Friday 3 February 2023

Rogue Stars Alternative Armies Lemurian "minerals" test.

 

Big, big shout out for this range.  You'll see more of these, as they come out and I slap on a bit o' paint. Don't get hung up on the scale, these are a good 20mm and will fit with larger as, um, smaller cats.    https://www.alternative-armies.com/collections/new-releases/products/hof181-lemurian-ancient-crystal-guardian


The official bumpth:  Lemurian Crystal Guardians are floating pieces of resonating crystal which contain the memories of a long gone Atlantian master. Girded by a band of precious metal they are able to float and to send out beams of energy and psychic disturbance. Each is as tall as a Human and while some are clean and appear new despite their great age others are known as 'ancients' and are covered in vines and plant growth from their outdoor stations. Guardians act alongside infantry or on their own to protect the Lemurians and their masters legacy. 


The lost continent of Atlantis was no myth. It was no powerless small island no. It was a place of technology and arcane wonder too. Masters of war and of genetics they loosed creatures upon the ancient world of terror and evil. Creatures of legend. As a result of the pinnacle of their science the Atlantians opened a way between worlds and vanished from ours. Burning horror accompanied their translocation and a mere seven Atlantians survived. In the scant time they had left they created two forces of protection. Resonating crystals to store their minds and memories and the Lemurians to safeguard their culture and to wage war against any enemies of Atlantis. Possessed of keen minds and hunting instincts the gene bred lion folk carry crystals and make use of many weapons; excelling in close combat.


I hope you can see why this range, launched just after, is perfect for my campaign. Matt Hay and I had a chat about mineral characters and quantum harness use.


That got me thinking. Did the shards have the entire personality and memory? The first team dispenses with the psi talent and use robot bodies ( https://www.alternative-armies.com/collections/15mm-hof-science-fiction-range/products/hof155-dominator-spheres

) to achieve more mundane tasks. In combat I can see them waving their arms whilst yelling "Danger! Danger!"


I can envision a divided community. One a (more) technical, urban society of intrigue and guards. A bit like Renaissance Italy. The other a loose collection of prides, competing for territory and mates as did their ancestors whilst their masters are voyeurs and manipulators.


Lemurian Cyborgs.  Master Quantum Leap.  Reroll any fail.

Mineral No stun.  Armour 2 +2 v electrical.  Sonic +2 ignores armour.

Z Big, Civilian (-4) Leader, Marksman, Mineral,  Quantum H op 2. 14 + 26 = 40
Sonic rifle built in  8  
Quantum harness 18    (p11/12)  Teleport but opponent move 1-3”.

W. Y. Big, Civilian, Marksman 2, Mineral, Quantum H op2. 14 + 26 = 40
Quantum harness 18
Sonic rifle built in  8  


Robots

U, Y Artificial.  Big.  Extra arms.  Extra legs.  Nonreactive.   14+26 = 40

Vibroblade.  3  Built in  5

Powered Gauntlet.  3  Crunch.  Energy.  Built in 8.

Laser Pistol.  4  Blind.  Energy.  Short. Built in 6.

Sonic pistol.  2  Sonic.  Energy.  Short. Built in 7.


S  Artificial.  Big.  Extra arms.  Extra legs.  Nonreactive.   14+26 = 40

2x Vibroblade.  3  Built in  5

2x Powered Gauntlet.  3  Crunch.  Energy.  Built in 8.


Lemurian Cultist Leader, 2 Lemurians guard & leader. Retain initiative -2 to take.


Y  Big, Civilian (-4)  Leader, Mineral, Psi, Psi master2   16 + 25= 41

Blink 3    TN15. 2”.

Electrokinesis 4    Dam 2 attack +3 cyborg/robot.

Encourage 4    +1 activation.

Levitation 6    8” reactivated if lands, uses psi or takes pin/wound.

Teleportation 8    D20 distance


V, Z  Big, Civilian, Mineral,  Psi, Psi master3  14 + 21 = 35
Blink 3
Electrokinesis 4
Levitation 6
Teleportation 8

Guard Leader  Leader Agile. Big.  Psi.  Fast.  Reactive.  Tough.  Weapon master 2 

Force Glaive  4 Long p26..  2 handed.  Smiting+1 prone.  Heavy, cancels fast.  Energy. 43

 

Guard Big.  Psi.  Fast.  Reactive.  Tough.  Weapon master 2 26 Total 46

Force Glaive 

Light Combat Dress Legs/arms 2 Torso/head 3.  14

Terrain.  I'd set up 2 and we chose this under- Cairo.



Spot the difference.  I bought 2 "coasters"  from Warpainter via Entoyment downstairs.




The game(s).  Mission 5 Manhunt (opposing leader)  7 Dense Terrain.  Complication Weather - wind, so no effect. 

I had the robot - variant and set up on the flank.



The guard leader leaps onto a robot.  If the guards get the drop - the robot gets trashed.  If the robot, the Lemurian gets sliced.  Yellow = pins.  Blue = stress.


With the robot gone, morale.  Ignore the 2 Leonids, they're army surplus.  One turns yellow and runs---.  Initiative grabbed.


The psi's can levitate so take the high ground.  Electrokinesis is particularly nasty against robots-.


Civilians and morale - not good.


Got a shot off!  And it hit!


Robot gets downed.


The guard runs up and smashes the downed robot.


With the robots dealt with, the shards take the brunt.


A vicious win for the Psi's!  Noted that levitation and Electrokinesis worked, but teleport and quantum jump unused.



Game 2 straight swapsies.

Matt, with the benefit of hindsight sends a robot waggling into contact.  The poor beast loses his weapon and 2 arms.  That's an - ouch.



The blue teleports out of the way.  A robot hinders the guard then pounces on the isolated blue.  It keeps on until the thing is dead.




The unweaponed version attacks the guard and then the shard.



Now the first robot attacks the leader--




Ouch - vicious!  I go to do bugger all!  Shoving the robots in on full volume worked!


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