Wednesday, 2 May 2018

RS 6 sided campaign.


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:
  1. Astagar. Merchants.
  2. Ogron. Pirates.
  3. Brains from Uranus. Psi
  4. Zombie Nazis. Cult.
  5. Daleks. Cyborgs.
  6. 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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