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.


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