Friday, 20 May 2022

Rogue Stars & Flying Lead. The "Phoney" or "Proxy" Movellian War

The Movellan plague shattered the Dalek Empire.  The war was not so much lost as abandoned.  Each Dalek command, fleet, even individual ships were forced to make hard choices for survival.

Some chose isolation, often choosing planets with dynamic biology that may contain a cure or a buffer.  Here they recreated the original city bunker from Skaro to wait out the plague.

One faction revived Davros in order to breed a superior, resistant Dalek.

Others abandoned terrestrial environments for the dark cold reaches of the interstellar deep.

Part of the Science Faction continued the war on two fronts.  They were fighting the human colonies that strived to profit from the chaos.  Every threat is an opportunity.  The cloning of humans had been perfected in the past, the DNA of a subject is taken and inserted into a grown modified "blank".  The brain is copied so that the expertise is kept. 

New tactics against the humans evolved, focusing on capturing soldiers regardless of loss, as units used in battle were discarded as potentially infected.  Ogrons were often used.

Some of the first of these new robomen were dispatched to hide samples of the virus in the past using the limited temporal technology based on the Movellans time distortion method of space travel.

The Movellans society at the time of first contact was peaceful.  War was a concept from their creators ancient history.  The bulk of the population were constructor/workers plus administrators.  Police and explorer models were present in very small numbers.

Once contact was made, the police model was used as a front line soldier.  Specialist police/administrators gained prominence.  Research/librarian/historians were constructed.  The police model was improved.  At the end, 2 specialist soldier models were introduced.  The first was a basic model, a "hardened" version of the police model.  Second a close combat model based on an ancient predator from their planets deep past.

Sergeant Abrans did not remember the "before time".  It was a cushion of locked time passing.  He had been on the supply convoy.  The escorts were ambushed and destroyed, the merchants and troop ships taken by direct assault.  His troops had been locked in, far from their weapons, to keep them out of the navy's way.


"This is the Supreme Dalek.  You are now prisoners of the Daleks.  You will be well treated as hostages.  We wish to end hostilities in this sector and you will comply or be exterminated!"

Shipboard life continued as normal.  Medics came and gave them new ID tattoos.  Then they reported by unit to the ship bay for exercise.

Each tattoo had allowed genetic sampling and by squads new enhanced bodies were assembled.
A simple process to transfer and adjust the active brain functions to the new host.  A new Sergeant Abrans emerged.  The core of his training, that had turned him into a soldier remained. But instead of nation and home it was empire and emperor that now ruled his thoughts. 

The Ow Do.


I got both sides brand new and in the sale from Alternative Armies SHM range, which allows new designers to get a start and us to get different figures.

First off the Movellans. The Raisin 'd Bran for these is that they look like upgraded versions of the Rebel Minis that I use for the standard drones.  https://rebelminis.com/shmepa.html

https://www.alternative-armies.com/collections/15mm-shm-and-star-vikings-ranges/products/shmp28-biomech-alien-infantry-multi-choice-pack.

You get 10 in a pack, so bit of a wosname as to what you get.  I also ordered an extra 4 of the 3 legged one.  I suspect that this range is designed to invade American cities.

You may have seen these in my previous posts, being used as police constructs used as soldiers.  https://rebelminis.com/shmepa.html



I also ordered 2 of these (a squid off each-)  that I can see stalking through ruins.  Needs up-weaponing?  https://www.alternative-armies.com/products/dr7-the-imperial-crab-war-droid-kit


Next up, Surprise! The Robomen.  I think the selling point was the google eyed glasses that looked quite retro - that - film.

https://www.alternative-armies.com/collections/15mm-shm-and-star-vikings-ranges/products/shmp29-exoframe-soldiers-multi-choice-pack

https://www.alternative-armies.com/collections/15mm-shm-and-star-vikings-ranges/products/shmp30-heavy-exoframe-soldiers-multi-choice-pack

2 codes here, again you get 10 in a pack.  I got 2 extra aiming at 3 squads of 4 

The heavies I got 2 of each, looking to alter 1 of each to a different heavy weapon to give me a HW squad.



Rogue Stars.The stats.

Late War Robomen.  Mercenaries Bushwackers 8 Terrain Tokens.
Move. Crawl 1, Sneak/hidden/walk 2” Run 5” Sprint 7”.
This game Leader, Tech, Standard 199. 


Regulator. Leader2. Fast. Marksman 2. Steadfast2. Tough. Weapon master. 45 Total 73
Light Combat dress. Leg/Arm2 Torso/Head 3 14
Assault rifle 5. Auto. 2 handed. 8
Fixed bayonet. 2. 2.

Tech Fast. Marksman. Steadfast2. Tough. Weapon master.  Robo Tech. Tech. 33 Total 65
Light Combat dress. Leg/Arm2 Torso/Head 3 14
Assault rifle 5. Auto. 2 handed. 8
Fixed bayonet. 2. 2.
Motion Detector 4

Standard. Fast. Marksman 2. Steadfast2. Tough. Weapon master. 33 Total 61
Light Combat dress. Leg/Arm2 Torso/Head 3 14
Assault rifle 5. Auto. 2 handed. 8
Fixed bayonet. 2. 2.

Assault. Ambidextrous. Big. Heavy worlder. Fast. Marksman 2. Steadfast2.
Tough. 42 Total 70 +1shot at/combat.
Light Combat dress. Leg/Arm2 Torso/Head 3 14
2x Automatic slugthrower. Auto. Infinite rounds. 14


Movellan Late War Combat Constructs. Star Cops.
Move. Crawl 1, Sneak/hidden/walk 2” Run 5” Sprint 7”.
Hive Mind. 4 tokens. 1 reacts use token reaction die to another. Ignore morale OOA.
Integrator. 3 Close combat. Or (used) 2 close combat & tech. 203
Another choice:  Integrator. 1 basic. 81. 2 combat or 1 combat, 1 tech. 191


I got around the "not all robots" rule with the integrator who you may consider high function enough to be considered on par to a natural being.  It is the nexus of the hive mind rather than a leader.

Integrator. Artificial. Fast. Marksman. 20. Total 38
Light Combat dress. Leg/Arm2 Torso/Head 3 14
Alpha Needler. 4. Built in. Auto. Silent. Armour piercing. Infinite rounds. 14.

Techs are medium function similar to pre contact Movellans, thus their weapons are not fixed to allow free use of hands.
 
Tech. Artificial. Fast 2. Marksman. Non reactive. Robotech2. Tech2. Weapon master.  
35 Total 55.
Light Combat dress. Leg/Arm2 Torso/Head 3 14
Flamer. 5. Scorching. 2 hand energy.8

Basics are low function compared to pre contact Movellans.  Cannon fodder. 

Basic. Artificial. Fast 2. Marksman. Non reactive. Weapon master. 21 Total 43
Light Combat dress. Leg/Arm2 Torso/Head 3 14
Zap rifle. 4. Built in Electrical. 2 handed. Energy. 8

Close combat models are designed for urban combat or boarding actions.

Close combat. Artificial. Extra leg. Fast 2. Marksman. Non reactive. Weapon master.
24 Total 55.   Move. Crawl 1, Sneak/hidden/walk 2” Run 7” Sprint 9”.
Light Combat dress. Leg/Arm2 Torso/Head 3 14
Zap rifle. 4. Built in Electrical. 2 handed. Energy. 8
Monowire blade. 3. Built in. Armour piercing. 9

The Game.  15 Repair.  (Which is why each side has a tech)  Broken terrain, so 12" limit on shooting.



The objective.  Tony took the Robomen and got the initiative.  As per I set up around it and waited-.


The tech has the machine that goes "ping", and as the only thing moving was the tech at work, was able to locate the wreck. 



A target! - A miss.


The leader tactically retreats (on reaction from-) next to his trooper when the fast moving construct comes dashing in.  First another missed shot and it dashes in and the Roboman is struck down!



The second construct dashes in upon the leader.  But even with a surprise attack it only manages a couple of pins.  Initiative swap at the exactly the wrong time.  The leader thrusts his bayonet into the constructs brain!  It didn't like it up it.


Now the leader takes a shot at the first construct, misses.  So it's in with the bayonet again, another head hit!

      
Every chit, every reaction was focused on the tech.  It manages one of the 2 18's needed.  Being non reactive means it needs a 14 for a reaction. slow and frustrating work.


The tech moves up.


Now the tech dashes in, getting close.  Real close.  Then the initiative switches and the Morvellan 3 activation's- a 1.  Malfunction.  It manages a tech roll, then shoots around the wall-.  The tech is down but he's fulfilled his mission buying his leader time with his life blood.


The Movellan goes down to the leader and the tech continues with its task-.



That was that.  Worked quite well but I need to add a bit of colour as these don't photograph well.

Flying Lead

In many ways these are the "older brother" of Rogue Stars.  For those who decry the lack of vehicles, these are the rules for you.  But-- these is far more vicious than the former.  In this game Tony lost 1/3 of his force in one action.  Note that it has more of the Song of Blades and Heroes rules including group activations by leader and move and shoot.

I could have further upgraded with a vehicle or 2 per side.  These forces represent all the (cheaper) Movellans I have, but I could have added the 2 walkers.  

The Robomen could have a Dalek, HW Dalek, drone or Ogron unit. There is also C team including a sub commander @ 665


Late War Robomen.  1,708 points.

Command team A.  Regulator, Tech.  2 Standards. 558

B Team  5 Standards. 640

3 Assault 510


Roboman Regulator - Personality

158

Quality 3+

Combat 3


-Assault Rifle, Body Armor, Elite, Leader, Personal Communication Device, Steady Under Fire, Stealth, Strong


Roboman Tech

144

Quality 3+

Combat 3


-Assault Rifle, Body Armor, Elite, Personal Communication Device, Specialist, Steady Under Fire, Stealth, Strong, Weapons Expert


Roboman Standard

128

Quality 3+

Combat 3


-Assault Rifle, Body Armor, Elite, Personal Communication Device, Steady Under Fire, Stealth, Strong


Robomen Assault 

170

Quality 3+

Combat 3


-Belt Fed Light Machine Gun post 1945, Body Armor, Combat Fiend, Fearless, Personal Communication Device, Stealth, Strong


Movellan Late War Combat Constructs.  

Integrator. 2 Basics. 2 Techs.  408

Team 4 Close Combat 640 x 2 

1,688


Movellan Integrator - High function cop standard model

122

Quality 3+

Combat 2


-Low Speed Needler Carbine, Body Armor, Fearless, Leader, Personal Communication Device


Movellan (combat) Basic

65

Quality 4+

Combat 2


-Low Speed Needler Carbine, Body Armor, Fearless, Mook/Extra/Cannon Fodder, Personal Communication Device


Movellan (combat) Tech

78

Quality 4+

Combat 2


-Low Speed Needler Carbine, Body Armor, Fearless, Personal Communication Device, Poor Shot, Specialist, Weapons Expert


Movellan Close Combat

160

Quality 3+

Combat 3


-Low Speed Needler Carbine, -Taser, Body Armor, 

CQB Specialist, Dashing, Fearless, Long Move, Personal Communication Device, Stealth, Strong



I'm including these as a further upgrade:

Movellan Mecha

Points 104

Quality 3+

Combat 3

Total 137

Ablative Armor, Armored +3 (Medium), Gyro Stabilization, Off-Road, Vehicle

Movellan Laser  Points:33

Anti-Tank 4, Armor Piercing, High Tech Ammo, Move & Shoot, Range: Long, Stable.

The laser weapon has several prisms so it can shoot in any direction.

I suggest 1 shot at Long, 2 shots at Medium 3 at Short.


Uber Heavy Weapons Dalek basic model.

vehicle Q4, C4, armoured, gyro stabilised, “off road vehicle” 80+47 = 127


Dalek Gatling Laser  Points:47

Anti-Tank 4, Armor Piercing, Auto Fire, High Tech Ammo, Lethal vs. Soft Targets, Range: Long, Spread, Stable






I mentioned before that these   buildings are good value, easy to put together and robust.  This destroyed factory holds an objective very well.

I made a mistake, this terrain is too tight for easy play.  This is reflected in the quality of the pictures.  My apologies.


The Game.  Tony took the Movellans and I won the initiative.


Starting to move.  I lost the initiative.  Tony suffered from a series of bad rolls so I soon got it back.


The command team set up in a central position and the B squad moves into position as the anvil.




The 3 HW are on individual movements, being too far from the leader. 


At last the dice start to get decent dice rolls and his forces probe forward.


The combat constructs come on like a wave.



The HW lie in wait.


One moves forward on reaction.


On the other flank they advance on my B squad.


Now the initiatives swaps and I start with the HW.  3 successes and it opens up at close range and tears the combat constructs to bits.  Killing 3 and putting the 4th out of action.


The other HW move forward.  I thought a LMG the perfect mix for these and not move & shoot.



A mere mook takes out one of my B team.



Then it kills another trooper retreating from the constructs.



Now a HW moves up and gets knocked down!



Now the carnage starts.  A HW moves up and kills the mook and another.



Now the combat constructs move.  Fire lashes out and B squad melt.  1 remains shaken.


Charging through the rubble they engage HW, leader and trooper.



A Movellan tech sneaks down the road, keeping out of site of the troopers on the ledge.


Combat with the HW proves even, ding-dong knockdown fights. But the lesser Robomen go down.  The shaken trooper gets 3 activations.  2 remove the shaken and the 3rd is used to shoot the Movellan leader. With both leaders dead, all on individual activations.  


But once their opponents are dead the are open to close range shooting.


Roboman tech hunts Movellan tech and gets the drop, moving out into the open and using move and shoot, the Movellan dies.


Now the last combat fights on against the HW.  Both down-up.  Now the last remaining HW moves in and the last remaining Movellan is gone.



The winners are down to 2 HW, 1 tech & 1 standard.

















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