Sunday, 8 September 2019

RS Time Wars forces assemble & first moves

Planning and playing the campaign.  This is very old school.  Some of you may remember that back in the day when most people smoked we made "box files" from matchboxes and used these for hidden movement.

The map is fairly self explanatory.  Each side gets D6 movement and can go across or down.  If they control each area or gate they transverse they can move as per dice.  If do not control, 1 of each.  I've a few extras to "throw into the pot".  Plus the denizens of the past are not "happy clappy tree hugging hippies" and may take a more active role than first envisaged.  Sort of a High Crusade-.


I've marked the first moves.  The clash of Imperial and 2nd Empire is the subject of our first game with the Skaro Daleks and Morvellan Victorian foray coming soon.  Both these will be battling natives.

Here are the initial forces.  You should be used to my methodology by now.  There;s a pool upon which each side can draw.  Some are individuals, most are generic spear carriers.

1.1`Skaro Daleks. Cyborgs. 

Tactical discipline Cool under fire 8 -1pin. Armour3 Crawl 1” Walk 2” Run 4” Sprint 6”
Daleks 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

Ogron Militia Determined 4 remove stress tokens 0000 . Crawl 1” Walk 2” Run 4” Sprint 6”

Officer Leader 2, Marksman, Reactive, Veteran Tough, 36 Total 47
Kevlar2, 6 Zap pistol (3) Electrical, Short range, Energy, 5 11

Trooper Marksman, Reactive, Tough, 19 Total 32
Kevlar2, 6 Zap rifle (4) Electrical, 2 handed, Energy, 7 13

Trooper Marksman, Green, Tough, 19 Total 32
Kevlar2, 6 Zap rifle (4) Electrical, 2 handed, Energy, 7 13

Sniper Marksman2, Reactive, Tough, 24 Total 37
Kevlar2, 6 laser rifle (5) Blind, 2 handed, Energy, 7 13

SW Marksman 2, Reactive, Tough2 24 Total 40
Kevlar2, 6 Machine gun (5) 10 16

Heavy SW Marksman 2, Reactive, Tough2 , 24. Total 38 Crawl/walk 1”, Run 3” Sprint 5
Kevlar2, 6 heavy blaster (6) heavy, 2 handed, energy 8 14

Cannon Marksman 2, Reactive, Tough2 , 24. Total 40 Crawl/walk 1”, Run 3” Sprint 5
Kevlar2, 6 Laser cannon (6) heavy, blind, 2 handed, energy 10. 16


1.2`2nd Empire Daleks

Black Dalek Leadership1, Marksman1 12 Total 62 Legs/arms 4 Body/head 6
Light Power Armour 25
Refraction field 10
Bionic eyes 4
Combat computer 4
Laser pistol (4) mounted variable, 7 =50

Blacktop sub-commander Leadership1 Marksman1 12 Total 58 Legs/arms 4 Body/head 6
Light Power Armour 25
Refraction field 10
Bionic eyes 4
Laser pistol (4) mounted variable, =36

Drone Marksman1 6 Total 52 Legs/arms 4 Body/head 6
Light Power Armour Legs/arms 3 Body/head 5 25
Refraction field 10
Bionic eyes 4
Laser pistol (4) mounted variable, 7 =46

Green Drone Marksman1 Green -2 Total 44 Legs/arms 4 Body/head 6
Light Power Armour Legs/arms 3 Body/head 5 25
Refraction field 10
Bionic eyes 4
Laser pistol (4) mounted variable, 7 =46

Sniper Marksman3 Fire into melee. Stealth1 26 Total 79 Legs/arms 3 Body/head 5
Light Power Armour 25
Bionic eyes 4
Laser pistol (4) mounted variable, 7
Laser Cannon (6) heavy, Blind, 2 handed, Energy Mounted 12
Accurate 5 +1 =53

Sniper Marksman3 Fire into melee. Stealth1 26 Total 76 Legs/arms 3 Body/head 5
Light Power Armour 25
Bionic eyes 4
Combat Computer TN10, crit +3 next shot, success +2. Crit failure -2 till fixed. 4
Laser Cannon (6) heavy, Blind, 2 handed, Energy Mounted 12
Accurate 5 +1 =50

Sniper no.2. Marksman2 Stealth1. 15 Total 51 Legs/arms 3 Body/head 5
Light Power Armour Legs/arms 3 Body/head 5 25
Bionic eyes 4
Laser pistol (4) mounted variable, 7 =36

Laser Cannon Heavy Weapon Marksman2 Leader1 Veteran 24 Total 65
Legs/arms 3 Body/head 5
Light Power Armour 25
Bionic eyes 4
Laser Cannon (6) heavy, Blind, 2 handed, Energy Mounted 12 = 41

Blaster Heavy Weapon Marksman2 Veteran 18 Total 67
Legs/arms 3 Body/head 5
Light Power Armour 25
Bionic eyes 4

2x Heavy Blaster (6) Heavy, 2 handed, Scorching built in 20 = 49


1.3`Imperial Daleks. Cyborgs.

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 Leadership2, Marksman1 18 Total 58
Light Power Armour Legs/arms 3 Body/head 5 25
Bionic eyes 4
Combat computer 4 1 action Tech Tn10, Crit +3, success +2 to hit.
Laser pistol (4) mounted variable, =40

Black Dalek Leadership1, Marksman1 12 Total 52
Light Power Armour Legs/arms 3 Body/head 5 25
Bionic eyes 4
Combat computer 4
Laser pistol (4) mounted variable, 7 =40

Blacktop sub-commander Leadership1 Marksman1 12 Total 48
Light Power Armour Legs/arms 3 Body/head 5 25
Bionic eyes 4
Laser pistol (4) mounted variable, =36

Drone Marksman1 Green -2 Total 34
Light Power Armour Legs/arms 3 Body/head 5 25
Bionic eyes 4
Laser pistol (4) mounted variable, =36

Science Red Dalek Leadership1 Marksman1 Tech3 Robotech 3 =30 Total 66
Light Power Armour Legs/arms 3 Body/head 5 25
Bionic eyes 4
Laser pistol (4) mounted variable, 7 =36

Redtop Tech Dalek Marksman1 Tech2 = 14 Total 55
Light Power Armour Legs/arms 3 Body/head 5 25
Intrusion kit +2 tech roll
Bionic eyes 4
Laser pistol (4) mounted variable, =40


Imperial HW Dalek Total 68
Extra legs 2, Green, Marksman, 1
Heavy Power Armour Legs/Arms5, Body/Head 7. Sealed, Hardened 50
Laser cannon (6) heavy, blind, 2 handed, energy 10
Laser pistol (4) mounted variable, 7 = 67



1.6`Morvellan Star Cops Hive Mind OOOO If reacts, use to give reaction dice to second. Or ignore morale roll.

Construct. Agile, Artificial, Fire into melee, Marksman, Non reactive. Green 9 Total 34
-2 Action -6 Reaction
Combat dress Legs/arms 3 Torso/head4 18
Laser rifle (5) Blind, 2 handed, Energy, 7 =25

Construct. Agile, Artificial, Fire into melee, Marksman, Non reactive. Green 9 Total 37
Crawl/walk 1”, Run 3” Sprint 5
Combat dress Legs/arms 3 Torso/head4 18
Laser cannon (6) heavy, blind, 2 handed, energy 10 = 28 Crawl/walk 1”, Run 3” Sprint 5

Construct. Agile, Artificial, Fire into melee, Marksman, Non reactive. Green 9 Total 39
Combat dress Legs/arms 3 Torso/head4 18
Plasma rifle, (5) Scorching, overheat, 2 handed, energy. 12 =30


Starter & Guard units 5 Constructs and 1 support weapon. 170 + 37/39.

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