05 September 2013
8 Ball Command: The Hunt Begins
First, I would like to welcome the newest scholars researching the niche field of "Conflicts in Sector Six", Rob Hingley and Maj. Diz Aster. I think 19 followers puts us past the number of people studying "Ivy League Grad School Attendess from LSU", so we have that going for us....
I like a narrative format for my AAR's so I don't usually include any hints about which rules I am using. However, I make an exception for a new set that I am trying out. This time, it's "Pulp Alley". This little game is a whole lot of fun. The report will include some references, but be light on rules details. I am glad to answer questions in the comments section.
Last Episode, the Governor General received a list of recently abandoned Imperial facilities. After consulting with his intelligence staff, a small anchorage on the planet Sachines looked like the most likely target to have some valuable hardware, but most importantly, that very fact would be bait to draw in forces of the 4th Reich.
8 Ball Command is dispatched with the following objectives:
1. Recover any valuable Imperial technology
2. Stop the Reich from doing the same
3. If forces of the Reich are present, acquire information on their hidden enclaves by any means necessary
8 Ball Command consists of:
Maj Guiscard (Leader)
Sgt. Mannesman (Sidekick, Close Combat emphasis)
EW Specialist Bont (Ally) and his Drone (Follower)
Dr. Xaden (Ally, no Shoot, 3d6 Finesse & Cunning)
Sgt. Q'Taupa (Ally Shooter, alien Gis)
Cpl. Alkemade (Ally Shooter)
Ordaxe, Native Contact (Follower)
Gruppe Commander Paulus (Leader)
Reichs Assassin Ratchine (Sidekick, no shoot, 5d8 Brawl)
Cpl. Hesse (Follower)
3 Squads of Terror Bots (Gangs)
The hunt begins...