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.