We're all Gonna Die, Man!
Screaming like a banshee, Commander Steve, followed (right behind him every step of the way) by Michael, Chris, and Dennis, charges headlong into the dark corridor. The brave Spacemen are stopped in their tracks by what they see. The corridor is ripped apart, with wires, pipes, and cables dangling everywhere in the dim emergency lighting.
In one corner they spot one of the laboratory animals, a small dog, a Pug, to be exact, laying twitching in the corner. All of a sudden its chest bursts open in an explosion of canine gore, and a second Life Stage 1 Alien (we'll call this one Simon) launches forth, hisses loudly, then shoots off into one of the many exposed ducts. I guess now we know what happened to the missing egg from the Lab.
But that's not all... Suddenly from beneath a pile of rubbish appears the first Alien (Scott). Still in its first life stage, the critter is still somewhat bashful (attacks only on D6 1-3).
Commander Steve is not afraid. He steps forward, pulls out his Sleep Dart pistol, and prepares to take down the xenomorph. To inspire his nervous followers, Steve tells the Alien exactly what he thinks.
The Alien does not appreciate this and promptly rolls a 2. Next, we determine which of the four he attacks. Yep, you guessed it, he rolls Steve's number. Brave Commander Steve gets one defensive attack. He misses! The Alien at this puny life stage only will kill on a D6 1-3. He rolls a 1.
Steve goes down in a Tasmanian-devil style flurry of claws, teeth, and shredding. Michael reacts first, just a tad late, of course, and plugs the Alien with a sleep dart, knocking it out temporarily. Dennis runs up, nervously clutching the cage he carried from the lab. With a knocked out Stage 1 Alien, he can successfully cage it on a D6 1-5. Dennis rolls a 6.
The Alien wakes up, jumps out of Dennis' hands, and shoots off into the labyrinth of pipework. The three remaining crew stand there, covered in the spray of their Commander's insides, and start to freak out.
In this game when either an Alien or crewman is killed (assuming no other Aliens are captured), it triggers a panic sequence which sends all remaining crewman back to the Command Module for a Reality Show-style team interlude meeting. All blips are reshuffled and reset. Of course, now two of the blips are real Aliens. In the harder core variant, one random crew runs off on their own to hide in the recesses of the ship, becoming one of the uncontrolled blips until found and slapped back to their senses. I opted to not do this option during this first go-round.
Next, what happens after the Reality Show team meeting.
Labels: Intruder
6 Comments:
"Dennis runs up, nervously clutching the cage he carried from the lab. With a knocked out Stage 1 Alien, he can successfully cage it on a D6 1-5. Dennis rolls a 6."
Even an imaginary me can't make a roll.
Sweet, a promotion.
Well, we certainly know it's an imaginary Dennis, since it even COULD roll a 6.
Michael is the Pracagmiral. Great.
Rob, the doc, seems to always just lurk in the background. That's fine, as long as he gets to have a tall hot blonde imaginary chick to have conversations with.
Obviously my leadership brought us successfully home and it was too boring to give us the details.
/writes "won easily" in notebook
Tonight, the shocking conclusion!
Sorry, I've had a bad case of Steam (Company of Heroes, Dawn of War 2, AI: War mostly...) distracting me from putting up the rest of the story.
Brace yourselves! It's going to be a bumpy ride.
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