Monday, 25 June 2018

RS Moon Ogrons have a blast chasing Astagar tail.


I've put off writing this one because it is the one and only Rogue Stars game I can say I didn't enjoy.  Having said that, Tony did his utmost with a rotten deal.  Just to remind you, our methodology is for Tony to pick the sides (as I create them) then dice for entry.  This stops us getting "precious" about any one side and gives us variety.



So, let me tell you the story, make of it what you will.  Let's face it, the Astagar have lived a charmed life, battling above their weight.  But Nnancii just had to go too far and paid the price by having her hear squashed like a melon.

So what's an Ogron pirate going to do? Engage in negotiations or go screaming down corridors yelling “get 'em!”?

I rolled Outdoors, low gravity, Explosives. Lets assume a cargo area with gravity suppression to help move dangerous cargoes.  I rolled for the explosive storage and marked the 2" no-shooting zone.

No move less than 2”. All can jump 5”
Any non energy weapon pushes firer & hitter back 1”.
Melee at -1. 3 containers with explosives.
Any shot within 2” 1-6 no. 7-11 pool 3” diameter dangerous terrain. 12+ explodes knocking all within 8” prone+1 pin. Within 4” 4 dam scorching hit. Shoot on purpose at +2

Astagar.

Using the 4 captured Ogron heavy blasters as add-on upgrades doesn't violate the only 1 with military equipment rule. Honest.  I've failed to allocate her ex-Dalek weapon.

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”

Crew available:

Trail Boss Difficult target, Diminutive, (nolegs/fast) Marksman1, Reptiloid, Leader 2, Reactive 34
Claws 1 Zap Pistol (3) 3 4 Total 38

Ssamwise Difficult target, Diminutive, (nolegs/fast) Marksman1, Reptiloid, 17 Total 21
Claws 1 Zap Pistol (3) 3 4

Nneedii Difficult target, Diminutive, (nolegs/fast) Marksman1, Reptiloid, 17 Total 21
Claws 1 Zap Pistol (3) 4

Dopee (M) Difficult target, Diminutive, (nolegs/fast) Marksman2, Reptiloid, Tough 33 Total 39
Claws 1 Submachine gun (4) 6

Robots just get printed off-
White robot Internal Security. Civilian model. Total 26
Artificial, Marksman2, Non reactive 16
Flamer pistol (3) built in 4 Hunting needler (3) built in 6 replaced by Ogron Heavy blaster (6)

Red robot tracker. Military Total 45
Artificial, Marksman2, Non reactive, fast, Perceptive3 26
Motion detector 4
Bionic eyes +1spot 4
Combat computer 4
Laser rifle (5) blind, energy, built in 7


Yellow robot, combat tech. Civilian model. Total 39
Artificial, Marksman2, Non reactive, Medic3, Robotech3, Tech1 35
Flamer pistol (3) built in scorching, energy, built in 4 replaced by replaced by Ogron Heavy blaster (6)

Ssamwise, Nneedii Robots, White, Red, 2x Yellow plus 4 stun grenades. 199

Ogron Pirates Tactical Discipline Determined 4 remove stress tokens. +1 as target, +1 combat
Crawl 1” Walk 2” Run 4” Sprint 6”

Crew available:

Captain Ron Big, Leadership2, Marksman1, Martial arts2, Reactive, Tough, Veteran 42 Total 50
Plasma pistol, (4) Kevlar jacket jacket Torso 2 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 Total 45
Plasma pistol (4) 6, Kevlar2, 6 12

Pirate Big, Marksman (2) Martial arts (1) Reactive, Tough, 28 Total 42
Kevlar2, 6 Heavy blaster (6) 8 14

As a consequence of the trial-
Jol Big, Marksman (2) Martial arts (2) Reactive, Tough2 38 Total 52
Kevlar2, 6 Heavy blaster (6) 8 14

Mag, Lans Big, Marksman (2) Martial arts (2) Reactive, Tough, 30 Total 44
Kevlar2, 6 Heavy blaster (6) 8 14

Gunner Big, Marksman (2) Reactive, Tough2 , 36 Total 52
Kevlar2, 6 Machine gun (5) 10 16

Crew selected Captain Ron, Pistoleer, 2 Gunners 199

The Game.  Tony took the Ogrons and diced for entry.  Once on it's that "oh shit" moment when you realise that you're surrounded by explosives.  Let's face it, if you experienced intrusions on regular basis, where would you store yours?



I get a Yellow on via reactions.




More reactions - and there's only one thing to do - blow the doors off!


I shoot the middle one, which sets off the second.  Lots of pins. lots of stress, everyone on the deck.


The Captain takes the full force of both and is immured in 2 ravening walls of flame.


But Ogrons are tough and they slowly get to their feet.  Ssamwise barrels in hoping to cause damage, but he gets shot, his weapon destroyed and he shows a clean set of scales in rapid retreat.




Now its Nneedii's turn.  She advances on Burt, shooting as she goes, giving him even more pins.  But when he has a go back, she scoots on top of some storage containers and leaves the work to the robots.



Clever girl.


The two healthier Ogrons go for cover.  My robots mercilessly move in.



Outnumbered and surrounded-.



My robot attempts to wrestle the gun from his near-cold dead hand.


Burt gives the White robot a kicking before dragging himself off, the only survivor.



That was, well, not the most fun.  I can see the logic trail but still-.  Watch out for that complication and how you play it.





Racked up pins!




Monday, 18 June 2018

RS Dalek operating system trials


It had to happen. 1 & 5 have come up more than statistically wosname, even when we use different dice. Science Dalek faction vs Black Dalek faction. Space Gladiators, Spaceship, Something in air (irrelevant due to sealed travel machines). So imagine, dear reader, a holographic tank in which 2 teams of Daleks battle to test different operating systems.

Amazingly, the arena looks the same as in the last game.



I've always been lax on the tacticals, often forgetting them.  Slaps meself on the wrist.  I'll spend a bit more time highlighting the difference.

Science Faction Daleks. 
Tactical discipline Hive Mind:  give 2nd reaction to another model or ignore morale roll.

Black Dalek Faction.
Tactical discipline Cool under fire 8 -1pin. 


Drone Artificial, Marksman1 Tough1 24 Total 35
Bionic eyes 4
Laser pistol (4) mounted variable, 7
Armour 3 Crawl 1” Walk 2” Run 4” Sprint 6”

The Trial.  I took the science faction and got the initiative.  Black, chequered (as my grey came out identical to the white) white.  Extra based on Alternative Armies  sengoku counters.

Tony used reactions to push Blue in close.


3 fails allows Blue to take out my black when Tony steals the initiative.

I use 2 of my 4 chits to ignore morale rolls.


Sneaking-


I now get 1 reaction with white.  I use another chit on chequered to shoot blue twice.



Tony moves in, I repeat chit use, blasting blue but those pins just roll off!



Now white gets pummeled by 2.


I get chequered in close, determined to finish blue off- please!  As you can see behind, I'm building up the stress & pins.


With white gone, red moves up for a showdown.



At last!  That Dalek took so many hits!


Oh rats.


Gratuitous Dalek violence.


I lost-.


Trial 2.  Exactly the same but Tony's Black Dalek faction has the initiative.

I get a reaction, so use a chit to bring on 2 at same time.  Then the third.  Hurrah!


Here comes red onto the table.  Not only does it get 3 successes, it gets 2, 20's!  That's 5 reactions.  Eeek! 1 it gets close.  2, passing shot at grey. 3, closer. 4 & 5 shoots black in the head killing it!



Red rolls again, only gets 2, blows grey away.


I spend my chits suppressing chequers morale and it moves close.


I get my revenge!  Take initiative as red had built up a bit of stress!


A long shoot, but aimed.  Hits head, superficial damage - eye stalk gone!



Get in close-


Take it out! That's 2 all.



Showdown, but Tony's fresh and mine has racked up stress.  I lose.  That was fast and merciless!


So lets look at the effects of the tactical disciplines:

Science Faction Daleks.  Hive Mind.  The ability to have 2 move or shoot at same time can be very powerful.  When the bodies rack up, being able to ignore morale really helps!   Tony thinks this one makes them behave more Dalek.

Black Dalek Faction.  Cool under fire. I asked on the Yahoo site about when to apply the pin removal.  I follow the stress removal mechanism and do it on changeover rather than (as with reptilian ignore 1st pin) on gaining.   To me this represents in Daleks strong internal structure and auto repair mechanisms.  It allows them to get in close and trade shots.