Showing posts with label Rampant Sun. Show all posts
Showing posts with label Rampant Sun. Show all posts

Monday, August 17, 2020

Operation: Hemlock- Rampant Sun- Raid on Look-Out Pointe


The comm-link clicked twice in their helms, and they froze.  They were motionless.... again.  Each had taken careful cover as they approached in the night.  The light of Bunkra II cast long, and deep shadows.  It was more than enough cover.  

The squad had landed from orbit via Storm Eagle less than 48 hours ago.  They quickly set off from Imperial territory and crossed Baron's Rest on foot.  They did not eat.  They did not sleep.  Their only focus was on avoiding the enemy, and closing on the target.  They had made the journey at an incredible and unbelievable pace.  Unbelievable to those who were not Astartes. 

They bypassed the wreckage and destruction of the Ork camps in the plains below.  They waited concealed until night fall, and they began their ascent.  The light of Bunkra II's rising had all ready found them half way to the top of the Pointe.    

Imperial Command had known for some time that Ork forces atop Look-out Pointe had been sighting and locating Imperial artillery, troop movements, air traffic, and naval traffic and reporting it back to their bosses.  Using this intel, the Orks had been able to respond to operations carried out by Imperial forces.  Their greatest successes being in countering anti-sub operations launched by Taskforce: Chalice.  General Kurtz could not tolerate this Ork location to stay in operation, especially as Imperial Forces of Taskforce: Sword prepared to push south on Baron's Rest and push the Orks off the island for good.  This early warning station had to be destroyed.  

General Kurtz needed the best.  General Kurtz had asked for Inquisitor Xanatos help, and together they petitioned the Adeptus Astartes, Space Marines; for aid.  The Chaptermaster of the Panther's Claws was a personal friend of the Inquistors.  A squad was assigned, deployed, and arrived within days.  They had studied the intel en route, they came prepared.  They deployed as soon as the Chartered Freighter carrying them arrived in Ammoriss near space.  

Now, they were approaching the Ork observation camp on Look-Out Pointe.  The squad took positions and waited.  The Sergeant had clicked his comm to Taskforce: Sword's command frequency, and signaled they were in position with a series of clicks and static bursts.  Within minutes, the reply came back in the same strange series of clicks and static.

"Execute."

This will be a game of Rampant Sun featuring the Imperial Space Marines vs. Skarbashz Boyz on Look-Out Pointe.  

Forces

Panther's Claws
Sergeant- Elite infantry 
--Combat Weapon, Enhanced Senses, Armored, Commander
4 Marines- Elite Infantry
--Enhanced Senses, Armored (1 w/Marksman, 1 w/Blast Weapon)


Ork Spotterz Mob
1 Nob- Regular Infantry
-- Combat Weapon, Fierce, Armored, Commander
4 Boyz-- Irregular Infantry
-- Fierce, Combat Weapons
2 Boyz- Irregular Infantry
-- Fierce, 
5 Grotz- Irregular Infantry      

Mission
This is an Ambush scenario.  The Panther's Claws are trying to eliminate the Ork Spotterz squad and secure the top of Look-Out Pointe.  The Orks are trying to get one or more of their number off the top of the Pointe and back to the Orks down below to raise the alarm.  

This scenario has the following complications: 
-Night Time
-Difficult Terrain- Moving between levels is Difficult Terrain
- Uphill Battle- To fire up at models above causes a -1 dice modifier to shoot.

Set-up
This battle is being fought on a 4x4 board.  The table features several different terrain heights.  The center is three layers of rocky terrain.  The base of the board is one level, then there is a large hill, a second level to it, and then finally a peak to Look-out Pointe.  Scattered rock outcropping dot the board.

The Panther's Claws can set-up on any table edge, and do so.  The Ork Mob is placed on the third and second level clustered around the top of Look-Out Pointe.


Turn 1:     
Keep in mind, it is night time.  The Space Marines have gear that off sets the night time disadvantage, but the Orks do not.  However, they have way more bodies.  

Brother-Sergeant Tumas moves forward toward the orks.  His auto-senses in his Power Armor easily illuminating them.  He is accompanied by Brother-Specialist Maxim with his Plasma Gun. Brother Lucas on the eastern flank has a garbled command to move up, and is shaken while he tries to clear the comms.  Play goes to the Orks. 

An Ork Choppa boy moves off the peak and towards the Sergeant.  However, his compatriot is confused in the darkness and is shaken.  Play goes back to the Panther's Claws.  However, it doesn't last long as Brother Cirus has comm issues as well and is shaken in the night.  The darkness is playing tricks on both forces as the Orks are shaken again as well.

Brother Cassius is a marksmen, and he moves forward and fires on the closest Ork.  The shots land close, but the Ork passes a morale check.  All Marines have gone, so the Orks take over, now alerted to the enemy nearby.

Despite their Nob shouting orders to head for the South path down Look-Out Pointe, most of the Grots and several Orks were to confused by the sudden attack and shouting to do much of anything.  Those that could tried to head south.  The darkness and difficult terrain made the going slow.



Turn 2: 
Both of the shaken Panther's Claws cleared their comms and readied themselves for battle.  Brother Cirus has the Orks coming towards his position.


Brother Cassius is the closest available to respond to the Ork threat.  He pivots and pulls the scope to his eye to make an aimed shot at the Slugga Boy moving towards Brother Cirus.  The shots are enough to drive the Ork boy into retreat and shake him.

A few other Orks manage to move towards the South path as well, but most remain disoriented in the night.  Even the bellowing Nob is momentarily confused.  In addition to Orks heading towards Brother Crius, a Slugga boy makes his way towards Sergeant Tumas and Maxim.  Maxim fires but fails to find the mark at the onrushing Ork.

Tumas pauses to decipher a garbled message from command.  It sounded like Ork aircraft would be entering the combat zone soon.  It was unclear if they had detected the attack as of yet.  Time was of the essence.

Turn 3
The Panther's Claws did not have much time left to act.  They needed to clean up the kill zone quickly.  Brother Lucas began to move closer to the Ork camp, even though his way was blocked by high cliffs.

Orks were closing in on Brother Crius so he opened fire with his Bolter.   His aim is true and the oncoming Ork boy is killed as a Bolter round explodes his head.


Sergeant Tumas relays the new orders to his troops, refocusing on the battle around him.  Maxim also fires at the onrushing Ork with his Plasma gun.  This time, the shots are enough to force the oncoming Ork to be shaken and forces him to retreat back towards his Mob. 

 
Brother Cassius begins to move in to support Brother Crius as the Orks are clearly going to be heading his way.

Since the Marines all passed their command checks, play never moved to the Orks.  It was their turn and they spent most of it re-organizing and pulling themselves together.  That included the Nob who had gotten confused in the darkness.  No one had a clear view of the attackers, so Orks started shooting wildly into the night.  Those that could moved towards the South board edge. 

Turn 4: 
Brother Crius, Brother Lucas, and Brother Cassius all moved up to tighten the noose.  That way, they would not be forced to retreat off the plateau due to enemy fire.

Brother Maxim finally took out Ork he had been shooting at with a direct hit.  Th Ork was brought low.  This gave Sergeant Tumas time to approach the base of the next cliff face to begin his assent towards the enemy commander.


Play did not revert to the Orks due to a Command failure, so they are all going now.  Several orks and Grots continue their rush towards the South side of Look-Out Pointe.  However, a few particularly stupid Grots are caught up on the top of the Pointe scurrying around for cover instead of following orders. 

One of the Sharp-eyed Shoota Boyz at the top of the Pointe catches sight of Sergeant Tumas moving in.  He yanks up his Shoota and unloads in a very bright and very noisy burst of shoota fire.  Enough lead falls around the Sergeant that he falls back into cover, shaken. 


Another Slugga Boy at the base of the rocks sees Brother Cassius and charges him with a ferocious roar.  He wildly swing his chainsaw like blade!


The Marine easily side steps it and slams the butt of his bolter into the Ork's face.  The Ork re-thinks his attack and stumbles back, shaken as well. 



Turn 5:
Brother Cassius quickly pulls his bolter back to his shoulder, aims and fires at the Slugga Boy that attacked him.  As he is a Marksman, the shots find their mark and splatter the Ork's head across the rocks behind him.  Another target down!


Heartened by the support on his flank, Brother Crius fires a hip burst at the oncoming Ork Shoota and forces him to scamp back into cover.  The Ork is shaken as he takes cover in the rock of the higher ledge. 

Brother Maxim sees Sergeant Tumas retreat from enemy fire, so he approaches the next rocky ridge of Look-Out Pointe intent on gaining position there.  Tumas readies himself to follow his comrade up to the rocky ridge line.  Finally, Brother Lucas makes for the South edge of the board, convinced that his area is secure. 

The Shaken Orks and Grots rally.  Satisfied, the Nob starts to climb down the Southern ridge line.  There he meets up with a shaken Slugga Boy and a grot.  Perhaps they can use the Grot and Slugga to shield his escape? 

The sharp eyed Shoota boy on the top of Looke-out Pointe sees Brother Maxim approach and sprays the area with more gunfire.  ONly a pair of Suppression hits, but Maxim rolls snake-eyes on his Morale roll!  That was close, 1 more Suppression hit and Maxim would have fallen back out of the battle.  For now he merely retreats his full move and is Shaken, just as his Sergeant had been the turn before. 

Turn 6: 
Seeing the Ork Shoota distracted by Maxim, Tumas sprints into cover at the base of the Ridge.  He is in cover, so is confident of his position. Maxim recovers and shoulders his weapon to provide covering fire. 

Brother Lucas comes around the edge of the Southern ridge to provide a bit of help to Brother Cassius and Crius.  He arrives in time to see Crius fire a burst at the Orks at the base of the ridge, but they seem unphased.  Cassius tries to take aim through his scope, but the capering of a grot gripped in fear eludes his aim. 

The Grots on the second ridge tremble in fear as the Shoota boy nearby opens fire on Crius.  His Nob shouting encouragement at him to blast that Beakie! However, the Marines doesn't even flinch as a few stray shots ricochet around him. 

With that cover fire, the Nob and one of the Grots  make a bee line for the Board edge.  They might make it to cover and escape next turn!


A Grot jumps down to the second ridge close as Brother Lucas approaches.  The last grot curls up in a ball at the top of the Pointe, shivering in fear!  The last Shoota boy who had held off Maxim and Tumas decides to change position and moves to Cover the South Side escape attempt from his perch atop Look-Out Pointe. 

Turn 7:
Crius turns and sprays fire at the running Ork Nob.  However, his bolter rounds explode rock and earth around the fast moving Ork.  His fire does not dissuade the Nob.  long range shooting from Lucas also fails to cause the Nob to re-think his wild rush. 

Tumas bolts up onto the first ridge line and moves to secure the Ork hut.  No xeno stands to oppose his rush, and he is not met by a spray of shots.  Maxim takes a long range potshot at the last Grot in view, nad forces him to retreat down into a better bolt hole. 


The Nob and his Grot screen run like the wind and easily get off the top of Look-out Pointe.  They do not stop running until they get all the way back to the rubble that is the Ork base below.  The marines have failed to stop the Orks from escaping and warning the troops below. 

With their boss off the board, the remaining Ork boys and Grots are unsure what to do.  They try to huddle up into their own cover and prepare for more boyz to show up.  You see, Orks are never beaten' in battle.  If you kill them, they are dead so that doesn't count.  If they run away, they are just going to get more boyz to come back and krump ya'! 

Turn 8:   Final Turn
For fun, we decide to complet ethe last turn to see what happens and who does what. 

Lucas and maxim decide to camp out and wait for further orders from Tumas.  Crius and Cassius open fire on Orks at the base of the Ridge line and force one of the Slugga Boyz back up into cover by the hut. 

Tumas enters the hut and places demolition charges to destroy the observation point once and for all. 

The Orks for the most part try to castle up and prepare to defend the area.  They are all rallying from being shaken in Turn 7.  1 Grot ventures down to the bottom of the ridge as a decoy/scout for the other boyz. 


Conclusion: 
Orks win!  The Marines fail to control the top of Look-out Pointe.

The radio squaled as Snaz Boomgod roared out fromt he speaker.  it was hard for the Ork pilots to believe, but Beakies had been sighted on the top of Looke-out Pointe.  Boss Boomgob was clear, drop every bomb they had on top of the observation post on the mountain.  A propa' Ork did not argue with his boss, so for the next hour or so the Ork pilots gleefully dropped bomb after bomb on the area!  Part way through, they were even joined by artillery from the remnants of the Ork camp at the Pointe's base.  When they Orks were done, they had taken the top of the mountain off!  It was doubtful anything could have survived such a barrage.  

*****************

Commander Brusilov received the news in his command bunker.  Taskforce: Swords Master of Logistics visibly blanched at the news.  Look-out Pointe had been leveled by the Orks.  The Office fo Strategic Intelligence estimated that no one could have survived.  He nodded in shock and cancelled the rest of the meeting, he had to report to General Kurtz.  

As the Vox line lit up Brusilov composed himself to deliver the horrifying news to the General.  The battle-scarred Cadian responded in his usual kurt tone, "Sir, I regret to inform you of the loss of the Panther's Claws squad on the summit of Look-out Pointe on Baron's Rest. However, their mission....."

General Kurtz cut him off, "Impossible.  I just had a debrief with Brother Sergeant Tumas himself minutes ago.  His squad will need to requisition a Valkyrie back to my command station for immediate evacuation off planet.  Give it to him.  His men are worse for wear, but expected to be on location in 5 hours.  Understood Commander?" 

Brusilov had a hard time masking his shock, "....but Look-out Pointe was bombed for hours..... I...." 

"You don;t know Space Marines like I do.  It is not only possible, it has happened.  Good day Commander.  i have pressing matters to attend to." 

With that the Vox channel clicked closed.  

************************

Orks win, and they will be ready for the Imperial assault to dislodge them from Baron's rest.  Sure, their camp was destroyed but the Observation Post can be remanned.  From there, they can see the oncoming Imperial counter-attack. 

As for the the game itself.  The marines only killed 3 Orks, but lost none in return.  However, the Orks did manage to slow them down and win the actual objective.  Therefore numbers paid off against skill in this battle.  We saw a similar outcome last time the Marines took the field in Rampant Sun.  They had no losses, but lost the battle.  The inferior skill force did well enough to force Shaken results and retreats to keep them at bay. 

The Darkness Complication also played a part as the Orks were able to focus on their objective.  Instead of wasting time shooting or trying to get into close combat, they could focus on activating and getting off the board.  This focus helps them use their numbers to good effect. 

A fun game that did not take long to complete.  I think all said and done it was done and documented in about 1 hour. That is exactly as the rules intended. 

Until next time in Operation: Hemlock.       

  








Monday, October 1, 2018

Rampant Sun: Battle Report- Firefight at the Control Valves


Sometime in the recent past I tried to play a game of Rampant Stars as a model-vs-model battle instead of squad versus squad. I found model-vs-model using the Rampant Stars system worked great for Mechs and other multi-hit single units, but not so great for individual troopers. This lead me to start building a new set of rules to deal with this style of game, but still keeping with some of the design aesthetics and goals of Rampant Stars. Hence this game, Rampant Sun, was born.



The Imperial Commander of the planet has been reporting issues with the lower dregs of society getting uppity. He appealed to the local Spaz Marines for help. Since they hate uppity dregs causing problems on their world, they deployed some of their order help out.

In the ash wastes around a city, the Spaz Marines have been ordered to secure the control valves of vital resources. Of course, once the Spaz Marines deployed to the wastes via their drop ships, rumors spread quickly. As they approached the control valves, the local rebels were ready to challenge them.

However, as the forces approached the control valves,a vicious sand storm kicked up and reduced visibility. The Spaz Marines smiled and kicked in their Auto-Senses.

Forces

Spaz Marines:

Sergeant Cleetus- Elite Infantry- 10 pts
Move Command Assault Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Commander, Armor, Close Combat Weapons, Rapid Fire, Enhanced Senses

Brother Vinni- Elite Infantry- 9 pts
Move Command Assault Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Armor, Rapid Fire, Enhanced Senses

Brother Flavius- Elite Infantry- 8 Pts
Move Command Assault Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Armor, Blast Radius, Enhanced Senses

Brother Marcus- Elite Infantry- 9 Pts
Move Command Assault Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Armor, Marksman, Enhanced Senses

Brother Marcius- Elite Infantry- 9 pts
Move Command Assault Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Armor, Rapid Fire, Enhanced Senses

Points= 45

Local Scum:

Pritchard- Regular Infantry- 8 Pts (Cawdor Leader)
Move Command Assault Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Commander, Close Combat Weapon, Rapid Fire, Fierce

Big Bergen- Regular Infantry- 9 pts (Heavy Bolter Cawdor)
Move Command Assault Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Long Range, Rapid Fire, Armor-piercing

Koresh- Regular Infantry- 5 Pts (Auto-gun)
Move Command Assault Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Rapid Fire,

Duke- Regular Infantry- 7 Pts (Aiming Gun)
Move Command Assault Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Marksman, Rapid Fire

Messiah- Regular Infantry- 5 Pts (Shotgun)
Move Command Assault Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Blast Radius, Short Range, Fierce

Bishop- Regular Infantry- 5 Pts (Las-gun)
Move Command Assault Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Rapid Fire,

Harry- Irregular Infantry- 5 Pts (Stub pistol)
Move Command Assault Defense Shoot Armor
6 4+ 3 2 3 1
Traits: Close Combat Weapon, Fierce

Trigger Jo- Irregular Infantry- 5 Pts (Las pistol)
Move Command Assault Defense Shoot Armor
6 4+ 3 2 3 1
Traits: Close Combat Weapon, Fierce



Mission:
Rampant Sun uses a a random mission generation system rolling a 2d6. Today we got, Secure the Data Point. A key objective is in the center of the board. By the end of turn 8, the forces with troops on it will secure it and win.

However, missions also have complications and locations. These can also be randomly chosen or picked. Today we got: Dense Fog and Dessert/Ice World.

This will impact the play of the game as LOS will be impacted using a 4d6 at the beginning of the turn to determine LOS. The Spaz Marines have Enhanced Senses which allows them to ignore this Complication.

Set-up:
The board will be a 3ft round board for today's battle. The objective is placed in the center and the Defender (Lowly Scum) get to set-up terrain per the terrain guidelines. The Spaz Marines then choose a side to deploy on while the Lowly Scum get the other side.


Turn 1:
The Spaz Marines are the Attackers and can try to activate first. Sgt. Cleetus and Brother Flavius double time towards the objective. Meanwhile, the rest fan out to cover them. The Lowly Scum move out next. However, Koresh, Bishop, and Trigger Jo are are all shaken and unsure what to do. Duke takes position behind hard cover while Pritchard, Messiah, and Harry move to the control valve. Big Bergen moves forward to cover the objective as well.



Turn 2:
Brother Marcus takes long range aimed shot at Big Bergen through his scope. However, the shots fail to cause him to fall back. Brother Vinni rapid fires at Messiah, and the firepower is so fierce that he runs for it. Brother Marcius moves up as do Cleetus and Flavius.

The sandstorm reduces the Local Scum's LOS to 14 inches. Harry rushes to the edge of the service trench. Duke moves forward, sees Flavius and snap fires to no effect. Pritchard and Big Bergen, not able to see the enemy due tot he sandstorm double time towards the trench with the valves. Bishop, Trigger Jo, and Koresh rally.


Turn 3:
Brother Marcus Moves into Cover and fires at Big Bergen, but his shooting is ineffective due to the cover Big Bergen was in. Brother Flavius fires at Harry, but it isn't enough to drive him back. Brother Marcius rapid fires at Big Bergen and gets a great roll. It forces Big Bergen to retreat from his position and be Shaken. Brother Vinni double times it up to take a firing position. Sgt. Cleetus makes his way to the Control Valves.

The Sandstorm allows 15 inches of LOS. Pritchard moves and shoots at Cleetus to try to drive him back from the objective. His plan works as Cleetus retreats and is shaken due to suppressive fire. Duke again moves forward firing and fails to stir Flavius, as Harry moves in to assault him next turn. Koresh and Bishp rush forward to get into the firefight while Big Bergen rallies. Trigger Jo stays where he is, confused by the swirling sands.



Turn 4:
Sgt. Cleetus rallies himself. Meanwhile, Flavius decides to assault Harry before he gets Assaulted, and the Spaz Marine easily clubs the poor youth to death. Brother Marcius runs to the edge of the trench and sets up to provide support fire. Meanwhile, Brother Vinni uses Rapid Fire on Pritchard, but fails to force him back. Brother Marcus uses Aimed Fire on Koresh but fails to force him back.

Koresh dashes forward and dives into the trench around the control Valves. Bishop gives him Rapid Fire cover fire, and manages to take Sgt. Cleetus down with a hail of fire. Big Bergen can barely see Brother Macius in the sandstorm and opens fire, causing the Spaz Marine to fall back. Meanwhile, Flavius is charged by Pritchard and Duke. In the ensuing melee, Duke is Shaken, while Flavius is killed by Pritchard.


Turn 5:
Brother Macius swings out to the side and strafes Duke, forcing him to retreat away. Brother Vinnie throws suppressing rapid fire on Koresh and cause him to be Shaken. Brother Marcus puts suppressing fire on Big Bergen, to no effect.

The Sandstorm let's up for a moment allowing 21 inches of LOS. Koresh and Duke rally. Pritchard dashes to the objective and sits on it. Bishop rapid fires at Brother Vinnie for no effect. Big Bergen exchanges fire with Brother Marcus and fails to do anything useful. Trigger Jo realizes that his team needs him and dashes for the objective, but is too far away to help yet.



Turn 6:
Combined firepower from the Spaz Marines force Koresh and Pritchard out of the trench, and they are lucky to be alive.

The Sandstorm forces LOS 14. Pritchard quickly rallies, but Koresh stays shaken from the Spaz Marine firepower. Instead of shooting, the Local Scum use the sandstorm as cover to move up tot he edge of the Trench for a big push at the objective before the game ends.



Turn 7:
The Spaz Marines see the danger that they will probably be overwhelmed at the objective. They plant their feet firmly and try to rely on their firepower to push back the Local Scum. However, safely behind their trench, the Scum stay confident and do not retreat.

With the sandstorm still blowing strong, Pritchard gives the order to go Over the Top! Koresh rallies, abut Bishop hesitates from the Order and is Shaken. The rest pour into the trench and secure the objective.

Turn 8:
There is not much the Spaz Marines can do to stop the Local Scum from holding the Objective at the end of the turn. Brother Vinnie rushes forward and clambers into the trench, trusting in the firepower of his comrades and his armor. Brother Marcius manages to force Duke out of the trench with suppressing fire, but Brother Marcus can not do the same with Big Bergen.



The Spaz Marines faith in his armor is justified as the Local Scum open fire at him in close range, and only leave him shaken! Pritchard decides to assault him to try to drive him out of the Trench. The leader of the Local Scum's plan works as his combat weapons allow him to kill Brother Vinnie and allow the Local Scum to take the Trench.

Conclusion:
The Local Scum win against the Elite Spaz Marines. Now, the Local Scum were still classed mostly as Regulars, so they weren't that lowly. Numbers paid off over skill in this game as the less skilled troopers were able to swamp the objective and take it.

This game using Rampant Sun was much more satisfying than trying to apply Rampant Stars rules to single trooper models. They acted and behaved much closer to how individual troopers would respond by getting shaken, retreating, routing, and being suppressed by fire power. For model-vs-model combat Rampant Sun is superior, but squad versus Rampant Stars is the better choice. Different strokes for different folks.



Shooting was very good at forcing models to retreat or push them back from objectives, but was not that great at killing things. However, taking cover really paid off in this game as their were several shots that would have been kill shots, but due to cover only forced a morale check instead. Is was impressed by the Rapid-Firing Spaz Marines ability to push models away from the objective. However, Assault was the decisive “killing” arm in this battle. Two Spaz Marines were taken Out-of-Action this way, while the Scum also lost one. By contrast, shooting only removed one model early in the game due to a very badly failed Morale check causing them to rout off the board. However, a battle with the objective out in the open and without the Sandstorm may have made shooting more impressive. I was impressed with Rapid-Fire as a Trait, but less impressed with Armor Piercing and Marksman this game.

The system worked as intended. The random scenario, complication, and location generator keeps each game different. I have played a lot of Rampant Stars using the same system and keep having different battles and friction to overcome, my favorite possibly being a herd of animals to deal with. Also, the game went very quickly allowing us to play and document in about an hour. However, we did not make use of any of the Campaign elements post-battle.

Overall, a fun outing and I look forward to playing again!