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.
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
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.
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'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.
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 ! |
Rose advances round
the corner to deal with the Boss.
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.
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