Thursday, August 24, 2017

Rampant Stars: Battle Report- Grav-Ball Championship Abduction

Welcome to my RAMPANT STARS battle report.  This is a generic ruleset for Sci-fi games that are miniature line agnostic, scale agnostic, and usable in any sci-fi setting from a grim dark universe, to Vietnam in space, to the war against the machines.  Rampant Stars uses relatively broad unit types and Sci-Fi traits to allow you to customize for the game you want.  In addition, Rampant Stars uses a three tiered scenario generator that allows for countless variations for the games you play.  Finally, it is designed to be played in one hour of game time.  


A band of Xeno Hooligans arrived on the planet to support their favorite Grav-Ball team in the semi-finals on the ice world of Toth.  However, after a questionable call on the field they stormed the arena and made off with the referee into the wilderness.  A garrison of Pink Spaz Marines was attending the games to cheer on the rival human team and they volunteered to rescue the referee before the game can resume.  

Pink Spaz Marines
Command Assault Unit= 10 points
Elite Mounted   Effectiveness Rating: 5                  Points: 6 (+3)= 9
Move    Command           Assault                 Defense               Shoot    Armor 
10”         2+                           2+                           3+                           2+           2
Traits:
Commander- 0 point= +1 Command Check to units in 12 inches
Jump gear- 2 pt= Unit can ignore difficult terrain and move over friendly units
Combat gear- 1 pt = Double assault, short range only shooting

Tactical Squad Alpha= 8 points
Elite Infantry      Effectiveness rating:  10                                Points: 4 (+4)
Move    Command           Assault                 Defense               Shoot    Armor 
6              2+                           2+                           3+                           2+           1(+1)
Traits:
Armored- 2 pts= Armor +1
Rapid Fire- 2 pts= Short range roll double shots, long 1.5 shots.  May not be used for move and shoot

Tactical Squad Beta= 6 points
Elite Infantry      Effectiveness rating:  10                                Points: 4 (+2)
Move    Command           Assault                 Defense               Shoot    Armor 
6              2+                           2+                           3+                           2+           1(+1)
Traits:
Armored- 2 pts= Armor +1

Total= 24 points



Xeno Hooligans
Regular Mounted Commander- Trukkerz
Regular Mounted            Effectiveness rating:  5(10)                          Points: 5 (9)
Move    Command           Assault                 Defense               Shoot    Armor 
10           3+                           4+                           5+                           4+           2
Traits:
Big Unit (+4)- Double Units initial Effectiveness Rating
Leader (Free)

Hooligan Band- Stomperz
Irregular Infantry             Effectiveness rating:  10                                Points: 2
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1
Traits:
None

Hooligan Band- Romperz
Irregular Infantry             Effectiveness rating:  10                                Points: 2
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1
Traits:
None

Hooligan Band- Basherz
Irregular Infantry             Effectiveness rating:  10                                Points: 2 (5)
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1
Traits:
Fierce (+2)- Re-roll misses in an assault
Combat weapons (+1)- Shoot close only, double dice for assaults

Hooligan Band- Big Bang-Bang
Irregular Infantry             Effectiveness rating:  10                                Points: 2 (6)
Move    Command           Assault                 Defense               Shoot    Armor 
6              4+                           4+                           5+                           4+           1
Traits:
Armor Piercing (+2)- Shooting reduces armor rating of target by 1
Rapid Fire (+2)- Short range double shots, long 1.5. No move or shoot.

Total Points= 24


Mission
Missions are generated by rolling 3d6 three times and consulting a mission, complication, and Location chart.  Of course, you don’t have to roll any at all, but for a test game we might as well go for it!  

Rescue Mission
The attackers must secure the NPC.  They can take the NPC by eliminating the Unit accompanying it with shooting or assault and then moving the NPC into their Zone of Control.  The unit with the NPC may not leave the board and if they retreat/rout the NPC is left behind.  The NPC can be passed off between enemy units this way many times.  The attacker must then try to move the NPC off the board.  The gamelast 8 turns, one hour, or until one side is destroyed/routed.  If the attackers have moved the NPC off the board, they win. 

The Spaz Marines will be the attackers.

Night Fight
The battlefield is shrouded in darkness.  It is incredibly hard to see .  Before a unit shoot/assaults roll 3d6 as that is the total distance the unit can see to fire.  If the target is not in Line-of-Sight the order can not be completed.  However, the unit is not Shaken.   

Location
Outdoor, Desert (In this case an ice world)

You are fighting outdoors on a desert world.  It is covered in dunes, barren rocks, and scattered watering holes/oasis.  The terrain could be sand, snow, or worse!  Moving up and over dunes /hills is considered difficult terrain. 

Well then…. This should be something. 

Set-up
This board is 6x4 in size with two hills, a forest, and some walls. 

Set-up
The Xeno Hooligans decide to set-up the Stomperz in the center of the board with the Referee.  Here the NPC is represented by a female wizard model.  They are ready to leg it to their end of the wintery battlefield. 

On the Xeno Hooligans side, the Ropmerz are ready to greet their fleeing friends.  They are flanked in the woods by the Basherz on one side, and the Big Bang-Bangs on the other.  Flanking the Bang-bangs is the Trukkerz.

The Pink Spaz marines are in pursuit.  The left is held by Tactical Squad Alpha, then Beta, and the Command Squad is ready to chase down the fleeing Stomperz. 


Turn 1:
The Xeno Hooligans go first.  The Ro,perz, Basherz and Trukkerz all race forward to secure the Ref.  However, the Stomperz are too busy arguing the merits of the game and are shaken, as are the Bang-Bangs. 

Beta and the Command squad pursue the Stomperz, making good ground.  However, Alpha takes long range rapid fire shots at the Stomperz and almost wipes them out.  The last Stomper fails his morale check and flees.  The Ref is left stranded to be picked up.

 

Turn 2:
The Big Bang-Bang rally and prepare to fire. The Romperz make for the Ref.  Meanwhile, the Trukkerz and Basherz are stunned by the loss of their comrade. 

Beta squad takes the lead and double times towards the objective.  The Command unit moves in behind to support, and Alpha holds to cover the advance. 


Turn 3:
The Xeno Hooligans have a tough round.  The Trukkerz fail to Rally, but the Basherz rally.  The Romperz try to double time, but fail their command check.  The Big Bangerz are out of range.

Tactical squad Beta tries to shoot the Romperz, but is unable to due to the darkness.  The Command unit moves out towards the Basherz.  Tactical squad Alpha goes to move but fails their command check and is shaken.  

Turn 4:
Trukkerz Rally this turn.  The Romperz rush forward and grab the referee!  The Basherz move up the flank to cover their allies.  Meanwhile, the Big Bangerz move from cover towards the action.

The Pink Spaz Marines have a decision, either shoot or charge.  Beta squad decides to shoot at the Romperz.  They take out 6 Hooligans and force the rest to rout off the board.  They leave the Ref.

The Command squad charges into the Basherz, and slays them to a man…. Er…. Xeno. 

Squad Alpha Rallies. 



Turn 5:
The Trukkerz move forward firing into the darkness.  However, due to the night, they fail to hit Squad Beta.  Meanwhile, the Big Bangerz are confused and fail to support the Trukker attack.      

The Pink Spaz Marine Command squad flies over and grabs the ref.  Meanwhile squad Beta moves forward to support them. 

Turn 6:
The Big Bangerz leader gets them sorted out.  Meanwhile, the boss and his Trukkerz attack the Pink Spaz Marines with the Ref in an assault.  The trukkerz wipe out the smaller command squad. 

However, Squad Beta counter-charges and reduces the Trukkerz by 4 effectiveness.  The Hooligans stay in the battle.  Squad Alpha moves forward to support their comrades. 


Turn 7:
The Trukkerz grapple with Beta Squad, but only manage to take out 1 more.  The Spaz Marines stay put.  The return attack kills 3 more Hooligans, but they stay in the fight.

Squad Alpha fires into the darkness, but can not see the Big Bangerz properly.      


Turn 8- Final Turn:
The Trukkerz fail to injure any of the Beta Squad Spaz Marines in combat.  The Big Bangerz move and shoot back at Alpha squad, but the darkness hampers them. 

Beta squad counter-attacks and finally pushes the Trukkerz away and slays them all.  Alpha squad sees the outlines of the Big Bangerz and opens fire using Rapid Fire.  The Hooligans are all killed! 


Conclusion:

The Pink Spaz Marines have won the day as all the Xeno Hooligans are dead and they have reclaimed the Ref!  Finally, the Gravball game can continue!  There is much rejoicing! 

I messed up the assault since the Hooligans lost and should have been forced to fall back their full move.  However, I kept them in the fight for next round accidentally.  That probably would not have changed the outcome, but there you go.  I also forgot the Night Fight rules in Turn 1, and that could have been a big change, but there you go.  Overall, the rules worked smoothly, quickly, and as intended.  You can give them a try yourself here.      

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