This part is description of the second scenario followed by
a brief description of the action in the game.
The scenario is an expedition to examine an ancient abandoned alien
site, gather as much data and items as possible and leave in the spaceship they
arrived in. The others are teams from
various star nations or corporations attempting to capture the expeditions
scientists and any data or devices that are at the site. The scientists may not be shot at, but may
be captured if defeated in close combat by a shaken, wound, or out of action
result. If captured they each must be
accompanied by a team member and move at crawl speed.
The
scenario is designed for four to eight players and uses a six-foot round table
or a five by six-foot rectangular table. The spaceship starts at the
center of one of the long edges of the rectangular table, any point on the edge
of the round table. The center of the metal disc is placed 40 inches in
from the edge where the spaceship is located with the three buildings near the
disc per the photos below. The rest of the terrain is low hills and
patches of wood that block sight and slow movement.
The
teams are all from the supplement and have five members. The spaceship
crew uses the bounty hunter team minus the not-Jabba hero. The spaceship
crew will not leave the ship, but will defend it if it is attacked. The two five-man guard teams for the
expedition are the not-40K space marines. One of the regular guards on
one of the teams is replaced by three grunt scientists. They have the
following traits: Smart, Slippery, and Lousy Shot and are armed with
blaster pistols. Combining Lousy Shot with the inaccuracy of the blaster
pistol and the eight-sided die of a grunt results in the scientists not being
able to shoot anything at long range and having a poor chance of hitting
anything at short range. The guards and the scientists start within the perimeter
of the abandoned alien site.
For the round table locate the point on the edge directly
across from the spaceship and place the starting point for the first two teams
15 inches from that location. The next
two teams start 30 inches from them and the last two teams are another 30
inches from the second pair of teams, placing them about 36 inches from the
center of the spaceship. On the rectangular
table the first two teams will start six to twelve inches in from the corners
of the opposite long edge. The next two
teams start in the middle of the two short sides. And the last two teams start in the corners
of the same edge as the spaceship.
The six attacking teams cannot be the not-40K marines or
the bounty hunters. The first two teams
are from the birdmen and ranger teams. The
last two must have armor reducing their movement to four inches be action. The
other two teams can be any other team from the supplement.
In addition to the three buildings and the central disc
there are two devices at the edge of the disc on the side facing the
spaceship. Each of the buildings can be
searched for data and information. On
the first attempt if an easy task is passed then one data unit is retrieved. For a medium task pass two units are
retrieved and for a hard task pass three units are retrieved. On the
second attempt a medium task pass provides one unit of data and a hard task
pass provides two units of data. For the
third and final attempt one unit of data is retrieved on a hard task pass. Each unit of data is worth five points. The two devices next to the disc are worth 50
points each and can only be removed by making a hard task pass. Attempts can be made as many times as needed
to remove them. Once removed each must be carried by at least
one team member at a crawl. If two
carry it then one inch is added to the movement rate per action.
The game started with four players and later two additional
players who were passing by joined in.
The starting attackers were the birdmen equipped with jet packs, the
rangers, and a regular team starting from the middle of the east edge. The spaceship was on the south edge of the
table. The later arriving players took
the two armored teams.
While the scientists were inside the buildings attempting
to retrieve as much data as possible the two team leaders were trying to remove
the two devices. One of them removed a
device on the first turn and the other accomplished removing the second device
on turn two. While this was happening
the raiders were advancing and starting to engage the guards. At the end of the second turn a strange
humming could be heard from the disc and suddenly a group of four demonic
looking creatures appeared.
Both jokers had been included in the deck as wild
cards. If a joker was played and there were any
creatures on the table they would move in a random direction determined by an
arrow die or the top corner of the result of a ten sided die roll. This movement would take place after all
cards of the type that had been called had been played. Thus if tens were called and the first joker
was played as a ten once all players had finished playing their ten cards the
creatures would then move. If the
second joker was played in a turn then additional creatures would appear. The number of creatures appearing would be
determined by the difference of two averaging dice, marked 2,3,3,4,4,5 or if
both were the same that number of creatures would arrive. For a regular six-sided die count one as
three and six as four.
One of the armored teams made an alliance with the birdmen
who had moved to the southwest of the site.
Together they formed a firing line that kept the two guard leaders
pinned down with shaken and wound results.
While they put up a tough fight the guards kept suffering casualties as additional creatures arrived. They were eventually down to only three of
the starting nine and only one made his escape to the ship abandoning the
devices. The two teams of raiders who
had partnered split the devices between them.
The rangers had made it to the site and finished investigating
the buildings finding a few more data units. Except for the one creature munching on the guard all the others had been killed. The team advancing from the east met that creature just after it finished
devouring the guard with only one team member surviving its attack by running away. The creature then went on to attack the
other arriving armored team and was finally slain.
Final results for the game were 50 points each for the two teams
with the devices, 35 for data retrieved
by the expeditions scientists and 25 points for the data retrieved by the
rangers.
End of the second turn. Four creatures have
appeared on the portal. The guard with
one of the scientists on top of the dome is actually inside. He managed to kill two of the creatures
during the first round of combat with each of them.
One of the guards engaging the birdmen in close
combat.
The two team leaders
dragging the devices towards the spaceship at the bottom of the picture.
The first part is here
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