Yesterday, Stu and I finished the first installment of the old Dark Heresy adventure series, Haarlock's Legacy. Entitled Tattered Fates, we adapted this RPG adventure into a skirmish RPG format using my Techno-Fantasy Skirmish rules currently under development. Unlike the middle chapter that we played last week, we gave a good accounting of ourselves this time around, and we managed to save the decadent city-state of Xicarph, and the whole planet of Qaddis!
The rules themselves are really rounding into form. There are things you just can't know unless you play them out on the tabletop, and we rounded off a few more rough corners yesterday. Check out some snapshots of the action!
 |
Our setup of battle number one. It was a rundown part of the city of Xicarph. The Spider Bride, our sometime ally, fed our target, Papa Grist, bad info. That gave us a chance to ambush him.
|
 |
| This shows the TFS initiative system in action. The chits, or tokens, cut down the side-table management as you can place them right on the figures. It's great for solo and co-op play because randomly assigning turn order each round means you don't know who is going next! |
 |
| That's my scratch-built gun-servitor, Ergo-VI, next to my Adept, Septimus Dexrter. |
 |
| Papa Grist's bodyguard, Crackmarrow, really gave us a hard time last session, but this time we softened him up with ranged fire before he got to us. |
 |
| We got lucky and rolled the Xerxes result on the Strange Happenings table. This wandering Chaos warrior ended up fighting for us this game. His random placement put him right in the path of Papa Grist! |
 |
| Here we are finishing off Crackmarrow! Not pictured, but we also whacked Grist's other major bodyguard, the deadly psyker named Bliss. |
 |
| We couldn't let Xerxes have all of the fun! We piled in and finished off Grist in style! |
At this point we earned our invitation to the revel that would put us face-to-face with the true horror behind the trouble in Xicarph. I will cover that climactic battle in the next post, but I want to conclude here by expressing my excitement for this current project. I am really satisfied about how these rules are coming together!
More to come!
Can you elaborate a bit more how you are transferring the game to tabletop wargaming? Is the adventure super linear with plot points mostly as combats? (Which lends itself well to this). Or do you have a gm and the player (s) do some simple rp to decide what to do/who to talk to/threads to follow?
ReplyDeleteGreat question! It's a mix of the two! I can't post pics in this reply, but I will do a separate post on it with pics of my notes. Thanks!
ReplyDelete