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Rampant Stars: Bat Rep- Grav-ball Abduction
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=127&t=32598
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Author:  Easy E [ Thu Aug 24, 2017 2:22 pm ]
Post subject:  Rampant Stars: Bat Rep- Grav-ball Abduction

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.

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A band of Xeno Hooligans arrived on the planet to support their favorite Grav-Ball team in the semi-finals on the ice world of Toth. However, after a questionable call on the field they stormed the arena and made off with the referee into the wilderness. A garrison of Pink Spaz Marines was attending the games to cheer on the rival human team and they volunteered to rescue the referee before the game can resume.

Pink Spaz Marines
Command Assault Unit= 10 points
Elite Mounted Effectiveness Rating: 5 Points: 6 (+3)= 9
Move Command Assault Defense Shoot Armor
10” 2+ 2+ 3+ 2+ 2
Traits:
Commander- 0 point= +1 Command Check to units in 12 inches
Jump gear- 2 pt= Unit can ignore difficult terrain and move over friendly units
Combat gear- 1 pt = Double assault, short range only shooting

Tactical Squad Alpha= 8 points
Elite Infantry Effectiveness rating: 10 Points: 4 (+4)
Move Command Assault Defense Shoot Armor
6 2+ 2+ 3+ 2+ 1(+1)
Traits:
Armored- 2 pts= Armor +1
Rapid Fire- 2 pts= Short range roll double shots, long 1.5 shots. May not be used for move and shoot

Tactical Squad Beta= 6 points
Elite Infantry Effectiveness rating: 10 Points: 4 (+2)
Move Command Assault Defense Shoot Armor
6 2+ 2+ 3+ 2+ 1(+1)
Traits:
Armored- 2 pts= Armor +1

Total= 24 points

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Xeno Hooligans

Regular Mounted Commander- Trukkerz
Regular Mounted Effectiveness rating: 5(10) Points: 5 (9)
Move Command Assault Defense Shoot Armor
10 3+ 4+ 5+ 4+ 2
Traits:
Big Unit (+4)- Double Units initial Effectiveness Rating
Commander (Free)

Hooligan Band- Stomperz
Irregular Infantry Effectiveness rating: 10 Points: 2
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
None

Hooligan Band- Romperz
Irregular Infantry Effectiveness rating: 10 Points: 2
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
None

Hooligan Band- Basherz
Irregular Infantry Effectiveness rating: 10 Points: 2 (5)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
Fierce (+2)- Re-roll misses in an assault
Combat weapons (+1)- Shoot close only, double dice for assaults

Hooligan Band- Big Bang-Bang
Irregular Infantry Effectiveness rating: 10 Points: 2 (6)
Move Command Assault Defense Shoot Armor
6 4+ 4+ 5+ 4+ 1
Traits:
Armor Piercing (+2)- Shooting reduces armor rating of target by 1
Rapid Fire (+2)- Short range double shots, long 1.5. No move or shoot.

Total Points= 24

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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!

Rescue Mission
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 attacker must then try to move the NPC off the board. The gamelast 8 turns, one hour, or until one side is destroyed/routed. If the attackers have moved the NPC off the board, they win.

The Spaz Marines will be the attackers.

Night Fight
The battlefield is shrouded in darkness. It is incredibly hard to see . Before a unit shoot/assaults roll 3d6 as that is the total distance the unit can see to fire. If the target is not in Line-of-Sight the order can not be completed. However, the unit is not Shaken.

Location
Outdoor, Desert (In this case an ice world)

You are fighting outdoors on a desert world. It is covered in dunes, barren rocks, and scattered watering holes/oasis. The terrain could be sand, snow, or worse! Moving up and over dunes /hills is considered difficult terrain.

Well then…. This should be something.

Set-up
This board is 6x4 in size with two hills, a forest, and some walls.

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Set-up

The Xeno Hooligans decide to set-up the Stomperz in the center of the board with the Referee. Here the NPC is represented by a female wizard model. They are ready to leg it to their end of the wintery battlefield.

On the Xeno Hooligans side, the Ropmerz are ready to greet their fleeing friends. They are flanked in the woods by the Basherz on one side, and the Big Bang-Bangs on the other. Flanking the Bang-bangs is the Trukkerz.

The Pink Spaz marines are in pursuit. The left is held by Tactical Squad Alpha, then Beta, and the Command Squad is ready to chase down the fleeing Stomperz.

* * * * * * * * * * *

To see the results of the battle, go here: https://bloodandspectacles.blogspot.com/2017/08/rampant-stars-battle-report-grav-ball.html

To get Rampant Stars for yourself, you can go here: http://www.wargamevault.com/product/209268/Rampant-Stars?src=newest_recent

Thanks!

Author:  jimmyzimms [ Sun Aug 27, 2017 3:49 pm ]
Post subject:  Re: Rampant Stars: Bat Rep- Grav-ball Abduction

I approve of this!

Author:  primarch [ Sun Aug 27, 2017 3:55 pm ]
Post subject:  Re: Rampant Stars: Bat Rep- Grav-ball Abduction

Hi!

Always love learning about new rule sets!

Primarch

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