This companion post to Trump's On A Plane (1) - The Game In Pictures presents the rules adjustments for this episode which allow it to be played as a solo 7TV2 game. I've actually added a bit at the end suggesting how it could work for normal 7TV2 play as well - essentially, by adding appropriate Peril Cards, but that's a bonus.
Trump's On A Plane was conceived following one of those Facebook discussions you have after seeing a ridiculous film (in this case Air Force One) which, although ridiculous for many reasons, seemed particularly ridiculous to me in that the President of the US of A was an experienced combat veteran and all-action hero who might happily take on Shwarzenegger and Stalone singlehandedly. The invconvenient truth, I suspect, is that if President Trump that was stuck on a plane full of terrorists, things would be likely not to turn out quite the same.
Admittedly, though, I would LOVE to see the film: Trump's on a Plane.
And so, ladies and gentlemen, please fasten your safety belts and hold onto your hair...
YOU WILL NEED
The 7TV2 Spy-Fi rules
Terrain representative of the interior of Air Force One (see
diagram below).
Models representing the Terrorist and Heroic casts (details
below)
Models to represent four Hostages and President Trump
6 Snake Tokens (numbered 1-6)
A model representing the President's Toupee
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My model of Air Force One, ready for play to begin
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THE CASTS
The Heroic Cast
Steed (Flamboyant
Agent - Star - 10 ratings)
Emma Peel (Angel of
Justice - Co-Star - 6 Ratings)
TOTAL (not that it particularly matters) 16 ratings
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The Heroic cast, with Mr Trump and his Toupee, and the Hostages behind
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The Terrorists
Colonel Loco (Evil
Mastermind - Star - 10 ratings)
Fraulein Helga
Sauerkraut (Jackbooted Sadist - Co-Star - 6 ratings)
Enchilada,
Quesadilla, Jalapeno, Taco & Basura: 5 x Desperados Fuertes (Thugs -
Extras - 3 ratings each)
16
x Desperados Anónimos (Minions - Extras - 2 each/5 ratings per 3)
El Ninjo and La Otra
(Ninjas - Extras - 4 ratings each)
TOTAL ( I said it didn't matter) 66 ratings
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The Terrorist cast
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The Hostages
Dr Wiley, Donald's
Personal Physician (Doctor - Extra - 1 rating)
Major Hazzard, Air
Force One Pilot (Technician - Extra - 1 rating)
Sheik Ratel Enrol
(VIP - Extra - 0 ratings)
Horny Spaniels, Mr
Trump's "Personal Secretary" (Bystander - Extra - 1 rating)
TOTAL: up to 3 additional ratings that can be added to the Heroic cast if they release the hostages.
Although there is a huge difference in ratings between the casts the fact that the Terrorists operate by automated mechanisms and that there are changes to their Star Qualities and Special Effects - combined with the not insignificant effects of snakes, toupees, and rampaging presidents mean that things are very much evened out. However, should they get a chance, the terrorists are tough in a fight because of sheer weight of numbers (helped by the Endless Subordinates rule).
SYNOPSIS
Somehow, Air Force One has been taken over in mid-flight by a
determined gang of radical Mexican Pro-Free-Movement Fanatics who refer to
themselves as Antimuralistas, led by
Colonel Loco and his Neo-Nazi sidekick Helga Sauerkraut. These Terrorists have
overcome most of the Security Service and White House Staff on board and taken
hostages, including President Trump, who they have perhaps unwisely strapped
into an explosive vest. If the demands of the Terrorists are not made by the
deadline, in just over an hour's time, who knows what more trouble they will
cause. But by a stroke of luck, Steed and Emma Peel (their mission to make sure Mr Trump left the UK) have managed to escape
the terrorists and are currently hiding in a cramped space adjoining the
forward hold of the plane containing Air Force One's communications equipment . From here they have managed to contact the White House who (to
Vice-President Pence's considerable dismay) have decided to give them
an hour to save the day rather than shoot down Air Force One immediately.
To succeed in this new mission, Steed and Emma must eliminate Colonel Loco before time runs out.
Without their leader, the Terrorists will surely fail. Once this is achieved
they will be able to communicate to the White House using the Colonel's radio,
inform them that they have the situation under control, and ask them politely
not to launch any anti-aircraft missiles.
Their task is
hampered by other factors, though. In the confusion, Mr Trump's hairpiece has
become dislodged and it is now blowing about in Air Force One's air
conditioning system. As if it has a life of its own, the Toupee insists on
getting in the way of the action.
And if that wasn't
enough, due to an unfortunate baggage mix-up, there are a lot more snakes on
the plane than usual, and it was perhaps inevitable that amongst all this
terrorist action they would have got loose.
It is a bad hair
day, and a race against time (and snakes)…
SOLO PLAY
7TV2 is not designed
for solo play, so some changes have been made to this episode to
make it both playable and challenging. Principal changes are:
- The Terrorist cast
do not turn over Countdown Cards and do not use Plot Points. Their actions are entirely automated and take place after the end phase of each turn, according to an end of turn sequence set out below, before the Countdown
Phase of the next turn begins.
- The Terrorist cast
do not use Gadget Cards.
- The Heroic cast cast
may not be Axed (but the Terrorists can).
- Objective Tokens
are replaced by the four Hostages.
- The need for
measuring distances is simplified for the Terrorists and Mr Trump.
- Star Qualities and
Special Effects listed on Terrorist Profile Cards are not used but have been replaced by Special
Rules.
To simplify things
regarding the various armaments listed on some Profile Cards, I have assumed
models to be armed with the weapons depicted on that model.
SET-UP
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| Plan of Air Force One, showing named Spaces |
The layout of the
table represents the interior of Air Force One, as shown in the plan above. The
Air Force One model has been divided into various named rooms and sections of
corridor, termed Spaces, for the purposes of deployment, determining random locations,
and movement of the Terrorists and the President. This means that you only need
measure distances for the Heroic Cast, weapon ranges, and to determine the
effects of some cards. Stairwells count as part of the Space to which they connect by a doorway.
Select Gadget Cards
for the Heroic Cast as usual.
Assemble a deck with
5 Countdown Cards in each Act.
Place a Snake Token
in each of the following locations: Forward
Cargo Hold, Forward Equipment Area, Middle Equipment Area, Rear Equipment Area,
Rear Cargo Hold, Bulk Cargo.
Deploy models in the
following start areas:
Level 1: Communications Equipment: Steed and Mrs Peel.
Level 2: Presidential Suite: 2 Minions, Horny Spaniels
(Hostage); Fore Security Corridor: Jackbooted
Sadist & 2 Minions; Medical Room:
Dr Wiley (Hostage); Senior Staff Room: Thug
& 2 Minions; Aft Conference Room: Evil
Mastermind & 2 Thugs; Aft Staff Room:
3 Minions; Aft Security Room: Thug
& 2 Minions; Crew Area: 3 Minions; Press Area: The Sheik (Hostage).
Level 3: Flight Deck: Thug & 2 Minions; Crew Lounge: Major Hazzard (Hostage).
President Trump and
both Ninjas start the game in randomly determined locations. Identify one
for each and place them there - see Random Locations below.
Finally, place the
Toupee in a Random Location.
AND… ACTION!
There is no
initiative roll.
SPECIAL RULES
Movement: Movement for the Heroic cast is
measured normally. Deduct 2" from the total move distance for any door or
hatchway passed through, and deduct 4" when moving up or down stairs. If
you have insufficient move distance to clear any such feature, that move action
stops immediately before that feature. Models may not charge through doors,
hatches or stairs.
End of Turn Sequence: At the end of each Turn,
after the End Phase, go through the following sequence before the next turn's
Countdown Phase begins:
1. Terrorists Fight. From left to right, each Terrorist
in fight range of a model of the Heroic cast that has one or more statuses rolls a die. On a 1-3 one status is removed. If that model is then able to make a fight attack it does so.
2. Terrorists Shoot. Going from left to right again,
each Terrorist that did not make a fight attack may now make a shoot attack at
the nearest enemy of which they are Aware. A Terrorist is Aware of any enemy if
at any point during the previous turn that enemy used a firearm or was shot at,
or is in line of sight of the Terrorist's current location. Terrorists will never shoot at a target that is in fight range of another Terrorist.
3. Terrorists Move. Going from left to right again,
roll a die for each Terrorist that has not yet acted and determine what they do
from the table below. A Terrorist is Aware of any enemy if at any point during
the previous turn that enemy used a firearm, or was shot at, or was in line of
sight of the Terrorist's current location. If an explosion occurred in any
location, Terrorists consider this to be the location of an enemy this turn.
A Terrorist that has fallen over and is not Stunned always uses the first of their move actions to stand up.
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SCORE
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AWARE
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UNAWARE
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1
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Remove one status.
If this model has no statuses, move up to 2 Spaces toward the nearest enemy of which they are aware
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Remove one status.
If this model has no statuses, move to 1 adjacent connected Space
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2
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Remove one status.
Move 1 Space toward the nearest enemy
of which they are aware
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Remove one status.
If this model has no statuses, move to 1 adjacent connected Space
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3
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Move 1 Space
toward the nearest enemy of which they
are aware
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Move to 1 adjacent
connected Space
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4
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Stay put
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Stay put
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5
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Remove one status.
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Remove one status.
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6
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Move 1 space
toward the nearest friendly star or co-star
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Stay put
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Terrorists will
never move into locations containing a Snake Token. If
there is more than one choice of Space available for them to move into, a model will choose to move into a space it has not occupied this turn. Otherwise determine which location to move to by rolling a die.
If a Terrorist ends
its move in the same space as an enemy model, it is considered to have charged into
melee (regardless of any other rules) and makes an immediate fight attack.
4. Snakes Alive! Roll a die:
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SCORE
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1
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No change
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2,3
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1 snake token is
relocated
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4,5
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2 snake tokens are
relocated
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6
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3 snake tokens are
relocated
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When a snake token is
relocated, first determine which numbered token by rolling a die and then identify a
Random Location to which it is immediately moved. One model in that location is
immediately subject to an attack (+8, -1 Health).
Note it is possible that a snake token that has just moved will
then be immediately moved (and may attack) again.
5. Hair Today, Gone Tomorrow. Roll a die.
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SCORE
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1
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Put the Toupee Back in the Box! The
Toupee returns to, or remains on, Trump's head
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2-4
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The Toupee is
relocated
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5,6
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The Toupee blows
around in the air conditioning. All models in the same Space must pass a Body test or are knocked down. Then, the Toupee is relocated
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When the Toupee
is relocated, determine a Random Location to which it is immediately moved. As
the Toupee blows around in the air conditioning, all models in that new Space must pass a Body test or are knocked down.
6. Trump Moves. Roll a die and move Trump that
many Spaces, remembering which Spaces he moves through (including the Space
he starts in). Trump's movement is never blocked by any other model, Snake
Token or the Toupee. If Trump enters a space containing the Toupee, he picks it
up and puts it on his head, rendering it ineffective. Roll to see which Space
Trump moves to each time he moves. Trump will only move back into the Space he
has just moved from if there is no other choice available.
7. Trump Acts. Roll a die.
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SCORE
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1
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Chlorofluorochlorohydroxyoxymoron. Trump takes a
moment to inject himself with something, possibly bleach. He falls to the
floor in a stupor and has no effect on anyone else this round.
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2
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Top Trumps. Donald suddenly calms down, and
declares the Terrorists to be great people, real great people. The confusion
this causes the Terrorists until they realise this is about as true as Trump
having the physique of a perfect 40-year man means that members of the
Terrorist cast in all Spaces through which Trump has moved this turn may not
move or strike and do not block movement through these Spaces during the next
Turn.
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3
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Fake News. Donald decides that now is a good
time to Tweet an inappropriate message on his mobile phone. If during his
movement Trump has moved through any Space containing a member of the Heroic
Cast, the Terrorist cast become aware of them in the same way as if they had
shot a firearm this turn.
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4
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Trump Trumps. Donald squeezes his face in
desperation and violently breaks wind. All models all spaces through which
Trump has passed (wind) that fail a Spirit test gain the Stunned status.
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5
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Trump Card. Donald declares that he is building
a wall and the Terrorists are going to pay for it. All models in all spaces
that Trump has moved through this turn may not make move actions in the
following Turn.
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6
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Nellie the Elephant (Trumpety-Trump Rampage!). Overwhelmed by stress, Trump goes wild.
Terrified that his explosive vest is going to detonate at any moment, he
moves again. Roll a die and move Trump's model that many times, and then roll
again on this table. He may do this multiple times.
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8. Trump Overpowers. All models in the Space in
which Trump finishes his movement now receive the Weakened status because of
his overpowering aftershave.
9. Endless Subordinates. If Colonel Loco's
model is still on the table, randomly determine one Minion model that has been
removed from play. This model is immediately placed in an area of your choice
adjacent (but not necessarily connected) to an area occupied by a model of the Heroic
cast.
Blocking: All models of the
Terrorist cast that are not Stunned, Captured, Dominated or knocked over, and
which are not confused by Fake News (see
above) block the movement of opposing
models through that same Space.
Snakes on a Plane! A model that enters a Space
containing a Snake Token first completes that movement action, which must end
in that Space. That model is then subject to one attack (+8, -1 Health) for
each Snake Token in that space. Snake Tokens can be attacked by models in the same space (Defence 8, 1 Health). Snake tokens that are removed from the game can return if their numbered Snake Token is relocated. Models in a
space occupied by a Snake Token always count disadvantaged and may not make
shoot attacks.
Make America Hirsute Again: Models in a space
occupied by the Toupee always count disadvantaged and may not make shoot
attacks. Models in a space containing the Toupee that attempt to make a Move
Action must first pass a Body Test, or else they fall over instead. If the Toupee
ends up in the same space as Trump, he picks it up and puts it back on his head.
When the Toupee is on Trump's head, its model has no effect and it is
temporarily removed from the table. The Toupee may be attacked with a fight
attack (Defence 6, 1 point of Health) and if defeated it immediately returns to
the President's head.
Star Qualities and Special Effects: Replace
those of members of the Terrorist cast with the following:
Insane Confidence. All models in the Terrorist
cast count their Spirit at +1 until their cast is axed, when this counts as -1
instead.
Brutal Task Master. All models in the same
area as the Jackbooted Sadist gain +1 to their strike rolls.
Hard: Roll 1d6 if the Jackbooted Sadist
receives the Stunned or Weakened status and ignore the result on a 4+.
Follow Up: If, after a Thug makes a fight
attack, the opposing model is removed, the Thug may immediately make a second
fight attack against any other oppposing model in the same space.
Aware: This model never counts as being
attacked in the rear.
Fight Back: Once per turn, after this model
has been the subject of a fight attack, it makes a fight attack against that
attacking model if that model is in range.
Hide: This model may only be subject to shoot
attacks from an adjacent space.
Spy: This model may not be attacked by a shoot
attack during the first turn of the game.
Hostages: If a member of the Heroic cast is in
the same space as a Hostage during their Action Phase, the Hostage model is
released automatically and immediately joins the Heroic cast. Each time a Hostage is
released, the Heroic cast gains 2 plot points.
Trump: Trump never attacks, nor can he ever be
attacked. However, any model that enters the same space as Trump immediately
gains the Weakened status because of his overpowering aftershave.
Random Locations: Occasionally, you will need
to identify a random location on Air Force One. To do this, roll one red die
and one of a different colour, and cross-refer to the following table:
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RED:
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1
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2
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3
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4
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5
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6
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WHITE:
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1
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Landing Gear*
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Flight Deck
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Crew Lounge
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Comms Centre
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Presidential Suite
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Presidential
Toilet
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2
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Office
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Main Entrance
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Medical Room
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Security Corridor
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Galley
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Senior Staff Room
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3
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Senior Staff Room
Corridor
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Forward Conference
Room
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Rear Conference
Room
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Conference Room
Corridor
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Forward Staff Room
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Rear Staff Room
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4
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Staff Room
Corridor
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Starboard Guest
Area
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Port Guest Area
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Starboard Security
Area
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Port Security Area
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Press Area
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5
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Crew Area
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Starboard Toilet
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Port Toilet
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Rear Door Area
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Service
Compartment
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Forward Cargo Hold
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6
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Forward Equipment
Area
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Middle Equipment
Area
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Rear Equipment
Area
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Rear Cargo Hold
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Bulk Cargo
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Special**
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*In the unfortunate
event that a model ends up amongst the Landing Gear, it is frozen
and removed from the game. If the Toupee ends up here, it simply returns to the President's head. A Snake Token that ends up here can return into play again if that numbered token is relocated.
**The location
containing the largest number of models of both casts.
VICTORY POINTS
If there are no
models of the Heroic cast on table at the end of the game, all is lost.
Otherwise, calculate the score for the Heroic cast only as follows:
+1 if the Terrorist
cast is axed
+1 for each point of
Health of each Heroic Star or Co-Star on the table at the end of the game
-1 for each point of
Health of each Terrorist Star or Co-Star on table at the end of the game
+1 for each Hostage
that was released and whose model is on the table at the end of the episode
-1 for each Hostage
whose model is not on the table at the end of the game
If the result so far
is +1 or more, apply the following bonuses:
BONUS +1 if Colonel
Loco is not on the table at the end of the game
BONUS +1 if Horny
Spaniels is on the table at the end of the episode
BONUS +1 if the
Sheik is on the table at the end of the episode
BONUS +1 if
President Trump has his hairpiece on his head at the end of the game.
Result
Donald says
"I'm recommending a complete shutdown on Terrorists entering Air Force One
from now on."
+7 or more - resounding success. The day is
saved. The world rejoices. The terrorists surrender. No missiles are fired, Air
Force One remains intact, and President Trump gives all the surviving heroes
nice shiny medals.
+2 to +6 - success. The terrorists are defeated
and Air Force One and the President has been saved, even if some of the
hostages were lost.
Or:
"With
regret," announces President Pence, "The US Government refuses to
negotiate with terrorists".
-3 to +1 - Too little, too late. Despite their
bravest efforts, the heroes failed, and Air Force One was shot down with the
loss of all aboard. Those heroes whose remains could be recovered from the
wreckage receive a burial with full military honours.
-4 or less - The mission is a total failure.
The outcome is the same as above but without any honours.
DIRECTOR'S CUT
Using a Different Heroic Cast: There is no reason at all why a different Heroic cast should not be used in this episode. Try playing it out with the Heroes of your choice and let me know the results!
Two Players: Changing this to a
conventional two-player game of 7TV2 isn't hard at all. Make the follwing changes to the above:
- Lose the solo special rules
- Lose the Terrorist cast. The game is played using two casts of your own choice. Given the small effective table size, I'd recommend not more than 25 points a side.
- Spaces in Air Force One are only used for determining random locations as required for Snake Tokens, Trump, and the Toupee, and to identify deployment areas (see below).
- Instead of using the hostages, each player places two objectives and a fifth (perhaps a MaGuffin) is placed in the centre of the main floor area (in the conference room).
- One cast deploys in Rear Door Area and Bulk Cargo, and the other in Presidential Suite and Flight Deck.
- Use the Peril Cards below: Snakes on a Plane, They're About to Blow! and Bad Hair Day. In this case, the Toupee belongs to the President and unless you agree otherwise with your opponent, the additional victory points indicated on the Peril Card do not apply. They're About To Blow! removes the effects of Steps 7 and 8 of the above end of turn sequence, so you might like to add them in as well, but I'd suggest that the greater control of the President's movement and the risk of Air Force One blowing up at any point probably Trumps this (pun intended).
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Peril Card - Snakes on a Plane
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Peril Card - They're About To Blow!
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Peril Card - Bad Hair Day
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