Coppers and Cultists

Coppers and Cultists

“Remember, these mugs are with the Zamboni outfit – so look sharp. They did some pretty nasty things to take over the Irish Gang’s bootlegging operation with the help of some local penny ante thugs, the Marsh Boys –including killing an Agent, so it’s shoot first and ask questions later. Got it?”

The mumbled yes sirs were vocal enough to reassure the G-man, Agent Jones of the FBI. He’d been working on the Zamboni operation for months and wasn’t about to let some flatfoot local coppers screw things up, that’s why he’d brought along several agents from the local Bureau office. He glanced over at Tess Trueheart from the Daily Tattler…he didn’t like her being along, but the Bureau Chief gave her an exclusive for some reason.

The two cars turned off their headlights and crept to a stop short of their objective by the coast, the ruins of the Marsh house, and storehouse for a bootlegging operation from Canada. As the G-men and Coppers got out quietly and advanced on their objective they heard a strange, deep montone chanting. What the Sam Hill are they up to?

Time for a little switch here. I ran a small skirmish game between G-men and Police, and a mixed bag of mobsters and cultists…and Deep Ones. Yep, Deep Ones! Unbeknownst to our G-men, the Marsh Boys are trying to summon a little help from their brethren off the coast while some fidgety mobsters try to figure out what’s keeping their shipment from Canada. The rules were a mash-up of Larger Than Life and CR3/Gangsters.

The Good Guys:

Agent Jones: Rep 5, Star, Hard as Nails

Tess Trueheart, Reporter:  Rep 4, Lucky

Agents: Rep 4 Crack Shot, Rep 4 Fast, Rep 4

Cops: Rep 4

The Bad Guys:

GrandPa Marsh: Rep 5, Star, Strong Willed, Magic

Mobsters: Rep 4

Cultists: Rep 3, Fanatic (+2 Rep to non-combat reaction rolls)

Deep Ones: Rep 5, Terrifying, Melee attack: Impact 2

Opening Scene. Night. Ruins of the Marsh House. Visibility 14”

The G-Men and Coppers advanced on the Marsh house under a gibbous moon, leering from the sky with a necrotic amber glow…the angry crashing waves of the nearby sea shore makes it difficult to hear anything. They spot several cars parked in front of the house, the red glow of cigarettes betrays the position of the guards.

The G-Men advance on the Marsh house

The G-Man Star decides to play it by the book and demand their surrender. He advances into sight and barks a command, “This is the FBI! You are surrounded, put your hands in the air!” A Talk the Talk roll (from 5150) was made…doh! The G-man completely blew it and the Mobsters yell back, “Eat lead, G-Man!!” and open fire, hitting the Star and Knocking him Down.

The Star is Down! Well, for now...

The rest of the G-Men and Coppers move forward triggering In Sight tests from the mobsters, and a nasty short range firefight ensues – pistols, rifles, Tommy Guns, BARs and shotguns blazing away. Cultists and Mobsters fall like ten-pins at a bowling alley, but the G-men take their hits as well.

G-men and Mobsters blaze away at each other

A Mobster Ducks Back out of the fight

The G-men decide to sweep to the left of the house, chasing some fleeing mobsters.  As they move by the house some Cultists cut loose with shotguns and pistols, injuring some officers and killing one more. After a point blank fire fight (between 3” to 4” range) and some hand-to-hand combat, the G-men scatter the crazy cultists.

G-men and Cultists in a fierce close quarters fight

As they step onto the beach, two more crazed cultists, screaming “Ia! Ia!” charge into melee, hacking down a police officer with a machete, and then menacing Tess Trueheart. She gets a close snapshot as the G-Man Star guns them down with his Colt .45. The remainder of the Mobsters make a break for it yelling, “I ain’t getting paid to get gunned down by a G-Man, I’m just here for the beer!!”

Tess takes a close shot!! Her Editor will be happy.

The G-men push onto the beach

As the Scene falls quiet, a rising, guttural chanting rises in volume into a crescendo. The G-Men cautiously advance onto the beach towards the shapes they see near the water. It’s GrandPa Marsh, who finally makes a successful Summoning roll after blowing it turn after turn! Rising out of the water are several Deep Ones whose sudden appearance forces a Morale Test. Two Coppers see the aquatic nasties clearly and their world view shatters under the weight of new knowledge – they run screaming from the table. Luckily for the other Coppers and G-Men they can’t make the Deep Ones out that clearly and cut loose with a withering fusillade of weapons fire as the Deep Ones charge.

Deep Ones rise from the ocean and attack!

BUDDA-BUDDA-KAPOW-CRACK-BAM! And several Deep Ones fall, Out of the Fight. At this point GrandPa Marsh orders the retreat, and his brethren from the deeps gather up their fallen and plunge back into the ocean with Marsh in tow.

I would have summoned Cthulhu if not for you meddlesome G-men!

The G-men report that a Portuguese smuggling gang using Deep Sea Diving gear to bring booze ashore had teamed up with local KKK and Mobsters on the bootlegging operation they foiled. It was a deadly encounter, and aside from several officers killed and injured, two seem to be suffering from combat fatigue and are mighty jumpy.

A bit anti-climactic as the Deep Ones didn’t arrive until it was basically too late, and then the Cops almost all passed their Morale/Sanity test with lucky rolls. The Deep Ones that tried charging got creamed by small arms fire. But there will be a rematch — as GrandPa Marsh screamed in fury as he retreated into the sea, “You’ll rue this day! I’ll have my vengeance upon you ALL!!”


4 Responses to “Coppers and Cultists”

  1. Phill Says:

    Great report…a fun read, like watching an exciting action scene in a cross between “The Untouchables” and “Iniana Jones”…very nice…


  2. sbminisguy Says:

    Thanks!! I have a bunch of Copplestone gangster figures on the project list to get to — but I will need some urban terrain for them.

  3. Mahon Says:

    Thanks for this great report. I wonder if you’re planning to play any more of such games.

    I was preparing for some Lovecraftian gaming too, but I wanted to wait for my miniatures to be painted. Now I begin to think that the “to be painted” part is not that important 😉

    Did you have the whole scenario pre-planned with all the scenes etc, or was it generated with LTL, or maybe improvised as you played?

    Which parts of LTL did you use? I have the game but haven’t had much experience with it yet.

    Waiting for more of such cool batreps!


    Chest of Colors: All About Miniature Painting

  4. sbminisguy Says:

    Hi Mahon,
    This was a quick intro scenario I improvised to get my friend interested in gaming using the Free CR 3.0 and Gangsters! rules. I primarily used the Summoning and Magic rules from LTL, but next time intend to use LTL for the whole game. My friend had fun, and I do plan to go further with Lovecraftian gaming. Call of Cthulhu is a favorite genre of mine and I’d like to do a series of scenarios set in that, plus do some WW2 versions. So I plan to take the surviving G-Men and use them more scenarios against Gangsters, Cultists and Cthulhean nasties.

    Someday I’ll need some urban terrain as well — I have lots of ruined terrain I use for WW2, but unless it’s a post-apocalyptic Chicago I’ll need to get some intact buildings and houses.

    What kind of Cthulhu/Lovecraftian scenarios are you planning to do?

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