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Author Topic: Clone Switcharoo  (Read 1526 times)
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pauli
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« on: September 05, 2009, 06:47:32 AM »

After a break of a few months we got together again and continue the intrepid adventures of the starship Blingon. This time the mission was Clone Switcheroo from GCW.

The mission briefing begins. The enemy has captured one of our frigates, the Full of Meaninglessness and is attempting to recommission it. We've managed to smuggle some cloning equipment onto their star-base and your mission is to destroy the frigate. Overwhelming success requires returning with the the Full of Meaninglessness.

Not mentioned in the briefing is that the characters have to be murdered so their clones can activate. A few gunshots later and the intrepid heroes' clones activate to the welcoming computerised voice saying, "There is a discrepancy in the clone record verification. Please remain in your pod. A technician is on its way to sort the matter out. Thank you for your patience."

Needless to say, the heros didn't hang around. They all got up and quickly split up heading around the base in both directions. The engineer they met died a quick an painless death and none of the enemy crew were alerted.

The other technician sent to sort out the cloning problem discovered a marine on overwatch with an itchy trigger finger. Again, none of the enemy crew heard the disturbance.

The heroes continued exploring, generally heading towards the science bay in the hopes they can hack it and figure out where the frigate is located. They meet a couple more enemy crew, a pilot and a marine this time. The scientist beats a hasty retreat hoping to raise the alarm. The marine closes with his energy blade and attacks Welshie. In a spectacular failure of his impressive combat abilities, he manages to lightly wound the poor engineer, damage the cargo bay he is in and cut himself in half. Oops. Still the heroes' luck holds and the alarm isn't raised.

The heroes enter the missile bay and discover a snoozing marine who they wound but don't kill. The return fire of the plasma cannon toasts Tktktkbbbrrrr a little but he started a toasty colour brown so it doesn't notice. Finally the alarm is raised -- Intruder alert, intruder alert. All crew repel boarders.

Echton is zipping all over the ship and wears a solid plasma blast and in an attempt to avoid wearing another, it discovers the docked frigate by accident. Everyone else aborts their plans and hastily heads in that direction. Welshie, Pambo and Echton are there very quickly and Welshie completely fails to open the airlock door.

Badman, Spold, Tktktkbbbrrr and Zealot and caught up between two scientists and a pilot in the science bay and two more marines in the base's cannon bay. A horrible crossfire which they'll be lucky to survive.

Echton easily opens the door and those three beat a hasty retreat into the frigate's tractor bay. A couple of highly trained marines in hot pursuit taking pot shots at them. Then a crazed engineer rounds the corner and opens fire with his plasma - hitting all three of the heros and both enemy marines who immediately start to burn.

Spold drops a grenade and beats a hasty retreat. Tktktktbbbrrrr makes a dash for the frigate, damn these roaches move fast. The enemy Silicoid marines ignore the heavy frag grenade and continue the pursuit. The grenade goes off, Badman drops, the marines laugh at the insignificant grenade.

Pambo and Echton beat a retreat out of the line of fire, Welshie makes a dash through a power sword wielding marine and manages to avoid much hurt. The marines then turn their attention to Welshie, who didn't quite make cover, and he drops unconscious. The crazed engineer fires again to no real effect.

Spold and Xealot make a dash, ignoring the enemies they have to run through. Tktktkbbbrrrr makes the dash to the frigate and wears a burn but makes it.

Starting to panic, Spold and Xealot do a mad dash. Xealot pausing to drag Welshie's unconscious body into the frigate's airlock. Spold falls one short of making the airlock and is taken down by a nearby Silicoid marine. Echton decides that the proper course of action is to puff down a long corridor, grab Spold and drag it into the airlock. Pambo fires up the engines and breaks away from the starbase. Everyone breaths a huge sigh of relief, that was very very close. There is very little luck left in the group, surprisingly few hit points and nearly everyone has been on fire at least once.

Of course, the mission isn't over yet  The remaining Silicoids on the starbase, repair the cannon and missile bay and fire both at the Full of Meaninglessness. Both hit and cause fairly significant damage, Xealot is knocked unconscious and is dying.

Some hasty repair work and a lot of healing and things are looking up. In warps a Silicoid dreadnaught to spoil the celebrations. It immediately launches lots of missiles and begins pursuit.

Fortunately, the heros are able to get the speed up to eleven fairly quickly and once they're are far enough from the planet, the hyperdrive programming begins in earnest with Welshie and Echton taking turns at the console. Out they warp with a horde of missiles in hot pursuit and a few missed cannon shots.

The result, an overwhelming success with a single casualty. Pretty good.

The heros are:

  • Badman a rank two Human marine.
  • Echton a rank four Whistler scientist.
  • Pambo a rank four Human pilot.
  • Spold a rank four Fungaloid marine.
  • Tktktkbbbrrrr a rank four Zoallan engineer.
  • Welshie a rank three Human engineer, really a generalist.
  • Xealot a rank two Xeloxian pilot.

Mission difficulty is seven (reduced by one because Badman was late for the session but it wouldn't have mattered much, the Silicoids pretty much didn't miss). The enemies all had skill seven in their primary and eleven hit points and of course Silicoids have d6 damage reduction.

Things that stand out:

Energy blades aren't good weapons for the enemy. Without luck to avoid those double rolls, you hurt yourself and damage ship modules. They are good for the heroes and Badman has taken Energy Swordsman so he can have fun with them in the future.

Fungaloid marines are really hard to take down. Lots of hit points and some regeneration.

Missiles aren't a worry for a fast ship with multicannons and a scientist who can ECM and destroy them.


- Pauli
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AndyStrauss
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« Reply #1 on: September 05, 2009, 11:12:10 AM »

Nice report. Quite different from the game I GMed.

Missiles aren't a worry for a fast ship with multicannons and a scientist who can ECM and destroy them.

IMHO missiles are very weak offensively. Even the way I play they are still weak offensively. My regular missiles move at 3 per phase and rolling 3d6 to hit speed, 2d6 damage. Seekers move 3 per phase, roll 4d6 to hit speed and 1d6 damage. Heavy Missiles move 3 per phase, roll 2d6 to hit speed and 3d6 damage.

Cheers,

Capt Strauss
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Andy


"A plan ? Plans are for mad scientists and bridge builders. I've got moxie. And guns."
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pauli
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« Reply #2 on: September 05, 2009, 06:23:37 PM »

Nice report. Quite different from the game I GMed.

Let me guess, your group stayed together and tried to be stealthy? Smiley
Our group did luck the detection roll a couple of times without knowing exactly what they were for, just knowing high is good.

The session took three and a half hours from start to warp out and a bit more for experience, requisitions etc.


- Pauli
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Jeff Siadek
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« Reply #3 on: September 08, 2009, 12:25:06 AM »

Cool report!

The missile is intentionally not very strong offensively because it is so versatile (boarding, science probe, seeker, rescue pod etc.)

Professional Enemy marines can use their reroll to try to avoid e-blading themselves.

Keep up the good work.
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Admiral Jeff Siadek
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pauli
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« Reply #4 on: September 08, 2009, 12:32:39 AM »

Professional Enemy marines can use their reroll to try to avoid e-blading themselves.

I figured this, a couple of them futzed it anyway Sad  Great way to self destruct.  The real gem was the one who rolled doubles, rerolled and still had a double, then rolled two sixes and a 5 on his self hit and low on his armour.  To rub the salt in, I rolled next to nothing for the hit on the hero (the blow hit easily).

The non-marines with e-blades worked well but I wouldn't recommend it long term without a luck pool Smiley
3d6-3 is huge damage averaging 7.5.  The hero's Fungaloid would laugh at such a pitiful amount of damage but noone else would.


- Pauli
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