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