Call Security!

 

Your Station is in trouble. An alien race has taken over and imposed a lockdown, no information is flowing in or out of the station. Your team was shut down and all weapons taken off them, you’ve been kicking your heels for a week now keeping your head down as people keep looking to you to do something. Now though you’ve started hearing whispers that people are being executed for minor infractions and still more have been going missing with no explanation at all. Looks like you are going to have to do something … afterall, someone has to.

Welcome to my campaign of the seventh story arc in the Call Security! rules. Here are my Security Team, lead by Security Chief Bradbury, and I will introduce the others as we go.


I will be using these figures (Stargrave Automatons) as the Adversaries, the alien race who have taken control of the space station.


Game 1 - Breaking out

Our story starts with the Security Chief breaking out and gathering back together their old team. The 8 Markers represent 6 possible Adversaries.



“This is not right”, Security Chief Bradbury muttered to himself, “I have to do something!”  It had taken time to crack the new door codes but now if he could release his team before the intruders got on to him maybe they could strike back. 

Round 1 - Chief Bradbury crosses the corridor to start working on the door to the nearest room, but unfortunately he either triggered something or was very unlucky because one of the aliens is coming after him.


Round 2 - Bradbury has a problem, he can either open the door or he can shoot at the intruder. He knows he needs help though, so he open’s the door. Inside are Officers Herbert and Tubb, both are long serving members of the team, and Tubb in particular is a skilled officer. He also gets lucky as the intruder decides to stay where they are, or maybe not so lucky as now two more join it.


Round 3 - Our heroes only have improvised weapons while the intruders have some really nasty hand-to-hand weapons that seem to be built into them, and while it’s 3-vs-3 the corridor is going to make it hard to manoeuvre. Bradbury and Tubb start to advance, with Herbert close behind. 
One Adversary heads towards the entry corridor, one stays where it is, but the other attacks Bradbury, wounding him and pushing him back. Then a fourth Intruder shows itself! 


Round 4 - The team can’t release their comrades without getting past the increasing number of intruders, they will have to fight! Tubb strikes swiftly at the one that hurt Bradbury and gets a lucky blow, incapacitating it! Bradbury scoots past and engages the next one, but with the disparity in weapons and him already with a wound, nobody comes out on top. Herbert can’t get clse enough to fight, but puts herself ahead of her commander, making herself a target. The intruder heading for the exit disappears, did they go for help or just decide to make themselves scarce? Whatever, the combination of seeing one of their colleagues go down and another disappearing sends the other two for the exit as well.     


Round 5 - Bradbury is torn between risking further confrontation with the intruders and releasing the rest of the team, but the next closest rooms are across the main area. 
Herbert steps out into the main area and spots two more intruders there, but at least there doesn’t seem to be any sign of any more. Then Bradbury runs towards the other corridor while Tubb covers the two heading for the exit in case they change their minds, which is just as well as one immediately does, and manages to wound him. The other heads after Bradbury, but doesn’t make contact, as does one of the newly spotted, while the fourth one sets its sights on Herbert.


Round 6 - Bradbury legs it down the corridor, hoping he’ll get enough breathing space to unlock another door, while both Herbert and Tubb try to fight off their attackers, but neither is successful and both take a wound. Both intruders following Bradbury trudge after him. Both intruders fighting Herbert and Tubb attack them. Tubb gets lucky and disarms his attacker but Herbert is nowhere near as lucky and she’s down!


Round 7 - Bradbury opens the door, releasing Officers McDevitt and Campbell, who race out. Tubb sense an opportunity and attacks the disarmed intruder, scoring another wound on it. The two intruders that were chasing Bradbury have very different reactions to the sudden appearance of two more foe, one heads for the exit, while the other attacks. It’s Campbell who gets attacked, and he takes a wound. Meanwhile the one fighting Tubb has had enough and makes a run for it which is enough to make the other one pause rather than wading in.


Round 8 - Bradbury moves to the next door while Campbell and then McDevitt both try their luck against the intruder, neither being able to get the better of and both taking a wound. Tubb meanwhile tries to face down two would be attackers, and thankfully the one that was already heading for the exit keeps right on going! Although the other one plucks up enough courage to head towards him. The one facing three opponents has decided that its luck might run out eventually and heads away from them. 


Round 9 - Bradbury opens another door, revealing Officer Banks, while the two already with him decide to see what their opponent does next rather than risk attacking, but Tubb decides to risk fighting his and pays for it in blood. The adversary heading for the exit has left, but the other two are continuing to fight. Tubb takes a fourth wound but unlike most of the team, he can take it and is still standing. Campbell takes a wound from the other. 


Round 10 - Tubb gets lucky and scores a wound on his opponent, while both Campbell and McDevitt try against theirs only to get wounded themselves. The one fighting Tubb doesn’t like being wounded and heads for the. The other one’s luck finally runs out and it attacks Campbell who incapacitates it with a lucky blow. 


Round 11 - Tubb heads off to rescue more of the team while Bradbury and the three he has already freed swarm up the corridor towards the last intruder. This clearly is too much for the lone adversary and it makes a run for it, leaving the team free to hurriedly unlock their team mates and get away before any more show up.

Outcome - Herbert is fine, she was just concussed, and Tubb gained 2 experience points. The team are out and spoiling for a fight.

Game 2 - 












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