Alien RPG - Chariot of the Gods first contact (Spoilers)


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Nebulous

Legend
This just came across my radar: From Gale Force 9, apparently there is a long, LONG delay of an Aliens board game. Disney has been slowing it up due to their ownership of the IP now. Anyway, looks like an April 2020 release, at least on Amazon. It comes with tons of miniatures and maps and you could probably use it in conjunction with the RPG or splice them somehow, I dunno.

 

aramis erak

Legend
Looking forward to more posts from you Stormonu as your account was a good read.

Easy system for new players to RPG's?
Yes. Hardest part for most newbies will be a stumbling point for many old hands, too - counting successes, not totalling the dice.

The XP hooks are tied to Buddy, Rival, and personal goal; significant object is tied to stress reduction
 

Stormonu

Legend
Sorry folks, I had lost track of this thread. Time to try and finish out what I remember of our session...

It Lives
When we last left off, the crew of the Montero had just breached the airlock of the derelict Cronus, discovering the gruesome remains of one of the Cronus's crew in the airlock.

After a few minutes of fumbling, the roughneck (Cham) was able to manually crank the inner airlock to the Cronus open. Doing so, however tripped the Cronus's security system, reactivating the ship on battery power. With a loud thunk, overhead emergency (blue) lights on the ship flickered to life as the ship attempted to heave a heavy breath, sputtered, and died. Unknown to the players, the air filtration system was clogged by black spores, but by God, the soundboard effect of the ship taking one ragged breath and then the machinery seizing up put everyone's teeth on edge.

As soon as the group was inside, they decided to split up - Rye (run by my brother) had an agenda to find more pills to pop her disquieted nerves, so off to the medlab she went. Cham (run by a friend) was assigned to check the engine room and see if he could get full power going. Davis, the pilot (run by my eldest son) and Wilson, the company agent (run by another friend) made for the bridge to see if A) they could get the tumbling ship under control and B) find logs to figure out what had happened on board.

Wilson and Davis made it to the bridge first, to find one of the command stations had been destroyed by axe blows. Meanwhile, Cham made it to the aft hold, where he paused upon finding the rear corridor to the engine compartment sealed shut by a vertible wall of pulsing, black mold.

Rye almost made it to medlab, only to find himself face to muzzle with a groggy, unhappy marine pointing a pulse rifle at his face. Two other individuals, still in hypersleep suits, stood slightly behind the marine, nursing headaches and giving a slight cough. "Er, boss?" Rye dryly commented. "I think I found the Cronus's crew. And they don't strike me as happy."

This was definitely the point where things picked up. The characters were still in their suits at this point and it shocked them when they ran across the native crew - alive and awake. It still shocks me that, in an Aliens game, the party so quickly and easily decided to split up. I attribute that mostly to the agendas handed out to each player, giving them different areas of the ship they would be interested in investigating to get their story awards before things "hit the fan".

Company
Rye ended up "escorting" the awakened NPC crew to the bridge - Johns, the surviving officer of the Cronus; Reid, the ship's marine; Flynn, the ship's medic; Cooper, the ship's addled scientist; and Clayton, the Cronus's company agent.

By the time Rye and entourage arrived on the bridge, Wilson and Davis had managed to get power to the remaining ship's console and get a read-out of the ship's status. Something, though, was locking them out of the logs (AVA6, the ship's android & Cronus's MU/TH/UR). Further, they kept picking up a ghost echo on sensors - the same echo they kept picking up on the Montero just before they encountered the Cronus.

The arrival of the Cronus's crew on the bridge created a brief kerfluffle as Wilson and Clayton briefly argued over mission seniority - and who was trustworthy. However, Wilson was able to manipulate the situation to his advantage by playing to officer Johns reluctance to take command himself for the current situation.

No sooner than Wilson had diffused the situation than an alarmed Miller from the Montero spoke up from the bridge of the attached ship. Something was definitely wrong - the Montero had apperently suffered some sort of reactor damage coming about and docking with the Cronus, and had activated its own self-destruct - and it couldn't be shut off.


Lots of RP and dice rolls happened in this section and my players had a wonderful stint trying to both wheedle information out of the ship and the "hostile" crew. The player running Wilson got to shine in this scene, wheedling between trying to diffuse the situation, get some information and not reveal his own twisted agenda to the other players. The big win for him was that he managed to get the crew of the Cronus to concede control to the crew of the Montero, even if for now it fell to Captain Miller. He also had an ace up his sleeve aboard the Montero...

You could see the player's heart skip a bit when I brought the above video up on our "main" display and let it start running - and didn't let it stop.

Death
Cham & Rye, the Montero's roughnecks, literally ran back to their home ship to see what they could do to salvage the ship and its cargo before the ship detonated. Rye made her way to the Montero's bay to get the cargo sled Daisy prepped to offload what cargo they could salvage. Cham was assigned to unhook the Montero from the Cronus's airlock - only to discover the Cronus in its low-power state had a deathgrip and wasn't about to let go. Furthermore, with the Cronus's outer airlock already compromised, Cham would have to work blowing the connector bolts from within the airlock between the Montero and the Cronus - and find some other way back into the ship.

With the five minute "no override possible" of real time to go, Cham finally succeeded at blowing the last bolt holding the Cronus and Montero together. That gave officer Miller just enough time to get the Montero far enough away that the ship's detonation wouldn't damage the minimally powered Cronus. On the Cronus's bridge, Davis was shouting for Miller and Rye to get to the Daisy and get clear.

As the last few minutes ticked away, I switched to the view from Cham. The Montero, lugging the broken umbilical, turned away from the Cronus. It's engines flared brightly, and like a lumbering beast, it began to slowly move away from the still-tumbling Cronus. Each rotation, the freighter was a little further away, pushing away towards a rainbow-hued nebula in the distance.

With less than two minutes left, over the open intercom, Miller announced he and Rye had finally finished securing the cargo on the Daisy and were leaving the Montero. Davis finally breathed a sigh of relief as the rest of the Cronus crew listened in on the conversation.

With everyone's attention elsewhere, Wilson stepped back and withdrew a hand-held remote from his pocket. Unseen by the rest of the crew, he turned the remote's small key and depressed the singular button, activating the seismic charges linked to the remote.

Outside, Cham scanned the spinning starscape for signs of the departed Daisy. It should be visible any moment - but then there was brief, small flash - like that of a winking star. He was puzzled - there was still at least another fifteen seconds before the Montero's self-destruct should alight ... and then he was forced to look away as the distance starscape was blurted out by a bright, white-hot flash as the Montero itself detonated.

More seconds passed, then a full minute. There was no sign of Daisy. It wasn't coming back.

Inside the Cronus, Wilson had to look away feigning shock and loss to hide his broad smile.

More to come...
 

Stormonu

Legend
This just came across my radar: From Gale Force 9, apparently there is a long, LONG delay of an Aliens board game. Disney has been slowing it up due to their ownership of the IP now. Anyway, looks like an April 2020 release, at least on Amazon. It comes with tons of miniatures and maps and you could probably use it in conjunction with the RPG or splice them somehow, I dunno.


If you can get a hold of it, there's also the AVP board game from a few years back (by Prodos/Archon). It has some really good miniatures, though its Aliens, marines & predators - no "space trucker" figures, though you could probably get some sci-fi miniatures from Reaper or the like to fill in.

Sedition wars had a resin "not"-Ripley and Newt miniature for their game, though I don't know how difficult it would be to get now.

Warlord (former done by Wargames Factory) had a Women Apocalypse Survivor set that also had a "not" Ripley and Newt (and a Male Apocalypse Survivor set) as well as other minis you could make that might fit the game.

Zombicide Invader has some figures that might fit Aliens very well - including some monsters that could be used as black goo "abominations".

There's likely other manufacturer that have usable minis - possibly Hasslefree, Victoria miniatures and a handful more I'm not familiar with.
 

Morrus

Well, that was fun
Staff member
This just came across my radar: From Gale Force 9, apparently there is a long, LONG delay of an Aliens board game. Disney has been slowing it up due to their ownership of the IP now. Anyway, looks like an April 2020 release, at least on Amazon. It comes with tons of miniatures and maps and you could probably use it in conjunction with the RPG or splice them somehow, I dunno.

Link doesn’t work. But I plan to get that board game just for the minis and stuff!
 


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