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.
After losing the
Grav-match championship to the humans, the Xeno fans leave the stadium
disappointed and angry. However, they
are also hungry and are out looking for the best place to buy some crisps Being rowdy Xeno Hooligans they naturally get
in a few fights, burn down some local establishments, and cause all sorts
of chaos as they muck about. The Pink Spaz Marines deploy to keep the Xeno
Hooligans from doing more damage and keep them from finding the best crisps on
the planet.
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
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.
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!
Explore
The defender sets up the terrain per the guidelines and places
6 number tokens on the board face-down.
The attacker chooses a table edge, and the defender deploys his units on
the opposite table edge within 6 inches of the edge. The attacker deploys on the opposite
side. When a unit puts a token within
its zone of control, the token is revealed and placed on the players side of
the board. The game lasts until all
tokens are revealed or 1 hour has passed, whichever is first. The side who revealed the most tokens
wins
EMP Storm
The world is
clouded in swirling EMP that threatens communications and disrupts
electronics. The Commander can not use
his +1 Command Check bonus due to the disruptions on the comm. channels.
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.
Set-up
This board is 6x4 in size with two hills, a forest, and
some walls. The objectives were
scattered roughly across the center of the board, some on hills, in forests,
and behind walls.
The Xeno Hooligans were going to have more units to
spread across the board and move towards the objectives than the Pink Spaz
Marines. The defenders are the Pink Spaz
Marines, and they set-up their mobile unit to go out wide right to pick up some
objectives, while the center is defended by Beta squad. Alpha has the far flank.
The Xeno Hooligans place the Trukkerz on the flnak
opposite Alpha squad supported by the Romperz.
The center has the Big Bang- Bangerz, who are supported by the Stomperz
and the Basherz.
Turn 1:
The Basherz and Big Bang-Bangz try to double time forward
but are too busy squabbling with each other to move forward. The Romperz and the Stomperz both double time
it forward. The Trukkerz race off into
the woods and manage to explore a section of the board.
The Command squad moves towards an outlying and unexplored
part of the board, trusting in Beta to move up and secure an objective. Beta
gets confused by their orders and mills about instead. Alpha double-times up to cover the central
valley.
Turn 2:
The Romperz jump a nearby wall and explore a new location
for Crisps. The Trukkerz on the opposite
flank do likewise. The Xeno Hooligan
have 3 tokens to 0. However, the Pink
Spaz Marines are going to make them work for the last 3, as the Stomperz climb
the hill and move towards another marker.
The Big Bang-Bangz re-group after a stern talking to by the boss, but
the Basherz are still arguing amongst themselves about the finer points of
Grav-ball.
Seeing the Romperz in the distance the Command squad
freezes in their tracks. However, Beta
pulls itself together. Alpha squad also
scales the hill, but is just shy of the marker.
Things are about to get real on the hilltop as both sides move to claim
the marker.
Turn 3:
Instead of shooting, the Stomperz on the hill rush
forward and reveal the exploring marker.
This gives them 4. They brace to
get plastered by Alphas firepower. The
Romperz move and fire on the Command unit at long range. Their firepower is surprisingly effective
and two marines go down. The Trukkerz
come smashing through the forest to the top of the hill as well.
Beta squad gets moving and hoofs it to the center
marker. Too little, too late. The Command squad does likewise to secure the
last one. Alpha squad rapid-fires into
the Stomperz and predictable turns them into a fine mist. The Xeno Hooligan squad has been
destroyed.
Turn 4:
The Trukkerz barrel into Alpha squad and attack up close
and personal! The Trukkerz kill 1 Alpha
Squad Marine, but lose 5 in return. They
flee away from the carnage!
The Big Bang-Bangz open fire on Beta squad with long
range shooting. Three members of Beta
squad go down thanks to rapid-fire and armor piercing.
The Basherz rally and the Romperz fallback out-of-sight
in a defensive move. The only thing that
can stop the Xeno Hooligans from losing now is a route/wipe-out.
Alpha squad moves forward firing at the Trukkerz, but
they are in cover and long range so only take 1 casualty. Beta also returns fire, and causes 2
effectiveness point losses on the Big Bang-Bangz. The Command squad races towards the Xeno
Hooligans while in cover.
Turn 5:
The Bing Bang-Bangerz open fire and reduce Beta squad
down three more points of Effectiveness!
Perhaps they should take cover!
The Romperz move around the hill to add their firepower
on Beta squad next turn. The Trukkerz
fall back away from Alpha squad, and the Basherz start arguing amongst
themselves again.
Alpha squad pushes forward in pursuit of the Trukkerz,
and dashes across the top of the hill.
Beta moves to cover behind a wall, and the Command Squad tries to sneak
up on the back of the Xeno Hooligan lines.
Turn 6:
The Basherz re-group, while the Romperz fall back. The Big Bang-Bangerz are startled by the
arrival of Alpha Squad on the hill and become disorganized. The Trukkerz fire on Alpha squad, and reduce
them 1 effectiveness rating.
Beta squad fires on the Bg Bang-Bangerz and takes out
one. Alpha squad realizes that the Big
Bang-Bangerz are the bigger threat than the Trukkerz and rapid fires them at
long range. They take several casualties
and then flee the board. Their went the
biggest threat to the Pink Spaz Marines.
The Command squad takes shelter behind a wall and closes in on the
enemy.
Turn 7:
The Basherz charge the Pink Spaz Marine Command
squad. The ensue melee leaves the Pink
Spaz Marine commander dead, and lose the Basherz two boyz.
The Romperz and Trukkerz focus their firepower on Alpha
Squad, and drive them back with two more casualties. They are shaken!
Beta Squad moves up in cover, while Alpha rallies.
Turn 8- Final
Turn:
The Basherz fall to squabbling immediately after their big
victory.
The Romperz move forward laying down firepower and kill a
Beta squad Marine, forcing them to withdraw from the fight due to a failed
morale check. The Trukkerz are shaken!
Seeing their comrades flee and their commander killed,
Alpha squad is shaken and can not act.
Conclusion:
Xeno Hooligans win with 4 markers to 2!
The Xeno Hooligans
find the best crisps on the planet and descend there en masse. The Pink Spaz Marines stand back and let them
feast to feed their sorrows and talk about next year’s Grav-ball championship
game. After a few destructive days of
partying, the Xeno Hooligans get back on their ramshackle starships and fly off
back to where they came from. They will
return, but not until the next season of Grav-ball starts up again.
So far, the Pink Spaz Marines have an even win/loss
record. That tells me that the elite
only armies are not overpowered. Much
depends on the scenario as their low numbers were telling in this game. They simply could not spread out and pick up
markers the way the Xeno Hooligans could.
In addition, mass firepower saw a unit of them routed from the field by
irregular troops.
You can try the game for yourself here; Rampant Stars
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