Sometime in the recent past I tried to play a game of Rampant Stars as a model-vs-model battle instead of squad versus squad. I found model-vs-model using the Rampant Stars system worked great for Mechs and other multi-hit single units, but not so great for individual troopers. This lead me to start building a new set of rules to deal with this style of game, but still keeping with some of the design aesthetics and goals of Rampant Stars. Hence this game, Rampant Sun, was born.
The Imperial Commander of the planet has been reporting issues with the lower dregs of society getting uppity. He appealed to the local Spaz Marines for help. Since they hate uppity dregs causing problems on their world, they deployed some of their order help out.
In the ash wastes around a city, the Spaz Marines have been ordered to secure the control valves of vital resources. Of course, once the Spaz Marines deployed to the wastes via their drop ships, rumors spread quickly. As they approached the control valves, the local rebels were ready to challenge them.
However, as the forces approached the control valves,a vicious sand storm kicked up and reduced visibility. The Spaz Marines smiled and kicked in their Auto-Senses.ForcesSpaz Marines:Sergeant Cleetus- Elite Infantry- 10 pts
Move Command Assault Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Commander, Armor, Close Combat Weapons, Rapid Fire, Enhanced Senses
Brother Vinni- Elite Infantry- 9 pts
Move Command Assault Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Armor, Rapid Fire, Enhanced Senses
Brother Flavius- Elite Infantry- 8 Pts
Move Command Assault Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Armor, Blast Radius, Enhanced Senses
Brother Marcus- Elite Infantry- 9 Pts
Move Command Assault Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Armor, Marksman, Enhanced Senses
Brother Marcius- Elite Infantry- 9 pts
Move Command Assault Defense Shoot Armor
6 2+ 5 4 5 2
Traits: Armor, Rapid Fire, Enhanced Senses
Points= 45
Local Scum:Pritchard- Regular Infantry- 8 Pts (Cawdor Leader)
Move Command Assault Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Commander, Close Combat Weapon, Rapid Fire, Fierce
Big Bergen- Regular Infantry- 9 pts (Heavy Bolter Cawdor)
Move Command Assault Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Long Range, Rapid Fire, Armor-piercing
Koresh- Regular Infantry- 5 Pts (Auto-gun)
Move Command Assault Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Rapid Fire,
Duke- Regular Infantry- 7 Pts (Aiming Gun)
Move Command Assault Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Marksman, Rapid Fire
Messiah- Regular Infantry- 5 Pts (Shotgun)
Move Command Assault Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Blast Radius, Short Range, Fierce
Bishop- Regular Infantry- 5 Pts (Las-gun)
Move Command Assault Defense Shoot Armor
6 3+ 4 3 4 1
Traits: Rapid Fire,
Harry- Irregular Infantry- 5 Pts (Stub pistol)
Move Command Assault Defense Shoot Armor
6 4+ 3 2 3 1
Traits: Close Combat Weapon, Fierce
Trigger Jo- Irregular Infantry- 5 Pts (Las pistol)
Move Command Assault Defense Shoot Armor
6 4+ 3 2 3 1
Traits: Close Combat Weapon, Fierce
Mission:Rampant Sun uses a a random mission generation system rolling a 3d6. Today we got, Secure the Data Point. A key objective is in the center of the board. By the end of turn 8, the forces with troops on it will secure it and win.
However, missions also have complications and locations. These can also be randomly chosen or picked. Today we got: Dense Fog and Dessert/Ice World.
This will impact the play of the game as LOS will be impacted using a 4d6 at the beginning of the turn to determine LOS. The Spaz Marines have Enhanced Senses which allows them to ignore this Complication.
Set-up:The board will be a 3ft round board for today's battle. The objective is placed in the center and the Defender (Lowly Scum) get to set-up terrain per the terrain guidelines. The Spaz Marines then choose a side to deploy on while the Lowly Scum get the other side.

You can read the final results and some after thoughts on the blog:
http://bloodandspectacles.blogspot.com/ ... ht-at.html