Det här beskriver en spelsession:
PLANET 1: CÉZANNE
Arid world, Oozes, Highest NFA-1, no Special Ability
(I did give them the Enrage ability, but never used it.)
The bleak desolate planet was considered uninhabited, and was being used as a staging point for the fleet.
The squad was sent into the mountains to check up on a comm. Station that wasn’t responding.
Sergeant Slim Williams, armed with Heavy MG: 4/6
Corporal Psycho Hendricks, with E-Cannon: 7/3
Trooper Goreman, with Slug Rifle: 6/4
On arrival, and after shooting up the prefab mess hall, they found signs of violence, partially melted or dissolved weapons but no bodies.
Pools of caustic slime here and there which suddenly came to life, and our heroes survived their first encounter with slimy aliens with no damage.
Pscho got the first hit with his 2d10 E-Cannon, and killed a measly three aliens. Goreman got both the other two Threats, for 1 each.
Trooper Goreman got the reactor working again, and the Sarge retrieved the last logs, including a discovery of some organic substance at Broken Bluff. He failed to stop a security protocol erasing the rest of the log.
From his vantage point atop the control room, Psycho spotted what looked like slime trails corroded into the rock leading towards Broken Bluff. So after reporting in, off they went, leaving behind NPCs Potemnkin and Hood.
They found a perfectly circular tunnel which looked bored into the rock. They started to pick up lifesigns from some trooper implants, and so headed in. Goreman made a point of declaring he was watching the ceiling, and without telling the others, planted a few grenades here and there to be used during their inevitable escape-under-fire.
The tunnels began to branch in all directions and in all shapes and sizes, but they had the life signals to follow – and then they were attacked.
A 4 Threat encounter. Goreman won the dominance roll and set the range to Far (none of the other troopers could do damage at this range!). In the first turn, only Psycho beat the aliens and I pointed out the rule which allows him to cancel his action in order to cancel everyone else’s successes, including the aliens who were about to hurt his buddies. But he wanted to get to Near range so didn’t.
The next two rounds were a slaughter, with all the PCs at Crippled and all but Psycho having used their armour. At that point, Goreman used a Strength, describing he familiarity with tunnels, potholing, and the like, and led the team back to the grenades he’d planted earlier, setting them off to destroy collapse the tunnel and destroy the aliens.
(d10 Kills for the Grenade took him into the to 10: in the lead. Sarge still had no kills.)
Now the team regrouped, and the players (not characters) were a little shell-shocked at how brutal this encounter had been.
Back in character, Sarge wanted to abandon the mission. He called back to Potemkin and Hood, who were distraught to hear that two NPCs had been killed, “Which two?” they asked, and there was a cheer from one of them as he’d won the pool…
Psycho, Goreman, and Nelson, the surviving NPC didn’t want to go back – there were marines in there to be rescued, dammit.
So they dug their way back in, only to encounter a small group of aliens coming from the other side: 2 Threat tokens. Goreman and Psycho made short work of them (10 kills for Psycho taking him to 14, and a few for Goreman taking him to 13. Again, none for the Sarge.)
After that encounter they were pleased to learn they continued to heal, even though no-one had been injured in that fight –they were all now hale and hearty, pumped up with a little easy bloodletting, and eager to get their buddies back.
They then broken into the alien hive – a collection of gelatinous cocoons, with 4 surviving troopers still in their armour, slowly being dissolved. They were tunnels leading in all directions, and through vertical ones sky could be seen above.
Goreman hung back guarding the entrance and the others went in to break out the prisoners, when the remaining alien strength came to defend their home: the players looked very worried when they saw 6 threat tokens.
This was a short fight, lasting two rounds. The aliens set the range at Close. Psycho was at bad range for his E-Cannon, and considered using grenades – but chose not to risk his squad and instead started digging marines out of the cocoon (and actually succeeded an NFA roll!)
Goreman shot one alien and widened the range, then got another hit: 1d6 kills, rolling 1. But now he was in the lead, with 15 kills to Psycho’s 14.
In the first turn, Sarge tried to increase the range to use his MG and failed. In the second round, “Fuck this!” and called in an E-Vac.
So the roof exploded, drop ships burst through blasting the aliens to kingdom come, doing a little collateral damage (falling rocks, nearby explosions, etc.) and our heroes were picked up along with the cocooned marines. A mission success!
Nelson had been killed in a rockfall.
Goreman and Psycho loudly complained at the lost opportunities for Kills (4 Threat tokens remaining!), despite the fact that they were both at Crippled and only one had armour left (admittedly the E-Vac had done some of that damage).
End of Mission Kills: Goreman 15, Psycho 14, Sarge 0.
I must admit, I expected the E-cannon user to leap ahead in kills, so it was fun to see just how close Psycho and Goreman had been throughout the mission.
Having used his strength, Goreman succeeded his promotion roll and is now a Corporal.
Psycho requisitioned himself a Power Claw for the next mission…
Total time to play: about 1.5 hours.
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Well... Jag ser inte riktigt vad ni ser, men jag hoppas ändå att det här bringar lite klarhet för er som till skillnad från mig tycker att det här verkar häftigt.