Showing posts with label Rogue Stars. Show all posts
Showing posts with label Rogue Stars. Show all posts

Saturday, 10 March 2018

Been a busy week .... But not a Lost Weekend!

As the title says a busy week at work, but I managed to get to see Lloyd Cole with Fish!
A really good acoustic set with some good one liners - I would say a better gig than the one in the principality 18 months ago.
Picked up a CD which I queued up to get signed - cool or what! Should to got him to write to Morts on it! Nevermind.

Not much happening on the game front - Steedo has supplied some figures for Rogue Stars - and sorted then into groups. 
Clockwise - Cultists, Psionics, Cyborgs and Pirates. 

Mercenaries, Star Cops, Merchants and Miners. 

Might do some adjustments to the groups - use some as civilians for getting in the way and as "objectives". Also the groups should be between 4 and 6 figures. 
Need to get some character sheets done so we can get gangs to the table fast. Some more scenery would be good. 

Morts

Saturday, 3 March 2018

Iron Curtain and Rogue Stars

Well due to being snowed in for a couple of days - the move of the gaming stuff to the study (games room) was completed (apart from the actual sorting out of stuff properly... Some things were just shoved of shelves and the table needs a rub down and paint, but that will have to wait until dryer weather so it can be done outside!). 

So I decided to do a little christening/trial run for the room and Steedo braved the elements to play a few games of Iron Curtain and Rogue Stars. 

Iron Curtain
This was the first play of this 2 player game, based on the Cold War. It is an area control game which you place cards and follow the actions on the card or gain influence (cubes). The cards are either flagged US or USSR and are continent based - but it's more subtle than that as the if you are the US player, USSR player (and vice versa) gets to play the action on the card before you can get the influence - so then your card placement involves minimising the benefits to your opponent.
The game is scored by moving a counter along a track until it reaches either the Soviet or US end - the game end when the counter reaches one end. Movement along this track can be from actions on cards or scored when a continent is completed or in the final scoring phase (which we only did in the final game). 

Pictures with early placements at the top - bottom left the Soviets (Steedo) winnings the Cold War - bottle right the first hands for the last game (I was the USSR and all 5 cards in my hand were US, Steedo had 4 Soviet cards!). 
Our games played fast, with Steedo winning the first as the USSR, me winning the second with a crushing US victory, before a tight (until the final scoring phase) last game win for the US (Steedo). 
This is a really good little game - thanks to DK for getting it!

To get my revenge we moved on to Rogue Stars. We have played this before (sometime last year - enjoyed it but found the damage rules a little odd, mainly due to us not playing them correctly as we found out this game). 
We used the same squads as we did in original the play through (mainly because they were already pointed out) - Steedo taking the Starship Troopers (militia) and myself with the Star Wars Bounty Hunters crew. Steedo took the tactical doctrine allowing 5 rerolls of missed ranged attacks and I took hard to kill - my squad could shake off 3 wounds. 
We made up a quick rescue/kidnap a downed pilot scenario - and went for it! Quickly discovering that reading the rules before a game would massively speed up play!
A few moves to get into position - after my leader face planted trying to run across difficult ground. Steedo got a critical hit on my marksman - we managed to do this combat incorrectly, as we put my marksman Out Of Action (OOA) - meaning that I had to take a morale check, and my Wookie ran away. 
Things were not looking good only 3 characters left versus Steedo's 5. But opening fire (and playing the rules properly I managed to PIN one of Steedo's troopers and put OOA his leader. This meant that he had to take morale checks, which he helpfully failed - no one ran away but he was accumulating PIN markers. Now PIN markers are a right pain if you get them as they are difficult to get rid of (a 20 on a morale check is needed), but each one is a deduction on shooting and a plus for you opponent when trying to take the initiative....
Top - Steedo's initial advance (my Wookie is still on the table -just). Bottom left - Steedo's leader down and him collecting PINNED markers - so without the red stress markers I had a +4 to steel the initiative (with the Stress markers it was +8 in that picture). Bottom right - my gunslinger putting Steedo's final trooper OOA after he had collected 11 or so PINNED markers from hits and failed morale checks. 
So a win to me!
I did enjoy the game - it plays small and with the understanding of the ranged combat rules with the addition of PINs a game where your squad can degrade quickly - Steedo felt that this could be a problem, but roll higher dice. We probably need a house rule on the number of PINs a character can take. Need to make mini character cards to keep markers off the table. 
There is an element of Role Playing with this game in home you can develop you squad. The Starship Troopers make excellent grunts/minions for an anonymous Corporation or Government. 
Anyway Steedo has borrowed the book to see he can make up a Squad from his Star Wars collection. 

Morts

Saturday, 22 July 2017

Rogue Stars - first play through.

Steedo came around and we gave Rogue Stars its first play through. 
Steedo had the militia and I had the bounty hunters in a kill/objective scenario (it didn't really matter to be honest. 
The bounty hunters advance having initiative first. 

I passed so that I could clear my stress markers - and the militia advanced in response. 

First blood to Steedo as he took out the bounty hunters marksman - but the game switched around to the bounty hunters favour very quickly! The militia leader taken out and then two grunts in a single turn!
Below the bounty hunters' leader goes for the kill on the militia marksman!
This is where the game changed - he missed from point blank!
The bounty hunters took out the militia medic then started rolling really badly so the Steedo could steal the initiative and shot the bounty hunters .... His marksman hunting them down one at a time.  
 
The game is pretty quick to play once we got going (I have read the rules for months now) - we are pretty sure that we were getting the shooting and damage rules wrong as every hit seemed to cause a Out of Action (OoA), so no need to track wounds and pinned. We like the stealing initiative mechanic as this cause a couple of good rolls to be nullified! Also choosing when to try and steal the initiative is important as this with a couple of good rolls can put your opponent in a winning position ... Curses!
We also need to check the movement rules more carefully before the next game. 

Reading online characters should be made with at least 30XP (otherwise they are anonymous grunts) - I also found some interesting ideas for "redshirts". 
So I might have to do some repointing and have another go. These are a promising set of rules!

Morts 

Monday, 24 April 2017

Rogue Stars - initial Gangs

Well I have created 3 squads for Rogue Stars - I still have to decide on the Tactical Disciplines for each squad. I have used the opportunity to use figures from Starship Troopers to save time and get some use out of them.

First squad the Militia (could be Star Cops or Mercenaries). 
Using the Light Armoured Mobile Infantry from Starship Troopers (the same uniforms and kit was used in Firefly). 
Equipment- light combat dress (18), assault rifle (8), knife (1), frag grenade (5).
Traits- All alert (2) and then one medic (3), one med-pack (6), one marksman (6). The leader has leadership (6) and veteran (6). 

Mercenaries or Star-Cops. 
Using the Power-Armoured Mobile Infantry. 
Equipment- light power armour (25), jump-pack (6), assault rifle (8), knife (1), frag grenade (5).
Traits- steadfast (3), agile (2). 

Finally ..... Bounty Hunters or Pirates 
This lot are Star Wars miniatures repainted - the mandalorian front right is my old Star Wars role playing character Jargo Khan. 
From the back left.
Trooper
Equipment- combat dress (18), assault rifle (8)
Traits- marksman (6)
Wookie
Equipment- heavy blaster rifle (8), med-pack (8)
Traits- big (1), tough (8), medic (3), martial arts (2), steadfast (3)
Zabrac
Equipment- kevlar jacket (6), molecular slug thrower (7)
Traits- difficult target (4), agile (2), tech (4), free disengage (3)
Mandalorian (Jargo Khan)
Equipment- light power armour (25), sub machine gun (6), frag grenade (5), stun grenade (4), jump-pack (6)
Traits- veteran (6), chucker (3)
Mandalorian Gunslinger 
Equipment- light power armour (25), 2 laser pistols (12)
Traits- ambidexterity (10), fast draw (5), agile (2). 

I think I might try to come up with stats for some the warrior bugs as another faction. All have have to do is find the time to play a game - but I think it could be fun. 

Morts