“We have detected a space-time anomaly in sector QQFu. Our scout reports a primitive mining operation for spice blancmange.”
“SCIENCE DALEK REPORT”.
“With this source of fundamentium, we can create new, better travel machines and weapons, we will be invincible and conquer all galaxies!”
With Anubis in charge of the gate, he starts using it. He sets up a mining operation for fundamentium, a superconductor. This is mined by hand, then fed to a plant that concentrates the mineral in its seeds. These are fermented to create the raw spice blancmange.
Meanstwhile, the Monk has been organising a rebellion of cultists and mutants to win control of the planet.
Daleks powering thru the gate, can't see a way to make an interesting game. Moving on to the assault on the mine against hastily prepared defences. Flying lead I think, as the Daleks are essentially small vehicles.
IF they get beaten, then a (rogue stars? To keep Matt happy?) raid to turn off the gate and recapture it by either Anubisis Jaffas or rebels or even against each other. Always handy to have something you can drop into the pot!
If they win - not sure which rules- raid on Daleks transporting prisoners to the mines, very, very primitive robomen to "pad out" their force. Then the fly in the ointment - the Monk and his cultist minions trying his luck. Big vague, but I think with a bit of spit & superglue we can make it work. You’ll notice that this campaign is “pinging” all over the place. What comes up as an aside might develop as a major theme. I’ve got a few “end goals” but - who knows?
This turned into a 3-way 3 game mini campaign. By luck Tony was on holiday, Matt had a free day and I had a cunning plan and stuff I wanted to use. 8 hours of gaming! I love it when a plan comes together!
Introducing the Mk3 stand. I hadn't realised it but Mk1 was made from pier sections from Museum Miniatures seasonal sale, that topped off my Normans and Trojans.
Mk 2 was from the British Museum.
This version was from Beach Head purchases. Tony demonstrating that this one is a good tight fit.
Plus - fist use of my steamed Daleks inspired by this "Doctor Octopus Dalek:
Dalek assault force Total 597
Leader & Drones Base 88 + weapon 8 = 96 x 3 = 286
Heavy Weapon Base 88 + weapon 8 + HW 5 = 101
Sappers Base 88 + weapon 8 Sapper 9 = 105 x 2 = 210
Main gun. Points:8 Combat +2, Max Range 2 Medium
Sapper claws & blades Points:9 Lethal vs. Soft Targets, Max Range 2 Medium, Range: Short
Heavy Weapon Points:5 Grenade Combat 3, Max Range 3 Medium
Guard Leader 63.
2x B’ars (2ic) 58 = 116
4 Guards 192
Kakes 8 x 36 288
Game 1 Flying Lead. I'd intended this one as the starter - whoever turned up first. As it happened Matt then Tony appeared just after I'd set up. My Modus Operandi is always get stuff ready then get coffee and consumables.
Originally designed as a 2-way Flying Lead game. The Daleks are essentially a 1 person vehicle.
The 2 sides as originally planned:
Set up. The "V" is the mine entrance.
Tony took the defending Jaffas.
Matt the Daleks.
Mine.
Start view:
Revolting natives.
Impatient!
"Camel shit - why are we walking thru camel shit EVERY DAY!"
We took some time - no they could not see each other.
Contact forward!
At the other side-
Rather than go around the wall, sapper decides to go through it.
Locals run into the Heavy Weapons, stand there going "um- anyone got a spanner?" They are ignored.
Getting a force like this moving is a pain, the leader has to work at motivating. I worked on each of the armed units having a 2ic so able to self motivate.
With all the subtlety it can muster, the Dalek burst through the wall and is confronted by a lone Jaffa.
The patrol, alerted by the Boom! runs around the corner and blasts away, stunning the HW, stunning it. That's the cyborg you're looking for!
Steam Daleks Star Cops. Blitzkrieg. +2 start. -1 to take.
+2 shot at. Sneak/Walk 1”. Run 3”. Sprint 5”
Big, Extra arms. Marksman. Rototech. Tech2. Weaponmaster. 22 +68 = 90
Leader2 +12 + Combat Computer p56. = 106
Power Armour Legs/Arms 4. Torso 7. Head 8. Sealed Bulky 36
Zap Rifle. 4 Electrical. Energy, Built in. 8
Sapper x2 Monowire Scythe. 3 Armour piercing. Heavy. Cleve. (OOA crit) Built in. 8
Drone X 2. Powered gauntlet. 3 Crunch p26. Energy. 16.
Experimental Roboman. Non reactive (-4). Tough Total 2
Anubis Guard. Militia. Hard to Kill. 3 remove wounds. Leader, Vet.
4 Kakes. 202.
Leader. Y. Leader1. Vet. Steadfast2. Weaponmaster3. 27 +26 = 53.
Light combat dress. Leg/arm 2. Head/body 3. 14.
Force Glaive/ 4. Long. 2 handed. Smiting. Heavy. Energy. 6
Plasma pistol. 4 Scorching. Energy. Short range. 6
Veteran. Z Vet. Marksman Steadfast2. Weaponmaster3. 27 +26 = 53.
Light combat dress. Leg/arm 2. Head/body 3. 14.
Force Glaive/ 4. Long. 2 handed. Smiting. Heavy. Energy. 6
Plasma pistol. 4 Scorching. Energy. Short range. 6
Kakes A,B,C, D.Weaponmaster 2. 6 + 18 = 24
Light combat dress. Leg/arm 2. Head/body 3. 14.
Force Spear. 3. Long, 2 handed. Energy. 4
Game 3 Tony 'n me doing Rogue Stars, so back in our slippers 'n comfort zone.
Daleks as above.
Meddling Monk. Miners. Only the brave. Reroll morale.
Civilian. Leader2. Lucky. Reactive. Stealth. Tech2. Robotech2. Xenologist. Psi master 2. Psi 37+33 = 70
Intrusion kit 4
Blink. 3
Encourage. 4
Mind Control 18
Precognition. 4
Cultist Green. Tough. Steadfast. 3 + 12 = 15
Kevlar Torso 2 6
SMG 4 Automatic. 6
Leader 1 + 6 =21.
Flamer. 5 Scorching(lowest armour) 2 handed. Energy. + 8 = 23.
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