[3:16] Spades and Chalk on Planet Dürer

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Gregor Hutton:
After the first encounter Corporal Chalk was Crippled (but with Armour available), Trooper Strange was A Mess (and with Armour available) and Sergeant Spades was unharmed (but had used his Armour). I rolled 1s and 2s as the GM. At least I got a few hits in, but not to everyone. A few 5s and 6s would have been better.

After that I rolled even worse. I wrote it down on my Index Card as it was so bad: 10, 9, 10!

When I eventually rolled something decent in the penultimate encounter (6) that would have killed Corporal Chalk he used Combat Drugs (he had rolled a 3) and then hit a 7 on the re-roll - this removing the final Threat Token before it could kill him. Very dramatic, but a case of fate intervening. Never mind, I will have other planets and I hope to roll better.

Flashback-wise...

Per's Sergeant levelled up and I think he has 2 Strengths and 2 Weaknesses now available (!). He also picked up a Shotgun.
Pooka's Corporal also levelled up and has 1 Strength and 1 Weakness available (but has spent one of each already so far). He didn't make his development roll. In fact he has missed it by 1 on the dice each time he's tried, but he keeps putting his FA up instead of his NFA.
Malcolm's Trooper didn't level up but did get promoted to Corporal. He's picked a Heavy MG.

The arc of PC death is as follows: in the first few missions it should be low (except for situations where they bring it on themselves) since they have the Strengths to avoid it if they wish, after 4 or 5 missions the Flashbacks should be running shorter and are more likely to be Weaknesses that only save the PC using it -- so PC death is more likely to happen (and more likely to be desirable, it is incentivized with handing back an available Strength). Later in the Campaign the curve comes back to the PC as they will have high stats and should be innoculated against the aliens. At this stage it will be PC vs PC/NPC things that are causing death/use of Flashbacks.

So far APs are showing early missions where Flashbacks are (relatively) in abundance.

Ron Edwards:
That's encouraging. I think our group had woefully too few Flashbacks in the session we played, but I think that was a function of my screwing up the rules and making things too easy.

Thanks Gregor!

Best, Ron

Gregor Hutton:
I think the killer one could be Ambush, using lots of low-Threat encounters. If you can cause anyone a Kill beyond the first Ambushed one then it will last between encounters -- and groups of these will stack. Even a 1-Threat Token encounter has a chance of killing before being killed -- and burning a Flashback to remove one Threat Token might encourage Weaknesses rather than Strengths to be used... I'm certainly aiming to use this ability to bleed some Flashbacks out of the squad next time we play.

Darren Hill:
In addition to Ambush, I'm looking forward to using Lasting Wounds, Suicide, Regeneration (if you have a large PC group), and possibly Exploding Bodies for trooper kill potential.

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