Thursday, March 19, 2015

ATZ-FFO: USS Serenity: Trapped! (AAR)

The USS Serenity starts to leak information to the life guard, but would it be better if they know nothing?

It was a great game, and it was a close one. The 25% casualty limit was reached when blue team was about to look into the last room and I assumed they just ignored the last message, you know the typical "I can't hear you".

The AAR took longer than expected as I was traveling oversea most of the week. Thanks for the patience!

There are few dead troopers and one wounded during a firefight. Next episode will bring the blue and orange team to the depth of horror and will bring multi-level terrain.

Thanks for reading.


Thursday, March 12, 2015

USS Serenity: Table layed out, game delayed

what did they try to hold?

As often, I was super excited and by the time the table was finished, it was already 10pm (took me an hour and half). I took too long to trim most of the segments that I should have trimmed long ago.

I have kept the table in smaller pieces, as otherwise we have no dinner table.

Here are few pictures of the table.

Map overview East side

General Southwest area

they barricaded an engine room
The guard's room
they built a barricade that did not work

Wednesday, March 11, 2015

USS Serenity: Trapped! (preparation)

After the first responders arrived, they were met by some opposition and not favorable conditions, they retreated back to the boarding ship.
No information on the opposition was gathered. The darkness and blurry pictures were not sufficient. They seem to be human people with aggressive behavior. System Defense are also operational. System Defense are military grade which is illegal on board leisure-class space ship.

Boarding Party:
Lt Nervis has been demoted and awaiting martial court.
Private Bob and Private Vic are currently under intensive care, and will not be able to join their squad. Squad 1 will be short 3 units.
Squad 2 is at full strength and will reinforce Squad 1.

Success of the mission:
Primary: Retrieve 5 civilians to the extraction point.
Secondary: Capture one aggressive/opposing human.

If losses reach 25% of the rescue team, Life Guards will receive order to retreat.
Order to retreat: 2d6 vs. WillPower REP. 
Bonus: within line of sight of officer: +1, within line of sight of dead/OOF Life Guard member -1.

Pass 2d6: Orderly retreat.
Pass 1d6: Mandatory full movement toward exit (independently of conditions). Will need to pass Order to retreat test next turn.
Pass 0d6: Coward. Move full movement toward exit, will not shoot or assist any friendly.

I plan to play on Thursday night, Report on Sunday.

Tuesday, March 3, 2015

The Reich of the Thousand Deads: the Sewer the Better (AAR part 2)

Part 1 is here:

The scenario in itself.

It took 95 turns for the Germans to find the object and exit.
The device lasted (surprisingly) up to turn 79. Which means only 6 double in 79 turns!
I used a special deck of cards represented every single tile of Space Hulk to draw the abandonned underground base. So I could not know its layout.
Visibility in the base was limited to 6 squares.
Every time a living would lose a fight against a zombie, I rolled for "Harry are you ok?", if failed, he would turn zombie in 2d6 turns.

The Reich of the Thousand Deads: the Sewer the Better (AAR part 1)

ComicLife (last patche) is more unstable. It crashed twice tonight and I lost 6 pages... 
Here is the first part, second part should be out soon!

Part 2: here

Part 2: here

Monday, March 2, 2015

The Reich of the Thousand Deads: Report delayed (but incoming soon)

Writing the AAR/Battle Report

As Prodos would say, "coming soon"
Luckily, I don't have an agreement with Fox (not yet, as I am very hopeful they buy IP right on my campaign), so I can issue when I want to.

The game has been played, it was a whooping 95 turns, and I took a lot of photos. The photos have been resized, and I have downloaded artworks. I have been sick all week-end with little energy and little inspiration.

I won't say the final outcome, but there has been tensed moments with endless waves of zombies filling narrow corridors.