I'm 3D printing terrain as fast as I can, which is amazingly slow. I decided to put together what I have, and play a quick solo scenario. I know I violated the rules, I mean, most of it is unpainted (gasp!). But we had a fun story:
Our crew, a squad of Space Marines, stack up on the door to a small complex. A distress beacon was sent from the colony before all communication was lost. All they know is that a bomb is set in the armory and they need to get to it before it explodes. Oh, and figure out why it was set in the first place.
The layout I have so far. Rooms and a couple corridors are from the awesome Level 427 terrain system (for sale). Various extra corridors are from my first attempt at 3D tile printing, freeware STL files. I made bases from foamboard to match the LV427 files that are still in print mode.
The crew has to reach the armory in the upper right corner to deactivate the bomb.
The blue markers are "sensor ghosts" - some are real, some are fake. After the picture was taken, I re-scrambled them and turned them upside down, since this was a solo game. I'm not supposed to know where the real enemy is.
The Armory:
Also, the only printed door I could find. I lost the rest, hence the business cards.
The game started with Corporal Hicks rolling a simple task to key in the code and open the door. I almost didn't play this, a 3 or higher opens the door. Here is the first roll of the game:
The Leader fumbles? No worry, he's "Lucky". He gets to re-roll:
No, seriously, that really happened. I decided the door went into lockdown mode. No further attempts would open it. Vasquez would have to blow it.
The rest of the first turn was everybody moving away, blips moving closer, and finally, Vasquez blowing the door. She did quite well:
One blip had moved up to the other side of the door. As the door was blown, the blip was revealed to be false: (1-5 are the real ones)
But what the hell is this? Further down the corridor, another blip turns out to be a large, alien creature!
Being Space Marines, they respond in appropriate fashion. Vasquez lowers her flamer and lets it rip:
And Vasquez rolls a 2. Since her flamer is a special weapon, she dumped the whole cartridge and missed completely. She is out of ammo until she reloads. Guess she used too much on the door.
Not to worry. The rest of the squad charges forward and unloads on the beast. It took the combined fire of everybody, but the beast is down.
Hudson. Oh yeah, Hudson. He's supposed to have a wound marker on him. I forgot he starts each scenario drunk.
The squad starts advancing, confident that the corridor doors are closed. But what the hell? A door suddenly whisks open to reveal another beast! (I made opening a door a Hard Task for the aliens, Easy Task for Marines. Hicks failed, the alien had no problem.)
And they are fast! It piles onto Frost before anyone can react:
The Xenomorphs have no ranged ability, but roll a D12 in close combat. Frost is in trouble.
Really in trouble:
Goodbye, Frost.
Combined fire from the others wounds the alien. Another squad member jumps past it to see what the next blip is. It turns out to be false.
Cpl Hicks, our leader, draws a melee Jack and decides to take down the wounded alien in close combat. He gets a +1 to his D10, the alien will be -2 to his D12.
And it was needed!
Hicks killed the alien. Then several picture disappeared. Because all of a sudden we jump to the next turn, when Hudson gets jump-scared by another alien. This time I remembered Hudson's drunk status:
So the alien gets a D12, Hudson gets a D10-1. No problem for him:
To-hit rolls might have sucked, but damage rolls were doing great. Hudson destroyed the alien without problem.
Vasquez takes the lead and sets up to cover the corner, having reloaded:
But, she hadn't counted on the speed of the aliens! It charges into melee.
And finally the damage rolls even out. Despite the alien's advantage, it can only "Shake" Vasquez:
Lost another picture here. Drake and Hudson had moved left down the next corridor, moving in bounds. Cpl Hicks races in to melee with Vasquez:
(Okay, I finally realized I had been messing up the melee rules. There are differences in each FFOL version about melee combat. Hicks should have gotten a round of melee in, but I missed it.)
So now it's melee time. Hicks, Vasquez, and the alien. The cards are drawn (marines on the left):
The alien could call the Ace a one-eyed jack, but then would go after the real jack. So they call a king instead, getting to go first.
Everybody rolls their melee die. Red is Hicks. Vasquez is -1 due to her shock. Alien is -1 due to the multiple opponents:
Vasquez and the alien stay locked in combat. Hicks? Not so lucky. Hicks is out of the fight:
Drake races back around the bend and fires at the alien:
Bullseye!
Hudson, being a bit further away, needed both actions to move into range. Next turn will be a doozy.
Next turn:
The alien uses the ace as the queen of hearts. It wasn't really hurt! It pops up and races into close combat with the 2 remaining marines:
But then the dice failed the xenomorph. It rolled a 1 in close combat, while our heroes rolled high. And then this was their damage roll:
Hooray! Game Over, Man! No Jokers had been drawn, so there were no alien reinforcements. But then I looked at my dead alien pile, and only counted 4. Looking around the board, I found #5, lurking behind the furthest corner. Hicks had enough time to use a queen to sober up.
So for the last round, I changed from the AI mode of "one card at a time" to dealing cards as normal. Both marines got higher cards than the alien, so they both went on overwatch. Then the alien activated:
Both fired, and even with the -1, they hit. Then they rolled their damage:
Way to go, Hudson. You sober up just in time to run out of ammo. Fortunately, Drake saves the day.
Final score, 5 dead aliens, 3 dead marines. And 3/4 of the battle map ignored. Why print all this terrain? I need multiple teams entering from multiple points!
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