After a couple month hiatus due to injury, travel, swap meets, we finally got together to play our next campaign scenario. This time it was All Aboard from the Q37 book.
We did the intro as per the book scenario, in short, we needed to get onto the Rim Rail to return to the area our ships were located.
Set-up: There are 2 tracks running across the table which then enter tunnels at both ends. A raised platform sits between them. The rest of the table is covered with rock outcrops (we are in a large cavern), cargo & boxes.
Special Rules: I made up my own rules for how the rail carriages would move. After determining the initiative, the person who rolled lowest decided which was to be track 1 & the other track 2.
At the end of each turn, the person who rolled lowest, would move the car of the track based on 1 = odd number, 2 = even number. They would then roll a D20 & add the initiative roll they made to determine how many inches the carriage would move.
If the carriage ends it move anywhere along the centre platform, the doors would open on the platform side & would remain open until the carraige moved again.
If the carraige moves over a figure standing on the track, it is immediately hit by a +5 attack. The figure would then be moved away (if successful) or hurled a distance equal to the amount of damage taken in inches.
Also at the end of each creature phase 2 blip tokens appear. Determine the location of the first one then the 2nd appeared diagonally from the first.
Anytime a loot token is unlocked, a blip appears in a random direction & D20" away
To gain bonus xp, the crewmen must exit via the carriage furthest from their entry point. They can opt to take the closer carriage & while they will exit, will get no xp. As well any loot token taken off via the closer carriage would not count.
The bonus xp is as written in the book.
So, here is how it played out. On the first turn carriage 1 arrives & made it about 9" onto the board.
As the various crews arrived, smoke was deployed & force walls went up.
Carriage 2 arrives, & by now there are bugs appearing
A familiar sight. Everything seems fine for Scott's crew at this point in the game.
Several of my crew have made it to the platform, although a worker bug has engaged Reese, my chiseler.
Squee, the First Mate, grabs the Physical Loot, leaving Reese to handle the bug.
Chen's crew were finding themselves set upon from all sides.
As my Captain unlocks a loot token, 2 Warrior bugs jump out from beneath the plaform (I rolled a 1 for blip distance.) However I was able to pull back from them. The bugs were then taken down by Dan's Psychic Fire.
Carriage 1 arrives at a perfect point for my crew to begin jumping into it.
Dan finds one of his infected members turns within their midst. He was able to take the zombie down before anyone else was infected.
Reese falls to the Worker Bug
Scott's crew finds itself being swarmed by Warrior Bugs & Worker Bugs
I managed to get almost my entire crew onto the carriage as it makes its way towards the tunnel
Everyone else was waiting anxiously for their carriages to stop where they could jump on. All made it away in the end, well except for Scott's crew which although 2 members had gotten onto a carriage, their Captain & First Mate died at the claws of the Bugs.
All in all a good game.Thanks to Chen for getting the rail cars printed & ready. Alas those who lost cremen will be unable to replace the dead ones, however the badly injured will have reduced health going into the next scenario. Until then, thanks for following along!