Monday 5 June 2017

5P-Job 1 - Hologame Part 5

Hi all,
This is my fifth installment of the Hologame in the lounge of the Spaceship Magic Carpet.

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
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
(now -2 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
Harry        8             7        10       BP + Knife       8 1D+1 16 1D+1 2D+2                              4

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)
Sgt. 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.

Turn 11

Roll for extra actions. 1 +2 =3. So no extra actions.

Squad 1

Lucy finds her comrades. Ted tells her to go the other way, as they have checked all the area in there. She retraces her steps and turns left at the junction, glancing at the body to make sure it is not moving.

Sgt. Ted leads Gus back down the passage towards Lucy.

Squad 2



Martin yells for help at the trapped room entrance, Pinky and Harry rush back to Martin. Harry does not quite make it in time, but Pinky adds his strength to Martin's efforts to open the door. (Door strength weakened, now 11.) Roll 9 + 2 Strength= 11.
SCWLAPP
With a “SCWLAPP” the doorway springs open. Luckily the tentacles had not grown long enough to grab onto Chris. They pull him to safety, while the hole expands a bit larger, then starts to shrink, as it senses its prey has escaped. 2 Victory points.

Meanwhile

Lucy's sensors report another large chamber ahead, but with the other vibrations going on around the ship, it is masking any life forms that would otherwise show up.

Turn 12

Roll for extra actions. 7 +2 =9. 2 extra actions.

Squad 1

Lucy advances towards the doorway, followed by Sgt. Ted and Gus.

Squad 2

Pinky leads the rest of the squad towards the Squad 1 locator beacons. 
Extra Actions – He moves forward (1) and opens the door (2).



 Sgt. Ted sees the door opening, reacts too quickly, turns and fires.

 (10) A hit, Pinky's armor goes down by one, to 3.

Meanwhile


Lucy's scanner seems to be playing up, giving inaccurate readings. 





There is no way to tell how many creatures is behind the door.



 The vibrations continue to be felt through the spongy floor surface. Lucy listens at the doorway, but she is unprepared for her proximity to cause the door to spring open wide !


That is where we have to leave Part 5........

You can catch up on the other four installments if you have missed them.
If you liked them, please press the relevant G+1 button.
Please add a comment below.

Ivor


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



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