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Dienstag, 10. Januar 2012

AE Bounty Hunter battle report

How I love my gaming matt! Some new terrain and bam, you a small Scifi outpost.

A small spaceport in Freedom City on Dschahanann (a swampy death world in the outer rim). This world is neutral territory as no force or race could keep possesion of it for long. The law is upkept (or not) by Marshalls and their crew. Both are paid by the governments of the different races or corporations. Contracts for law enforcement are signed for 5 years and a new Marshall is elected for each city or outpost.

Crazy Ivan is selling his wares.
Captain Neroth and his Black Sun Crew (name shamelessly stolen) sweep the city for the droids that escaped the estate of a powerful merchant (Jotan Saltare). The merchant pays for every droid captured, but the black market price is much higher.
The Felid government dispatched Baron K'orall to secure the droids, as they suspect the smuggling of Felid weapons with Saltare in the middle. A small elite team of the Keri'l House was chosen to compleze the mission.
The scouts of the pirate gang already secured a clear view on the battlefield.
Both crew make their way to the centre and search for the droids.
Nothing to see for the Felids except Dr. Zoidberg waiting for clients ;)

The scouts spring their trap and ambush the heavy weapons guy of the Felids and rip him apart with one salvo. A heavy blow the firepower of the assault team.
Captain Neroth decices to take the secure route (even in Power Armour).
Chainsaw attack! The corsais attack two Felids that tried to make a pincer move.
Every new pirate crew member has to prove himsel in one of the corsair squads. All corsairs are equipped with self-destruct mechanism, so failure at least serves some purpose. After 10 survived battles the explosive devices are taken off and the corsair joins the normal squads.
Seeing his fellow pack members die one by one, the Baron has to admit defeat and retreat to fight another day. The captain and his crew did not manage to get all the droids, but at least demonstrated, that they are a force to be reckoned with.
We used the AE Bounty Hunters ruleset, one of my all-time favorites. Great rules that really make it easy to create interesting scenarions. I used one elite gang with only 6 members and good equipment and one gang with 13 members. The large gang proved quite effective, because the Felid player didn't really use his advantages (e.g. he could have easily suppressed the low morale pirates, etc.).

Still a great game and I really love how my terrain fits the matt.


  1. Indeed, that setup puts ours to shame. Pleased to see the AE-Bounty rules in use, too. I don't think they really got a chance to shine.

  2. PMMDJ, I totally agree with your statement about the AE rules. I think AE WWII is also highly underrated. For example, people in Berlin used a variety of WWII or Pulp skirmish rulesets and weren't really satisfied with any of them. AE WWII as Bounty Hunter are very flexible and the scenario driven way of playing it makes it so great.