Wednesday, August 30, 2017

Pulp Alley Phantom Agent

Lookie at what I got last weekend!  My first Phantom Agent Reward for playing Pulp Alley Rules and then listing an After Action Report.  Details for the Pulp Alley Phantom Agent Rewards can be found on the Pulp Alley website.

Thanks Dave & Mila!

Saturday, August 19, 2017

Pulp Alley AAR - QRF Adventures #1

The adventures of Gunny and crew, utilizing the Pulp Alley rule set.








TURN BY TURN

Turn 1: Hangar Bay – Sweep & Clear
Gunny
The Storm – Everyone draws a card.
Sgt Beery
Make It Count - +1d to Brawl, Shoot, or Dodge – until used
Cpl Johanson
On Guard – Challenge roll fail – Cannot move during this turn
Pvt Pyle
The Calm – No shoot, attack, roll any shoot or brawl dice during this turn.
Pvt Chester
Watch Your Back – Immediate Peril – Fail – 1 Dmg Hit
Pvt Thrash
Watchful Eye – Pass - +1d for any peril - remainder or scenario
End of Turn Roll:
Pvt Chester recovery roll – Pass – +1 Dmg
Incident Roll: None

Turn 2:
Gunny
Missing Clue – Pass - +1d for any plot point - remainder of scenario
Sgt Beery
Hesitation – Can not perform any action or run – end of turn
Cpl Johanson
Double Down – No Contact
Pvt Pyle

Pvt Chester

Pvt Thrash

End of Turn Roll:
Incident Roll: Explosion – Fire set in passageway, players cannot see it

Turn 3:
Gunny
Decoy – Pass – scenario is extended +1 turn
Sgt Beery
Sprint – may run +3” – until used
Cpl Johanson
All Clear – ignores all perils – end of turn
Pvt Pyle

Pvt Chester

Pvt Thrash

Gunny hacks computer terminal and opens the hangar bay hatch. +2 XP
Hangar Bay is cleared.
End of Turn Roll:
Incident Roll: None / Passageway fire extinguishes itself.

Turn 4:
Gunny
Furious – Pass – ignores all combat penalties – end of scenario
Sgt Beery

Cpl Johanson
No Shot – can not roll shoot dice
Pvt Pyle

Pvt Chester
When it counts - +1d Might, Finesse, or Cunning – unitl used
Pvt Thrash

End of Turn Roll:
Incident Roll: None



Turn 5: Fix Fuel Tank
Gunny
Held in Place – cannot move
Sgt Beery
Surprise Twist – All activation ends.
Cpl Johanson

Pvt Pyle

Pvt Chester

Pvt Thrash

End of Turn Roll:
Incident Roll: Explosion – Pipe burst in engine room, players cannot see

Turn 6:
Gunny
Short Cut – Pass – move +3” through perils
Sgt Beery
Watch your Step – Pass – No additions
Cpl Johanson
Quirk of Fate – all cards in play canceled - None
Pvt Pyle

Pvt Chester

Pvt Thrash

PLOT POINT - Gunny hacks repairs the fuel tank line. +10XP
End of Turn Roll:
Incident Roll: Pipe leaks extinguishes itself

Turn 7: Gunny orders Sgt Beery, Pvt Chester, & Pvt Thrash to secure the bridge.  Rest of the team will move towards the aft.
Gunny

Sgt Beery
Watch Your Head – Pass – No additions
Cpl Johanson

Pvt Pyle

Pvt Chester
Surprise Twist – All activation ends.
Pvt Thrash

End of Turn Roll:
Incident Roll: None

Turn 8:
Gunny

Sgt Beery
Watchful Eye – Fail – 2 Dmg Hit
Cpl Johanson

Pvt Pyle

Pvt Chester
Watch Your Back – Immediate Peril – Pass – No additions
Pvt Thrash
Make it Count - +1d to Brawl, Shoot, or Dodge – until used
Pvt Thrash attempts to hack the computer to open the bridge hatch - Fails
End of Turn Roll:
Incident Roll: Explosion – Fire breaks out in the hangar bay
  
Turn 9:
Gunny
On Guard – Pass - +1d to brawl and shoot – end of scenario
Sgt Beery
The Calm - No shoot, attack, roll any shoot or brawl dice during this turn.
Cpl Johanson
Move Along – No effect
Pvt Pyle

Pvt Chester

Pvt Thrash

Sgt Beery hacks computer terminal and opens the bridge hatch. +2 XP
End of Turn Roll:
Incident Roll: Fire Spreads +1

Turn 10:
Gunny
Decoy – Fail – 2 Dmg Hit
Sgt Beery

Cpl Johanson
When it Counts - +1d to Might, Finesse, or Cunning – until used
Pvt Pyle
Short Cut – Fail – 2 Dmg Hit
Pvt Chester

Pvt Thrash

PLOT POINT - Sgt Beery hacks the bridge computer so it can function. +10 XP
End of Turn Roll:
Gunny Recovery roll – Fail
Pvt Pyle Recovery Roll – Pass - +1 Dmg
Incident Roll: Fire Spreads +1 (2)

Turn 11:
Gunny
Sprint – Pass - +3” run – until used
Sgt Beery

Cpl Johanson
Watch your Step – Pass – No additions
Pvt Pyle
Quirk of Fate – all cards in play canceled - None
Pvt Chester

Pvt Thrash

PLOT POINT - Sgt Beery hacks the computer and restores the turbo lift. +10 XP
Gunny hacks the computer and opens the hatch to the main ships computer room. +2XP
Gunny orders Cpl Johanson and Pvt Pyle to the Engine room
End of Turn Roll:
Gunny Recovery roll – Fail
Pvt Pyle Recovery Roll – Pass - +1 Dmg
Incident Roll: Fire – 1 extinguishes itself -1 (1)

Turn 12:
Gunny
Furious – Pass – ignores all combat penalties – end of scenario
Sgt Beery

Cpl Johanson
No Shot – can not roll shoot dice
Pvt Pyle
Stand Firm – Fail – 2 Dmg Hit
Pvt Chester

Pvt Thrash

PLOT POINT – Gunny hacks the computer and restores the system computer. +10 XP
Cpl Johanson fails to hack the computer to open the engine room hatch.
Sgt Beery & Pvt Chester sprint back to the hangar bay to fight the fire.
Pvt Thrash is ordered to stay and guard the bridge.
End of Turn Roll:
Gunny Recovery roll – Fail
Incident Roll: Fire Spreads +1 (2)

Turn 13:
Gunny
Watch Your Head – Pass – No additions
Sgt Beery

Cpl Johanson
All Clear – ignores all perils – end of turn
Pvt Pyle

Pvt Chester
Hesitation – Can not perform any action or run – end of turn
Pvt Thrash

PLOT POINT – Gunny hacks the computer and restores the life support system. +10 XP
Pvt Pyle hacks the computer and opens the engine room hatch +2 XP
Pvt Chester arrives at the hangar bay and begins to spray the fire – Pass – 1 fire extinguished (1) - +2XP
End of Turn Roll:
Gunny Recovery roll – Fail
Incident Roll: Fire Spreads +1 (2)

Turn 14:
Gunny

Sgt Beery
Move Along – No effect
Cpl Johanson
Make it Count - +1d to Brawl, Shoot, or Dodge – until used
Pvt Pyle

Pvt Chester
Double Down – No Contact
Pvt Thrash

PLOT POINT – Cpl Johanson hacks the computer and restores the ships engine system. +10 XP
Pvt Chester arrives at the hangar bay and begins to spray the fire – Pass – 1 fire extinguished (1) - +2XP
Sgt Beery arrives at the hangar bay and begins to spray the fire – Pass – 1 fire extinguished (1) - +2XP
End of Turn Roll:
Gunny Recovery roll – Pass - +1 Dmg
Incident Roll: Fire Spreads +1 (1)
  
Turn 15:
Gunny
Decoy – Pass – scenario is extended +1 turn
Sgt Beery
Sprint – Pass - +3” run – until used
Cpl Johanson

Pvt Pyle

Pvt Chester
Held in Place – cannot move
Pvt Thrash

Pvt Chester arrives at the hangar bay and begins to spray the fire – Pass – 1 fire extinguished (1) - +2XP
End of Turn Roll:
Gunny Recovery roll – Pass - +1 Dmg
Incident Roll: None

MISSION ACCOMPLISHED
Ship is secured, All Systems have been restored, no hostiles aboard.


Monday, August 14, 2017

Raptor Style Drop Ship - WIP - II

Worked on the dropship this past weekend.  It's coming along nicely.  Thw wings have been paneled.  I need to figure out how to fix up my rear hatch/ramp to deploy the troops.  I also have a few ideas for the cockpit, but I don't think cardstok is going to strong enough to hold up.  Still trying to figure out how to do the landing skids, should I make them or look for a model or toy to bash from.  Hmmmmmmm...  The engines (not pictured) have been paintd, just need to weather them a bit and they should be ready to mount.  All in all, I'm pretty happy with the overall look to it.



Monday, August 7, 2017

Raptor Style Drop Ship - WIP

Every Space Marine needs some type of vehicle to not only get through space, BUT to deliver them to their objective.  So this is my Raptor Style Space Marine Drop Ship - WIP.