3/07/2018

Assault on bunker 17

Back in the eighties I read this scenario written by Brian Ansell for Laserburn rules and I always wanted to play it since then. I finally did it yesterday; with different rules and different miniatures but I did it and I had fun.
First of all the characters:

 Me, two hired assassins, the technician, four Red Redemptionists and the infiltrated agent

The Imperial side with names of rule and scenario collaborators

Bunker 17

Security office with Halliwell and Pattinson. Next room is General Yates office and at the back we can see the computer and the nuclear destruction device. A Black Guard standing in the corridor.

Rebels breaking through the main door and guard quarters at the other side.

The rebels stop at the first security door which Pattinson manages to open without Halliwell taking notice.

In the next door something goes wrong and Pattinson punches the intruder alert buttom himself. Halliwell sends two Black Guards to help the Imperial troopers at the guard quarters.
The rebels blast down the door and fire at the troopers.  There is a missile failure and does not shoot; then Tivoiv jams his autolaser. Then I totally forgot about the grenades, but the rest of the group finally manages to kill two guards and stun another two.

Now is Imperial's payback time. They fire and kill Slim and three Redemptionists. Lugul with the missile launcher miraculously survived as his armour deflects two hits.

The missile launcher finally works and kill four troopers in one go.

In the following turn he fires again at the next door and destroys it together with the two Black Guards who were taking cover behind it. The missile launcher inside the bunker was a killer and levelled things a bit.

 Halliwell finally realises Pattinson smells fishy and grab his gun. There is a fast draw situation with -3 for Halliwell.

Pattinson wins and fires his two-shot laser derringer and stuns Halliwell.

This situation was not contemplated by the scenario but as Pattinson had no more ammunition or hand-to-hand weapon, he run as fast as he could towards exit while Halliwell was stun. The surviving rebels race in the opposite direction trying to get Yates and the computer before it is too late. Halliwell heads to the nuclear destruction device to set it for auto destruction.

He reaches it and sets it to go off in six turns (1D10 roll).

Aleshing heroically crosses the corridor to reach a computer terminal in the security office. Ackland on ambush fire misses "her" shot. He was actually a man but I did not have any figures left to represent him. Sorry Tony ;-)

Diane kills Ackland and I run to Yates office and fire at him but his force field deflects all my shots.

Yates first and then Halliwell manage to escape from the bunker. Aleshing reprogrammes the computer and we all run for the exit before everything blows up.

 Three turns to go off and half the group has already made it.

The last two of the group, Diane and me, could escape in the last turn!


The game went really well and it was very exiting. I did not believe I was going to get any points from the mission but suddenly I could reach the officers area and almost got Yates and Halliwell.
In the end I could not kill Yates nor capture Halliwell, but I reprogrammed the computer (6 victory points), rescued Pattinson (2 VP), the bunker was destroyed (2 VP) and returned with more than three men (1 VP), so I got 11 victory points in total which grant me 20.000 credits and the command of a guerrilla commando.

7 comments:

  1. That sounds like lots of fun! I remember loving the sound of the Laserburn scenarios, but never having the money to get them.

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  2. Yeehaw! Great game "everything"!

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    Replies
    1. Yeah Jay! it was great, a total blast from the past. I used to play a lot Laserburn back in the 80s

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  3. Brilliant game all round!

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