Plot points were Lord Peasgood’s crate – major point and placed as per the ‘At Death’s Door’ scenario.
Minor plot points were: A dock worker,
                                           A watchman
                                           The warehouse Ledger
                                           The messages log at the Telegram Office.
Perils were :     The river banking
                           Clambering from ship to ship
                            Clambering from ship to jetty or visa versa
                            The Warehouse Office official
                            A snake in some long grass by the river.

With the low evening  sun a fierce but  fading red ball  over the desert and a full  moon  just starting to show in the east the SG party approached the docks of Scu’ Waddi Waddi  in their motor launch.  Tying up against a large boat already moored at the docks Herr Piess issued instructions to his party.  

At the same time Mini- Ka-Powh led the SAT along the river bank at the edge of the town and into the docks.
The SAT had their sights on a docker as their nearest plot point whilst the SG clambered onto the jetty and approached their first plot point, the watchman.
Things initially appeared quite even but that soon changed!  
The docker proved a very resilient plot point resisting attempts to coerce him into revealing  what he knew about the crates whereabouts for three turns only succumbing  when Mini- Ka-Powh got her hands on him (for two rounds).

The SG  deployed   Kommen  on the watchman and one round of brutal questioning saw  him succumb. With one point in place Herr Piess  felt confident to approach the warehouse official to gain access to the ledger. It proved misplaced confidence as the official  ordered Piess away at the point of a gun produced from under the table. The third round saw Kommen join Piess. Kommen snatched aside the officials gun and once again deployed a mixture of  brusque questions and fists (not necessarily in that order) to overcome the peril and allow Herr Piess access to the office and ledger which he completed in the fifth round.

This saw the SG move two points in front  and ready to place the major plot point however right at the end of the fifth round a SAT minion dispatched to the Telegram Office managed to rifle through the log of calls gaining the SATs first point and the docker was reduced to a babbling ruin by Mini-Ka-Powh.
Whilst this was happening  during rounds three to five with numerous SAT personnel around the docks the SG Obersoldat  opened fire. It was at this stage that the SAT scouts demonstrated a bullet dodging capacity akin to Keanu Reeves in the Matrix. Despite accurate SG shooting for three rounds neither scout received a scratch.  The same could not be said for a cultist who attacked   Kommen and crumpled to the ground Down and Out after one turn of combat.



With the Major plot point placed in the Dhow at the end of the Jetty  by the SG they  moved Beanz to block any SAT access however Mini-Ka-Powh  engaged him in combat and knocked him down with her Dark Presence ability.
Before Mini-Ka Powh could  next activate and take the major plot point  Kommen moved to engage her in combat and two vicious rounds of fighting saw him gain a slight advantage.

This was all Herr Piess needed to slip past the combat jump into the dhow using a fortune card to avoid the peril and then capture the major plot point.

All in all an enjoyable, close fought game with some definite ‘characters’ emerging and the SG edging a win.
« Last Edit: September 06, 2015, 11:17:35 PM by pbjunky1 »

Offline pbjunky1

  • Scientist
  • Posts: 220
Re: Bulldog’s Egyptian Escapade
« Reply #2 on: September 06, 2015, 11:16:27 PM »

At Shu’ Waddi Waddi : Under the moon of death (part2)
Bulldog’s game followed the Trail of Clues scenario,  plot points were:
Lady Pru (Major plot point)
Hotel Reception at the Grand Vista
Notes in Lady Pru’s room
A Dutch lady tourist
A beggar

Perils were:
Any wall scaled
A badly covered sewer
The Hotel security
The official in charge of the market 

Arrriving at Shu’Waddi Waddi in the early evening  it  was clear that Lady Pru would be staying in the large though inaptly named Grand Vista  hotel. Bulldog and Amy approached  the reception to ask questions whilst Scot and Dickie moved to the centre of the town to keep an eye out.


At the same time Kufu Har’da moved with his SAT henchmen in a menacing group trying to force their way through the busy market to question a beggar who was known to frequent the area and was sure to have seen Lady Pru.
Round three saw Amy deploy some sort of femmine wiles  on the hotel security man. Bulldog was never quite sure how such dashed tactics  seemed always to work but in no time she was going through the hotel register and establishing  which was Lady Pru’s room.

In the market place however the official was having none of the SAT groups attempt to barge through the crowds and held them up for a turn only succumbing to a vicious blow from Har’da in round 4 which allowed his henchmen to reach the beggar and begin some questioning which didn’t appear to involve rolling for Finesse or Cunning.


Meanwhile Amy and Bulldog  reached Lady Pru’s room and found her notes detailing  where she was visiting that day.
The beggar proved resilient for a turn again holding up SAT and allowing  Bulldog’s Chums the advantage.
Round five saw the beggar succumb and the Dutch lady tourist was placed on the opposite side of the market  to be promptly accosted by a SAT henchman. It was clear to Dickie that the dark robed assailants were up to no good and he proceeded to demonstrate for the next three  rounds why he was the three time marksman of the year in the Kings Own Rutlands. Three SAT goons were put down one being Down & Out.


Bulldog though now knew Lady Pru was visiting the Nefertiti Tea Rooms (where else would a young lady of fine breeding be). He called out to Scot just as Lady Pru appeared on the balcony to see what the shooting was about. Scot raced to the tea rooms  calling out to Lady Pru  in an attempt to alert her to their presence and so win the game. Unfortunately Lady Pru didn’t understand the thick Glaswegian accent and recoiled in horror at the sight of a hulking man with an oddly fitting hat and large red beard  limping towards her.
At the same time a SAT henchman attempted to vault the wall to reach Lady Pru  unfortunately falling face first in the gravel as he tripped.


With Dickie engaged in a shoot out and Bulldog and Amy too far away to help it was left to Scot to face three SAT goons  for the next two turns. It proved an uneven match and Scot with his hardened Veteran and Brute skills dispatched all three before making another attempt to convince Lady Pru that he was there to help her. Fortunately  the fight had made it clear whose side he was on and she joined him to allow Bulldog’s chums a 3:2 victory.


Again another enjoyable, close game with the narrow victory to Bulldog.
As well as the three reward cards Bulldog gains Lady Pru as backup. This isn’t quite the advantage  it seems  however as she may be a liability with her ‘swoon’  ability, Amy isn’t impressed  by her new female compatriot. Lady Pru’s stat line is:

Lady Prudence Peasgood
Debutant of the year in ’29. Not really up to this overseas adventure lark but insisted on looking for her father, inclined to come over faint.

Lady Prudence Peasgood
   Health   Brawl   Shooting   Dodge   Might   Finesse   Cunning
   D6   D6   D6   D6   D6   D6   D6

Swoon: On facing a peril or being in anyway involved in a plot point situation roll a D6, on a 1 she faints and carries out no further action, she may be captured without resistance whilst fainted. She recovers her senses after one turn unconsciousness. She only faints up to once per game. If she is facing a terror she faints on a 1 or 2. Under no circumstances can any of Bulldog’s league allow her to be captured by an enemy.

The two models were available to allow for Lady Pru being rescued by Bulldog or captured by SAT

Offline Bryanbowdell

  • Scientist
  • Posts: 268
Re: Bulldog’s Egyptian Escapade
« Reply #3 on: September 06, 2015, 11:34:13 PM »
A thoroughly enjoyable game, and another good write up Pete.

The board was excellent!

Offline marianas_gamer

  • Scatterbrained Genius
  • Posts: 3908
  • Our Man on Guam Watchman in the East
Re: Bulldog’s Egyptian Escapade
« Reply #4 on: September 07, 2015, 12:25:12 AM »
Great, just great  :-* :-* :-*
LB
Got to kick at the darkness till it bleeds daylight.

Offline FramFramson

  • Elder God
  • Posts: 10698
  • But maybe everything that dies, someday comes back
Re: Bulldog’s Egyptian Escapade
« Reply #5 on: September 07, 2015, 01:50:14 AM »
Cool and elaborate. Wonderful to see all the leagues and great AAR!


I joined my gun with pirate swords, and sailed the seas of cyberspace.

Offline Hitman

  • Scatterbrained Genius
  • Posts: 2087
Re: Bulldog’s Egyptian Escapade
« Reply #6 on: September 07, 2015, 03:20:34 AM »
I quite enjoyed your AAR. Thank you for taking the time to write it up and post it.
Regards,
Hitman
 8)
Victory is guaranteed to the last man standing, but always remember those whom you stepped on to get there!!

Offline Eric the Shed

  • Galactic Brain
  • Posts: 4200
    • The Shed Wars Experience
Re: Bulldog’s Egyptian Escapade
« Reply #7 on: September 07, 2015, 07:02:51 AM »
Great story and pictures... Thank you

Offline has.been

  • Galactic Brain
  • Posts: 8308
Re: Bulldog’s Egyptian Escapade
« Reply #8 on: September 07, 2015, 07:25:25 AM »
Thanks for sharing. This kind of thing (pictures & write up) encourage my own efforts.

Gabbi

  • Guest
Re: Bulldog’s Egyptian Escapade
« Reply #9 on: September 07, 2015, 11:25:11 AM »
Wow, nice minis and terrain.

Offline Ste long 1971

  • Bookworm
  • Posts: 99
  • Time for tiffing chaps
Re: Bulldog’s Egyptian Escapade
« Reply #10 on: September 07, 2015, 01:00:21 PM »
Another great game Pete, at this rate you might convert me into a wargameryet  lol

Offline blacksoilbill

  • Mastermind
  • Posts: 1494
Re: Bulldog’s Egyptian Escapade
« Reply #11 on: September 07, 2015, 03:36:32 PM »
What a great set up. Looks like it would be a lot of fun to play on. It's certainly pleasing to the eye!

Offline pbjunky1

  • Scientist
  • Posts: 220
Re: Bulldog’s Egyptian Escapade
« Reply #12 on: September 12, 2015, 05:19:39 PM »
Round two saw the SG and Bulldog and chums set off across the desert towards the oasis of El Khazi (though by different routes) both having  discovered from round 1 that this  was the last known location of the camp of Sir Maurice Peasgood. The SAT followed in pursuit of  both .
Two separate games were played, SAT .v. SG & SAT .v. Bulldog & chums. They were both basically SAT raids on the camps of the respective leagues though  the SG game was based  on ‘Smash & Grab’
whilst Bulldogs game was based on “Death Trap”.

As in round 1 because they were gaming two games simultaneously the SAT had  backup for the games from a  level 1, 2 & 3 scout. They used their backup points from round 1 to hire a level 1 character.

They deployed the Level 3 scout, Mustafa Fag as the leader in their game with the SG. He was accompanied by the level 2 scout, the league ally and three followers.
The SG had the same personnel as in round 1 and saved up their round 1 resource earnings for future rounds.

Carnage at the Kuh-cumba camel stop
Major plot point (centre of the camp ) was the SG notes and maps.
Minor plot points: The truck, the car, the victuals and the luggage.
Perils were: Any running pre-dawn (first two turns) on the hillside or in the camp.
                      The goats (a clear tripping hazard)
                       A snake in a random tent (extreme peril)
                       Any climbing of walls, clambering over vehicles etc.
The SAT were aiming to capture some part of the luggage, victuals and maps but to damage the truck and car so stranding the SG. As  it wasn’t that easy to put a vehicle out of action it needed three successful challenges to achieve this. If only one or two were achieved then the vehicle was damaged but repairable.

On the third evening of their journey the SG have camped for the night at the deserted camel caravan stop over of Kuh-cumba.  Little do they know that as the dawn starts to break on the fourth day of their journey a SAT force gathers in the surrounding hills preparing to launch an attack.

Mustafa Fag squinted into the pre-dawn half light , eyes scanning the camp of the white-devils. Noting the sentries placement and likely targets for attack he hawked up some phlegm and spat it on to the arid, desert floor before  gesturing to his force to commence the attack. The goat herder wandering into the camp would cause additional confusion, the gods were indeed smiling on them.

The camp



The goat herder wandering into the camp, the goat herder wandered  in a random direction  D6 “ until fighting occurred at which point when he moved D6”  away from it.



The SAT ignored the peril of pre-dawn running down the hillside and in the camp and launched themselves furiously at the SG camp. Though perils were played  on them the SAT  laughed these off rolling +4 on each occasion  (regardless of die type used). This apparent stretching of the laws of averages was to be a feature of the game  as the dice gods not only smiled on SAT but appeared to draw them  up an easy chair, plumped up a cushion for them  and invited them to sit at their right hand side for the duration of the game!     

Anyway back to the game, the SAT split their forces attacking as many plot points as they could as quickly as they could. The SG were clearly off guard and before they could effectively respond the truck had received some damage and the luggage and victuals were looted and all this by round 3.
The luggage tent  proved to have the snake in it,  but the level 1 scout, passed a peril played on him by the SG, passed  the snake peril and took the plot point  over a two round period!



 Herr Piess staggers from his rough billet, dreams of glorious fanfares on his successful return to the Fatherland  rudely interrupted  to   survey the carnage occurring within his camp



As the SAT personnel penetrated further into the camp by round 4, Meni Khuts the SAT ally reached the tent with the notes in, overcame a peril played by SG, the tripping hazard of the goats and took the plot point. Things were going from bad to worse for the SG.



Up to this point the SG personnel had shot at their enemy but any hits caused and been dodged with ninja like skill by the SAT. Things were about to change however, seeing the ineffectiveness of the shooting,  Sturmbahnfurher  Kommen charged Meni Khuts who had looted the maps and throwing a table at him knocked him to the ground. Suffering several  unanswered hits the SAT ally unsurprisingly  failed his health check and lay motionless just in time for Herr Piess  to reach him and  relieve  the helpless adversary of the newly acquired major  plot point.



Kommen  then went on to  put down the SAT follower attacking the car



but with other combats going against them the SG were in increasing trouble, the truck  was in flames and the car also, Kommen having  left it to try and wrest the luggage plot point from the level two scout and the SG finished the game with two down and out (Obersoldat Beanz and Helmut) and only controlling the major plot point.



Rounding up we rolled  on the post game tables  for the contents of the luggage and victuals looted, there being a possible knock on into future games .  The SAT had taken several water bottles as well as destroying the truck and  car. This will translate into the SG rolling on two D types less for initiative then their opponents in the next  game (and looking to hijack some passing camels to continue their journey).
The luggage however turned out to be a pair of Herr Piess’s leather gloves, a spare suit, a  party flag and handbook (it could have been ammo, medical supplies etc) so no practical loss with these for the SG except that Herr Piess  will look a little more shabby  when returning with his prize (if indeed he manages to  win it).

Offline Bryanbowdell

  • Scientist
  • Posts: 268
Re: Bulldog’s Egyptian Escapade
« Reply #13 on: September 12, 2015, 07:46:21 PM »
The dice gods were definitely against me, only the well applied use of force and guile by KOMMEN and PIESS saved me from complete disgrace!!!

 

Offline pbjunky1

  • Scientist
  • Posts: 220
Re: Bulldog’s Egyptian Escapade
« Reply #14 on: September 12, 2015, 09:03:48 PM »
Unguarded moment at El Muddi  oasis.
Here’s the second game of round 2, as noted Round two saw the SG and Bulldog and chums set off across the desert towards the oasis of El Khazi by different routes both being trailed by SAT .
 Bulldogs game was based on “Death Trap”and involved a raid on Bulldogs camp by the SAT forces.

As in round 1 because they were gaming two games simultaneously the SAT had  backup for the games from a  level 1, 2 & 3 scout. They used their backup points from round 1 to hire a level 1 character.

Against Bulldog the SAT were led by Mini-Ka-Powh  with side kick, Kufu’ Harda the level 1 backup and  four followers. Bulldog and chums were as in round one though had Lady Pru as backup (with her somewhat dubious swoon ability). They  saved up their round 1 resource earnings for future rounds.
Bulldog and Lady Pru are separated from the rest of their group and facing  SAT cultists.
The Major plot point is Lady Pru but she is being closely guarded by Bulldog.
 Minor plot points: Damaging the car, damaging the truck, looting the supplies, looting the luggage
  Bulldog’s chums have to prevent damage and looting and of course rescue Bulldog and Lady Pru.
Perils:       Running anywhere on the  hill or camp pre-dawn (first two turns)
                  Being in the ruined building (extreme)
                  A snake in a random tent
                  Being on the oasis banks (treacherous mud).


On the third day of their journey to El Khazi, as the first light of dawn  cast across their small encampment , Bulldog , who had the last watch of the night, heard  a footfall on the stony floor somewhere behind him. Peering through the  half light he spoted Lady Pru slipping out of the camp  towards a ruined building on a slight rise.  Cursing under his breath he dashed after her catching  up   just as she reached the ruin. “ Pru what in the blue blazes are you doing leaving the camp” he demand. “I’m sorry I disturbed you  Hugh, I just wanted to see the sun rise over the desert”.  She moved over to Bulldog  standing close to him, he noticed her body quivering slightly. “Here, you are cold, take my jacket” he offered. “no its not that” she replied “Its pater , I’m so worried “she shuddered and let out a slight sob. Bulldog held her soft body closer to him instinctively offering comfort. “Oh Hugh I feel so safe when I’m close to you” she arched her neck slightly raising her lips towards his mouth, eyes imploringly searching Bulldogs rugged features.  Bulldog felt a hot clammy sensation on his  skin “Prudence  this isn’t the time or place and you’re not in the state....” He broke off mid sentence whirling round as he became aware they were not alone on the rise. In the clearing shadows he made out several cowled crouching  figures moving  towards them.  Bulldog drew his trusted Webley  service revolver“ Dash it all Pru, we’re in a spot of bother now......”

               
The camp was awakened by Lady Pru’s shrill scream as the SAT closed in on her & Bulldog. To make a quick capture of the major plot point Mini –Ka –Powh along with side kick  Kufu’ Harda  moved to tackle Bulldog. Kufu charged in first and because of the short range Bulldog couldn’t defensive fire however the ensuing melee saw him use the butt of his Webley to good effect on Kufu who crumpled  to the floor unconscious (and was subsequently down and out). The level one SAT  characters had circled around the hill and were moving to the camp to try and take the minor plot points or at least prevent Bulldogs chums intervening to rescue him. They had however reckoned without the eagle-eyed prowess of Dickie. Taking careful aim he dropped the nearest SAT adversary who again failed a health and recovery check and was down and out.


Undeterred Mini squared up to Bulldog and let leash her Mind Blast ability. Lady Pru screamed and fell backwards down the slope but years of hard campaigning meant the psychic blast had no effect on Bulldog (nor Amy or Scot who were also in the blast radius). Bulldog calmly levelled his revolver and shot Mini who fell to the ground.
 

In round 4 Bulldog charged at the recovered Mini who chose to dodge away rather than face a brawl.  Meanwhile Scot was pummelling  a SAT follower, Dickie  continued his expert shooting and Amy ran back to the car and showed the SAT scout she wasn’t just a pretty face by punching him repeatedly in his.


Bulldog had to go to the aid of Lady Pru who was only slowly recovering her senses at the bottom of the hill. This gave Mini the chance to get into the camp and try and loot the luggage. A well aimed shot from Dickie put paid to that plan  but in the next round  with her followers occupying Scot, Dickie & Amy by being repeatedly shot, punched and kicked by them  she managed to permanently disable the  car (with some help from the scout who’d eventually managed to get away from the repeated battering he was receiving from Amy).


With that the game ended. One minor plot point to SAT  the major plot point and three minor points to Bulldog and Chums however due to the damaged car Bulldog will roll for initiative 1 dice type down at the start of the next game.



 

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