Something Borrowed (2): Zombies, Aliens and Space Troopers By Paul Le Long Quilting

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Something Borrowed (2): Zombies, Aliens and Space Troopers By Paul Le Long (Originally published in Lone Warrior 194) Quilting My wife is an enthusiastic quilter. In quilting they have this thing called stash quilts where you take all the left-over fabric that you ve saved from other projects and sew it together in order to use up the remnants and create something beautiful from them. Remember in a previous issue I talked about a game called Zombies!!! From which I harvested the modular tiles that came with the game to represent WWII streetfighting? Well, the other main components that came with the game were a ton of plastic zombie figures. These guys went right into my conceptual stash pile for use (somehow) later. Now also in my stash pile was an old copy of a game called Space Crusade by Games Workshop which I bought many years ago. It contained the rules, some modular boards depicting the interior of a spaceship (or any sci-fi environment really) but was missing all of the original figures. I also had some sci-fi figures knocking about that I bought at an auction a long time ago human space infantry and some figures that look like creatures from the film Alien. I d never used any of this stuff. THE STASH So I took my stash, sewed it all together and came up with this game. Obviously your stash (I know you have one) will be different to mine but I m sure that you can adapt.

The Game The basic idea is that communication with a spaceship or space station has been lost and a team of soldiers has been sent to investigate. You have six men all armed with - insert sci-fi tech here let s call them blaster rifles. One soldier has a bio-scanner and another has a heavy weapon maybe a flamethrower or bazooka type thing. Listen, just do what you want but keep it simple and flexible, the point isn t about spotting the correct number of rivets on a PZIV(h) at 1000 yards; we don t need that level of detail here. Anyway, your team lands in the landing bay and everything is dark and eerily silent. THE TEAM IN THE LANDING BAY. THE THREE AT THE BACK EACH HAVE A BLASTER RIFLE, FRONT-LEFT IS THE SCANNER MAN (WHO DOUBLES AS THE TECHNICIAN ONLY HE CAN GET THE LIGHTS BACK ON SO KEEP HIM ALIVE. FRONT-CENTRE IS THE COMMANDER, ARMED WITH BLASTER PISTOL AND GRENADES, FRONT- RIGHT IS THE FLAMETHROWER MAN So first objective is to get to the control room and turn the lights on. It goes without saying that the control room is a fair distance from the landing bay. Ok, first I should say that the board I have is gridded whatever you re using will probably be gridded too (you can download floorplans pretty easily from the internet). Anyway, I let my men move 6 squares each turn. But when the lights are off they can only see 6 squares as well. When they get the lights working they can see anything in line of sight. Are you visualising a team of scared soldiers creeping around a dark, silent, creepy spaceship with the only illumination coming from their torches? While the ship creaks and groans and strange noises make everyone jumpy? Good. Scatter a lot of tokens around the board. My Space Crusade game came with blip tokens but use whatever you have, it doesn t matter. I tend to put two tokens in each room and two at the end of every corridor. The guy with the scanner can see the blips on his readout but because the

place is falling apart and electronics aren t working properly (& because we need an excuse) some of these blips might be false alarms. Anyway, corridor blips move at 4 squares every move; they just amble along the corridor until they reach the end and then go back. Room blips stay put as long as the door to that room is closed blips never open doors. THE BOARD WITH BLIPS SHOWN. NOTE THE LANDING BAY TOP RIGHT; THE ELECTRONICS ROOM IS CENTRE LEFT Now, it turns out that the crew have been infected by some nasty alien virus remember those zombie figures? Yep, the crew have been zombified and are shuffling around aimlessly but not so aimlessly that they won t attack your men on sight. When you come within sight of a blip, either in a corridor or because you opened a door, draw a playing card: * Ace-10 Hearts: Nothing there false alarm, remove the blip * JQK Hearts: Discarded equipment that you can pick up and use. You ll have to improvise here; I tend to have this represent weapons, scanners, medpacks and so on. * Diamonds: Nothing there false alarm, remove the blip * Clubs: 1 zombie (arrggh ) * Ace-10 Clubs: 1d3 zombies * JQK Clubs: Alien! We ll get to those in a minute Blasting the Hell out of Stuff Space Crusade comes with special dice that represent light damage (done by rifles) and heavy damage (done by heavy weapons and grenades). You won t have these dice so you have to improvise. THE SPECIAL DAMAGE DICE RED DICE ARE FOR HEAVY WEAPONS, WHITE DICE FOR LIGHT DAMAGE. When you shoot at something you roll the appropriate type of dice and apply hits. The white dice are marked 0,0,0,0,1,2 while the red dice are marked 0,0,0,1,2,3.

Zombies roll 2 light damage dice in combat and can only attack hand to hand, never with missiles. Targets have a degree of armour. Zombies have 1 point of armour not armour really, this just reflects the fact that they take a lot of blasting until they re dead. Each point of armour deflects 1 hit. If your soldiers are wearing power armour I d give them an armour value of 2. Simple. Aliens move at a whopping 8 squares a turn (scampering and chittering in my imagination anyway along floors and ceilings), have 3 armour & 2 heavy attack. To put that in perspective your riflemen roll 2 light damage dice in attack and have 2 armour. Your commander and scanman are both armed with blast pistols which only roll 1 light damage die. Mr Flamethrower gets to roll 2 heavy damage dice at every target in his sights (including any allies if you re not careful). So you get the idea zombified crew lurch around trying to tear your men apart with bare hands; usually you ll blast them before they get close (though this may be difficult until you get the lights working). And if your guys have power armour the zombies will mostly fail to do much damage. But there are a lot of them potentially and you can sometimes be swamped if you re unlucky. The Aliens are rare but devastating in combat, especially when you have zombies distracting you. OUR HEROES (WELL, MOST OF THEM) HAVE MADE IT TO THE ELECTRONICS ROOM AND TECH-GUY IS TRYING TO GET THE POWER BACK ON WHILE THE REST OF THE TEAM FEND OFF RANDOM ZOMBIES AND - EEK AN ALIEN BEASTY Another twist is to put markers in about four rooms. Three will be dummies but one marker (revealed when you enter) will represent a boss monster (for want of a better term). This could just be a beefed up Alien or it could be an Alien nursery with an angry Alien mother and some vicious babies. Hope you ve still got the flamethrower

JUST WHEN YOU THOUGHT IT WAS SAFE.AN ALIEN NURSEY WITH A VERY GRUMPY LOOKING NANNY You can continue the game by checking out other dungeon levels sorry, spaceship decks. Be as inventive as you like with different missions, reinforcements for the good guys, maybe different monsters and so on. Conclusion So there you have it, a pretty simple game patched together from scraps of other games. You ll have to adapt to fit your own stash of course and you ll have to flesh out the rules from the basic outline I ve given here. I played this game once with an 11 year old and he came up with a fantastic strategy of catching one rampaging Alien in a doorway and shutting the door on it several fudged rules later and frantic work on the doorlocking system by the tech and the Alien was cut in half by the closing blast doors. Aliens are ferocious, but 11 year olds are worse! The key is to keep the main game simple enough to allow for improvisation. I ve had fun with this game despite its simplicity and silliness it s not Advanced Squad Leader but it scratches the itch when all you want to do is blast space-baddies. And it illustrates how your stash of wargames stuff can be used for something other than taking up loft space. WE RE GOING TO NEED MORE DAMAGE DICE.