Tuesday 28 March 2017

Thoughts on - Life (no spoilers)

Hi all,
          This weekend I saw the sci-fi / horror picture "Life". The plot is this, life on mars has been confirmed (finally) and a sample return mission has been sent back to the ISS and the astronauts to study.
        Basically, its another "nice picture forget the actual science" films. Very nice sets, with plenty of detail, reasonable plot and script. The alien development and design was plausible.  Slightly corny in spots, but that was to be expected. It felt like a cross between Gravity and a tame Alien. I did feel the start of the film had been chopped about a bit in the editing process. Another point was that when they had problems, they went bad very quickly, but I suppose that was the way scriptwriters do it to ramp up the tension.

(Micro spoiler alert)---------
For instance, the alien gets smart, very quickly, without any prior experience of science,electronics, etc it does all sorts of stuff, not plausible.
--------------------------------

One day we may be facing this possibility for real, so I hope they do a better job. I'm wondering if when they cracked the hatch on Apollo 11 we might have been contaminated then. I know that the astronauts wore sealed outfits before they got into the quarantine unit, but would like to have another look at how the capsule itself was treated. The moon samples were in sealed containers.

So, if you are walking in the National Air And  Space Museum and you see something green and frothy dribbling out of the hatch, run for the hills.

Worth going to see, just to get "what if" thoughts going on in your head.

Rating - 7 out of 10.

Ivor

P.S.Moon rock results.

http://ngm.nationalgeographic.com/1969/12/moon-landing/moon-rock-text

Saturday 4 March 2017

5P- Job 1 - Hologame 1 Part1

Hi all,
         I am utilizing my "Advanced Space Crusade"  (TM).boxed set, Copyright 1990 by Games Workshop, to generate a "Holo" game for my "5 Parsec" heroes to rampage through.

Please note, I have deviated from the standard rules in some parts, so this game will not represent accurate game play in all instances, I am just generating a solo game for myself.

House Rules

My heroes are to have a gun and a force field with 5 charges. 2 Frag grenades.
They have an initial speed of 5 on the board. Their ammo runs out when a 1 is thrown. It takes one round to reload.
Alien enemies will randomly pick a target if there are multiple heroes in the room or they may just head for the closest to them.
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The fun begins in the lounge of the Magic Carpet.15:00 hours.

Captain Martin, "Now that everything regarding the Jump has been computed, checked, verified and got the green light, we can relax a bit before dinner. We have time for a quick Holo-game. So grab your helmets and control gloves from the locker. I managed to find a new one while in port, "Invasion of the Zargon Horde."

Squad 1 100 PTS             Armour                               Snap Fire             Aimed           Combat
                Reaction  Exposed  Cover     Weapon     Range to hit   Range to hit      Hit       Parry
Dave           8                7            10     BP + Knife     8        1D+1 16       1D+1        2D+2
Lucy            8                7            10     BP + Knife     8        1D+1 16       1D+1        2D+2
Sgt Ted      10               8            10     BP + Chainsaw  8    1D+1 16       1D+1        2D+3          P
Eric            8                 7            10     BP + Knife      8       1D+1 16       1D+1        2D+2

Squad 2 100 PTS
Martin       8                 7             10    BP + Knife       8       1D+1 16       1D+1     2D+2
Sgt Rose   10               8              10     BP + Chain     8       1D+1 16       1D+1     2D+3        P
Chris        8                 7              10     BP + Knife      7       1D+1 16       1D+1     2D+2
Pinky        8                 7              10    Lasgun + Knife 8       1D+1 16       1D+1     2D+2

Extra Action Table
D12 Roll                        Actions
1-4 = 0                          Charge = Speed +2 (No shoot, can attack
5-8 = 1                                         (cost 1 square of move))
9-12=2                         Advance= Speed (Can Snap shoot, can attack
13-16=3                                      (cost 1 square of move))
17+=4                         Ready Weapon = Move 1 square (optional) and then
                                                             1) Take an aimed shot.
                                                             2) Enter Overwatch status.
                                                             3) Throw grenade.

An active Sargent. in your squad gives +2 to extra action rolls.
Reload = Reload weapon and move 1 square (Optional). But No attacks.

Cover
Taking cover (shown by a model on half a square) costs 1 move, 1 move to leave cover.

Diving Prone (shown by a model on its side) granted 1 free square move. No shooting or attacks.
An opponent gets +4 to combat modifier. 1 move to leave prone (face any direction).

Turn 1

 Roll 6 on extra action table, so with both Seargent's + 4 = 10, 2 extra actions.

Starting layout for the players.
Squad 1

Sgt. Ted announces “There is a life form nearby! Stay on high alert !”.

Dave opens the left side door and advances to the right junction to check out the Blip. He discovers a captive and frees him from the web. Dave gains 1 Victory Point.

Lucy moves up the left passage and advances to the other junction. The others follow.
(Using 2 Extra Move actions) Lucy and Sgt. Ted move to the next door on the left.

Squad 2

Chris goes through the doorway and advances across the room to the far opening, the others follow. The opposite room shows an undulating mass opening and closing slowly. The bio scanner shows something nearby.

The nearby blip is converted into a Tyranid Warrior armed with a Deathspitter. 

Blip 1 40  PTS           Armour                               Snap Fire            Aimed              Combat
                 React Exposed Cover    Weapon     Range to hit    Range to hit          Hit Parry Speed
Warrior 1      7         11         11      Deathspitter       8      1D+5      24   1D+5          2D+6              6


Warrior 1 advances into the opening and snap fires at Chris. Roll to hit 8 +5 =13. A Hit.
Chris's Shield down to 4. 2 blobs of caustic protoplasm land to the left of Chris. (Random squares). Misses the other players.

Chris was too shocked to react (9 rolled).
Martin dodges to the left. (8 rolled).
Sgt Rose dodges to the right. (2 rolled).
Pinky was too shocked to react (11 rolled).
Turn 2

Roll 6 on extra action table, so with both Sgt.s +4 =10, 2 extra actions.

Squad 1
They can hear shooting in the distance.
Dave uses his action to chat to the former captive, Gus the Guard and charge his Lasgun. Speed =4.

                               Armour                        Snap Fire         Aimed         Combat
              React Exposed Cover Weapon Range to hit Range to hit   Hit Parry
Guard       7           7             9      Lasgun      12     1D       24      1D+2    1D
 Lucy opens the door.

 Sgt. Ted Checks the other room.
Eric advances to support.


Squad 2
Chris advances diagonally into the passageway and takes aimed fire at the creature.
 (He misses with a 4, but hits with his next shot. (8+2=10)). 2 Victory Points.


Martin advances by the closed door, to see the foul monster lying dead. He takes a snap shot at the pulsating mass in the room. (11+1=12). A Miss.


Rose advances to the passageway. She takes a snap shot at the pulsating mass. (10+1=11). A Miss.
Pinky advances in support.

Martin and Sgt. Rose spray the room with shots, but do not hit anything vital.

Meanwhile

One of the blips in another chamber moves towards an opening.

Turn 3

Roll 12 on extra action table, so with both Sgt.s +4 =12, 3 extra actions available.

Squad 1



Sgt. Ted advances into the chamber and hears distant shots.
Dave and Gus re-join the party.

Squad 2

Chris directs an aimed burst at the object, it squeals and slowly stops pulsating, blocking the way to the other door.(6,3,and 12).
(Teleport Nexus = 10 VP).

Extra moves.
Chris, Sgt. Rose and Pinky moves along the passageway.

Meanwhile

Sensors report more of the area ahead with more blips moving towards our heroes.
 Lucy advances forward, but sets off a trap, a spike, dripping with yellow goo, is fired into her leg from the rear (Shield not effective from this height).
Eric helps her up.
Sgt. Ted advances into the chamber and hears distant shots.
Dave and Gus re-join the party.

Martin opens the door (far right) to find a dead end.

Turn 4

Roll 4 on extra action table, so with both Sgt.s +4 =8, 1 extra action.

Squad 1
Lucy must seek medical aid off the ship. She is at half speed. she retreats back down the passage.


Dave takes point and advances to check the opening on the right.

He meets a Bone-sword weilding Tyranid.  Speed = 6.

Blip 2 - 40 PTS           Armour                                Snap Fire          Aimed           Combat
                   React Exposed Cover Weapon      Range to hit Range to hit         Hit Parry
Warrior 2        7           11       11      Bones               -                   -                         3D+6 *
* +1 Armour if shot from front (Bone-sword deflection).

Dave snap shoots (10 +1=11) and would have hit the Warrior, but the slug was deflected away by its blade.


Warrior 2 now reacts and moves forward 1 square to attack. Rolled 1,4 and 6. Scores 7, 10 and 12, so 2 hits on Dave's shield. Dave rolls a 9 and so cannot react.

(Extra move). Dave readies his weapon, advances one square and makes an aimed attack at the creature. (The shot was deflected on a 4 +3 =7). A Reaction Roll of 12 scores 1 hit on Dave's shield.
Gus Readies his weapon and advances 1 square.

Squad 2

Chris advances one pace to the door. He readies his weapon. It opens to reveal two Okraggs in another passageway. Speed =4.

Blip 3                  Armour                         Snap Fire           Aimed                      Combat
           React Exposed Cover Weapon Range to hit      Range to hit                Hit Parry
Pointy     7            8                    Bolter        12        1D         24    1D+2            1D
Sticky                                Heavy Webber    0-4      1D +1   4-8    1D-1             1D

Chris shoots, but rolls a d6 (for shooting through entrances, 5-6 succeed) and gets a 4, so hits the wall. Pointy rolls a 12 and cannot react to the shot.


Chris uses the Extra Move to go diagonally left and clear the doorway He then sees he is up against at least another foe.

Blip 4                             Armour                          Snap Fire  Aimed          Combat
                    React Exposed Cover Weapon Range to hit Range to hit   Hit Parry Speed
Boss Fatbelly    7      8              9      Shotgun   12       1D      24    1D+2  1D 5                 
Sword                                                                                                 Y
Speed Boots.                                                                                                6

Cutter                7      8              9      Bolter         12       1D      24   1D+2   1D                4
                                                          Chain Sword                                       1D    Y.                                    
Help !
 Boss Fatbelly fails to react (Rolled a 10.)


Rose advances round the corner to deal with the Boss.

 Pointy rolls a 5 and reacts to Rose, by moving forward a square and readies his weapon.




Rose shoots at the Boss (2+1=3), but it bounces off his armour.

Boss Fatbelly fails to react (Rolled a 9.) apart from laughing at her.

Meanwhile

Warrior 2 attacks Eric twice and Dave once with his Bone-swords. (7,7,3) All 3 hit. Eric's Shield is down to 3, Dave's shield is down to 1. Eric fails to react (Rolls 12), Dave rolls a 7 and reacts with a snap shot, but misses with a 2.


Pointy advances to the right and snap shoots at Chris, hitting him once. (Rolled 10,1 = Out of ammo). Chris' shield is down to 3.
 Sticky advances forward close to Rose, shoots his webber (11) and traps her in sticky fluid strands. “AAAA” . Loose 5 Victory Points.

 Chris reacts (2) to this and fires at Sticky, (1) misses and is also out of ammo ! “Help !”


Pinky Advances to their aid and snap fires at Sticky (10) Killing him. 1 Victory Point.

Pointy does not react (12), apart from shrug his shoulders.

Boss Fatbelly fails to react (Rolled a 10.)

Cutter reacts (5) by leaping forward in front of Boss Fatbelly.

Martin  follows Pinky.

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(More to come in parts two, three, four and five, now published).

Ivor Cogdell

P.S. Based on Warhammer 40K "Advanced Space Crusade". Copyright 1990 Games Workshop Ltd. All rights reserved.