This is the start of a series, possibly multi-player campaigns. Who
knows? The fermenting plan is to follow the series. So some will be
specific. Others, like this one, are generic.
Yes, I've spent money. No, most of isn't painted. Yes, none of the figures are fuinished.
Landing pad Blotz, Most of the scatter
https://www.butlersprintedmodels.co.uk/terrain/general.html
A few old bits and Brigade Models street furniture.
This week we are mostly eating Ikea ginger bisquits. Never tried the meat balls, but these are excellent.
Martian Customs
Enforcers. Star Cops. Cool under fire 8 remove 1 pin.
I’m guessing that
there are 3 levels of protection available:
Combat Dress,
probably surplus military, for use in hazardous conditions.
Light combat dress
for on-planet and regular use.
Kevlar jacket for
light use and by non combat specialists requiring greater movement.
Weapons. A standard
assault rifle plus a slug pistol.
As the opponents
don’t have sealed suits, I’m going with light combat dress.
Here’s the first team:
Badon
Leader2, Light worlder, Marksman1. 19 Total 46
Light Combat Dress 2
3. 14
Assault Rifle 5
Automatic, 2 handed 8
Slug pistol 4 Short
range. 5 27
Chris ,
Light worlder, Veteran, Marksman3. 25 Total 52
Light Combat Dress 2
3. 14
Assault Rifle 5
Automatic, 2 handed 8
Slug pistol 4 Short
range. 5 27
Deek ,
Light worlder, Fire into melee. Marksman2. 18 Total 45
Light Combat Dress 2
3. 14
Assault Rifle 5
Automatic, 2 handed 8
Slug pistol 4 Short
range. 5 27
Greg ,
Light worlder, Green, Marksman1. -1 Total 26
Light Combat Dress 2
3. 14
Assault Rifle 5
Automatic, 2 handed 8
Slug pistol 4 Short
range. 5 27
Hal , Light
worlder, Green. Medic 2. -1 Total 26 (day off)
Light Combat Dress 2
3. 14
Assault Rifle 5
Automatic, 2 handed 8
Slug pistol 4 Short
range. 5 27
Frank ,
Light worlder, Green. Tech2 1 Total 28
Light Combat Dress 2
3. 14
Assault Rifle 5
Automatic, 2 handed 8
Slug pistol 4 Short
range. 5 27.
Belter Pirates. No conformity here- each has whatever they
can get. Total 200.
Blitzkreig. +2
initiative at start game. -1 to take initiative.
Bob
Light worlder, Leader, Marksman, Fire into melee 18 Total 29
Kevlar jacket Torso
2 6
Slug pistol 4 Short
range. 5 11
Cas Light
worlder, Marksman Reactive, 12 Total 34
Light Combat Dress 2
3. 14
Assault Rifle 5
Automatic, 2 handed 8 22
Dak Light
worlder, Tech, Medic Martial arts2 12Total 23
Kevlar jacket Torso
2 6
Slug pistol 4 Short
range. 5 11
Fkyu Light
worlder, Marksman2 Fire into melee, Tough, Reactive. 31 Total 53
Light Combat Dress 2
3. 14
Assault Rifle 5
Automatic, 2 handed 8 22
Gobber
Light worlder, Marksman, Weaponmaster2 13 Total 35
Light Combat Dress 2
3. 14
Assault Rifle 5
Automatic, 2 handed 8 22
Higs
Light worlder, Danger sense, Perceptive. Marksman, Weaponmaster 14
Total 26
Kevlar jacket Torso
2 6
SMG 4 Automatic.
6 12
The game. I take the cops and diced for starting positions as I wanted more of an encounter than an ambush.
Quick moves to cover, snap shot causes first casualty.
And another-
On comes the medic- watch this one.
My leader sensibly heads for cover. He might graduate to maps!
Near stalemate.
Chris, my veteran, works one flank and takes down Higs, he;s bad but not done for.
Meanstwhile, my leader works the other flank.
Bang! Cas is down, revenge!
Chris moves in to finish him off.
Remember the medic? He gets a good set of rolls, runs, jumps, bang! Bullet to the back of the head. Scratch one leader!
Now the medic remembers his primary function and started to heal his comrades.
An exchange- both of mine lose their rifles and resort to pistols.
Pistols not so good in this fight-.
Gobber goes hunting.
Look, he's there! Does this dice have numbers over 5?
Bang! Miss! Bang! Miss! Bang! Miss!
Gobbers gun gets bust.
Oh come on!
Now it gets serious-.
Deek takes up a good position in cover.
Then Chris.
They're not biting, take the high ground.
Grenade! Fkyu takes the brunt.
Chris goes Rambo.
Gobbo gets hit. That makes him angry.
Awe crap - shit 'appens! Game over--.
Game 2 Tony sets up- table twirled. So glad I got those conveyor belts, works well in defining edge.
Deek tries it, not good-.
Tony mostly avoids the central cover.
Good shot!
Medic!
That's the way to do it--.
And this is the result!
Medic! Deek needs one as well-.
Worth a long shot?
Yep!
Cover is now scurried* for.
* A scurry is a similar effect as from a very hot curry but without the calorific content.
The boss goes Rambo.
But Gobbo get him from cover.
Move in! Hiding-.
Get in close!
Really enjoyed these. We can relate them to the series, so feel we got a good balance. More to come!
Quick moves to cover, snap shot causes first casualty.
And another-
My leader sensibly heads for cover. He might graduate to maps!
Near stalemate.
Chris, my veteran, works one flank and takes down Higs, he;s bad but not done for.
Meanstwhile, my leader works the other flank.
Bang! Cas is down, revenge!
Remember the medic? He gets a good set of rolls, runs, jumps, bang! Bullet to the back of the head. Scratch one leader!
Now the medic remembers his primary function and started to heal his comrades.
An exchange- both of mine lose their rifles and resort to pistols.
Pistols not so good in this fight-.
Look, he's there! Does this dice have numbers over 5?
Bang! Miss! Bang! Miss! Bang! Miss!
Gobbers gun gets bust.
Oh come on!
Now it gets serious-.
Deek takes up a good position in cover.
Then Chris.
They're not biting, take the high ground.
Grenade! Fkyu takes the brunt.
Chris goes Rambo.
Awe crap - shit 'appens! Game over--.
Game 2 Tony sets up- table twirled. So glad I got those conveyor belts, works well in defining edge.
Deek tries it, not good-.
That's the way to do it--.
And this is the result!
Medic! Deek needs one as well-.
Yep!
* A scurry is a similar effect as from a very hot curry but without the calorific content.
The boss goes Rambo.
But Gobbo get him from cover.
Move in! Hiding-.
Get in close!