Saturday, 21 January 2017

Some days it just isn't worth being an intergalactic conqueror

After rescuing Barry, the clever alien learned to speak English and joined the Alliance of Awesomeness. He and Aphid managed to build a starship that allowed the Alliance to return to Barry's homeworld, only to find that in the millions of years since he'd left (time-space warp, remember?) the planet had been ravaged by a race of intergalactic conquering robots and his people wiped out. This made Barry sad, and he returned to Earth with the Alliance. Little known to them, one of the intergalactic conquering robots that had been left as a sentry followed them back to Earth. Now Zol-Torr is preparing to alert his people/race/things to Earth's existence so they can come and ravage it. He is planning on using a highly experimental interstellar communications device to send the message. The Alliance have wind of this, and all eight members that have been part of the group since issue #1 have come together to stop him.

Stats are as follows:
Name
Move
Close Combat
Ranged Combat
Defence
Other
Aphid
6”
2W+1R
3W @ 12” weak
3W+1reroll
+1 to avoid pinning
+1d6 to solve puzzles
Nuclein
6”
3R
-
3W+3rerolls

Tiger Girl
9”
2W+1R+1reroll
-
3W+1reroll
Loses red d6 on attack if it is highest dice rolled.
Leather Lass
6”
3W
3W @ 3” weak
3R+1 reroll

Ore
9”
3W weak
3W @ 6” weak
2W +1R
Hinder
Converter
6”
3W weak
3R @ 12”
3W

Barry
6”
3W
3W @ 12”
3W
+1d6 to solving puzzles
Gadget
Blue Ghost
9”
2W + 1R
-
3W+3rerolls
Flight +1 to unpinning






Zol-Torr
9”
4R
4R
4R
Adapt – extra d6 against a particular opponent.
Massive - +1 to unpinning

As you can see, Zol-Torr is indeed mighty.

Splash page! Zol-Torr approaches the communications array with only the Alliance between him and the end of life on Earth.
Everybody attack! Ore is the first to be bashed about.
Next turn and Aphid goes reeling backwards, but Barry pulls out his gadget (ooo-er) and manages a hit on the metal monstrosity. With the last action of the turn Converter also gets a hit in on Zol-Torr.
Most of the Alliance are left to bash at Zol-Torr ineffectively, but they pin and distract him long enough for Converter to wolf down a Mac Attack!
Zap! Converter unleashes with 3 sixes! Zol-Torr can't roll enough defensive dice. He's down! In turn 4!
I actually expected the Alliance to take a few more hits than that, and on reflection 8 heroes was too many for this scenario. Most were pretty ineffective, but Nuclein and Converter have some pretty awesome hitting power if they roll well. Nuclein didn't, but Converter almost took down Zol-Torr by himself. Only swiping one hero at a time, Zol-Torr was like a man batting at mosquitoes. The other thing this game would have benefited from was some sub-plots, as it did very much become a stand up stoush.

The short game was probably quite good considering I don't think the 7 year old daughter was giving this her full attention, and I will probably play it again in the future with a reduced cast list and some sub-plots added.

Nate

No comments:

Post a Comment