Thursday, 29 March 2018

Coming Soon!


Be the Captain of the Nautilus!

Want to be the Captain of a cutting –edge Steam Punk submarine? Well, here’s your chance! Captain Nemo has decided it’s time to retire and he wants to turn his submarine, the Nautilus, over to someone else. That’s where you come in.

Under the watchful eye of the Captain, you control the Nautilus and her crew, though a series of Adventures, both on land as well as under the sea. Complete the Adventures successfully and you will be the new Captain!

What if you fail?


Here's more info.  😀

Saturday, 10 March 2018

Friday, 2 March 2018

Thursday, 1 March 2018

95th AAR - Fast, Furious and Goes Bloody Badly Really Quick!

It's Billy Pink's 2nd Mission, a Patrol. Objective is to resolve the PEFs, there are 3, rolled randomly. The 95th activate 1st and move into the center section of the table (section 5). This puts one PEF - Possible Enemy Force to the left and two straight ahead. No worries as they will activate one at a time. The first one to the left stays in place behind the hill and the second one moves into section 5 - a unit of French Leger - Light Infantry.


I roll 1d6 to see who as the Advantage and the 95th does. Both Leaders roll 2d6 versus Rep on the Action Table and it's a tie, both pass 2d6. The side with the Advantage, the Brits, act first and Billy orders a volley! 
 One soldier goes Obviously Dead and two Out of the Fight. Will to Fight is taken and the French slowly drift away. Quick, easy and now...
 It turns badly, quickly. The third PEF moves into section 5 and is resolved as a French Line unit. It appears that the Leger unit was acting as point for the line unit.
The French gain the Advantage and fire. Two 95th go down, one Out of the Fight and one Obviously Dead. Will to Fight is taken and both sides remain. Brits activate and Billy orders them to reload. As the action is done, Will to Fight taken again, both sides stay. The French activate and charge, the 95th fire, scoring no hits!

Melee happens and one 95th goes Obviously Dead, two French do as well - Billy kills them both in melee and the third is Out of the Fight.
 Each side loses one man due to the Will to Fight, they drift away from the melee. Billy activates and reloads and the lone Frenchman retires away.  

Alone Billy still has one PEF to resolve. Activation dice are rolled and Billy can't move. The PEF moves and is resolved as one French Line soldier.  I figure he was the one that fell back early to sneak around the flank. That's what's cool about using PEFs where you don't know what you're facing, it can play right into your Story.


The Frenchman acts first and fires - hit. Lucky for me Billy just Ducks Back - no Star Power needed. Billy comes back and as the Frenchman is reloading, fires and misses. Will to Fight Test taken and the Frenchman runs away.


**********************************************
Mission is over and it could have ended worse than it did. Billy grabs the Out of Fight soldier and heads off the table. Time to collect Increasing Rep d6.

3 for a successful Mission - barely - and 3 for damage to the enemy. Time to roll for Rep increase, 6d6 scores a 1, 3, 3, 5, 5, and a 6. Billy's Rep goes up to 6 due to the 6. Sounds good, but it doesn't make him invulnerable.

Billy now has 11 Lifetime Rep d6. Not bad, but still 39 away from a promotion. Two Missions down, 19 more left.