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Rampant Stars Battle- Executive Extraction- Mechs

 Post subject: Rampant Stars Battle- Executive Extraction- Mechs
PostPosted: Mon Sep 11, 2017 2:15 pm 
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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.

Today, I wanted to try the rules out using Battletech miniatures for a different style of game. Instead of units of 10 Effectiveness Points, each Mech will have 10 Effectiveness Points. This will be two mercenary units in the employ of rival Corporate States. Let’s see how it went.

Polanski’s Lancers have been hired by Lacstar Industries to grab some rival Klan Enterprises executives from a corporate off-site on the Low-Grav world of Toth Secundus. The executives are travelling under the protection of Thor’s Hammers. Thor’s Hammers have been contracted to protect the Klan executives while having their off-site team building excursion. Trust falls on low-grav worlds are so much safer.

Polanski’s Lancers
Enforcer
Elite Infantry Effectiveness rating: 10 Points: 4 (+2 Points)
Move Command Assault Defense Shoot Armor
6 2+ 2+ 3+ 2+ 1
Traits:
Commander
Rapid Fire- 2 Points

Trebuchet
Regular Infantry Effectiveness Rating: 10 Points: 3 (+3 Points)
Move Command Assault Defense Shoot Armor
6 3+ 3+ 4+ 3+ 1(+1)
Traits:
Blast Radius- 1 Point
Armored- 2 Points

Quickdraw
Regular Infantry Effectiveness Rating: 10 Points: 3 (+4 Points)
Move Command Assault Defense Shoot Armor
6 3+ 3+ 4+ 3+ 1(+1)
Traits:
Armor-piercing- 2 Points
Armored- 2 points

Assassin
Regular Infantry Effectiveness Rating: 10 Points: 3 (+2 Points)
Move Command Assault Defense Shoot Armor
6 3+ 3+ 4+ 3+ 1
Traits:
Rapid Movement (+1 Point)- Roll 1 d6 for Double time
Enhanced Senses (+1 Point)- Ignore battlefield conditions

Total= 24 Points

Image
Left to right: Quickdraw, Enforcer, Trebuchet, and Assassin

Thor’s Hammers
Dragon
Regular Infantry Effectiveness Rating: 10 Points: 3 (+3 Points)
Move Command Assault Defense Shoot Armor
6 3+ 3+ 4+ 3+ 1 (+2)
Traits:
Commander
Power Armored (+3 Points)

Dervish
Irregular Infantry Effectiveness rating: 10 Points: 2 (+3)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1(+1)
Traits:
Armored- +2 Points
Blast Radius- +1 Point

Hunchback
Regular Infantry Effectiveness Rating: 10 Points: 3 (+6 Points)
Move Command Assault Defense Shoot Armor
6 3+ 3+ 4+ 3+ 1 (+1)
Traits:
Heavy Weapons- +4 Points- 1 Hit counts as 3.
Armored- +2

Whitworth
Irregular Infantry Effectiveness rating: 10 Points: 2 (+2)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1(+1)
Traits:
Armored- +2 Points

Total Points= 24 Points

Image
Left to Right: Dervish, Dragon, Whitworth, and Hunchback

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!

Abduction Mission
The attacker sets-up the terrain per the guidelines. The defender places one unit in the approximate center of the board. Place a single “NPC” model with the unit. The defender deploys the rest of their force on any one other board edge of their choice with one model touching the edge. The Attackers can deploy on any other board edge touching the edge as well.

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 game last 8 turns, one hour, or until one side is destroyed/routed. If the attackers have the NPC they win. If the Defenders have the NPC they win.

The Attackers are Polanski’s Lancers.

Rain
Tut tut, feels like rain! The entire board is considered difficult terrain as a wall of blizzard like snow hangs across the battlefield.

Location
Outdoor, Low Gravity

The battle takes place outdoors, but is on a low-gravity world. All units have their movement increased by 1d3 inches, and Double Times roll 2d3 and add the results together. You can really move in this gravity!

Set-up
This board is 6x4 in size with trees, two hills, and a pond. The Trees are covering the center of the board with hills on both sides. The Executives are placed in the center of the main forest.

Thor’s Hammers’ Dragon mech is accompanying the executives as close protection for their team building exercise. It is during their trust falls that the Dragon detects Polanski’s Lancers coming in from the west. They are approaching in groups of two, using the hills as a screen for their approach. The rest of Thor’s Hammers respond to the Dragon’s call for aid and arrive on their board edge. The rain obscures visuals and targeting computers, but not the high powered early warning detection scanners equipped all of the machines of the future.

Image

See the details and the results of the report here: https://bloodandspectacles.blogspot.com/2017/09/rampant-stars-battle-report-executive.html

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