Wednesday, December 28, 2016

Some Sample Rogue Star Crews

So, I had so much fun building my crew for yesterdays game that I had to pull out some other Sci-Fi models that I found lying around. I kept to a 200xp limit (though some of my math might be slightly off- I misplaced my calculation sheet before writing this up), and I only broke SOME of the rules in the second crew featured below. Predators have to be badass, and they come in threes. Its a rule!

I guess.

I'm going to keep experimenting with crew builds of course. Currently I'm looking at some of the Raging Heroes Sci-Fi ladies and the Reb Starter Pack from mantic for my next Rogue Star Projects. Oh, and terrain. Need more Sci-fi terrain.


 Crew of the "Promised Apotheosis":Theme- Cyborgs
Tactical Discipline- Blitzkrieg
Species-  Uchani [Blue humanoids who believe that cybernetic enhancement is the path to personal and spiritual perfection.]
Models- Mercs GCC
Crew- 

Tauya ze'Mallon- Bionic Eyes, Light Power Armor, Zap Rifle, Marksman

Adrios ze'Mallon- Bionic Arms (2), Machine Gun, Light Power Armor, Marksman

Ulwe Car'va- Cyber Monoblade, Bionic Arm(1), Submachine Gun, Light Power Armor, Ambidextrous, Weapon Master (2)

Sienwe Al'Polzar-  Neuro-Jack Array, Light Power Armor, Plasma Pistol, Medic (2), Cyber Medic, Tech 2






 Crew of the "Designation: Yaut'ja Scoutship 327": 

Theme- Star Cops (I needed the access to Intelligence Weapons)
Tactical Discipline- Hard to Kill
Species-  Yaut'ja (Predators)
Models- Predators from the AVP Board Game
Crew- 

"Spartan" - Reptiloid, Mesh Armor (Refraction Field), Combi-Spear (Force Spear), Veteran, Fast (1), Weapon Master (2), Monowire-Entangler, Wrist blades (Vibroblade)

"Immortal"-  Reptiloid, Stealth suit, Marksman (1), Weapon Master (2), Smart Disk (counts as an Alpha Class Needler and Power Gauntlet), Wrist Blades (vibroblade), Elite, Leadership (1), Night Visor, Fast (1)

"Gargoyle"- Reptiloid, Mesh Armor (Refraction Field), Shoulder mounted Plasma Caster (Plasma Rifle), Wrist Blades (vibroblade),. veteran, Fast (1), Marksman (2), Weapon Master (1), Night Visor




 Crew of the "Da Krumpa": 

Theme- Freebootas (Pirates)
Tactical Discipline- Brawlers
Species-  Orks
Models- GW Orks
Crew- 

Lootahsmug- Tough, Light Combat Dress, Big Shoota (Machine Gun)

Gurgin Bulksmasha- Tough, Light Combat Dress, Slug Pistol, Sword, Jump Pack, Weapon Master 1

Mek Kaptain Shiprippa- Tough 2, Kustom Force Field(Force Shield), Force Flail, Molecular Slugthrower, Tech 2, Weapon Master 1

 Rork- Tough, Light Combat Dress, Slug Pistol, Sword

Ghazaka Greenbeard- Tough 2, Light Combat Dress, Submachine Gun, Cyberclaw (Built-in-Power Gauntlet), Weapon Master 1 

Rogue Stars: Standoff at Undra IV

Rogue Stars:
New Christmas ruleset, new blog post! This time we're going with Rogue Stars from Osprey Publishing. For our first game, because we hate things being simple, we're trying a three player scenario- hard enough to balance in 'I go, you go' games. Our working rules with Rogue Stars reaction/stealing the initiative system was crude but practical- the two 'off-initiative' players would roll off to take reactions, with the loser automatically 'winning' the next roll to make sure one faction didn't get entirely shut out. It wasn't perfect, but the best we could come up with on the fly. Below is a list of the crews used and the scenario details- I'll add some 'fluff' for my crew later if people want to see that sort of thing.

The Crews:
Stoneheart Crew- Militia Theme, True Grit Tactical Discipline. Squats/Space Dwarves Durgrim Alien Species.

Thane Runil Voidblazer- Heavy Worlder, Hero, Combat Dress, Monoaxe (blade), Stub Pistol, Leadership 2, Weapon Master 1, Veteran
Breacher Vallen Stoneheart- Heavy Worlder, Combat Dress, Magma Hammer (monoscythe), Weapon Mastery 2, Quantum Harness
Wayfinder Calgar Bugslayer- Heavy Worlder, Combat Dress, Assault Rifle, Motion Detector, Medic (2)
Wayfinder Thum Bronzebeard- Heavy Worlder, Combat Dress, Assault Rifle, Frag Grenade, Martial Arts (1)
Wayfinder Urist Rockdelver- Heavy Worlder, Combat Dress, Assault Rifle, Marksman (1), Tech (1)

The Ten Thousand- Mercenary Theme, Hard to Kill Tactical Discipline, Human species.

[This was the Crew of a friend, so I don't exactly have all of his traits/weapons down]

Captain Cyrus- Light Power Armor, Assault Rifle, Leader (2), Marksman (2), Elite
Xenophon- Force Shield, Quantum Harness, Assault Rifle
Cleon- Zapp Gun, Light Combat Dress
Caduceus- Medic (2), Assault Rifle, Light Combat Dress

Centrino Security Force Alpha- Star Cops Theme, Cool Under Fire Tactical Discipline, Human or Near-Human species.

Arbiter Billy Beaulieu- Light Power Armor, Hero, Refraction Field, Plasma Rifle, Leadership (3)
Sergeant Drogan- Light Power Armor, Veteran, Tech (1), Laser Cannon, Fire into Melee
Psionicist Pandora-
Force Shield, Force Glaive, Psionic (1), Psionic Mastery, Perceptive (1), Levitate, Mind BoltKal the Drone- Flight Pack, Artificial, Non-Reactive, Medic (2), Tech (1), Electromag Shackles, Night Visor, Heavy Blaster

The Mission:

Type- Get to the Ship! After a clash between Star Cops and Mercenaries, the only way off the planet is a transorbital shuttle held by local Durgim militia.
Location- Undra IV, An Ice Planet covered in the ruins of several civilizations long left to the freezing winds. Currently claimed by the Durgrim clans.
Hazard- The earlier fighting set off some long frozen device which has begun to send off intermittent waves of powerful EMP! All technology is at some risk of failure.

"For all intents and purposes, Undra IV was a dead world. Countless battles and tragedies marred its surface, leaving ruins of civilizations on top of each other- a twisted graveyard of ambition and regret. Recently jurisdiction over the planet has become something of a major sticking point. Mineral and Salvage rights recently have been purchased by the United Durgrim Clans and they brook no interlopers- but the planet also lies within the historical purview of the Centrino Station Security Force.

So when a group of known mercenaries fled from a Centrino vessel, heading to the planet to lay low, the Security forces followed. The ensuing dispute amongst the ruins caused uncalcuable damage to several ruins- as well as setting off an ancient defense system. Crackling energy filled the icy sky, communication to their ships in orbit cut off by the electro-magnetic pulses now shocking through the sector. The Mercenaries knew that their only chances of escaping justice sat at a local Durgrim listening post... and the Centrino forces were willing to cause a diplomatic incident to prevent that from happening.

Who could get to the shuttle first? Or will the valient Durgrim fend off these trespassers? "

The cluttered, ruined, frozen wasteland of Undra IV.

The Crew of "The Stone Warden". Left to Right: Thum Bronzebeard, Vallen Stoneheart,
Thane Runil Voidblazer, Calgar Bugslayer, and Urist Rockdelver

The Mercenary Crew "The Ten Thousand". Left to Right: Cleon, Captain Cyrus,
Xenophon and Caduceus.

The "Centrino" Security Force. Left to Right: Kal the Drone, Arbiter Billy Beaulieu,
Psionicist Pandora, and Sergeant Drogan.

This Bunker leads to the underground Durgrim Outpost- which includes a
hanger and a transorbital shuttle. The only quick way off the planet!

Urist takes a sentry post in the ruins on the far left flank, his practiced
Marksman's eye scanning the battlefield for the approaching interlopers.

Runil takes up position behind the ruined fuselage while Vallen (apparently)
takes a nap within the wreckage of a destroyed APC.

Thum and Calgar make their way towards the right flank even as the
Centrino Force makes their way towards salvation.

The drone fires up its flight protocols, rocketing forwards to
engage the Durgim forces.

After two attempts Xenophon manages to foil the EMP and jump using his Quantum Harness.
He proceeded to (in what became a fairly common situation as the game went on) slip and
fall as he sprinted to cover. As he would fail to jump again, it would seem that the fall
damaged something sensitive in the device.

On the right a lucky shot from Calgar staggers the levitating Psionicist, forcing
the Drone to fly back and (successfully) remove the status effect.

Charging up the old fashioned way (taking and returning fire with Urist) Cyrus
manages to take cover behind some ruins with his subordinate.

Things go poorly on the right flank as Sergeant Drogan takes a pair of shots
at Calgar. The second shot hit home, and an unlucky roll took him straight OOA.

The duel between Urist and Captain Cyrus ended ignominiously as the Durgrim
found his position flanked. A pair of shot knocks him prone, before putting an
Assault Rifle round into his head- taking him OOA as well.

Things aren't looking good for the defenders as the Arbiter runs up, taking
Thum OOA even as he attempted to lug the downed Calgar to the bunker. For
those counting, that makes three for three OOA's on injuries with the Durgrim.
In response, the Thane jumps out to engage the Arbiter...

Who avenges his comrade with a monoblade (axe) to first the chest then the
head. Failing an endure roll, the Arbiter goes OOA even as the rest of his
team runs to his aid.

Xenophon rolls two 1's for Quantum leaps, overheating the system and forcing
shutdowns due to the EMP crackling through the atmosphere. Yep, definitely broken.


Cyrus breaks cover to come around the corner, facing down the Centrino Psionicist
and the Durgrim Thane as he sprints for the bunker entrance...

Only for Vallen to finally wake up, having (despite his 'Hero' upgrade) done nothing
beforehand besides give 8+ activations away to the enemy. With a quick flurry from his
Magma Hammer (Monoscythe) he brings the Captain down, crunching straight through
the Power Armored head. Cyrus goes OOA.

Even as Thane Runil hacks apart the drone (whose flight pack failed during its
last activation), Psionicist Pandora picks up his fallen commander and makes
his way ever closer to the bunker.

Xenophon and Caduceus speed towards the fallen Cyrus,
Caduceus managing to stabilize her boss just as...

*Whoosh*. Pandora, with Arbiter Beaulieu over his shoulder, decided that
the danger from the incoming Mercenary band was too much and pulled away-
escaping from the battlefield and winning the mission. They'd always have time
to pick up Sergeant Drogan later.
 "Thane Runil yanked his thrumming blue axe-head from the pile of parts that could have been once described as a Centrino Support Drone. The sounds of the bunker door locking filled him with a simmering anger- a fire merely stoked by the bodies of his comrades lying all around. A quick glance at his wrist-display reassured him that they still lived- and would continue to do so with quick medical attention. Reaching forwards, the veteran grasped the hammer-wielding Vallen before he could rush off to catch the rapidly fleeing mercenary group who had started the whole affair.

He was just as likely to be riddled with bullets as he was to catch any of the bastards.

"Gather the rest of the team while I override the lockdown" her growled, voice thick with emotion "A storms a-coming. We need to be inside before then or we'll all freeze. Don't worry lad, they'll get what's coming to them."

He meant it to. The ship's Book of Grudges would be opened up for this. Runil's eyes hardened as the shuttle pulled out of the cliff-face before rocketing up and towards the sky. No one stole from a Durgrim. No one. "


Aftermath: So, in the end, the Star Cop Centrino forces managed to pull a win by getting off the planet- but we ran into an odd issue with this particular scenario. They managed to get 6xp from getting two members into the ship- but the Durgrim defenders were looking to get 18  xp. All four of the Mercenary crew were still on the field, as well as a downed Drone and a Sergeant. It didn't quite feel right for the losing defenders to get almost three times as many experiance points for a mission they 'lost'.

So we all decided to count this as a test game. All downed troops were saved on a 10+ endure roll (meaning that only the Drone died in the end) and all warbands involved recieved 3xp. Basically, we all decided that the three player format that we used didn't quite work and didn't want to cripple/over-reward any one crew quite yet. We'll continue to brainstorm on the issue for the future!

Have any good three player ideas? Let me know!

Tuesday, December 13, 2016

Birthday Game Weekend!

This year, for my Birthday, I wanted to get a bunch of friends together and play Twilight Imperium. That... did not happen- between a new job and some weather instability, it just didn't make sense. So instead, we played MANY games instead! I have pictures of most of them, except for Mysterium (which we all won!) and Zombicide (which had the game winning fairly definitively).

Thanks to everyone for coming down, and NEXT year I'll get that TWIII game in!


First game of the weekend? Zombie State. Its not a perfect game, but we had a ton
of fun really getting into character and into the theme. It helps that we play it more
as a straight cooperative game- where we occasionally funnel zombies into
each other.

In North America the zombies quickly bisect the continet, leaving California
and the North East as the only safe zones.

I was playing as Africa. No sooner did I wall off the south did an Outbreak
occur in South Africa. With a heavy heart, I built two more barricades, leaving
only two safe (ish) regions.

South America was a mess for the majority of the game, with the government using
civilians to make natural barricades from 'dead zones'.

Asia and Europe both have a rough start- though Asia managed to funnel zombies west
and set up a decent defensive center in Australia.

On one crucial turn, with a random event actually enabling a 2+ tech roll,
Asia fails...

... followed by South America failing the exact same roll. This was ALMOST
enough to seal the fates of both continents due to the resources and actions expended
on failures.

Still, with broad teamwork (using foreign aid) almost all of Europe's zombies
find themselves in Pakistan. Yes, that IS a stack of 3's.

Luckily, all clumped together, they are an excellent target for a nuclear strike.

While the other continents (Europe and North America specifically) decided to
take a nuclear option, the Africans decided to cure the disease instead, bringing
South America back to life after many turns as a ravening horde of zombies.

It was down to the wire, and as we went to turn 14 we needed no new outbreaks in
Europe and we'd win... and huzzah! Europe (and the rest of us by proxy) managed
to stop the zombie virus from going airborne!

North America was beginning to clean itself out, South America ended the
game still in absolutely critical condition.

Asia, though, suffered the most. At the end of the day only the
safe haven of Australia remained. The rest of the continent reduced
to an empty, corpse filled wasteland. But the rest of us won!

Next was Libertalia! I managed to win this one.

One of my birthday gifts was the new Joking Hazards game. I had terrible luck
'reading the room' but it was a lot of fun.

Next we have a game of Magnates which started off nice and clean and...

...ended with Poland being Partitioned and no one winning at all.

I played a game of Onitama, and it started alright, before I was reduced to
just my Sensai and crushed.

A favor I returned in two games of two player Mystic Vale. Go for
the victory point cards Bob! Jeez.

Then we pulled out an old Catan variant that we enjoyed. It was a crazy game. I
committed the cardinal sin of doing too well at the beginning, only to be punished
hard by the dice and other two players.

After fighting to the death for the longest road, I was two points away from winning. Dad
was one.... and out of nowhere white reveals two victory point cards. Shocking comeback
and win for Bob!

Last we pulled out Bruges. It started fine, until Bob turn 1'd a Gentlewoman. He
averaged two actions for every one of ours, as evidenced by his massive neighborhood.

Still, I built a lot of synergy and only lost this game by nine points with only six cards
to his ten- enough to take second!


Thursday, November 24, 2016

Seafall: A Tale of Three Provinces Prologue **Spoilers**

I'm going to be documenting our Seafall Legacy campaign! As a warning, I won't even remotely try to hide spoilers- this is for those who either don't care about spoilers or have already played through their own game. You have been WARNED!

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So far we have played through the Prologue, and the most fun thing to happen is the preliminary naming of many things- from provinces through ships and leaders. In our first game we also found out that raiding brings all the points, but we also know that in the future enmity will be an important (hopefully equalizing) factor... otherwise its going to be a really bloody dozen or so games.

The story thus far is three leaders were chosen, going out into the sea's for some exploring and exploitation... only for each of the three to be taken by strange dreams. Dreams forcing them to sail out into the unknown west.

And apparently... never come back.
My faction of red! The Province port is known as 'Holystone'.

My brother's faction in the purple, Aegia! Province Port is 'Bastion'.

Dad's province of green, with a port named 'Ridgeport'.

The green ship's names.

Aegia's leader on the left, Ilnea's on the right.

And my avatar for the game, Adelina of Baccanos.

Jeanette Schloss, former ruler of the Aegia province. She was known (in the prologue)
for dealing quite harshly with the natives before disappearing.

Elias Crane, the ruler of Ilnea. Rising from the worst poverty to the top station
in the country, Elias was a wise leader who was focused on discovering everything
the local island chains had to offer before disappearing.

Alphonse Alecto, brother to Adelina, was a veritable prodigy. Gifted with trade
and infrastructure planning, he was poised on the edge of making the Alecto House
the merchant powerhouse it was in the past... before the dream's led him to disappear
to the West.

All of the advisors named so far.

The islands on the right side of board...

... and on the left.
With our leaders heading out into the unknown, they are torn up... and motivations immediately begin to foment in our minds:

Adelina Alecto: The sister of the disappeared Alphonse, and new ruler of the Province of Baccanos. Suddenly left with a teetering merchant empire full of uncertainty and plagued with the rabid writings found in her brother's journal about a strange vision and an unknowable quest that took him away. She know goes west with a level head with hopes of finding her brother, and solidifying her families fragile power.

Dorian Endarian: Elias Crane was more than just the ruler of your province- he was a dear friend and mentor. You fought hard to take his position after he disappeared- his policies and dreams for the province must be defended from the ravenous legislature. Though... the dreams that he had of late were strange- what could be so important out west? He must know.

Marcus Schloss: To Marcus, his sudden ascension to ruler of his province came as a pleasant surprise. Legacy was all that mattered to his mother, and she raised him as such. Cold and even a little cruel, she assured that Marcus excelled in all things- but it also meant that few tears were shed at her disappearance. Unconcerned with his mother's fate, Marcus turns his eyes hungrily out west to claim the fame and legacy that he deserves- even if his laurels must be dipped in blood.

So, as we have our important characters, and not much else. It WAS just the prologue after all. Be sure to stay tuned for future updates and have a happy Thanksgiving!