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!
Wednesday, August 30, 2017
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.
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