Sunday 16 April 2017

5P Job 1 - Hologame Part 3

Hi all,
          This is my third installment of the Hologame in the lounge of the Spaceship Magic Carpet. Have you seen the first two parts ?

The remaining players.

Squad 1 100 PTS Armour Snap Fire Aimed Combat
          React Exposed Cover Weapon Range to hit Range to hit       Hit     Parry   Speed
Lucy     8          7            10     BP + Knife 8     1D+1   16      1D+1     2D+2                    3
(Off stage for one round to get healed, but still -1 to speed.)
Sgt. Ted 10      8            10     BP + Chain 8     1D+1 16        1D+1     2D+3       Y
Gus      8         7            10      BP + Knife 8     1D+1 16        1D+1     2D+2     (-1 to hit rolls)

Squad 2 100 PTS
Martin 8        7             10       BP + Knife 8    1D+1 16        1D+1     2D+2
Chris   8        7             10       BP + Knife 8    1D+1 16        1D+1     2D+2
Pinky   8       7              10      BP + Knife 8     1D+1 16        1D+1     2D+2

Baddies
Boss Nutter  8  7            10      BP+ Knife           8     1D+1 16   1D+1      2D+2                     3
Standard                                                                                                 1D-2         Y
Spike           8  7             9      Plasma Pistol        - - 16 1D+1       2D+2                                  3
                                               (2 rounds to charge up)

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).

Rank of Sgt. Ted gives +2 to extra action rolls. Take an aimed shot or throw grenade. Enter Overwatch status.
Reload= Reload weapon.
Move 1 square (Optional)
No attacks.

For other stats and House rules, see part one.

End of part 6

Stepping out into the room where Flashy has just met his end steps Boss Nutter and his bodyguard, Spike. Looking over at Flashy he snorts, “That wasn't very good manners was it. Take em out, Spike”.

Spike thinks for a moment, “Uuh, take 'em where, Boss ??”

Nowhere, just kill them !”

Oh, I like that job.”
Fire !”

Click, click.

I fogot to charge it.”
BZZZT, HUMMMMMMM.

“Idiot”
Turn 7

Roll for extra actions. 10 +2 =12. So 2 extra action.

Squad 1

Lucy leaves the spaceship. (She will be healed next round.)

Sgt. Ted lobs a frag grenade at Boss Nutter while he reloads.
(Attack roll 3+4=7. A miss.)

Boss Nutter heads the frag grenade into the back room, where it explodes harmlessly.

Gus lets loose a hail of lead at Boss Nutter.
Attack Roll (2,12 - a hit, Boss Nutter falls to the ground, dead.)
Extra Action Gus switches his aim to Spike.
Attack Roll (7+1=8 - a hit, Spike falls across Boss Nutter, its green blood oozing across the floor .)


Squad 2

Martin finds another prisoner in a small chamber off the main room. 1 Victory point gained.
Extra Action, He frees Harry and charges up his weapon.
Pinky and Chris check two of the doors, both are dead ends.

Meanwhile

The Warrior spends its time eating its first victim. It throws the outer skins into a corner.

Turn 8

Roll for extra actions. 11 +2 =13. So 3 extra actions.

Squad 1


Lucy, who has now been healed, returns to the spaceship. (But at a reduced speed 3 from now on.) She sees a dim figure in the distance, but it does not look like one of her squad.


Gus and Sgt.Ted try the two nearest doors, but both were dead ends.
Extra Action. As Gus approaches another doorway, he feels a strange vibration coming through the floor. He pauses to see if anything else happens. He notices a slight flickering of light.


Squad 2

Pinky and Chris check two of the doors, both are dead ends.


Extra Action. Chris checks the door on the left and it opens to reveal a passageway ahead and two openings to the left and right. Martin, Harry and Pinky follow behind.

From around the corner lumbers the menacing figure of Boss Gizmo.


                       100 PTS    Armour                       Snap Fire             Aimed                   Combat
                      React Exposed Cover Weapon     Range to hit      Range to hit    Hit    Parry Move
Boss Gizmo        8           9         10      Plasma Pistol        8     1D+1       16    1D+1      2D+2               3
                                                          (2 rounds to charge up)
                                                           Power Fist                                                      1D+4

Close Combat
Round 1

While his Plasma pistol is charging up, he swings his Power fist at Chris, (2+4=6) who ducks out of the way and fires back (4+1=5). but it bounces off Boss Gizmo's armour.

Round 2



Boss Gizmo's fires the now charged plasma gun at Chris, (3+2=5, 6+2=8, A Hit on his shield, now down to 2) who staggers back slightly, then fires back (1+1=2 miss). but it just makes a loud "CLICK", he is out of ammo.

Round 3



While his Plasma pistol is charging up, he swings his Power fist at Chris, (7+4=11, a hit on his shield, now down to 1). Chris lobs a frag grenade at the Boss, while he is reloading. It lands at Boss Gizmo's feet and the blast blows him backwards. Since Chris was so close, he has to check for damage too,(11) his shield is weakened by 1, now out of charge.

Meanwhile

The Warrior spends its time eating its second victim, having learned how to peel it from its not very hard shell.

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More to come in parts 4 to 6.

Ivor Cogdell


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

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