TURN 2The Chief Engineer has a trick up his sleeve so we activate him first and luckily he passes the hurt phase without damage.
First thing on his agenda is shutting down the billowing vent. Being a clever sort he has the Bypass trait which means he can treat 1 challenge per scenario as a Target zero. Bob's his Uncle and without even bothering to throw any dice he caps off the valve shutting down one of the 3 scenario objectives.
Then he prudently runs back leaving Doctor Sharky McSharkface as the nearest enemy to the droid who was after him. I said he was a clever sort, the cad.
Zooming over to the other side of the dock we throw the required 6 and activate the Scientist by the other vent. His Environmental Challenge fails so strictly speaking he should die a horrible death but our Commander's Survival Specialist trait allows him, once per scenario, to negate the last wound taken on himself or any crew member (perhaps he shouted “DUCK!!”, who knows) so the Scientist survives for now.
“Now shut down that **ck*** vent!” is our Commander's next shout but understandably shocked poor man only manages 1 success - so 2 more needed on subsequent turns.
Third activation is the soldier by the navigation table who rolls a 12 to activate (he needed a 10 as the third model) who scores 3 successes vs the two now required to avoid damage.
Feeling lucky he rolls to shoot the nearest robot – 5 even rolls after his 6 dice rolls and 2 re rolls should cause 2 certain hits as the machine only has 3 dice in defence BUT the thing threw a critical success with 2 12's showing up so avoids all damage. If cold logic and circuitry could laugh then surely now would be the time. Bummer.
Our fourth activation is a fail so no surprise there as the droids step up to the plate and manage 2 activations before the baton is dropped.
Both attack our Close Combat Specialist, who with a tuned armoured vest courtesy of our Scientist crew mate, is a bit of a beast throwing a mighty 6 defence dice against an attack of 4 dice. He parries both attacks (but only just with the 2nd guy).
Our initiative sees the plucky lass in the centre beat her environment challenge to jump up on the table shouting “Say Hello to my little friend” as she sprays shots at the droid below.
After the big build up she fails to deliver and scores 1 measly wound leaving the foe standing if limping somewhat.
Now the Close Combat soldier passes activation and damage rolls and attacks with a mighty 8 dice and 2 re rolls vs 3 defence. Result is 4 success against 3 saves so again 1 measly wound – have I hired incompetent idiots?
Commander Dee rolls a 12 to activate and with 6 dice for his Awareness trait gets 4 successes to easily pass the environment challenge whereupon he threads his way through the gap toward the central gas objective and turns to shoot.
He rolls 2 1's in the roll but has a trait where he can re roll a single 1 result every turn. Doing so nets him a 3 vs 3 outcome so no damage. Doh!!
We fail and pass and the last 2 robots both fail to damage their opponents so the Medical Officer takes the last activation of the turn.
He shoots, he scores!
Well no actually, he shot he missed.
(Part) of the table at the end of the turn
… to be continued