Sunday, July 28, 2019

Five Leagues from the Borderlands 2e

Nordic Weasel Games recently released the second, expanded edition of "Five Leagues from the Borderlands", and I was so excited to try it, but I just didn't have any fantasy stuff to play with.  Over the course of a month, I put together a modest bit of terrain and collected some fantasy/medieval minis, and tried to get them ready.  In the end, I couldn't hold out anymore.  As such, please forgive the primer grey and black figures. :(

"Five Leagues" is a fantasy solo campaign skirmish game, designed with easy to use rules that are optimal for solo play without being boring.  You start with a party of (usually) four Heroes and four Followers, and a few villages suffering the depredations of Outlaws, Border Tensions, and Dark Secrets.  Each of these Threats has a rating, and your goal is to bring them to zero, eliminating the Threats and rescuing the villages.

Normally, I'd go through the setup and tell you about it, but I've been playing with proxy terrain and figures for a while now, and I'd certainly not subject you to that.  The unpainted figures are bad enough.  Instead, I'll give you a brief synopsis of the campaign turns so far, and pick up from there.

Every turn you heal up anybody who's hurt and then you get two town actions, and then you can trade and then see what kind of trouble you can get into.

Campaign Turn 1:
Unsuccessfully foraged twice.  Bought some bandages.  Couldn't afford a Shadowy Cloak.  Wandered around looking for adventure, but found nothing.

Campaign Turn 2:
Helped the villagers in the fields (where one Hero's Farming skill came in handy) for 3 Gold Coins.
Met a priest who asked us to help drive out some smugglers (that I assume are importing crudely drawn pornography to the faithful).  Raided a camp full of Fanatics, but we were driven back and lost a couple of guys.

Campaign Turn 3:
An Iron Shortage hits the village, but it's not a problem for me right now.  We visit the healer and carouse to hire on some new blood.  We decide to look for those Smugglers, and we find them on the road.  They get the drop on us, but we defeat them.  They don't have much loot, though.

Campaign Turn 4:
Herbs are in bloom, so we do some foraging, and visit the healer again.  We meet a nice pilgrim, heading for some local holy site.

Campaign Turn 5:
The omens are good this week as we help the villagers in the fields and do some (fruitless) studying.  Then we go adventuring, and find some people ridden by dark spirits, the "Taken".  They come howling and gibbering out of the forest, and we are nearly cut down to a man.  One of ours manages to flee the encounter.  Luckily, nobody dies.

Campaign Turn 6:
A wandering merchant comes to town, but we're too busy healing and studying to care.  One Hero learns the "Library" skill, which will make it easier to study later.  Again we encounter fanatics, this time in an old battlefield by a ruined tower.  We win the day, and find a magical amulet of water breathing and vital information about the threats facing the village.  We also dig up evidence of dark rituals that will finally get the local lord to take the problem seriously.

At this point, the Outlaw problem is rated at 2, Border Tension at 1, and Dark Secrets at 2.  I'm doing pretty well and will probably be eliminating a Threat in the near future.

My roster has changed up a bit since the beginning, but here's where it currently stands:

Cyrano, my Avatar.
Skills: Leadership, Tactics, Thick-Headed

Falko (the bard)
Skills: Tactics, Barter, Lance of Pain (a spell)

Waltram (the tough guy)
Skills: Scrounging, Endurance, Farming

Gorman (the new guy)
Skills: Library
Gorman was a follower, but got upgraded at some point.

The followers are:

Petr (the apprentice)
Petr was a Hanger-On, and apprentice to Gorman, but he advanced to be a Follower.

Gil (the villager)
Gil was a Hanger-On, a seat-filler while others healed, but he did well for himself and now he's a follower.

Luitwin (?)
I forget how Luitwin came on board, but he's agile, so that's cool.

Unfortunately, Luitwin is recovering from an injury, so we trawl the village for brave (or foolhardy) volunteers, and get Lorem and Ipsum, a pair of brothers that fit the bill.

Anyway, my niece was visiting, so she got to play my guys.  This is what happened.

Campaign Turn 7:

Petr's pipeweed habit got to be a problem, costing me 1GC to keep him stocked.  We visited the healer (because we are hurt all of the time) and helped out in the fields (because we're also always low on funds).  I bought some light armor for Gil, and some Medical Herbs.  Then, while out adventuring near the village outskirts, we were attacked by Brigands!  Five of them, plus a tougher Sergeant.  A couple more rolls tell me the fight is near the village outskirts, and that there are no "oddities" (special effects, like "Fog", or the ghost of the "Pallid Wanderer").

The edge of the village, near the forest.  There's a hill with some standing
stones just inside the treeline.  Then enemy are in two groups.

Some of the player characters hide behind these copses.

The others hide behind this cottage.
We roll 2d6 to see if we can seize the initiative, but a 3 isn't nearly good enough, so we start the turn as normal.  Rolling as many dice as we have figures, we get two 1s and a bunch of garbage.  We can use a die to activate a figure that has an equal or higher agility.  Most figures have Agility 1, so we decide to activate Cyrano and Falko, who move toward these ruins.  I'm not sure why.  My niece was in charge, and when I asked her, she just shrugged.  Kids these days. :P

"Cyrano, what's the plan?"
[Shrugs] "Iunno."
With the "fast" figures out of the way, the enemy all move in the "normal" phase.  They can't reach anybody, so they all sprint (Speed + 2) toward the nearest player characters.  Then, the remaining player characters act in the "slow" phase, all of them sprinting in the general direction of the enemy (except a couple on the outside who are maybe trying to outflank?  Again, my niece was not forthcoming.)  None of the player characters have ranged weapons, so that's about it.

That scene where everybody is charging and screaming.
Rolling for fast actions again, we get a single two.  Gorman has an Agility of 2, so he can go early.  He moves around these trees, taking the long way for reasons that I cannot begin to fathom.

No, Gorman is not actually a lizard man.
It's... it's a skin condition.  Yeah.
Now all of the enemy go in the normal phase, here ganging up on poor Ipsum the village goon.  The combats go in a series of three exchanges.  If you miss, the other guy becomes the attacker.  If you don't die, maybe you get pushed back, or choose to lose ground.  Very dynamic.  Ipsum dodged the first swing, failed his counter-attack, and then got hit on the third exchange.  He's un-armored, so he doesn't get an armor save.  The Harm roll scores his Toughness exactly, so he doesn't die, but he's wounded.  Amazingly, he actually manages to avoid the other two attackers!

"Ho! Ha Ha! Guard! Turn! Parry! Dodge! Spin! HA! Thrust!"
THWAP!
In the slow phase, Ipsum chooses not to attack (I don't know why), but instead breaks off from the fight, which only allows an inch of movement.  At the end of his turn, he rolls a d6 for each (one) wound and rolls a '1', passing out from his injuries.

"I just need to lie down for a minute.  Come back to me."
Now, I'm going to admit, this wasn't going like I had hoped.  But I said that she could choose the player characters' actions, so that's what's going on.

The other player characters move in toward the baddies.  Cyrano actually gets into an exchange and comes out wounded as well, but doesn't succumb to his wounds.

"You can't kill me!  I'm the main character!  The nerve!"
Next turn, Gorman gets to move in the fast phase, so he charges up to the bowman that's been shooting at him and... Ha ha!  Just kidding!  Actually, he casually saunters to the bowman's left, not even in cover, and just looks at him.  I'm sure my niece has a plan, but I certainly don't know what it is.  The bowman proceeds to shoot Gorman in his scaly face, taking him out of the fight. (He fails his armor save, and the enemy rolls higher than Gorman's Toughness.)

"'Hisssssss! Twang! Gack!"

The three guys on Cyrano attack him, and one impales himself on Cyrano's sword.  Does Cyrano run?  Heck no, he stands there and applies a bandage to his wound without breaking eye contact.  Hardcore!

The other slow characters do some maneuvering, avoiding contact with the enemy.  Now that the enemy have lost a guy, I roll a d6 for morale.  I get a 4 (not a 1 or 2) so nothing happens.

"Should we attack him while he's distracted by the bandaging?"
"Seems like a trap.  Let's wait."
Cyrano gets to go first this turn, and ducks behind these ruins.  That doesn't stop the enemies from ganging up on him though.  Not that it helps, and yet another Brigand falls to his own incompetence.


"Oh, crap!  Dude, I'm sorry!  I didn't see you there behind me!
Are you alright?"
Meanwhile, over by these trees, another enemy leaps onto Petr's sword.

"I REGRET NOTHING! GACK!"
The other player characters maneuver again, and at the end of the turn, we roll a d6 for each enemy felled this turn.  We get a 1 and 5.  A 1 is a morale failure, so one of the enemy nearest the player's table edge changes his mind about his life choices and flees!

"I HAVE REGRETS!"
[Flees and re-applies to that online beauty school.]
Despite facing both Gil and Waltram together, one of the enemy manages to wound our tank.  Instead of counter-attacking in the slow phase, Waltram chooses to flee and... [rolls d6, gets a '1'] ...bleed out beneath this tree.

[Watches blood drip to the ground.  Composes new theory of gravity.  Profits.]
With a cry of anguish, Gil avenges his companion, slaying the Brigand!  At the end of the turn, the enemy gets another morale failure, and the last remaining enemy (the bowman) flees the table.

"My mom said I have to be back home when the street lights go on.  Bye!"
Aftermath

Gorman ends up with a light wound that will see him recuperating for three campaign turns.  It turns out that Waltram was just knocked out, and is otherwise fine.  Poor Ipsum doesn't even get a roll.  Maybe he's dead.  Maybe he's just scared off.  Nobody even bothers to check.  Poor guy.

Checking for unusual finds, we discover a few battered weapons that we can use or sell later.  We also loot 5 Gold Coins and a decent helmet!

Having won the fight (but having killed less than 5 enemies) we need to roll 4+ to decrease the Outlaw threat.  We get a 4, and succeed.  Because we killed a leader, we get a second roll at 6+, but only get a 5.

The Threats stand at:
Outlaws - 1
Border Tensions - 1
Dark Secrets - 2

Adding up Experience points, Cyrano, Falko and Gorman have enough to level.  I roll on a chart, which gives me some options.  Cyrano gets +1 Agility (because going first is usually a good thing) and Falko and Gorman get +1 Combat (because I feel like if you kill the other guy first, you don't need increased Endurance).

And that's the game!  Unless I end up facing Dark Secrets next Campaign Turn, I'll almost certainly destroy one of the threats, and then I can roll on the "The Wheel Turns" table to see what side event happens!  (Maybe it will be an incursion of Rat-Men, or the Shadowed Knight will show up!)

I'm really looking forward to the next game.  Maybe I'll even have my minis painted!  (Again, I am indeed mortified.)

You can get "Five Leagues from the Borderlands" HERE on WargameVault.com

- Jason "Ludanto" Smith C;E

Monday, June 24, 2019

Making Post-Apocalypse Road Terrain



Greetings, humans!

Today, because this is what I do sometimes, I'm going to show you how I made some post-apocalypse themed road segments.

Please to enjoy.


STEP 1

I used my Proxxon (not shown) to cut out these road shapes.  You could probably make nice, neat shapes, but I'm going for the "ruined" look.

EDIT!: It's been pointed out that you could probably do this with foamcore, if you don't have (or don't feel like dragging out) a Proxxon.

STEP 2

Cut out some plastic bases.  I used a "For Sale" sign, but they make plastic specifically for this sort of thing.  Put tacky glue on the back of the foam road.  Do it in a few dots, and maybe a line around the edge, minimalist-style, in order to keep the warping down.  Glue the thing to the thing.



STEP 3

Add texture!  This is the rolled-up foil trick.  Roll up some foil.  Roll it around on your foam.  Tricky!
Oops!  Forgot the extra bits.  Add chunks of broken road as needed.  Don't forget to texture as well.


STEP 4

Give it hell!  That is, draw some cracks and such with a ball-point pen.  Be careful not to tear the foam, but this is basically what it looks like.

Advanced nonsense!  You don't want to use CA glue on the foam, because it will eat away at it.  Unless you want it to eat away at it, which I do.  So I blobbed some glue in strategic spots and gave it a few minutes to work.  Ignore the screaming from the foam.  Such a drama queen!

Also, I forgot to bevel the foam edges.  So, you know, get in there with your hobby knife and take off some of those edges.





STEP 5

Go to bed!  You really shouldn't have started on this so late.  Don't worry.  It will still be there tomorrow.

STEP 6

Crap.  Where's my gravel?  Why do you keep moving my stuff?!

STEP 7

Rock and roll (and rocks)!  Blob down some tacky glue and then dump/place gravelly bits into it.  Well, maybe don't just dump them in.  It's not a bad idea to carefully place a few, or go back and pull a few out of the clump.  Just try to get it to look right.



STEP 8

While you're waiting for that to dry, how about making some guard-rails?  Just measure out some strips of cereal box cardboard about half of a centimeter tall (we're doing 15mm, you know) and...

Wait.  Why are some of these images in portrait mode?  Son of a... [fist shake!]

Anyway, also cut off some bamboo skewers about one centimeter tall.  I sanded down the edges a bit, too, to make them flat.  Then glue them in place (with CA glue, because it's just going onto the plastic).

What about the cardboard strip?  You'll have to wait for the next step, for no apparent reason.




STEP 9

Road sealant!  (And also the guardrail). (And also, you probably want give the glue on that gravel a chance to dry.)

So, glue, dry.  Attach the rail to the posts with CA glue.  maybe bend the rail up a little on one or both ends.

Then do the Mod Podge and black paint mixture thing, painting all over everything to seal it.  I guess you probably don't have to paint the plastic, but I do.  Might as well be consistent.


STEP 10

Clearly, you'll need to wait for the sealant to dry.  Then, it's painting time!

I painted the road a dark grey.  It would probably be a lighter, bleached grey in real life, but clearly this isn't real life. :P Nyah!

Then I dry-brushed it a lighter gray, but the whole thing looked too light and I think I overdid it with the drybrushing, so I applied a black wash (black paint, acrylic medium, and a bit of soap if I recall correctly).

Then, I hit it again, more carefully, with another, slightly lighter, dry-brush.  I suppose if you do things right the first time, maybe you can skip some steps.  Sorry.

Then, I painted the guard-rails a nice silver color, because metal.




STEP 11

Do some chores.  Your spouse has been eyeing you off and on all afternoon.  Don't worry.  This will keep.

STEP 12

Paint the not-road brown (or whatever).  I actually did a thing where I tried to give it a craqueler look, with a brown base (probably should have used something less red), darker brown for the cracks, and a lighter brown for the highlights.  It's a little cartoony, but it's striking.  You might instead try swabbing the not-road with CA glue and then sprinkling baking soda on it for a nice sandy texture that you can then paint brown, maybe wash again and dry-brush for highlights.  But that's not what I did.  It's ok.


STEP 13

Lucky!

Then I added lane lines.  This technique works for me sometimes, and sometimes it doesn't.  I think I hit about 40/60 here.  Still, it's not bad.  I put down some painter's tape, and then used a spongy thing (for stencils) to dab some white paint where the lines go.  I didn't tape down the edges, because I wanted a weathered paint look.  Tadah!

Oh, and then there's the rusty guard-rail.  I used a reddish brown in places, then a burnt orange on top of that, and then a smattering of an orangey yellow on top of that, and then a few speckles of black.  You've got to stick out your tongue the right way, but it can have nice results.


And that's that.  Now it's on to the wrecked car and road sign that you can see in the top of the last photo.  Hmm.  I probably should have included more measurements in here.  I'll have to come back for that later when I have a ruler.

Ĝis revido!

BONUS!
I finished the car!

++BONUS!
Finished the sign, too!


-Jason "Ludanto" Smith

Thursday, June 20, 2019

Hardwired: Cyberpunk Mayhem!



It seems like skirmishy solo games are all the rage lately, and that works for me, since I don't have a lot of victims friends to try new 15mm games on.  I also, for some reason, like the cyberpunk genre for these sorts of things (witness the terrain).

So, eventually I picked up Hardwired, with the hope that it would be a cool solo cyberpunk game experience.  (Unfortunately, the awesome cover didn't actually come as part of the PDF.  I am sad.) 

Anyway, here's how it turned out:
THE THING

The core of the game is the different action dice.  Each agent (your guys) has three actions every turn, and three dice (d6, d8 and d10) to spend on them.  The thing is, you can only use each of them once during your turn, so you'll have to prioritize.  Using the d10 and d8 to get you across the table and into cover will leave you with just the d6 to shoot with when you get there.

The other thing is the swarms of enemies.  Each turn (most games only last 6 turns) enemies spawn from two of four spawn points.  Four grunts on the first turn, then six.  Then four elites, and then six.  And then four bosses, and then six.  That's then the last turn, but at that point, you're probably dead anyway.

SETUP

The Seraph Protocol

Domenic Van Dorn's shuttle had an "accidental" engine failure over the  isolated Guangzhou High-tech Industrial Zone.  It's the perfect place for a rival corp to snatch him up, but we want to capture him first.  Unfortunately, he's got a cortex bomb implanted into his head, and his bosses will trigger it if we leave with it still active.  The mission is to eliminate the bodyguards, disable the cortex bomb, and leave with Van Dorn. (Also, not die.)

For this mission, I've selected Flavio (a "Razor" or melee specialist), Verdun (a "Splicer" or cyber specialist), M (a "Sawbones" or medic/support specialist), and Bloo (a "Ronin" or firearms specialist).  Every Agent can do everything that anybody else can, but each specialization lets the Agent roll two dice and keep the highest for certain tasks.

Downtown New Kowloon
The crashed shuttle
The VIP and his two bodyguards
Agents Flavio (Razor), Verdun (Splicer), M (Sawbones), and Bloo (Ronin)

TURN 1

The Agents always have the initiative.  They get a free 4" move, but any other actions (including further movement) requires a dice test, with the standard target number of 4+.

Flavio goes first and takes his free, 4" move.  He rolls d6 and gets 4, allowing another 4" move.  He rolls d8 for a 6 to move another 4" into cover.  He's got a d10 left, but nothing good to use it on, so he decides to activate his "Squad Link" Combat Augmentation Program (CAP).  A success on his d10 lets him pass that d10 to Bloo for immediate use.  All Agents have access to all CAPs, but each class of character has an affinity for some CAPs over others.

Flavio's new sword and stylish hood give him the confidence to go first.

Bloo uses the passed d10 to move 4".  He then uses his free 4" move to peek around the corner, and shoots with 2d6 (because he's a Ronin, and this is what Ronin are good at) and gets 1 and 4.  He keeps the highest (4) which is a hit on a bodyguard.  The bodyguard dodges with d6, gets a 4, and avoids the shot.

"Dude, I think you have your laser sight dialed up too high."
"Frak!  Good thing they gave me a pair of these guys!"

Bloo still has dice left, so he tries again with 2d8 , getting 3 and 8 and hitting again!  The bodyguard tries to defend again, but fails.  He takes a wound, and with only one to spare, he crumples to the polycrete platform.

Bloo uses his last action on 2d10 to shoot the other bodyguard.  An 8 beats the target number of four, and the bodyguard's d6 result of 2 doesn't, so the other bodyguard is felled as well.

Mr. Van Dorn clutches his cyber-burrito in terror.

Splicers and Sawbones get double dice for movement, so they use all of their actions on moving forward.  M stumbles a little (1 and 2 on 2d8), but makes it to cover.  Verdun, however, is feeling excitable, and eschews cover to makes a direct line for the VIP.

Verdun casually approaches.
"Sir, have you heard the good news about cyber-Jesus?"

Hostile Security forces (H-SEC), alerted by the crash, have finally made their way to the area to assess the situation and remove any threats (like the Agents!)  Two d4s are rolled to generate spawn-points, and 2 d6-class patrol droids appear at each of points 2 and 4.  The droids get one action each, which they (try) to use to move into position.

Got pretty lucky with this building in the way.
And these guys are on the far end of the table.

TURN 2

Verdun moves up to the VIP and hacks his cortex bomb (so his head won't 'splode when we take him with us).  The scenario didn't bother to set a difficulty level for hacking the bomb, so I kind of had to make a judgement call.  I figured this was more important than an office door, but less important than a corporate server room, so I went with a Level 2 Firewall.  Luckily, Verdun rolls a d6 (6) which, even with the -2 penalty, is a success!  Then...

C:/> FORMAT C:

Well, heck.  Nobody bothered to explain how getting this guy out of here works.  I'm kind of having to make this up as I go.  Taking my cue from video games, I figure that once I've got him hacked, he'll just follow me in his slow, NPC-ish way.  So, a standard 4", plus a generous d6 die to test for extra movement. (He fails.)

Stupid NPC keeps clipping and getting stuck in the geometry.
Somebody message the devs.

Everybody else, lacking nearby targets, just runs cyber-balls out for the extraction point.

(It's also not clear if H-SEC will shoot the VIP.  That would certainly ruin my mission, and the mission objective does describe keeping the VIP safe, but it doesn't feel quite right.  Once again making up rules, I decide that H-SEC will fire at whoever is closest.  So if I can keep my guys between them and the VIP, he won't be a target.  We'll see.)

Initiate Meat Shield Protocol!

At the end of the turn...

The HSEC droids advance (with their free 4" move) and fire.  Luckily, the good rolls were at Agents behind cover and obstructions, and the bad rolls were against M, standing out in the open like a goon.

Pew! Pew! Spak! Zing!
"Hey, shooty guys!  Over here!"

Six more H-SEC droids pour in from spawn points 1 and 2.

These guys are pretty far from us, which is nice.
These guys are RIGHT in our way.
That red dot is the extraction point, you see.

TURN 3

Verdun runs forward to the corner so the VIP can follow him, shoots and downs another droid, and then chucks a grenade... at his own feet!

And yet, despite the -2 to his save for eating a frag grenade, he rolls a 6 and survives unscathed!  Who says keyboard jockeys aren't tough?

KABOOM!
Smoke clears.  Walks out like Luke Skywalker.  Shrug.

With his last action (and having learned from experience to let go of the grenade) he sends another grenade in a graceful arc that obliterates two more droids!

Verdun's many hours in Cyber-Call of Duty pay off!

The VIP dutifully follows, although he's beginning to wonder if he should keep back a little bit.  You know, because grenades.

"Watch it, omae!  You almost made me cyber-drop my cyber-burrito!"
"...Cyber."

Agent M wastes two dice flailing at the enemy with his pistol before giving up and running up behind the VIP.  Flavio backhand blasts a droid in passing, like it's nothing, and then takes up an Overwatch position on the opposite wall.  This is a Support CAP, so he doesn't get double dice like M would.  Flavio rolls d8 and gets 7, for a success, and will now be able to interrupt the enemy to fire his weapon using the same d8.

Is it just me, or does that geisha look pretty damn smug?
Whatever.  Like she could do better.

Bloo tries to keep up, but rolls very poorly, leaving himself wide open for some high-caliber love letters from H-SEC.

"Ouch!  Charlie horse! Ooh! Ooh!"

And then it happens!  Bloo catches a bullet and takes the first Agent wound of the game.  It took like, five droids shooting at him, though.  Now, instead of three actions at d6, d8, and d10, he only has two actions at d6 and d8!

I got nothin'.

It looks like the corporation is getting serious!  They're now sending in H-SEC troopers!  Two show up at spawn-points 1 and 2.  Just my luck! (Although, I suppose spawn-point 3 would have been worse.)  Unlike the droids, these guys get not one, but two d8 actions.  Both as d8!  This includes (I'm assuming) armor rolls.  Yikes!  With all of those d8s, they actually manage to come out shooting!  Flavio, waiting in Overwatch, gets off a shot first, but it misses.  On the bright side, they also fail to injure anybody (but just barely).

The good news is, you won't be tonight's goulash.
The bad news is, they're sending in the professionals.
*KSSHT!* Engaging hostile targets *KSSHT!*

TURN 4

Verdun run for the exit, leading the VIP to safety.  Unfortunately, the VIP is juuuust out of reach of the extraction point, and will need to succeed at a d6 roll or be left standing in the open.
*clatter* A 6!  He beats feet and escapes!

"Come on, you load!"

Technically, that's mission success, but I want to see what happens to the rest of the gang.  There's no campaign rules, so it doesn't really matter, but I'm still curious.  Story and all that.

Bloo moves up to the edge of the building, which takes all of his actions.  M moves out in front of him, planning to slap a heal on him and then run away, but no, that's not how things play out.  He fails the heal.  He can only try once per turn, so with a sheepish shrug, he rolls to move away... and fails on 2d6.  And again on 2d10.  I rolled sooooo many ones.  I guess he's going to be standing there for a while.

Flavio should just run for the exit, but he's a team player, and he charges the guy in cover with his mono-filament blade, and hacks him down.

Plus, cool new sword!  Can't leave the table without at least TRYING it.

Despite standing out in the open, he actually manages to survive the attacks at his back, only suffering two (out of three) wounds... but then all six of the reinforcements show up at spawn-point 2, right behind him!  I guess Flavio does a Batman and hunkers down inside his trench coat, because despite getting shot at 12 times, and hit for more than half of those, he makes his saves and comes out the other side of it!

But, man, the bruising!  So much for going to the pool party.  Sigh. :(

TURN 5

Something, something, the better part of valor.

Everyone is within 4" of the exit, so they do, and just in time because that's when the guys in 3d10 power armor start showing up!

Initiating Sir Robin protocol. (Bravely.)

THE CYBER-END

And that's that. Pretty quick, overall.  It was fun and challenging, and knowing that the enemies were going to keep coming and getting worse provided a nice bit of tension.  The different die types allowed for some minor resource management, too.

On the other hand, there didn't seem to be much in the way of customization options.  With three inventory slots for each character, almost everybody got smart ammo, a monofilament blade, and some kind of grenades.  A few more options would have been nice, I think.  But this was just my first mission and I wasn't able to really gauge what I needed most.  Perhaps a drone and some cyber-warfare programs would have taken up more inventory space if I had felt the need for them.

The game leaves a fair amount of the mission details to the player, but it does say that it's a "lite" game, focusing on the framework and allowing you to fill in the details.  Who's going to complain?  It's a solo game, after all.

So, for the price, I'd say this was certainly worth it, and it gives me ideas for how to handle solo play in other games, I think.

EDIT!
Oops!  Forgot the link to the game!

Hardwired: Cyberpunk Espionage and Mayhem at WargameVault.com

-Jason "Cyber-Ludanto" Smith