Our latest scenario, saw 4 crews descend upon a Derelict Warship which has just fell out of warp space.
When preparing for this scenario, I was trying to decide what terrain would be best suited to making the walls, while having working doors available. As those would be a big part of the scenario.
I pulled out my copy of Kill Team Gallowhide & was excited to see that these terrain walls did indeed come with doors that would open & close....unfortunately there wasn't going to be enough terrain for the table. It was off to scouring local stores to a copy of the GW Boarding Walls Terrain set. Luckily I had seen one & after confirming it was still available, picked it up on Wednesday.
Fast forward to today, it was a scamble of getting the tiles clipped, trimmed, primed & then dusted with grey primer at 45 degrees to give the start of an effect. I will say however that there are lots of details on these walls, everything from wires, to displays, dials & of course....skulls. Painting all of these will be a future project, as time was up.
Away we go! The crew of the Incorrigable deploy.
Kurts crew run afoul of a bounty hunter at the end of the first turn.
Chen had a runner in his crew which sped away to the centre of the board to snag the 'Prime Objective'. Try as we might, we were unable to prevent him from getting away with it, mainly due to the rules of doors from the scenario, not being openable if opponents are within 1"...more on that later.
Kurt was lucky enough to then have 2 ruffians arrive.
Craigs robotic hound takes out one of Chen's crew members
Chen then took control of the robot doc & sent it rushing into 2 of my crew. Where it was quickly finished off.
A Pirate trooper arrives behind my band.
Who was later joined by 2 Pirate Shock Troopers, who managed to steal one of the data loot from my crewman & then departed with it.
All in all a great game. We had some crewmen removed due to implosions. Lights turning on & off, a localized explosion, which unfortunately didn't take anyone out. The Reactor core did start the countdown & was lowered by another roll by 2.
As we always have he Unwanted table rolled on every turn of our games, we were up to 2 of these rolls with another occuring from the chart.
So some takeaways of the scenario.
1 - Don't start rolling on the chart until after the first turn. Our first roll on the first turn of the game was an implosion & we had 2 crews that were just at their starting zomes.....this would have potentially had 2 crews removed from the game before it even started. The next roll was the Reactor core....again, this would have made for a very short game indeed, with no-one likely even getting to a loot token.
2- The doors. As stated in the scenario, if there are opponents within 1", they prevent the closing or opening of a door. The next time we play, we will allow for opposing dice rolls using Fight to 'force' a door being opened or closed. Additonal crewmen would add a +2 mod just like support in combat. Additionally if the doors close result is rolled on the table, we would have them all open upon a second roll for that entry, similar to the lights turning on & off.
Thanks to those who came out. We were down 2 players today who had other commitments, but that turned out for the best as I would have had to struggle with figuing out an 6 player version of this scenario. I am sure with time I can come up with something.