Ross came over for a game last night which gave me the opportunity to have a second try at Scrapjacks. This is a new set of sci-fi rules from Patrick Todoroff, due out in March. Patrick has put a free Quick Start Guide with a taster scenario on Wargames Vault https://www.wargamevault.com/en/product/500732/scrapjacks-quick-start-guide
I'd had one opportunity to play through the rules so I had a reasonable grasp of the mechanisms. Anyone who has played any of Patrick's other systems, like Exploit Zero, Zona Alfa, When Nightmares Come or Nightwatch will be familiar with the basics.
The premise is a solo or co-op game, running a salvage team exploring derelict space craft/stations. The Quick Start Guide includes a two-park scenario to familiarise you with the basic rules. There are 4 basic roles in the team, each of which has specific specialisms.
Starting off in the first MHU (Modular Habitation Unit) the crew split up and move quickly towards various POI (Point of Interest). The main objective is to hack a fried relay by the exit, so Buzz (our specialist hacker) ignores the POIs and heads straight for the dodgy panel. Wrecker gets to the closest POI and find a Maintenance Supply Cabinet. This is quickly broken open and contains a Power Cell, some useful kit and 2 pts of salvage. POIs may contain useful bits the Scrapjacks can make use of (like suit patch kits) and generic salvage that offer a monetary value. As the rest of the team spread out we roll for the first Hitch. After all the Scrapjacks have taken their turn you roll of the Hitch table, which could bring foes into play, or else some environmental hazard. We roll a Void Mould, a nasty substance that can damage suits we get 3 suit breeches.Two malfunctioning bots , ready to clean the MHU of all unwanted organic material (which includes the Scrapjacks).
In turn three Doc repairs Wrecker's suit, then moves on towards the objective. Q.B. (the team's "muscle") kicks open the POI next to him, a Security Locker, grabbing the goodies inside, then takes down one of the bots with his riot gun. Buzz ignores the threatening bots to start working of rerouting the fried relay. The bots activate and move in on Wrecker and Q.B. , but fail to score a hit.
Turn 4, Buzz completes the rewiring, so it's safe to exit. Wrecker moves up to join the crew. the bots attack again and both Q.B. and Wrecker are wounded this time.
The Hitch roll brings on a team of pirates/claim jumpers, which makes thing look fairly hairy for the team, so we elect to move on to the next MHU. Unfortunately this means we have left two POI not investigated, so it's not looking like a very profitable start.
The second MHU has lost gravity, so we start off in zero-g. This make movement easier, but has a risk of damaging suits every time a Scrapjack moves, so we decide to restore gravity asap. Once that is accomplished the team move on towards the various POI. Our Hitch roll trigger's a Hull Shift witch wounds two of the team.
But the Hitch roll turns up more maintenance bots, two of which a very threatening to Doc, bringing up the rear.











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