Saturday, December 28, 2019

Just Another Bug Hunt...Full Metal Anorak


Two weeks ago, Megz and I had another visit with the Wargames Association of Metro Philadelphia (The WAMPS) and decided to test my basic concept for a bug hunt scenario, featuring Traveller's favourite Alien derivative, the Chamax Horde. Miniatures used are Denizen Ventaurans, and WoTC D&D Mad Slashers. Acid Splash and Suppression Markers were from Litko.

Miller's Crossing Farm
These wicked wee beasties have featured on my blog in the past; this time, Zhodani troops, supported by their famous Teleport Commandos, would attempt to quell the Chamax threat.

The situation at hand: A Zhodani agricultural colony has had an outbreak of Chamax, and a platoon of Zhodani regular lift infantry is sweeping a protected farm for bug contacts.

We were using the beta test of Full Metal Anorak, basically an abandoned rules set, derived from GZG's StarGrunt II. Supplementing this were element of Nordic Weasel's Bug Hunt, part of the Five Parsecs from Home rules group.


First Contact - A Questing Bug
Players take the part of the hunters, whilst the bugs are run automatically. In Bug Hunt, there are contact markers (we're using chits) and objective markers (again, chits) which I assigned random rolls once encountered. There was also a random value assigned (my own inclusion) which meant that players could compete with each other, while also working together.

I was also using the Bug tables from 5150, hence, there are a lot more bugs than you tend to have in Bug Hunt. OTOH, there are also more soldiers.


Second Contact - these chamax are more alert
Bug Hunt assigns a random set of d6 for rolling  movement and aggression. To simulate the chamax state of "questing" - where the bug is not actively attacking potential food sources, I altered the aggression level down to a d4, making it less likely the chamax would attack unless a figure got within 8" (movement range).

Once a bug was killed, however, it emitted a radio/psychic shriek, which caused all other chamax on board to increase their aggression dice by one die type. This would eventually max out at a d12.


Forming a firing line?
The Zhodani Infantry were standard line, so they were armed with 4mm Gauss Rifles. These had an impact of 2d6, vs the Chamax armour/toughness of d8. A trooper had to at least double his impact roll vs the chamax defense roll to kill it, or else there was no result (alien biology, and all that...)

As an added bonus, when a chamax is killed, it's because the acid sack behind its gullet was ruptured, causing a spray of fluoric acid and molecular debonder to shower out in a 1.5 inch radius.


The Hive is aroused...
 The first two turns were spent with the Zhos advancing cautiously toward the contact markers.  half proved to be non-contacts (random wildlife fleeing the area, puddles of digested colonists, etc.), but still worth VPs.  The first chamax contacted was blown away fairly easily - as Megz noted, a little too easily.


"We've got movement all over the place!"
As each chamax died, another 2d6 swarm would activate, with dead figures recycled back into my "bug pool". Then they enter via a random map edge. By the third/fourth turn, there were bug swarms on all sides of the Zhos, except to their left flank.

So they began to draw together.

And they called for help.


*TADAAH* The Teleport Commandos Arrive.
One of the nice things about playing the Zhos is their high degree of telepathic officers and NCOs - all of them, to be exact. This means that actions can be passed from higher ups to riflemen with greater flexibility than in Stargrunt II or FMA,  Another perk is you can ask for help from the Consular Guard Commandos, who can teleport in like...magic.

A fireteam of three commandos and senior NCO was held in reserve for just such an occasion.

Effects of directly applied Plasma Gun fire.
Armed with PGMPs (Plasma Gun, Man Portable) and the comforting thought that they could, if necessary, just manage a quick teleport back to base if things got too dicey, the Commandos arrived. The Effing New Guy in the team got teleport sickness (out for a turn - suppressed) but the rest opened up on the bugs with their plasma guns - with devastating effect.


"HERE THEY COME!"
Chamax melted and burst, sending showers of acid on those bugs next to them, causing them to melt and burst as well. A cheer went up from the encircled Zhos.

And more swarms activated.

And other hives in the area were beginning to activate, as well.



"Time to go!"
There were three waves of chamax swarms coming toward them from the building area, and the Zhodani decided it was time to breakout back to their rally point, call in an airstrike, and then return for the mop-up sweep.

First though, they had to deal with the bugs that were reaching them.

Chamax have no morale to break, so they keep coming until they're all dead or you're all bite-sized niblets. The two or three survivors of the plasma-storm reached the commandos and attacked.

In melee, chamax get two slashing attacks - if both are successful, there is an automatic acid-laden bite on the following turn. Also, armour is degraded by one level for each bite, this can continue even after the bug is dead. And speaking of dead - don't forget the acid spray.

Winning the melee is also losing the melee...
Three chamax sprang at the commandos - the senior NCO/TD* was able to use his gauss pistol in melee and got off a lucky shot, killing the chamax and spraying everyone in the immediate area with acid. The two commandos took a couple of slashes, but not enough to warrant the dreaded bite attack.  By the second round of combat, the NCO had killed another chamax and acid spray did the rest to its companion.


With armour smoking and more Chamax on the way, the Leading Officer saw the opening and gave the telepathic code: "Guardsmen, we are leaving..."

The final result was Megz had gathered more VP than myself, but the calling in of the Commandos had elevated the priority of the sweep, meaning we'd be going back in after a quick refit to take out the Maternal/Queen. So no clear victory as far as a campaign would be concerned.

Post Game Thoughts:
Usually, I find games with the Chamax Plague to be lots of fun, and this was no exception. There is plenty for the players to do, while the mounting numbers of opposition keeps the pressure on to take objectives, gather clues and keep from becoming tomorrow's leftovers.

My main thought is the chamax might be too vulnerable to their own acid. With a d8 Strength vs. a d8 defence, it seemed that they were dying more from their own acid than from Zhodani fire. I'll need to play again and keep closer track of the casualties.

Bug Hunt has more tweaks and options I'd like to incorporate, like Location Effects. Kinda like Objectives/Clues except they effect the environment, possible slowing bugs down or delaying swarm activations.

Plans are to run this at Cold Wars and at GZG:ECC in March. I'm going to add some grain silos and water towers, as well as an out building or two.  That will reduce the lines of fire a bit and make the game more...interesting...Ω

*TD: Teleport Director. That's a real MOS in the Zhodani Armed Forces



8 comments:

Tim Berry said...

Wow, Full Metal Anorak", that's a blast from the past. I still have the rules floating around my hard drive somewhere.

kmfrye2001 said...

Hi Tim,

Go find your rules, they're still good for gaming.

I'm not easily caught up by new and shiny things, so I still play StarGrunt, Dirtside, Full Thrust. They worked 20 years ago, nothing's changed AFAIK.

kmfrye2001 said...

Random thought - using the mods for Psionics, it would be interesting to match a platoon of Zhos against some Imperial marines.

Zhos tend to have average morale, even the commandos, because they are assessed by for service by psionic talent first, and soldierly qualities second. Imperial Marines are the cream of the crop.

Be very interesting.

Tales of that not yet. said...

BUGS! Why does it have to be bugs??? I remember a ships bay somewhere with a few of those "things" hanging around. Looks like a good time was had by the Chamax.

Guy Taylor said...

Saw your post in TMP. Any chance of a copy of FMA doc files. sztgrt@gmail.com have been chasing Jon about these for years but they don't appear to have been taken up this side of the pond.
Regards
Guy Taylor aka Von Trinkenessen
(page 1 SG2)

Unknown said...

Good morning, Ditto the above comment from Guy Taylor, had a discussion yesterday after a rousing game of Corps Commander, and FMA came up. A little digging and your blog appeared. Nice BTW

On the TMP as Felix Magnus. Any chance of seeing the FMA doc?

kmfrye2001 said...

Felix Magnus - post your email and I'll send you the FMA doc. You could also message me your email addy via TMP; my handle there is kmfrye

Regards,
Keith F.

Bren said...
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