Onto the new batreps for
Rampant Stars. 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.
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. 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. Polanski’s LancersEnforcer
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
Thor’s HammersDragon
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
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
MissionMissions 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!
AmbushThe attacker sets-up terrain per the guidelines. The defender sets-up their models as close to the center of the board as possible without violating zones of control. The Attacker can place units touching any board edge. Defenders are trying to move off the board edge voluntarily and in good order without routing or retreating off. Once a unit leaves the board they can not return. Attackers are trying to stop them. If 10 points or more of the defenders starting units escape, the defender wins. If they do not, the attacker wins.
The Attackers are Thor’s Hammers.
EMP StormThe 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.
LocationAbandoned Outpost
Bases and Outposts tend to have a lot of small buildings, bunkers, roadways, fences, and walls to break-up the areas of the base. Double Time moves always are considered to get the full additional movement roll.
Set-upThis board is 4x4 in size with ruins scattered all over the board. The Lancers are around a center building. Thor’s Hammers are moving in from all sides to attack.
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To see the results, check it out on the blog here:
https://bloodandspectacles.blogspot.com ... mbush.html