Showing posts with label Serenity. Show all posts
Showing posts with label Serenity. Show all posts

Monday, November 16, 2015

USS Serenity - Compendium


Freely inspired from Cryozone. Librement inspiré de Cryozone
 
This is not the end, but the closure of this campaign. Zombie in space was an attractive idea. I had a great scheme for my troopers, expecting them to perform well, being trained and all. As usual, it went worst than expected, screwing up the campaign I planned and finally, it all made sense.
Ce n'est pas un adieu, mais un au-revoir. Zombies dans l'espace était une idée folle. J'avais planifié une campagne épique, comptant sur mes soldats expérimentés de ne faire qu'une bouchée des zombies. Comme d'hab', ça a mal tourné et la campagne si bien planifiée s'est transformée en déroute (j'aurais du l'appeler la 7ème compagnie dans l'espace). Au final, tout à fait du sens.

With this link, you will get access to the 105 (!) comic pages.
 Avec ce lien vous pourrez accéder à la campagne format BD de 105 pages.

If Hollywood (or Bollywood) is interested, they can send a check anytime. I am weak. I also imagine a Romera/Cameron joint movie. As long as it is not a PG-13.
Si Luc Besson s'y intéresse (je suis sûr qu'on peut caser les Yamakasi) j'annonce que j'accepte les chèques. Je suis faible. Attention, tant que ce n'est pas une niaiserie (qui a dit "Lucie"?).

https://www.dropbox.com/s/mgg5cso41pecdcu/USS%20Serenity%20-%20Full.pdf?dl=0 

Je laisse le mot de la fin aux personnages de Cryozone
The last words for the Cryozone's characters.
I leave you doctor! I also have stuff to do! - Thank you, Katana

Thursday, November 5, 2015

ATZ-FFO: USS Serenity: Operation Sunny Day (AAR) - Part 2

















Game rules:
- When the bomb has been activated, 1d6 zombies would appear from the entrances every turn, and direction would be provided by a scatter dice (GW artillery dice)


- Once the bomb has been activated, the troopers have 20 turns to exit.
- super zombies (in purple, from Battle for Alabaster) had 5 melee dice instead of 3. They were generated on a special dice roll.
- Melee with super zombie could infect troopers. Infected troopers had to be checked every turn by rolling 1d6, on a 6, infection spreads. Once infection spread has as many successes as REP, the troopers would turn super zombie.
- When troopers passed next to a zombie. Roll melee as usual, if won, the trooper can move away without issue but cannot kill the zombie (kills only with a natural "1"). If failed, the trooper stops his move and receive a hit as normal.
- The super zombies  could defuse the bomb, on a natural one. They needed to accumulate 6 successes to defuse the nuke. They collected 5 successes on the last turn, but failed to defuse on their last roll (that was a standard Hollywood bomb countdown).

Main events:
- Once the bomb was activated, the troopers failed many activations, more often than not during critical moments.
- The sentries failed to activated at the end and were destroyed by the zombies.


Hope you enjoyed the campaign. I will issue a pdf version this week-end.

Carter Burke