Prologue.
This may sound
strange, but why are you wargaming these rules? Do you
take it so seriously? Do you watch movies where a group
of old codgers (like me!) take on a whole battalion and
win? Where the hard working hero takes on all comers,
who politely wait their turn, driven on by poorly dubbed
leaders? Are you willing to field troops that with a
hail of fire at point blank might, just might give the
hero a pin, or a scratched elbow?
If “yes”, read on. I'm a veteran of many, many
wonderful Ganesha games and the hardest thing to do is
make a mook/cannon-fodder/redshirt game enjoyable. You
need to have a plan in mind, here are my suggestions:
Play
for comic relief
in a campaign (the comic relief provided by the grave
diggers in Macbeth). I did this below, the Grand Lord
Sham, enraged at the destruction of his first gang,
points at the nearest hero who failed to find a reason to
not be there. Who's ordered to grab all the available
minions and go! A side game to fill a gap or revitalise
the pallet. Or just to use those figures-.
Play
for effect.
If you play with your opponent instead of against, expect
your troops to do very, very badly- but they might roll a
20! Ham it up/play the roll rather than do the sensible thing.
Play
for fun. I
think choice of leader is most important. They must be
bad enough, but strong enough to go against the hero and
then die gloriously. I think I got it pretty right
below. Sounds silly, but with a leader needing 12+ to
activate there's lots of reactions for the other side and
the initiative swaps very quick.
Work
the plot,
either dying gloriously or running away. We found
adding the subtitles a real help!
When I volunteered to test these, I looked at my
collection and there were 2 leading candidates that you
will see again:
Demon chicken – ex-Splintered Light cave lizards, a
lovely diminutive, fast, claws ankle biter fielded by an
evil scientist straight out of the lab.
New recruits of Elvira's vampire family. Quickly
processed new vampires raised and sent screaming against
the foe.
Andrea's
Redshirt rules. These may be utter crap (He says, not
me!) because I didn't have any chance to try them on the
table (as my kickstarter started today I am quite busy)
but please try them with an open mind and let me know how
they work for you. In the book, if these work, I plan to
have a list of typical Redshirts so players who want to
play by the book can fall back to the "official"
profiles.
It's not written in the rules, but it is assumed that BOTH players agree to the use of Redshirts. They change the game considerably, but let you put more figures on the table if you want.
And remember, the shirts are red because blood won't show.
It's not written in the rules, but it is assumed that BOTH players agree to the use of Redshirts. They change the game considerably, but let you put more figures on the table if you want.
And remember, the shirts are red because blood won't show.
Redshirts
(Optional Rule)
Redshirt are cheaper, cannon-fodder characters that may be added to a gang. They can represent a lot different things: immature aliens that defend their queen, juvenile delinquents that try to impress gang members, rookie cops, fanatic followers of a psionic cult, violent fans of a famous popstar, would-be adventurers who hope to learn the trade, untrained militias, servitor races of stronger aliens, common rioters joining a rebellion, and so on.
Redshirt are cheaper, cannon-fodder characters that may be added to a gang. They can represent a lot different things: immature aliens that defend their queen, juvenile delinquents that try to impress gang members, rookie cops, fanatic followers of a psionic cult, violent fans of a famous popstar, would-be adventurers who hope to learn the trade, untrained militias, servitor races of stronger aliens, common rioters joining a rebellion, and so on.
Redshirts are created with 8 to 29XP each, using equipment appropriate to their theme and role. Being a Redshirt is a -8XP trait. They do not gain XP in campaigns and should not be assigned equipment that they couldn't normally have.
Redshirts activate only when a character spends one action to perform the Order action. This lets TWO Redshirts perform one action each, without dicing for activation. A Redshirt may perform a single action and then he may not receive another Order until the Initiative has switched. I used a marker to indicate activated and reversed for a pin. I'd consider allowing one to make 2 actions, which would allow them to fight and shoot.
Redshirts have -4 on all rolls they perform: Shoot, Morale, Melee, everything is at -4 (they are normal persons, even though they may have training and equipment beyond the reach of average people).
There is very little book-keeping involved with Redshirts. Redshirts do not accumulate Stress.
The
character using an Order to move two Redshirts
receives 1 Stress token as normal, but the Redshirts need
not be marked. If you are afraid you might lose track of
which Redshirt has been activated, turn them so they face
their baseline.
When a Redshirt gains one Pin token, he becomes Pinned. A Pinned Redshirt may not perform any action other than Running or Sprinting towards cover, until a character spends one action to Rally him (one action per Redshirt to be rallied). A Pinned Redshirt that takes another Pinned effect does not suffer any additional effects. I'd say that the retire is a free move or the compulsory next activation by its leader. I found that pinned & downed redshirts just got ignored by me.
When a
Redshirt takes one wound, no matter in which part
of the body, no matter the severity of the wound, the
Redshirt goes OOA.
Redshirts
do not roll Reactions. A character may use a successful
reaction to perform an Order, thus activating up to two
Redshirts that haven't performed their action already.
We changed that, on change-over each could be
re-activated by reaction.
When a
character goes OOA, Redshirts roll Morale (at -4,
like all the rolls they make). Any Redshirt failing a
Morale roll is Pinned, or Panicking if he rolls a
critical failure.
When Redshirts go OOA, characters do NOT roll Morale. They are more or less expected not to last too much.
If all
the characters in a game go OOA or move off the
table, any Redshirts still on the table automatically
panic or surrender, as appropriate to the scenario.
Designer's
note: Redshirts are useful for players who agree to field
larger forces. We recommend that the number of normal
characters plus Redshirts does not exceed a total of 10
figures per side. Players may agree to have only a couple
of characters and more Redshirts for a quicker game that
requires less book-keeping and dice rolling than usual.
If so, I'd suggest that all such characters have
leadership.
Players may
also use Redshirts only in special occasions, for example
in a final scenario that represents the culmination of
gang warfare, where the gangs recruit all the riff-raff
they can to bring more guns to the final battle. They
are ideal for manning a barricade.
Dominar
Rigel vs the Minions of the Ying Tong of Yam Sham Poo
The Plot Last
time on the planet Neuvo Mars the force lead by the late Dr
Syn Die failed in their Manhunt to capture said august
being. So a new force is hastily assembled from those left behind
and dispatched with the customary lack of preparation. They catch
them on an Irradiated Wasteland studded with explosive radon just
outside the previous location.
“I
SAID remember where we parked!”
One of the reasons I
chose this follow-on game is that I'd already introduced a couple of
22 points Minions, so I'm using them en masse here.
In order to test the
rules as thoroughly as I can, the game will be played twice, with
each side taking the activation first, as I think this could make the
difference! But it didn't.
Dread Yang Sham Poo
Lord Crun
Ambidextrous, Civilian (Redshirt), Leader 1, Reactive, Weapon
master 1, Martial arts 2 =18
Light combat armour, 2
force swords = 26 Total =44
Minion Civilian,
Marksman1 Martial arts 2 = 0
Light combat armour,
Heavy blaster rifle 22
Lord Crun 44
Minions
7x 22 = 154
Total 198
Dominar &
bodyguards These stay as per the first game.
Dominar
Rigel Amphibian, Diminutive, Fast 2, Leader 2, Reactive,
Marksman1 = 34
Force
shield, Sonic rifle =22
Oddjob
Big, Amphibian, Heavyworlder, Marksman2, Reactive, Tough2 =37
Light
combat armour, Plasma pistol Built-in flamer rifle torso 32
Jaws
Big, Amphibian, Heavyworlder, Marksman2, Reactive, Tough2
Weaponmaster 1=40
Light
combat armour, Plasma pistol, Sword, Plasma pistol Built-in flamer
rifle torso 34
Total 199
The Games Yes 2!
We swapped sides. I'm not going into too much detail. The explosive
bits were diced for and had a marked effect on the terrain use.
Game 1 I has the lead.
Got them this far, then decided to hand over initiative as stress was building-
Dominar Rigel takes a shot, blows up the dump, downing 2 of mine.
Dominar using available cover
Seeing the centre free, Jaws moves in.
I blow up a dump, knocking both Oddjob & Jaws down.
Unusually, the Dominar comes to the aid of his bodyguard Jaws.
Getting up, Jaws starts reducing the Redcoats to ruin.
With most of his minions gone, Lord Crun makes an attempt on the Dominar, but he's bracketed.
Game 2 The Dominar takes the lead
A far more cautious advance this time.
Are we looking for droids?
The Dominar decides to take cover and seeks height. then he shoots again-
Bang! 4 down and pinned.
Now the Dominar gets into deeper cover and waits--
Oddjob works his way down the flank, away from explosives-
Lord Crun starts to work down the flank
Sneaking around Lord Crun is rushed by Oddjob. A brief fight where Oddjob gains pins.
Jaws decides to go right around the building-
Oddjob gets away, with 4 pin markers-
Lord Crun goes after Jaws, but then he spots the retiring Oddjob. Oddjob uses his breath weapon but all the pins means he simply gives Crun 2 pins. Crun fights back and he's up to 6 pins-
Oddjob is ineffective due to sress & pins, but he tries his breath weapon again- a1! Fortunatelly he's simply "out of ammo" (it can happen to any chap) rather than exploding.
Jaws charges in and Crun gets in a lucky headshot. Dominar Rigel decides that survival is better than valour and makes a run for it.
The other test was this kids toy as a stress& pin counter- it works, you can get a good assesment
at a glance. We considered using poker chips, but I know I'd knock 'em over!
Early in game 1, I'm building up less stress that Tony's using reactions!
This was near the end of the game. Crun (left) hasgained stress & pins fighting Oddjob. Oddjobs (right) is building up- Jaws has one stress from being shot at, Dominar has moved once.
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