This is the translation of the above Actual Play, revised and corrected for the English public.
_ _ _
[NOTE]This is another Actual Play of a
Tactical Ops game set in
SLA Industries universe.
This playtest happened quite some time ago, with a less refined ruleset than the current one ... still the game was 90% the same, although the most recent changes make it sooo much more solid, dynamic and fun.
For this reason some numerical values will be edited or omitted in respect of the original Italian document.
[/NOTE]...
1) Game SetupThis time the Players were:
Me = Advanced Carrien - Tech Support
Lukasz = Wraithen - Investigation & Interrogation
Fabio = Xeno - Kick Murder
Lorenzo = Human - Medical Package
We played for about 4h splitted in two sessions of about 2h each.
In this time we played 8 scenes and confronted 6 Obstacles, albeit only 5 were actually tackled by the PCs.
The other Players never played in the SLA setting, nor used TOps as a game engine.
Setting introduction and CharGen took about 40-45 minutes total.
. . .
2) Intel PhaseMain Objective was to steal a non-descript prototype developed by a Soft Company from one of its orbital stations.
The one extra
Condition was to destroy all copies of such item.
Difficulty was set to Easy, and the
Length to Quick.
. . .
3) Action PhaseSince there was no "Extra Info" in the Intel phase at the time... we felt we needed to know more about the mission, so the first Scene got framed in a SLA Crib office were a departmental employee was still briefing us on the relevant details.
The bureaucrat turned out to be a racist pro-human-supremacy piece of crap that tried to withhold as much info as possible from us.
This came to pass because, after a bit of free roleplay, someone set her as an Obstacle... details emerged to substantiate this, such as the racist pin not-so-well-disguised in a fold of her dress.
So we resolve to intimidate her into doing her job as she is damn supposed to be ... the Wraithen silently glares at her, while my AdvCarrien barks some calm and cold argumentations, with just a hint of personal threat underneath them.
We cash-in 1 victory point and play the aftermath of the Challenge, gathering some extra info.
Through the
rules for answering questions we discover that the orbital station is a sort of science facility, with supposedly low security (civilian level, not military grade).
It seems that no one tried to steal the prototype yet, so the target will be caught unaware.
The item itself was not big and unmovable, but not even small and light … it was stored into a sealed canister 150cm tall and mildly heavy.
Cut.
Framing of the Scene goes to Fabio and the whole team finds itself crammed into a cargo-container, on a small transport-ship en route for the orbital station.
We discuss a plan to knock-out the ship’s crew using narcotic gas from provided by Lorenzo’s medic.
We all move out of the container, thus ending the scene.
Cut.
Framing goes to Lukasz.
We are in the ship’s control room, taking the place of the original crew.
Since they were all humans we put Lorenzo’s medic in the cockpit, in front of the main monitor, to make HIM speak when the time comes.
(we figured out... we are all SLA-exclusive creatures... no way they’ll believe us to be “simple” delivery-boys... better stay out of sight and put a human face on the front

)
We start chatting about what to do when the station’s control tower hails us... so I announce that we just got in range of it and it is hailing us... and it’s an Obstacle!
Panic!
From the tower comes a request for proper identification and docking procedures (which we know nothing about) and as soon as the video-communication fires up the station’s personnel asks where is the usual delivery crew.
I start trying to hack the ship’s computer to get the proper docking codes, but I mess up and a digital-intrusion alarm goes off, making the station more suspicious (effect Mess, +1 to overall Mission Difficulty).
At the same time Likas goes through the pockets of the sleeping crew looking for codes or any other useful info, maybe personal effects to sell a better lie to the station’s personnel … this helps, and now Lorenzo has some not-too-bad lines to dish at the control tower... it goes more or less ok, it buys us time, but we still need proper docking codes.
Now I try to stop the alarm (using a Goal to nullify the effect of the previous Mess) deceiving the computer into thinking it was all just some space-interference … Lukasz helps along inputting fake sensor-reading into a second terminal … but the computer seems to not budge by much.
I try again to achieve my Goal, this time with more aggressive measures, so I describe a DDoS attack.
Luckas stops me … VETO!
In his view there is no way the computer of a small ship can be strong enough to DDoS a whole space station.
So I narrate instead a virus attack … but he VETOes me again … he works in IT and my descriptions simply make no sense to him … I ask if there is any way in this specific situation in which my computer action/attack could be described in a satisfying way, and he says probably no... this means we are out of VETO rules and he has to use Disagreement if he wants to stop me.
We start bidding Influence points, and in the end I come out victorious, spending 3 points against his 2 (he thinks the matter is not important enough to spend 4 points on it).
So I describe an appropriate techno-bubble action and finally get the damn digital-alarm to stop.
At this point Fabio decides to “help” by going to the ships systems and messing with them to “fake” a life-support failure, to press the station in accepting us without too much ceremonies.
He fails, ACTUALLY crippling out life-support systems >_<
(MESS, the just decreased Difficulty goes back up one knotch)
Finally Lukasz thinks to use his persuasive skills speaking from off-screen, faking to be a very pissed-off crew member that just wants to get his job done and not die in the process thanks to a stupid system failure.
He succeeds and the ship is admitted into the station.
. . .
At this point the session ended.
When we resumed the week later Lorenzo was unable to join us, so we made do without his PC.
. . .
The first scene was framed by Lukasz into the ship’s control room, just moments after we got the OK to dock and the computer started the automatic procedures.
We discussed “
what the hell are we going to do now???” and came up with a plan to infiltrate the docking hangar by dodging the station’s personnel that would be waiting for us, and the emergency personnel that would be come onboard looking for ill people (remember our Life Support was failing).
Cut.
Next scene sees our PCs already hidden somewhere in the docking hangar behind some pile of crates, while the station’s personnel helps the unconscious crew of the ship.
While we discuss our next move to find the prototype, a janitor almost blows our cover, but the Wraithen blinding speed stops him before he could do anything.
Captured, the janitor gets brutally interrogated and reveals our target’s location … then we kill him and hide the corpse.
Cut.
We find ourself in front of the door of the lab were the prototype is supposedly located.
Obstacle!The door is locked, armored and highly technological, protected by 3 identification systems (retinal scanner, palm scanner and num-pad).
I start tampering with the security systems of the door, but it’s a complicated affair...
Meanwhile the Wraithen finds a ventilation grid nearby, opens it, jams the spinning fan and starts climbing into it, trying to circumvent the offensive door.
Fabio’s Xeno uses his inhuman agility to climb after the Wraithen, surpass it and finding a way into the lab (overcoming the Obstacle).
To earn some extra Influence I use my end-of-turn action to keep hacking the door’s security … luckily I succede … basically almost get to open the door when, just before the last push, the Xeno opens it from inside.
Hilarity ensues

Cut.
During all of this someone fucked up a roll and an “Intruder Alert” went off in the lab-area... with sirens and flashing light and all.
(again a Mess, another +1 to the Mission’s Difficulty rating)
We are once more hidden behind crates in the hangar, dragging with us the canister containing the prototype.
The only parked ship is our own, which we judge useless due to the broken Life Support system.
Also, we see members of the crew that, now awake, are telling the security about our hijacking.
While we ponder what to do we get surprised by the appearance of a military grade team of guards (Obstacle!) warning the hangar-personnel about the prototype theft.
Surprised by such an unexpected encounter (security was
supposed to be civilian-level!) we decide to avoid direct confrontation and sneak our way out the station using its escape pods.
Cut.
We are now in a room were two pods are sitting … but one is spread open for maintenence and repairs.
Examining the good pod we realize that all three of us plus the prototype will never fit into it; also the pod has a fixed pre-programmed destination and doesn’t have any hands-on commands.
We decide to launch the pod with only the prototype inside, hacking the programmed destination to one of our liking, to later go and fetch it.
Obstacle! ...the POD!
Me and Lukasz start putting our hands and computers at work on the pod navigational systems, while Fabio’s Xeno keeps guard at the room’s entrance, rifle ready, firing stance, eyes wide open.
The hacking is difficult and goes on for a couple of rounds before (Obstacle 2!) a group of guards appears down the corridor...
The Xeno sniper acts fast from his already prepped position, doing what he was trained to do: Fabio rolls a bucket of dice and singlehandedly overcomes the Obstacle … describing how his PC coldly fires single headshots at the incoming guards, relentlessly turning them from soldiers into gory wall-decorations.
This allows me and Lukasz to concentrate on the pod, and by the next round we manage to finish our job, overcoming that Obstacle too.
Cut.
This way we achieve enough Victory Points (5) to have the Mission finish.
The Action phase ends and the FollowUp phase kicks in.
This means we should narrate a brief wrap-up of how we go back home and then do stuff specific to this new phase … but Fabio and Lukasz are so engaged in the current events that they decide to use the “Continuous” option.
How the hell are we going to get out from the orbital station?
Will we be able to retrieve the prototype from the wastelands we made it land into? (by accident!)
Will we survive the trip back to civilization and out of the wastelands?
We also forgot all about the “destroy all copies” part of the mission... so, more work to do before we can actually escape!
All this would have been the base material for our next Intel phase.