Back in the midst of time, Oz was a hot and steamy place. Huge sugar beet trees dominated the land. Time moved on and the climate changed. Huge swathes of steaming forest were buried. Natural forces worked on the trees until vast underground veins of high grade treacle were formed.
There are two ways of mining this resource. Vast strip mines tear into the body of the earth, these vast scars peeling back the tortured earth. Deep mines penetrate the bowels of the earth.
In both of these, a hardy breed of miner, clad in power armour to enable them to work the fossilised treacle known as Vegemite.
Miners 200. Bushwackers 8 terrain tokens.
Bruce Drongo. (Blue dome) Civilian, Leader, Tech3, Tough3, Weaponmaster3 Total 41 = 56
Light Combat Dress Legs/Arms2 Torso/Head 3 Heavy/Sealed 9
Exoskeleton 3
Light Combat Dress Legs/Arms2 Torso/Head 3 Heavy/Sealed 9
Exoskeleton 3
Powered Gauntlet Crunch, 3, Energy 3
Dongo Drongo. (Black) Civilian,Tech, Tough2, Weaponmaster2 Total 16 = 31
Light Combat Dress Legs/Arms2 Torso/Head 3 Heavy/Sealed 9
Exoskeleton 3
Light Combat Dress Legs/Arms2 Torso/Head 3 Heavy/Sealed 9
Exoskeleton 3
Flamer Pistol 3 Scorching, Energy, Short range 3
Canno Drongo . (White) Civilian,Tech, Tough2, Weaponmaster2 Total 16 = 31
Light Combat Dress Legs/Arms2 Torso/Head 3 Heavy/Sealed 9
Exoskeleton 3
Exoskeleton 3
Flamer Pistol 3 Scorching, Energy, Short range 3
Franko Drongo.
(Red) Civilian, Tough2, Weaponmaster3 Total 23 = 41
Light Combat Dress Legs/Arms2 Torso/Head 3 Heavy/Sealed 9
Exoskeleton 3 3
Exoskeleton 3 3
2x Powered Gauntlet Crunch, Energy 6
(not used, but included as will be a spare for Oz campaign) Gongo Drongo.
(Green) Civilian, Tech, Tough3, Weaponmaster3 Total 35 = 53
Light Combat Dress Legs/Arms2 Torso/Head 3 Heavy/Sealed 9
Exoskeleton 3 3
Exoskeleton 3 3
2x Powered Gauntlet Crunch, Energy 6
Hello Drongo. (Yellow) Civilian,Tech, Tough2, Weaponmaster2 Total 16 = 31
Light Combat Dress Legs/Arms2 Torso/Head 3 Heavy/Sealed 9
Exoskeleton 3
Light Combat Dress Legs/Arms2 Torso/Head 3 Heavy/Sealed 9
Exoskeleton 3
Flamer Pistol 3 Scorching, Energy, Short range 3
Travelling through the Universe in their sleek saucers, the nation of Sovereign Citizens known as Greys boldy seek out new and interesting life forms to probe, vivisect and mutate.
GZG do a range of Greys but these are Alternative Armies range - I've picked out a good selection of different poses.
Star Cops Opportunists +1 reaction.
Black Helmet, 72 Trooper C, 32 J 29 L 24 U 18 V 30 205
Black Helmet Leader, Light worlder, Diminutive, 'Psionic master, Stealth,
Weaponmaster2 Total 15 = 72
Light power armour over Cyber body Armour Legs/Arms4 Torso/Head 6 Sealed 33
Light power armour over Cyber body Armour Legs/Arms4 Torso/Head 6 Sealed 33
Vibroblade 3 4
Telekenetic Strangle 8" in LOA. 2 dam ranged attack to head @ -4 10
Mindscream psi roll everyone within 5" 1pin 1stress+ wound if critical. 10
The Senator Leader2, Light worlder, Diminutive, 'Psionic master, Stealth, Weaponmaster2
Total 27= 72
Light combat Dress Legs/Arms2 Torso/Head3 14
Vibroblade 3 4
Detect weakness 12" 1 target, +1 against that target. 5
Encourage +1 Activation. 4
Mind control TN16 10" LOS. 18 (P58)
Troopers C & D Light worlder, Diminutive, Marksman Total 8 = 32
Light combat Dress Legs/Arms2 Torso/Head3 14
Laser cannon 6 Heavy, Blind, 2 handed, Energy 10
Trooper J Light worlder, Diminutive, Marksman Total 8 = 29
Light Combat Dress Legs/Arms2 Torso/Head3 14
Zap Rifle 4 Electrical, 2 handed, Energy 7
Trooper L Light worlder, Diminutive, Tech Total 6 = 24
Light Combat Dress Legs/Arms2 Torso/Head3 14
Motion Detector 2 +2 Spot. 4
Trooper U "PJ the Propery" Light worlder, Diminutive Total 2 = 18
Light Combat Dress Legs/Arms2 Torso/Head3 14
Prober (electromagnetic shackles) on prone or 5 stress/pin/wound target 2 (P53)
Trooper V Light worlder, Diminutive, Marksman Total 8 = 30
Light Combat Dress Legs/Arms2 Torso/Head3 14
Heavy Blaster 6 Heavy, 2 handed, Energy 8
Trooper Y Light worlder, Diminutive, Marksman Total 8 = 27
Light combatDress Legs/Arms2 Torso/Head3 14
Sonic Rifle 3 Sonic, 2 handed, energy 5
The Game. I took the miners & won the initiative, coming on a broad line. Tony does better with reactions than I do with actions.
A long shot by J, the zap gunner, takes out Canno on my left flank.
Moving up, small & sneaky.
Look through the hatch to the left --- it's my coffee mug, or is it?
Now here's the really sneaky play. PJ runs up and lays into Dongo. The probe attaches, sealing him to the wreckage as tendrils snake towards that ever so convenient access panel---
Dongo was the target as he'd racked up enough stress & pins to qualify.
Using the (otherwise useless) detector as cover & support takes out Hello.
Franko probably feels a bit threatened at this point-.
Franko makes a rescue attempt for Dongo. PJ uses the reactions to avoid getting squashed.
J shoots him for his troubles, knocking him down.
Frantic attempts to get the thing off Dongo, but Franko needs to use BOTH hand weapons to get the 5+ needed. Lots of rolling, lots
of reactions means the wee men are gathering--
PJ is now on my base line.
Dongo is free! They race for the rear "Look there's that little bludger! Get 'im!"
My two chase PJ, couple of shots miss - so they're hot on his heels.
That's where we end it - mine can only hope that a Kangaroo, dog or dolphin is leading a rescue party who will get there just in time!
Game 2 - Swapsies!
I won the initiative and surged down the centre. I need to repaint a couple with red shirts. The decector took point and high guard.
Zap rifle plays sniper on the flank. The detector playing tethered goat.
PJ gets ready.
Zap gun takes a shot, misses, scoots.
Dongo goes hunting. My plan was to get the zapper around the flank & zip from the cover. Miners have the iniative and get way more actions than I did, but I get some reactions.
Franco picks on my poor pinger!
Now poor PJ gets popped by Dongo! Why!!!
Now Black Helmet moves up!
V shoots Franko, not the trap I'd intended but it worked.
Hello makes a stomping run.
Black Helmet tries a strangle but makes a mess of it.
C takes a shot at point blank - but fails.
Now it's getting real--
Look who's back?
He clobbers C in the back. Well, that was his job.
Dongo get him in rewenge.
Now the action swings back and V gets Hello with a fresh magazine. Black Helmet comes up & removes head with vibroblade.
Dongo's looking a bit lonely-.
C tries for Dongo but for once Dongo gets the drop and melts him.
That's where we ended it - both have 2 each, Black Helmet and V vs Dongo and Bruce. I have the edge on placement, being able to do 2 on 1 each time.
Let's talk. I'm presuming that you've either played this game or some other Ganesha product?
If not - the Q/Activation score is the number needed to do something. You get up to 3 dice rolls. Any fails your opponent can take as a reaction with any of his figures.
Civilians in this game get lots of minuses, but are cheap. An all civvy team is unusual. I've done it before with vampires but usually have no more than 1, often the leader. Playing such a team can be frustrating as your opponent can get more reactions than your actions. Plus, the stress reduces the activation, so any character being active can soon be too stressed to do anything, prompting a turnover.
I missed one thing with the miners. I was going to add at least one "chucker" and stun grenades. One power gauntlet Bruce would seem to be the obvious. Removing a tough and tech will help.
The detector operator is filler. Turning him "green" would have reduced the total to 199. Helps keeps the thing more "cartoony".
Hope you enjoyed the games!
Painted up, not used - ready for Oz.