Fistful of Lead: Star Trek

  I have recently purchased the Fistful of Lead: Galactic Heroes ruleset, and I really wanted to get in a game with them.  I have a lot of plans for the rules, namely pulp sci fi, but also some other games that I just don't have the figures or terrain done for yet.

  So, one thing I really wanted to do for a while now was to use my TOS trek figures, and they were done, so I tossed together a table and played out the first scenario in the book (modified to fit the setting and figures I had).


 So here's the crew I put together.  I haven't played before, so I didn't really know what was useful or not.  This is just a "figure out how to play" game, so I wasn't really concerned with making them the best versions or anything.

Captain Locke - D12 Shoot, D12 Fight
Veteran, Leader, Deft, Summoner
Phaser (laser pistol in the rules)
 Stunner (separate weapon in the rules, but part of the phaser here)
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Lt.Cmd Dr. Shorn - D10 Shoot, D10 Fight
Smart, Medic
Phaser
 Stunner (separate weapon in the rules, but part of the phaser here)
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Crewman Adam - D10 Shoot, D10 Fight
Steady
Phaser
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Crewman Baker- D10 Shoot, D10 Fight
Fearless
Phaser
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Crewman Connors- D10 Shoot, D10 Fight
Deadeye
Phaser
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Crew Trait: Loyal

 The enemy were a group of Klingons, but I'm not posting their stats. They were just bad guys. 

  The scenario was that the Federation team had an alien scientist with them. There was another alien scientist out there in the city somewhere.  Each alien had a part of the code needed to access the database on the shuttlecraft on the left there.  Each team wanted to get both aliens, and get them to the shuttle.
  Captain Locke and that Klingon crewman are closing in on one of the aliens in the town.  

The Klingon (they have numbers on the bottom of the base, I have no idea right now what that figures name was without seeing it.) reaches the alien first, and proceeds to ask politely if they are the scientist they're looking for.  It turns out, he is not. 

A huge gun fight (phaser fight?) erupts in the street.  The Klingon that reached the alien is shot and wounded, Crewman Able has some problem with his phaser (out of ammo), Commander Valkris, the Klingon on the left, missed completely, and the other Klingon also went out of ammo. But, he was activated with that card there, a 7, which means he gets to re-roll one die. So he's not out of ammo, but he still missed.
 Yes, I'm using a deck of Star Trek cards to play the Star Trek game, because that's awesome!

  Crewman Baker has been leading the alien scientist away from the fight in the street by cutting around through alleys and such.  It was going pretty well until the Klingon Captain and a crewman cut trough the building to get to them.  Crewman Baker managed to vaporize the crewman, but the Captain was able to reach her.  In hand to hand, she stood no chance at all against the Klingon warrior.

  On the other side of the table, Commander Valkris has managed to locate the second Alien scientist in an alley!  The Klingons now have both of the aliens they need.


  The Klingon Captain should have just run for the shuttlecraft with the alien, but he couldn't.  I gave the Klingons the "Bloodthirsty" trait, that means if they can get into melee combat, the have to.  So instead of heading to complete the objective, the Captain charged Dr. Shorn.  The doctor had no more chance than Baker did.  Note: Bloodthirsty is a bad trait for most people to have. It probably makes sense for a lot of figures, like zombies or something, but probably not in regular ones that need to complete objectives.


Captain Locke calls in some help, three more red shirts beam down beside him.  His hope was that they would be able to reach the Klingons before they got to the shuttle.
 Honestly, he was never not going to do this. The Captain beaming down more red shirts? That's just fun!

   This Klingon warrior has been proving his worth all game.  He's tied up the Captain completely, so one of the newly arrived crewmen has moved in to help.  
  It didn't go too well.  The Klingon escaped out the back of the building, but not before Wounding the Captain.

  On the right of the picture we see Valkris rushing the alien scientist to the shuttle. Behind her is one of the new crewmen trying desperately to stop her.  He fires...and hit absolutely nothing. Valkris reached the shuttle with the alien. 
On the left, between the buildings, we see that the Federation has secured their original alien.  The Klingon Captain fell in a hail of phaser fire just before this.

  At the end here, the Federation closing in on that quite tenacious Klingon Crewman. 

 So the Scenario ended up as a tie.  Each side secured one of the alien scientists.  The Klingons lost four of their five crewmen, while the Federation lost only two.

The game played very well, as I figured it would.  The activation mechanic is fun and offers a lot of choices to make, and the combat is sufficiently harrowing that it really makes you think about what you're doing.
  I spent some time flipping through the rules while playing, but not too much.  As this was the first game I fully expected that.  I don't imagine I'll have to do that going forward, at least not as much.  
I really enjoyed this game!  
It was supposed to be a one-off just to learn the game, but now I'm painting Gorn and Romulans. That's how it goes.




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