So this week at Gryphon Games and Comics in Cheyenne WY, the store owner and I tried another game of Sci Fi alley, using the Pulp Alley rules with some modifications inspired by Malebolgia's cyber alley house rules (
http://leadadventureforum.com/index.php?topic=63144.0). For this scenario we used some of his perks and talents. I also crewed a modified set of rules for powered armor that we tried out and I will post in the next post.
Scenario: It is 5 Years Before Trauma on the Planet of Ava's. Oni Corporation, one of the largest companies in human space has been overseeing a archeological dig near the Southern Pole of Ava, and they have found something amazing. The UNA Central Command intelligence operative within the ONI dig site have indicated that the find is extraterrestrial in origin. Unfortunately, the Red Blok Intelligence Bureau has intercepted this information as well. It is race to see which faction gains access to this find that could tip the scales in the war between the UNA and Red Blok [History note: We were wrong, we should have left it allow. This single event directly contributed to the Therian's arrival and the Trauma]
Since it was a sci fi game we used the recommendations of one extra ability per character.
Red Blok Dragnovo Squad
League Name: Red Block Dragonov Kommandos Player:
Leader Health Brawl Shoot Dodge Might Finesse Cunning
Cpt. Pavel d10 3d10 3d10 3d10 3d10 2d8 2d8
Abilities Summary
Commander [4] Add +4 slots to your league roster to use for Allies and Followers only.
Crackshot [3] An enemy shot by this character receives no benefit from being in cover.
Sharp [2] Once per turn, this character may re-roll one shoot or finesse roll
Quick-Shot [3] Once per turn, this character may shift their shooting dice-type down to gain a +2d bouns - only against targets in close range.
Sidekick Health Brawl Shoot Dodge Might Finesse Cunning
Lt. Vassili [sniper] d8 2d6 4d8 3d8 2d6 3d8 2d6
Abilities Summary
Eagle-Eyed [2] This character's close range is 12", and their long range is 48" - instead of 6" and 24".
Marksman [1] This character’s Shoot is increased by +1 die.
Deadeye This character is not limited to shooting the closest enemy.
Ally Health Brawl Firepower Dodge Might Finesse Cunning
MSgt Paulus [Kolossus] D8 3d6 5d6 *** 2d8 *** d6
Abilities Summary
Brute [2] Once per turn, this character may re-roll one Brawl or Might die.
Fierce [1] This character’s Brawl is increased by +1 die.
Armored Battlesuit Character is treated as always in cover, cannot control plot points
BS Sensor (Quick Strike) Once per turn, this character may shift their Brawling dice-type down to gain a +2d bouns
BS Structure (Big) This character's Health and Might are shifted up one dice-type, but Finess and Dodge are shifted down on dice-type.
BS Weapon (Light Gun) Battlesuit carries an advanced stablized light gun. (1 crew member, 1 action to attack, 5D6 firepower or burst template)
Ally Health Brawl Shoot Dodge Might Finesse Cunning
Sgt Anton d6 3d6 2d6 d6 d6 d6 d6
Abilities Summary
Short Range [1] This character ignores the –1d penalty for running and shooting, but may not shoot over 12”.
Fierce [1] This character's brawl is increased by +1 die.
Follower Health Brawl Shoot Dodge Might Finesse Cunning
Trp. Koulikov d6* 2d6 d6 d6 d6 d6 d6
Abilities Summary
Marksman [1] This character’s Shoot is increased by +1 die.
Fierce [1] This character's brawl is increased by +1 die.
Ally Health Brawl Shoot Dodge Might Finesse Cunning
Trp. Danilov d6 d6 d6 d6 d6 d6 d6
Abilities Summary
Burst Fire [2] As an action, this character may place a 3” burst within 12”.
Trick Once per turn, you may discard a card from your hand to give this character a +1d bonus to a Shoot or Finesse roll.
Gang Health Brawl Shoot Dodge Might Finesse Cunning
Soldaty Squad n/a 3d6 3d6 d6 3d6 d6 d6
Abilities Summary
Armed [G] Ignores the Multiple Combats penalty when shooting.
League Perks: Nefarious [2] Kevlar (all in cover)
UNA Steel Trooper Squad
League Name: UNA Steel Trooper Squad Player:
Leader Health Brawl Shoot Dodge Might Finesse Cunning
Cpt. Baker d10 3d10 3d10 3d10 3d10 2d8 2d8
Abilities Summary
Commander [4] Add +4 slots to your league roster to use for Allies and Followers only.
Crackshot [3] An enemy shot by this character receives no benefit from being in cover.
Sharp [2] Once per turn, this character may re-roll one shoot or finesse roll
Quick-Shot [3] Once per turn, this character may shift their shooting dice-type down to gain a +2d bouns - only against targets in close range.
Sidekick Health Brawl Shoot Dodge Might Finesse Cunning
Lt. Valdivia [sniper] d8 2d6 4d8 3d8 2d6 3d8 2d6
Abilities Summary
Eagle-Eyed [2] This character's close range is 12", and their long range is 48" - instead of 6" and 24".
Marksman [1] This character’s Shoot is increased by +1 die.
Deadeye This character is not limited to shooting the closest enemy.
Ally Health Brawl Firepower Dodge Might Finesse Cunning
TacArm MSgt Caves D8 3d6 5d6 *** 2d8 *** d6
Abilities Summary
Brute [2] Once per turn, this character may re-roll one Brawl or Might die.
Fierce [1] This character’s Brawl is increased by +1 die.
Armored Battlesuit Character is treated as always in cover, cannot control plot points
BS Sensor (Quick Strike) Once per turn, this character may shift their Brawling dice-type down to gain a +2d bouns
BS Structure (Big) This character's Health and Might are shifted up one dice-type, but Finess and Dodge are shifted down on dice-type.
BS Weapon (Light Gun) Battlesuit carries an advanced stablized light gun. (1 crew member, 1 action to attack, 5D6 firepower or burst template)
Ally Health Brawl Shoot Dodge Might Finesse Cunning
Sgt Knox d6 3d6 2d6 d6 d6 d6 d6
Abilities Summary
Short Range [1] This character ignores the –1d penalty for running and shooting, but may not shoot over 12”.
Fierce [1] This character's brawl is increased by +1 die.
Follower Health Brawl Shoot Dodge Might Finesse Cunning
Trp. Pipkin d6* 2d6 d6 d6 d6 d6 d6
Abilities Summary
Marksman [1] This character’s Shoot is increased by +1 die.
Fierce [1] This character's brawl is increased by +1 die.
Ally Health Brawl Shoot Dodge Might Finesse Cunning
Trp. Eddy d6 d6 d6 d6 d6 d6 d6
Abilities Summary
Burst Fire [2] As an action, this character may place a 3” burst within 12”.
Trick Once per turn, you may discard a card from your hand to give this character a +1d bonus to a Shoot or Finesse roll.
Gang Health Brawl Shoot Dodge Might Finesse Cunning
Star Trooper Squad n/a 3d6 3d6 d6 3d6 d6 d6
Abilities Summary
Armed [G] Ignores the Multiple Combats penalty when shooting.
League Perks: Well Armed [1] Kevlar (all in cover)
The forces faced off in a Smash and Grab scenario. The event that unfolded fit well and lead to the end result. Red Blok rolled Well Prepared and the UNA rolled Danger! Danger! (which all terrain was considered a peril prior to the roll). Due to their well prepared nature the revolutionaries naturally won the initiative.
Plot Point Markers
Naturally, Red Blok intelligence has a nurse as their agent corrupting the corp members. And the UNA had an operative among the higher paid engineers
The local computer network has been working night and day decrypting the alien data
Additionally, there were some smaller alien artifacts that were stored in a secure container
Finally the Alien artifact itself, what is its purpose (Major Plot Point)
Both sides deployed and began advancing to the nearest plot points. The Red Blok quickly intercepted their operative and put her fellow medic to the question to ensure their loyalty and to see that the information they got was correct. Their Captain, Sniper, and close combat specialists oversaw the interrogation. While on the right flank the Soldaty squad and the Kolossus advanced to collect the critical data that was decrypting on the camps primary server.
The UNA advanced as well with their Captain sprint to contact the CENTCOM operative before it was too late. The Sniper and the Star Trooper Squadon secured the area around the secure container in the center while the Death Dealer TacArm advance on the right, and 2 Shock Troopers and the Steel Trooper Machine gunner secured the left flank.
The second round began with a hail of heavy weapons fire leaving numerous areas on the board unpassible due to the hail of fire (about 4 blast templates were placed on the board per turn from here on out.) The UNA captain was able to escort their operatives to safety, but injured by some rabid wildlife.
The following rounds devolved into a raging fire fight around the alien artifact that ultimately lead to the defeat of the UNA forces. While traditionally the UNA is superior in training and technology to the Red Blok, the revolutionaries were able to send a combat hardened force deep within UNA territory and steal the prize.
The final positioning of the forces
Death dealer TacArm not in position to put fire down on the Alien Artifact before the UNA had to retreat.
The Red Blok fortifying their control of the Alien Technology for the Revolution!
It was a great game, and we really enjoyed using the Pulp Alley rules. So having body armor for everyone actually made the game last quite a bit longer, since we usually were averaging about 33% failure rate that the armor usually overcame. Unfortunately the UNA did not have fate on their side (my rolls were pretty bad, but it was still a fun game.) The changes that we made for the powered armor (which are posted in the next post) make them seem as powerful as they should be. In balance, however, the light guns are pretty interesting since they can only use burst fire against infantry and direct firepower or burst against vehicles (or other powered armor). So it was really interesting because the powered armor could not counter infantry fire with their fire nor could they dodge because of their size. So they were forced to make a number of health and armor saves (which they both make). Unfortunately we did not have time to do the Robo-Scots duel.
Next time we are looking to play using vehicles and a modification of Malebolgia's cyberspace rules.
Images are posted on the Pulp Alley Facebook page.
Salcor