Tuesday, January 31, 2012

Aliens on Hadley's Hope The Attack on LV426


The Colonial Marine Platoon lands on Acheron near the planetary atmospheric plant.

Alien presence is immediately anticipated.  Planetary scans have detected a large hive complex well established inside the confines of the facility.
The platton APC rolls through the front gate from the landing pad flanked on either side by squad 2 and 3. HUD contact is maintained with the commander on a sustain roll. Alien xenomorphs are contacted visually and on bio scans of the facility.
As the entrance is breached by the APC. The hive comes alive. Wave attacks of warrior class xenos pour from the facility.
 Squad two is contacted first.  Pulse rifles and smart guns mow down the fast attackers. Shoot, Scuffle and Save rolls are used in the GASLIGHT moderated combat.

 The second squad is overrun and takes heavy casualties.  Amazingly they make their moral roll with only 4 members left.  They fire on but to little effect.

 The view from behind the alien left flank.  They are vaulting over the machinery in the open yard before the factory.
Scenario is currently at this stage.  APC overrun and taking acid hits.  2nd squad ineffective.  Let's pull back and nuke this place from orbit.

It's the only way to be sure.


5 comments:

  1. Looks great! Glad to see you using GASLIGHT for Sci-Fi. With a few tweaks it works really well.

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  2. Thanks,
    My crew says I try and use GASLIGHT for too many things. I am going to follow up to this with the stats I used for each element of the game.

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  3. Aliens Stats for GASLIGHT
    Alien Queen
    Move 12”
    Shoot 6” 12 (tail slap)
    Scuffle 2 @ 16 Hits are regarded with a further 1D6 roll = 1-4 victim is grabbed, 5 victim is incapacitated, 6 victim is killed outright.
    Save 16 with 3 hits/ Hits cause an acid spray 3” using shoot 6.
    SRM +8
    (3 activation cards in the scenario deck)

    Sentry Alien (linked telepathically to the queen)
    This alien functions as the pod leader of a group of alien warriors.
    Move 12”
    Shoot 0
    Scuffle 14 Hits are regarded with a further 1D6 roll = 1-4 victim is grabbed, 5 victim is incapacitated, 6 victim is killed outright.
    Save 12 with 2 hits/ Hits cause a 3” acid shoot 6
    SRM +4
    (2 activation cards in the scenario deck and this activates the pod or group that they control)

    Warrior Alien (linked telepathically to the sentry)
    This alien functions as the regular extras of a group of alien warriors.
    Move 9”
    Shoot 0
    Scuffle 12 Hits are regarded with a further 1D6 roll = 1-4 victim is grabbed, 5 victim is incapacitated, 6 victim is killed outright.
    Save 0 Hits cause a 3” acid shoot 6
    SRM +2
    (activated on the card draw of their leader)

    Facehugger pod
    Move 0
    Shoot 3” @8
    Scuffle 8 Hits are regarded with an additional 1D6 roll of 1-3 wounded, 4-5 incapacitated 6 killed.
    Save 0
    SRM 0
    Pods are activated like a mine field if a human is within 3” of a pod model.

    Colonial Marines

    M577 APC
    Move 12
    Shoot 14
    Scuffle 10
    Save 14 Vehicle has 5 Hit points, Individual hatches have 3 hit points each.
    SRM +4 from Laser Cannon
    (3 activation cards in the scenario deck)
    The APC is represented by a model and a schematic of the vehicle interior. On the vehicle interior is a command control console that has a sustain of 16 for each squad in the scenario. These chits will record the HUD of the commander and give +2 benefit in morale rolls if the sustain roll is effective.

    APC twin turret Lase Cannon
    Shoot 14
    1D6 hits are recorded in a 6” burst circle.

    Colonial Marines
    Leader
    Move 6”
    Shoot 12
    Scuffle 10
    Save 9
    (2 activation cards will activate the squad this model controls)

    Pvt
    Move 6”
    Shoot 10
    Scuffle 8
    Save 0
    (activated with the leader card in the pertinent squad)

    Weapon additions:
    10mm Pulse Rifle
    Shoot 18” @ 10
    Scuffle 8


    10mm Smart Gun (squad support weapon)
    Shoot 36” @ 14 and hits a 6” area for 1D6 hits.
    Scuffle 12

    Flamer
    Shoot 12” and hits a 6” circle for 1D6 hits and continues to burn for that number of turns.
    Scuffle 10 and does not cause acid reaction in alien targets.

    Sentry Gun Tripod
    Move -2”
    Shoot 14
    Scuffle 0
    Sustain 14 or runs out of ammo
    Can be moved and set up by 2 crew.
    Components: gun, tripod, ammo crates.
    (Activated on the reaction to alien movement within a preset field of fire)

    ReplyDelete
  4. Where are you getting the 54mm figures from for this?

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  5. Click on the label within my blog called Tree House Kids or Aliens to see the box art and sets these came in. Or google search THK Aliens.
    The item is out of production but often available on Ebay. I also have a few marine spares but no Alien spares.

    ReplyDelete