Showing posts with label Reaper Miniatures. Show all posts
Showing posts with label Reaper Miniatures. Show all posts

Figures For Rogue Stars

Just a gallery of miniatures I have painted up for use with Rogue Stars, especially my Merchant crew. You can read about their first adventure in this Rogue Stars AAR.

La Capitana and her old pal Rogue

She is from the Urban War militia line - so are most of her crew. Rogue is from Reaper. These guys are the "core members" of the crew and have the best equipment and stats.

Chief and Doc

Both are Urban War sculpts. These are my specialists with Tech 3 and Medic 3 respectively. Chief was the unlikely hero of the first adventure - at least until Rogue went down. Both Chief and Doc took some rough hits in that caper but fortunately came out none the worse.

Grenj Aminbrim and Klaus K

Grenj is also from Reaper. He is just hired muscle but he does tote the crew's most impressive weapon so far ... a lowly SMG. What do you expect from Merchants? Klaus K, another Urban War sculpt and probably my favorite of the bunch, is a psyker.


Chief and her Buddy Bots

I'd love to give Chief a couple of drones and have been dreaming up some houserules for them to act as equipment/pseudo-characters. I am not sure about the name of the product line for these guys. There were part of a Kickstarter that I did not back but I ended up getting all the miniatures via ebay for a song.

attack of the ravagers!

The Ravagers are Reaper's not-Terminators. I would like to use them as an Antagonist Squad or maybe something like hostile terrain (a la Zombie games). Speaking of which ...

fishbats

Rogue Stars locations need some fauna. These are Angel Minnows from Maelstrom's Edge. I love these little guys - they are so creepy and bizarre. They are probably going to have psychic powers.

Rogue Stars AAR - The Great Escape

I got together with my friend Mike yesterday to finally try out Rogue Stars. For general information on how Rogue Stars works, check out my overview here. The game does not require a referee but our friend Scott was hanging out, too, and cooked up a fantastic scenario for us.

Uncharacteristically for a romantic like Mike, he elected to play - in his own words - a bunch of fascists: a squad of Star Cops mostly comprised of lean, mean crime fightin' machines courtesy of the Syntha from Urban War. I brought a squad of Merchants in way over their heads, also mostly from Urban War (13001: "Militia with Pistols") with a few Reaper models thrown in for more sci fi flavor. The gist was, a lightly armed and armored freighter crew against coldly efficient bully bots.

Scott's scenario revolved around Mike's police force trying to capture a corporate spy before she flees his jurisdiction and hightails it off-world. The spy probably went undercover as a member of my crew, dragging the poor smugglers into a fine mess. I could get 8XP by successfully escorting the spy to her shuttle. Mike could get 8XP for arresting her before she escaped his jurisdiction, or a lesser amount for arresting her beyond his jurisdiction. Putting opposing Characters OOA would yield the usual amount of XP.

Modern Art?

The Star Cops deployed at (1) and my Merchants at (2). In order to call in the shuttle, I needed to get somebody to the Control Station at (3) and make a successful Tech test. The shuttle would arrive d20 actions (not counting reactions) after the successful Tech test; only the referee knew how long it would take. Meanwhile, Mike would try to arrest the spy before she stepped onto (4), which was beyond his jurisdiction - he could pursue her into that territory but of course they wouldn't be able to hold her and it might cause a diplomatic incident!

Here's a picture of the board with (4) in the lower right:

terrain courtesy of our awesome buddy Doug

Note that the Control Station was not yet in place.

Mike started with initiative and led the charge with his MG-toting heavy bot. I seized the initiative pretty quickly and started moving my crew up to the barricades but it was slow going. Here's the extent of my progress after a few turn overs:

oh man look at those Merchants go

Out front, hiding behind that crate, is my ship's engineer. Just below her, standing at the end of the barricade, is the spy - a non-com model from AT-43. The fellow standing further down, with two stress markers on him, is Rogue (so-named in honor of the game and in recognition of his resemblance to a certain 2000AD character) who was laying down cover fire for his crewmates as the big bot loped toward the hapless merchants.

ouch!

Rogue poured fire into the big bot with both pistols, resulting in the first significant event of our game: the arm with the built-in MG became permanently crippled. This more or less took the big bot out for the rest of the game. Whew! Rogue paid for it with his plasma pistol and therefore lost his ambidextrous edge. A more than fair trade in my estimation!

Mike started moving the rest of his squad toward the center of the board to interdict my path to the control station. The Merchants were making painfully slow progress at this point, frustrating the ship pilot and resident psychic prodigy Klaus. With four actions - critical success on one activation - Klaus teleported directly into the control booth ... and promptly realized he had no idea what he was doing! So much for calling in that shuttle ...

"this is a freakin' Blood Bowl trophy, not a control panel!"

Meanwhile, the engineer crept up with the spy. Obviously, she would have to call in that shuttle herself:

"if you want something done right ..."

Mike's force was now in place, commanding the center of the board, making movement really tough for me.

"sir, are you classified as human?"

With his remaining laser pistol, Rogue snapped off a shot around the corner - two pins, arm disabled, and laser rifle dropped (symbolized by D6)!

"negative, I am a meat popsicle"

The organic police lieutenant promptly chastised Rogue for his criminal proclivities, putting him OOA. The winged copbot shed its pins thanks to Mike's "Cool Under Fire" tactical discipline, picked up its rife, and got back on the beat. Rogue did manage to buy the engineer some time to make it over to the control booth, where she swatted Klaus out of the way and hacked into the comm systems, hailing the shuttle.

"the problem is, it's a Blood Bowl trophy"

Meanwhile, the Ship Captain headed over to carry Rogue out. She doesn't leave crew behind!

"feeling blue, Rogue?"

Rogue aside, things were going a little too smoothly for these plucky ne'er-do-wells. Mike's bots started firing in earnest, closing in on Klaus and the engineer in the control booth. The brave engineer darted out and put the police lieutenant OOA but paid for it immediately, also going OOA. Thankfully, the bots took losing their organic commander worse, allowing me to seize the initiative - but to little effect as Klaus could not manage a single shot at the bots standing ten feet away. Psykers are twitchy after all. Mike roared back, inflicting a wound and two pins on my erstwhile useless ship's doctor. This made it difficult for me to seize and then keep initiative for quite a while and things were looking desperate!

Fortunately, the shuttle finally arrived:

no time travel quips please

Mike was dominating initiative and things were looking especially grim for Klaus. Mike's copbots retrieved the cuffs off of their fallen commander and got into position to block the path to the shuttle. There was nothing left but to go for broke and get the spy moving. My luck changed and I rolled three successes, moving her past the copbots and just a step past their jurisdiction!

"that was a close one - hey why are you still firing at me??"

Mike was determined to make the arrest and snapped off some called shots at the spy's legs, only managing to graze her. I activated her again - I needed to get into contact with the shuttle with an action to spare to embark. There really was no other option. I didn't have the actions to make it in one activation so tried to get some cover. But Mike would not give up so easily, and ordered his copbot past the jurisdictional border. "Is a robot equipped to make that kind of decision?" Mike pondered as he prepared to roll a shot ...

++++ jurisdictional authority exceeded +++

... the result was a weapon malfunction! The jurisdictional conflict must have fuzzed the bot's programming, allowing the spy just enough actions to get into the shuttle and blast off!

We agreed to pick up our wounded and leave the scene peaceably, given there was egg on everybody's faces at that point. Well - except for the spy! She used my crew first as figurative cover and then, when the cops started shooting up the place, as literal cover. But the wily agent managed to get away. I guess we ought to bill her employers.

We really enjoyed the game and especially the story that unfolded as the game progressed. Mike felt the start was a little slow but given that I was basically playing a non-com crew of traders with light armor and armament, and that I needed to traverse a fairly large board, I was glad for the room to maneuver. I think it is really nice that you can play something besides commandos in Rogue Stars.

I don't think a review written after one game played is worth much but I am looking forward to playing Rogue Stars again, and hopefully soon!


Rogue Stars - Antagonist Squads & Nova Troopers

Coming up with a backstory for the Loor Scouts from CP Models got me to thinking about the Lurker/Threshold mechanic from Strange Aeons. You can check out my overview of that game here but the relevant part is, one player controls the protagonist warband, made up of Characters that develop over a campaign, while the other player controls the baddies, which are just one-off warbands written up for that particular scenario. The occasional Strange Aeons villain - called a Nemesis - can level up and otherwise develop just like the protagonists do. But for the most part, bad guys are there to fight and be fought.

In the spirit of adventure sci fi, where dashing (anti-) heroes regularly blast through scores of nameless mooks, the same kind of idea could apply to Rogue Stars. The Loor Scouts, for example, are great one-off antagonists. There are any number of reasons they might be after your squad: Did a deal with the Triad go sour? Perhaps your Space Cops have been ordered to bring them in? Or maybe it's just one of those troublesome misunderstandings that happen so frequently in busy spaceports? They can be dropped into a campaign as mysterious assassins, ruthless pursuers, or plain old thuggish nobodies. This could eventually become another scenario table for Rogue Stars - roll for which Antagonist Squad you'll be facing. But if I'm going to get to that point, I will need a few more potential entries.

Nova Troopers

"Nova" is the generic name for several branded security personnel system packages. Smaller corporations and even cash-strapped governments buy these packages to meet their paramilitary-level operational security needs. Despite a wide variety of detail-oriented brand differences, "Nova" product systems all have two features in common.

First, these systems use a tiered training regimen. Customers pack off one of their own employees for a period of training by the vendor corporation and, for a discount to the package price, a combat assignment subcontract with the vendor. If the trainee survives the subcontract assignment, he will return to instruct his original employer's other security personnel, for each of whom that employer must purchase a license from the training vendor. The vendor-trained employee is then placed in command of his own trainees.

Second, the vendor supplies arms and armor. Initial and continuing training is tailored to the vendor's branded equipment although in reality the differences across brands are fairly superficial. "Nova Troopers" are instantly recognizable throughout the galaxy thanks to their aggressive-looking blasters and distinctive combat armor. The armor itself is essentially a cheap alternative to real powered armor: a self-contained, miniaturized exoskeleton-driven battlesuit that provides solid protection but is susceptible to damage that can significantly bog down the wearer's movement.

"Nova" product systems owe their popularity to their effectiveness. Nova Troopers present an impressive and intimidating spectacle and their presence is often enough to deter violent criminal activity or quell unrest. On the other hand, Nova training does not produce leaders - perhaps by design - and their gear tends to look better than it actually is.

Nova Trooper 32XP

Combat Dress
Exoskeleton
Heavy Blaster Rifle

Six Nova Troopers make up a 200-point squad. "Promote" one to Corporal by giving him Danger Sense and Veteran. The squad uses the Militia theme and the Hive Mind tactical discipline. This write-up was inspired by the not-Storm Troopers available from Reaper in metal as well as their economical "bones" material. Search the Reaper site for "Nova." They offer six different poses.