Showing posts with label Starship- Magic Carpet. Show all posts
Showing posts with label Starship- Magic Carpet. Show all posts

Thursday, 29 June 2017

5P - Job 1 - Hologame part 6

Hi all,
This is my sixth and final installment of the first Holo-game in the lounge of the Spaceship Magic Carpet.

The remaining players.

                                   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+2    2D+2               3
Sgt Ted       10          8           10       BP + Chain        8       1D+1      16       1D+2    2D+3     P
Gus              8           7           10       BP + Knife         8       1D+1      16       1D+2    2D+2
(-2 to hit rolls)

Squad 2 100 PTS
Martin         8            7           10        BP + Knife        8        1D+1      16        1D+2   2D+2
Chris           8            7           10        BP + Knife        8        1D+1      16        1D+2   2D+2
Pinky           8           7            10        BP + Knife        8        1D+1      16        1D+2   2D+2
Harry           8           7            10        BP + Knife        8         1D+1      16        1D+2   2D+2              4

Baddies
Warrior     7            11          11       Deathspitter        8         1D+5      24        1D+5  2D+6               6

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 13

Roll for extra actions. 8 +2 =10. So 2 extra actions are available.

Squad 1


                                                                        Exposed       Hit Points
Forebrain (Right)                                                   6                  3
Aftbrain (On green nutrient slab)                           5                  3


Lucy, Sgt. Ted and Gus advance into the next chamber. It contains two sections of material and a warrior behind the second element.


(1-3=Warrior, 4-6 =Aft Brain).
Lucy fires at the (3) warrior, but (8,2). Both miss.
Gus fires at the warrior (10-2=8,8-2=6). Both miss.

Sgt. Ted fires at the Warrior (1 – Out of ammo). He uses an Extra action to throw his last Frag grenade while he reloads. The grenade lands just beyond the warrior, it goes off and the warrior is not injured, but is stunned by the blast.

Gus uses an Extra action to advance to Lucy and throws one of her frag grenades. It hits the middle of the brain, but rolls off to one side before it explodes.

(Both parts of the brain are in the blast radius, frag attack roll of 10, both parts take 1 point of damage.)



Squad 2


The outsides of the brains have been blackened by the fragmentation grenade. Pinky hears the firing and the grenades going off, so he charges into the room where the party has recently entered and the smoke is drifting out of.



 Martin, Chris and Harry charge forward along the passage, hoping they can be of help.

Meanwhile


Another violent shudder goes through the ship. The warrior slowly backs up and starts to turn around. The blip is telepathically stunned, but gradually makes its way towards the entrance.

Turn 14

Roll for extra actions. 10 +2 =12. 2 extra actions available.

Squad 1

(1-4 = Forebrain, 5-6 =Aft Brain, 7-8 = Warrior, 9-10 = Miss).

Lucy aims a quick burst at the warrior, but a shockwave passes through the room as she fires, (6) and hits the Aft brain, damaging it further, 1 hp left. The second (4) hits the forebrain, it has 1 hp left also now.

For Gus (1-3 = Forebrain, 5-7 =Aft Brain, 8=miss, 9-10= Warrior, 11-12 = Miss).

Gus aims at the warrior, but he (12) misses the warrior by a fraction, his second shot hits (7), but (2) bounces off its carapace.

Sgt.Ted advances slightly to get a better shooting angle and then lets off a volley at the warrior.

(1-9 = Warrior, 10 = Miss).(7,2,9,3,1 – 5 hits scored, 9,6,3,9,11). The last shot hit a vital spot and the warrior crumpled to the ground. 2 Victory Points.


Squad 2

Pinky lets off a volley at the two brains.
(1-3 = Forebrain, 4-5 =Aft Brain, 6 = Miss).
d6-(3,6,5,2,1,1-5 hits).
D12-(3,5,4,6,8), Both brains destroyed. 20 Victory Points.

The ship gives a judder and then stops vibrating.

(Extra Actions not used.)
Meanwhile


Another Warrior appears, staggering around the corner, armed with another Deathspitter. It squirts acid at Pinky, who it sees is the most recent threat. (9+5) This causes an extra drain on his shields, now down to 1.
Gus also gets splashed by acid, (8) he shudders with the pain. Now at -3 to hit.

Turn 15

Roll for extra actions. 2 +2 =4. No extra actions available.

Squad 1



Lucy fires first (11 +1) and hits at a vital spot, killing the final Warrior. 2 Victory points.




The End.






The Scores


Martin - 6th with 2 Points.
Dave - 5th with 3 Points.
Lucy – 4th with 4 Points.
Ted – Third with 12 Points.
Chris – Second with 14 Points.

The Winner with 24 Points – is Pinky.

There you go, all finally done. It took slightly longer than I expected, but as you can see in Pause 8, "Life" had stubbed my toe. The "Aft Brain" was hand sculpted from clay. GW models were from the "Rogue Trooper" era. The bolt blasts were cable ties. Please hit the G+1 button if you enjoyed the fun. Thanks for taking the time to follow this to the end.

Ivor


Sunday, 4 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.



Monday, 15 May 2017

5P - Job 1 - Hologame Part 4

Hi all,
         This is my fourth installment of the Holo game in the lounge of the Spaceship Magic Carpet. Buckle in and hold on to your controllers, its fun time again.

The remaining players are:-

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               P            5
Gus             8 7        10       BP + Knife    8 1D+1    16 1D+1   2D+2                              4
(Rescued survivor, infected with nanobots (-1 to hit rolls)).

Squad 2 100 PTS
Martin        8 7        10      BP + Knife     8 1D+1    16 1D+1   2D+2                             5
Chris 8           7        10      BP + Knife     8 1D+1    16 1D+1   2D+2                             5
Pinky 8           7        10      BP + Knife     8 1D+1    16 1D+1    2D+2                             5
Harry 8           7        10      BP + Knife     8 1D+1    16 1D+1    2D+2                            4
(Rescued survivor).

Baddies
Boss Gizmo   8            9       10      Plasma Pistol - - 16 1D+1     2D+2                                            3
                                                     (2 rounds to charge up)
                                                     Power Fist                                                              1D+8
Warrior                                        1 Bone Sword                                                         3D+6      4
                   (Speed -2 due to 2 bodies eaten, 6-2=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 9

Roll for extra actions. 6 +2 =8. So 1 extra action.

Squad 1

Lucy is trying to find her comrades. She turns left at the junction.


Gus leads Sgt. Ted towards the smoky room.

Squad 2

(Note: The frag grenade broke off close combat.)
While there is room to move, Chris takes a pace to the right and shoots at Boss Gizmo.
(10+1=11), a hit and the boss is down. 1 Victory Point.


Martin moves up towards the nearest door.

Pinky and Harry fan out to give cover.

Martin uses the Extra Move to check the nearest door. He finds a dead end.


Meanwhile

The Warrior sees its next victim in the distance. Finding the last two rather tasty, it advances to attack Lucy.

Lucy stands her ground,  reacts (2) and makes a snap shot (12+1=13). the warrior unable to parry while on the move, dies at her feet.



Turn 10

Roll for extra actions. 8 +2 =10. So 2 extra actions.

Squad 1

Squeezing past the evil smelling body, Lucy decides to avoid the area where the monster came from, until she has a bit more backup. She turns left and moves off warily hoping this is the correct tunnel to go down.


Gus and Sgt.Ted enter the smoky room, to find an air purification unit, (Armour 12), gurgling and glopping to itself. There are small moving creatures doing various tasks amongst the tubes and wobbling tendrils.

Gus fires once at the organic machine (Snap shot) 9 +1-1=9, a miss on anything vital, although the smoke and steam seems to thicken.


One of the creatures spits a foul green liquid at him. (12) A hit, he screams in agony as the acid burns into his shoulder (Save roll =9, he survives again thanks to his nanobots in his system, but he is now at -2 to hit). He staggers back against the door, but it remains shut.

Sgt. Ted fires once at the creature(Snap shot) 9 +1=10, a miss. It ducks int hiding, but another one pops up its head and squirts more green goo in his direction. (2) A miss.

Sgt. Ted fires again (Snap shot) 6 +1=7, a miss.
A third creatures retaliates to their being there with another quick squirt. (3) A miss. Pools of hissing goo are forming across the floor.

Sgt. Ted fires a volley. Extra Move  (Snap shot) 2 , 12 +1=13, a Hit. The gurgling starts to slow down and a shudder runs through the ship. 10 Victory points gained.



D4 (2) of the creatures spits more foul liquid at him and then scurries away into the darkness. (3, 12) A miss and a hit. His shield is reduced to 4.

Squad 2

Martin and Chris explore the alcoves to the right. Chris triggers a trap (3) and is locked in (Strength 12). Chris lets out a scream and claws at the opening.

Pinky and Harry were exploring other compartments and came face to face with each other at the same time as the scream, each fired off a shot.  Pinky realizes it is Harry just in time to jerk his weapon away (5+1=6), manages to miss. Harry returns fire at Pinky (12), unfortunately, he hits him in the chest armour, his shields drop down to 4. They apologize to each other.

Martin uses Extra Move to go back and see if he can open the door. (4+1 strength=5). It is still jammed shut.

Meanwhile

More shudders and groans are felt throughout the ship. Chris gives out another scream as tentacles start forming out of the walls ! Just when he thought it could get any worse, the floor started to open, revealing hundreds of fangs lining a pit. "Its gonna eat me !!"

----------------------------------

That concludes this spine tingling episode. Have you seen the first three ? If you liked them, please press the relevant button. There are another couple of episodes to come.

Ivor


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



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.

---------------------------------------------------------------------

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.