As the Daleks would say:
EXTRAPOLATE! EXTRAPOLATE! EXTRAPOLATE!
Always have a campaign handy. Going to
follow my own advise. I'm going to try and make this a fun, space
opera Dr Who-ish type thing. Deep within (the? A?) Moon. There will be lots of running down
corridors and each side will have a control room, spaceship or
something similar. I'm posting this now as we're about to do the
last trial game. I've done these as-an-when I've got the figures
near enough ready.
It's occured to me that GZG's near-future conflict on the Moon ranges would be ideal for this. The other alternative is VSF European powers looking for the remnants of Selenite technology.
I've 2 more on the boil, a big 3 sided
OHAA Medieval fantasy and a Mars one.
You could say “the crews of saucers”.
Ok? Ready? All together now! “The crews of saucers”.
Here are my initial sides:
- Astagar. Merchants.
- Ogron. Pirates.
- Brains from Uranus. Psi
- Zombie Nazis. Cult.
- Daleks. Cyborgs.
- Ying Tong. Militia.
Playing the
Campaign. I'm stealing the Hordes Of The Things model. Each
side has 3 areas, except the Astagar, who start controlling the
central zone. In a normal map there would be pre-plotted routes.
There are such routes betwix the own players areas, but interlinking
rouses will have to be explored. Aliens will have to boldly go where
no alien has gone before. Boldly.
These routes will be
mapped out by taking one side and saying “I'm going that way” to
fill in after other games.
Everyone starts with
a pool of figures. There are specialists available for tech jobs.
Every side starts with 200 points. Exotic and specialists cannot be
replaced, the normal can. If the central area is breached 250 points
are used and should include the more exotic.
1) Astagar.
Merchants. With an eye on the main change, boldy seeking new
products and new markets, boldly. These stealthy corporates make use
of robots and mercenaries. This is the only one I'm short on, so may
have to get inventive, or buy more-. Critical Mass now available from
RPE.
I see no
disadvantage to no legs, which should be a minus, so I'm applying a
“free” Fast1 to outweigh. I hope to represent the move very slow
or very, very fast snake movement.
Tactical discipline
At the double, 10 +1” move tokens. Ranged attacks at -2. Ignore
1st pin, Armour1.
Crawl 1” Walk 2”
Run 4” Sprint 6”
Trail Boss
Difficult target, Diminutive, (nolegs/fast) Marksman1, Reptiloid,
Leader 2, Reactive 34
Claws 1 Zap Pistol
(3) 3 4
Ssid Difficult
target, Diminutive, (nolegs/fast) Marksman1, Reptiloid, 17
Claws 1 Zap Pistol
(3) 3 4
Nnancii
Difficult target, Diminutive, (nolegs/fast) Marksman1, Reptiloid, 17
Claws 1 Zap Pistol
(3) 4
Dugee
Difficult target, Diminutive, (nolegs/fast) Marksman2, Reptiloid,
Tough 33
Claws 1 Submachine
gun (4) 6
Techee
Difficult target, Diminutive, (nolegs/fast) Marksman1, Reptiloid,
Medic2 Tech2 Robotech2 35
Claws 1
2) Ogron Pirates
GZG alien mercenaries and a
couple of Khurasan mutants. Tactical
Discipline Determined 4 remove stress tokens. +1 as target, +1
combat Crawl 1” Walk 2” Run 4” Sprint 6”
Captain
Ron Big,
Leadership2, Marksman1, Martial arts2, Reactive, Tough, Veteran 42
Plasma pistol, (4) Kevlar jacket jacket Torso 2 8
'arry Big,
Martial arts2, Tech1, Reactive, Tough, 22
Intrusion
kit +2 tech roll, 4
Monowire scythe damage
3 armour 1pt less Cleave, opponent OOA critical hit 8
Driscoll
Brothers, Vin-I and Spine-I
Big, Ampidextrous, Fire into melee, Marksman2, reactive,
tough, 41
2xPlasma pistol, (4) 6, Kevlar jacket 6 12 53 each
Pistoleer Big, Fire into melee, Marksman (2)
Martial arts (1) Reactive, Tough, 33
Plasma pistol (4) 6, Kevlar2, 6 12
Pirate
Big, Marksman (2) Martial arts (1) Reactive, Tough, 28
Kevlar2, 6 Heavy blaster (6) 8 14
Gunner Big, Marksman (2)
Reactive, Tough2 , 36
Kevlar2, 6 Machine gun (5) 10 16
3) Brains from
Uranus. Psi
Once these uber-intellects drove planet sized ships betwix the
galactic voids. But now their intellect is diminished and their bus
service no more. I've taken an anti-grav or similar system to be the
equivalent of legs. New releases from Alternative Armies plus a
brain beast/GZG conversion to make Mind. Yes it was making your mind
up time.
Tactical
discipline Gestalt, all +1 psi per member, any ooa 1 stress.
Crawl
1” Walk 2” Run 4” Sprint 6”
Mind Crawl
1” Walk 2” Run 6” Sprint 8” -1 ranged.
Difficult
target, Extra legsx2, Leader1, Psi, Psi master3 31
Blink 3 when hit,
dodge Tn15 moves 2”, fail, 1 stress +1 damage
Encourage 4+1
activation when linked
Guidance 4+1
reaction when linked
Electrokinesis (2) 4 +3 to hit robot, cyborg or vehicle
Detect
weakness 5
within 12”, +1 damage. 18
Indigo
Difficult target, Leader1, Marksman 1, Psi, Psi master3, 35
Bionic Body
+1 armour, electrical weapons +2 Bionic Arm +1
armour, 1 attack Crunch in unarmed combat if hits by 2 or more,
destroys hand held or other equipment plus damage 1. 11
Sonic pistol (2)
built-in 7 Ignores armour unless sealed.
Bolster 1 +1
morale when linked
Encourage 4 +1
activation when linked
Guidance 4 +1
reaction when linked 16
Green
Difficult target, Marksman 1, Psi, 13
Bionic body &
arm 11
Sonic pistol (2)
built-in 7
Orange
Difficult target, Marksman 1, Psi, 13
Bionic body &
arm 11
Sonic rifle (3)
built-in 8
Purple,
Difficult target, Marksman 1, Psi, 13
Bionic body &
arm 11
Sonic pistol (2)
built-in 7
Yellow Difficult
target, Marksman 1, Psi, 13
Bionic body &
arm 11
Laser pistol (4) 6
Flamer pistol (5) 8
Detect
weakness 2 within 12”, +1 damage. 16
Red,
Difficult target, Marksman 1, Psi, Robotech 3, tech 2 27
Sonic pistol (2)
built-in 7
Neuro jack 3 +2
tech roll
Healing
2 lose wound, crippled, staggered 4” -1 per 4”
Precognition
4 determine contents 9
Zombie Nazis.
Cult.
Fleeing from the end of days, the special group, laden with the
arcane plunder of a hundred religions threw themselves into the
interplanetary void. There they met and were enslaved by an
intellect older and more evil even than themselves. Now they are
shells of their former selves, even after death they serve their new
master-. New models from Alternative Armies with Inkwen weapons pack
and a couple of older brain-creatures.
Tactical
discipline Hard to kill 3 wound chits. Crawl 1” Walk 2” Run 4”
Sprint 6”
Daswrongtrousersfeurer
Leader1, Medic2,
Psi, Psi master3, Robotech3, Tech2 41
Telekinetic crush
(3) 5 12” los, armour-1 called shot destroy civy or dmg military
equip.
Telekinetic disarm 4
TN13 8” los weapon 5” away
Telekinetic push (3)
6 8” los up to 4”, end tgt TN13 or fall prone.
Telekenitic strangle
10 Tn14, 8” 2dam ignore armour & cover.
Telekenitic
trip 4 12”los, TN13 -1 against big, -3 huge, tgt knocked
prone. 29
Gestalt
Difficult target, Diminutive, Psi, Psi master3, 30 Crawl
1” Walk 2” Run 3” Sprint 5” -2 target.
Mindbolt (1) 5 -1
per 5” torso, ignore cover, armour, los.
Mind control 18
TN16 10”max. P58
Nightmares 10 -1
per 5” torso, ignore cover, armour, los. Morale roll.
33
Kaptain Redskull
Leader1, Psi, Psi
master2, Masksman1 Reactive 28
Blink 6 when hit,
dodge Tn15 moves 2”, fail, 1 stress +1 damage
Encourage 4+1
activation when linked
Guidance 4+1
reaction when linked 65
Kinetic strangle 10
Tn14, 8” 2dam ignore armour & cover.
Mindsceam 10 roll
everyone 5” 1pin, 1 stress, wound if critical. No endure.
Teleportation 8 -2
carry load, D20 distance 42
Boomenbangentroopen
Adolf & Einrich Psi, Marksman1, steadfast3 18 2x stun
grenade 8
Shootentroopen
Boris, Fritz, Graf, Hans Psi, Marksman1, steadfast3 18 SMG
(4) 6
Pointystickgruptroopen.
Carl, Ivan Psi, Weaponmaster3, nonreactive, steadfast3 15
2 handed sword (3) 2
Daleks.
Cyborgs. Original style Skaro model. Prelude to a full invasion,
scout forces are sent.
From Dalek Risk.
Tactical discipline
Cool under fire 8 -1pin. Armour3 Crawl
1” Walk 2” Run 4” Sprint 6”
Not affected by
bolster,encourage, guidance, mindbolt, mindscream, nightmares, mind
control.
+1 spotting. Halve
distance if aimed shot.
Force Commander
Artificial, Leadership2, Marksman1 Tough1 36
Bionic eyes 4
Combat computer 4 8
1 action Tech Tn10, Crit +3,
success +2 to hit.
Laser pistol (4)
mounted variable, 7
Black Dalek
Artificial, Leadership1, Marksman1 Tough1 30
Bionic eyes 4 Combat
computer 4 8
Laser pistol (4)
mounted variable, 7
Blacktop
sub-commander Artificial, Leadership1 Marksman1 Tough1 30
Bionic eyes 4
Laser pistol (4)
mounted variable, 7
Drone
Artificial, Marksman1 Tough1 24
Bionic eyes 4
Laser pistol (4)
mounted variable, 7
Science Red Dalek
Artificial, Leadership1 Marksman1 Tech3 Robotech 3 Tough1 48
Bionic eyes 4
Laser pistol (4)
mounted variable, 7
Redtop Tech Dalek
Artificial, Marksman1 Tech2 Robotech 2 Tough1 36
Intrusion kit 4
+2 tech roll
Bionic eyes 4
Laser pistol (4)
mounted variable, 7
Ying Tong
militia. Ion Age Xin Hegemony.
I like them for their Manga/ Big Trouble in Little China look.
Tactical
discipline Brawlers 10 roll failed melee attacks. Crawl
1” Walk 2” Run 4” Sprint 6”
Pointy Ying
Leader3, Marksman3, Martial Arts3, Veteran 48
Light combat dress 14 Zap rifle (4) 21
Su Ying
Martial Arts3, Tough1, Weaponmaster 3 23
Light combat dress 14 Forcesword (4) 6 20
Tinga Ying
Marksman1, Martial Arts2, 14
Light combat dress 14 Vibroblade (3) 4 Zap pistol (3) 5 23
Vin Ying
Marksman3, Martial Arts3, 24
Light combat dress 14 Zap rifle (4) 21
Wang Ying
Leader1, Martial Arts3, Robotech1, Tech1 18
Kevlar 6 Motion detector 4 (+2 spot) Intrusion kit 4 (+2) 14
Xs sw Ying
Marksman1, Martial Arts3, Medic2 18
Light combat dress 14 Zap pistol built in (3) 6 20
Yel Ying
Marksman3, Martial Arts3, 24
Light combat dress 14 Vibroblade (3) 4 Zap pistol (3) 5 23
Zeel Ying
Marksman3, Martial Arts3, 24
Light combat dress 14 Vibroblade (3) 4 Zap pistol (3) 5 23
Monk
Big, Tough1 Weaponmaster2 15
Combat dress 18 Zap rifle (4) 7/ Force glaive (4) 6 31
MuGerrila
Huge, Nonreactive, Tough2, Weaponmaster3 21
Power armour 36 Power gauntlet x2, 10 Zap rifle built-in (4) 8 54
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