7TV – 22/05/11 (Solo)

What intrigued me about 7TV when I saw it at Salute (apart from the fantastic inside of the volcanic lair model) was that it wasn’t an RPG (good!) and that it had generic stats for different models which were customisable to represent anyone from Batman to Indiana Jones. So I’m thinking that it would be something to use the Heroclix figures in the loft for, as well as another use for my WW2 Germans trying to stop the Allied archaeologists winning the war by digging up stuff. My son is a big Dr Who fan, so this was the our starting point – he provided the stats for the Professor (who is really an alien), his Plucky Assistant and their friend RAF Man.

Our Heroes

To get the ball rolling, I quickly did stats for a Mad Scientist and his security detail who are guarding something “really important” in an industrial complex, and our heroes have to find it.

Mad Scientist & Security Guards

The industrial complex “Project Gamma” (how original) was the usual mess of pipefarms and skips to allow our heroes to slip undetected to the lab in the middle and steal the “secret” from under the noses of some inept guards.

The Gamma Complex

There are a couple of steps to carry out before the game can start. Firstly, the Event cards are dealt (4 to each player recommended) which add a bit of chaos to the game – I must confess I forgot about them when I was playing because I was too busy looking up the rules! The second pre-game phase is the Think Tank phase where you get to pick your gadgets. Each star gets a dice, then 1D6+2 is added for the Gadget knowledge attribute (points for which can only be used by the figure who generated the dice) and finally 1 D6 for each Boffin level. This gave the Good side 5D6+2 against the Bad side’s 2D6 (2 levels of Boffin, but no star – only a co-star). Good rolled 22 points on their dice, with 5 for the exclusive use of the Professor – he got a Sonic Stunner @ 12 points, Plucky Assistant got Sleep Spray @ 6 points and RAF Man got a Bullet-proof Vest @ 4 points. Evil got a Lazer Scope and a Homing Device for 8 points.

As Good gets priority automatically on turn 1, there were no Audience Appreciation tokens up for grabs. The number of figures which can be activated in a phase is half the side’s models rounded up (but not captured or stunned figures). Each activated figure gets 2 actions each – one star or co-star gets a Heroic Action during each turn, which gives a +2 bonus to hit, to wound/damage or on stats tests. The Good plan was for RAF Man to take up position on the pipe farm bridge, where he could cover the advance of the Professor and Plucky Assistant to the laboratory – as he had the Eagle Eye attribute, he could add 6″ to his range, making his Military Pistol an 18″ strength 4 weapon. RAF Man and the Professor are activated – RAF Man moves to the foot of the pipe farm stairs for 1 action, then climbs the stairs for his 2nd action (climbing between 2-4″ is an activation with no horizontal movement). The Professor activates and because he has a Leader(1) attribute he can also activate Plucky Assistant, and they both use 2 movement actions to run 12″ through the assorted crates.

The Prof and his Plucky Assistant

Evil has 6 figures, so gets to activate 3 – the dog handler, Mad Scientist and a rifle-armed security guard. The dog handler can also activate his dog, so moves 6″ but stays within 6″ so the dog can leap-frog him by moving twice, but stays within 6″ and in command. The Mad Scientist tries to figure out how to work his Alien Pistol to fire it at the Professor 15″ away. With intellegence 6, he can do this with anything but a 1 on his 1st roll, or by rolling a 6 on his 2nd attempt – guess what – he rolled a 1, followed by a 4, so fails (I suppose he could have used 1 of his 3 luck tokens to re-roll the 1st dice, but as the luck tokens have to last the entire game, I decided not to).

Mad Scientist struggles with Alien Technology

The activated rifle-armed security guard takes aim for an action (adds +2 to the to hit roll) at the Professor – needing a basic 4+ to hit, he has -1 for cover & -1 for range but +2 for aiming means that a 4 rolled is a hit. The rifle is strength 3 against the Professor’s defence of 4, which means that a 5 is needed to would, but the Professor’s Invunerable(1) attribute adds 1 to his defense, so a 6 is needed to wound – a 2 is rolled, so no wound.

On turn 2, Evil get priority with a difference of 3 – this means that the Evil side gets 2 Audience Appreciation tokens while the Good side gets 1. These tokens can be used to amend a dice roll by +1 or -1 (any number on a single roll), or 2 can be used to activate an extra figure – both these effects can only be used in your own turn, not your opponent’s. Evil activates the same 3 figures. The dog handler activates the dog, then moves 6″ for 1 action and fires at RAF Man at the top of the pipe platform stairs. From 4+ to hit, this is modified to 5+ for being over half range, and a 5 is rolled. This is a strength 3 attack against defence 4, so needs a 5 to wound. A 6 comes up, and RAF Man decides to play a luck token (his only one) to re-roll the wound roll rather than rely on his 5+ save from the bullet-proof vest – the re-roll come up a 1, so his luck holds. The dog bounds to the foot of the stairs ready to run up and attack RAF Man from behind next turn.

Will the dog get the jump on RAF Man

The Mad Scientist tries to figure out how to use the Alien Pistol again and succeeds. For his 2nd action, he fires at the Professor – it is 3+ to hit and should be -1 for over half range, but as the pistol is a “lazer” this doesn’t apply, so only a -1 for cover. He rolls a 4, so hits – a strength 4 hit against a defence of 5 needs 5+ to wound, and a 5 is rolled. The Professor spends one of his 3 luck tokens to force a re-roll, but as this is a 6, the wound still happens – the Professor is down to 2 wounds. The rifle-armed security guard takes aim and fires again, but rolls too low for even the Audience Appreciation tokens to bump it up. At this point, I should have used the 2 Appreciation tokens to activate another figure to shoot, as they disappear at the end of the turn, but forgot – one to remember next time.

Security Guard opens fire

The RAF Man turns for 1 action and shoots the dog for the next. 4+ to hit, -1 for being small, but a 5 hits, then 2 wound rolls as the pistol is high-calibre @ 3+ kill the dog stone dead. The Professor and his Plucky Assistant move twice to get in to cover 6″ away from the Mad Scientist – they are still waiting for RAF Man to get into position to cover them, but he’s still messing about shooting dogs.

Prof & Plucky Assistant wonder what to do next

Evil again wins priority with a difference of 1, so each side gets an Appreciation token (I think). Even with the dog dead, 5 models give 3 activations and the Mad Scientist, SMG security guard and dog-handler are activated. The dog-handler fire his pistol at RAF Man after aiming, but rolls a 1 and misses. The SMG can’t be aimed as it is a burst weapon, so 4+ at over half range and target in cover need a 6 to hit. 3 rolls to hit give one 5, which is amended to 6 with an Appreciation token. Strength 3 against the Professor needs a 6 to wound, and a 6 is rolled – the Professor can’t take another wound, so spends a luck token to force a re-roll and a 1 is rolled – no wound. The Mad Scientist figures out how to re-load the alien pistol and fire at the Professor, but misses. In the Good turn, the RAF Man finally makes the centre of the footbridge and fires at the Mad Scientist – it looks like a certain wound, but the Scientist’s forcefield (5+ save) deflects the shot at the last minute. The Plucky Assistant follows the Professor  to within 2″ of the Mad Scientist and uses her Sleep Spray gadget card, but misses. The Professor and Plucky Assistant are very exposed if Evil wins priority.

Luckily, Good wins priority by 2, so 1 Appreciation token each. The Professor runs into the Lab for 2 actions after activating his Plucky Assistant. She attempts to seduce the Mad Scientist, and succeeds after he fails his morale test of 4+ twice (the second time with a luck token re-roll).

Plucky Assistant tries seductiion after Sleep Spray failure

Plucky Assistant uses her 2nd action to charge over the oil drums at the confused Scientist (-1 defence) and rolls 5 to clear the obstacle.

Plucky Assistant charges

As this is make-or-break time, she declares a Heroic Attack to wound and an all-or-nothing attack to hit – this gives 2 dice to hit on anything but a 1 after modifiers, but if Mad Scientist is still standing after the attack, he gets to strike back immediately rather than waiting on his own activation. Anyway, 2 hits are scored, +1 strength for charging and +2 for Heroic Action means anything but a 1 to wound – again 2 wounds. The Mad Scientist uses his last luck token to force 1 re-roll as he has 2 wounds, but this predictably fails, and down he goes – well done Plucky Assistant!

Take that Mad Scientist!

With the Professor in the lab and only a few inept guards standing in their way, it was obvious the Good side were going to win, so I called it a day there.

These rules are not as simple as they first appear – there’s lots of plusses and minuses to remember, and it’s never as straight-forward as the basic roll to hit and wound on the chart, as it can be amended with equipment, knowledge/traits and heroic actions. That said, the ending was truly cinematic so mission accomplished (in both senses). I have a WW1 tank which is just crying out to be driven over a cliff somewhere – maybe next time…


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