Sunday 29 January 2017

Rogue Stars Ready to go

We're doing a big game of Rogue Stars at club tomorrow (well lots of 1v1's) to learn the rules and now that my PC is working again, here's the 2 crews that I've put together for Ric and myself to use.

First up some new miniatures for me from Hasslefree using their names for now. A Mercenary Crew. Left to right, Drax (Modern Survivor) Weapons master, Sola (Fantasy Dwarven Pirate?) techie t-leaf, Vic (pilot) Leader and medic, Rattie (GW Ratling) the Sniper, Oscar (Modern Survivor) Munitions specialist.

 So I managed to completely skip thier Scifi range when I got these because the scifi ones I wanted were all out of stock. So maybe another time.

Next up Star cops (Void Vasa miniatures) Again Left to right, Archangel (recon), Suppressor Sergeant (Riot/Close Support) Knight of Spirit, Leader/medic/psionic, Suppressor (Riot/Close Support), Commander X (Mobile/Close Support)

I've got a few other groups I could use for this, More Vasa infantry that could easily be a Militia, Escher gangers that could be Pirates, Squats that would be Miners, Necrons to be robots, and Orks that could be aliens alongside my Krogan and genestealers or something.

But we'll see how the game goes first.  Because it's so trait driven it seems like it'll be really hard to remember what everything does, despite the mechanics being fairly simple so I expect it'll take a few games to bed things in and tweak traits as I've probably picked stuff that won't work with the models or something.



6 comments:

  1. I am just using near future mercs

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  2. I've built 2 teams. First is a fairly conventional Security Team (Star Cops) using the Ion Age Shia Khan Legionnaires with laser weapons and vibro-bayonets. The other is a Bounty Hunter squad using some GW Necromunda figures.
    Still trying to figure out what to do with my Delaques, smugglers maybe?

    John

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    1. Delaques look dodgy enough to be smugglers or cops. But U suspect there will be rather a lot of near future looking models unless someone has some 'proper' aliens in their collection.

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  3. Good looking CrewsAndy, How did you find the rules?

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    1. They seemed to work okay in our game, the activation system takes a bit of getting used to but we got there. Models were put Out Of Action fairly quick by some really bad dice rolling on our parts. 3 out 4 casualties went straight OOA rather than taking any kind of damage. Only complaints I heard was the usual not managing to get a turn (Kev kept failing his activation rolls) and some querying about weapon ranges being a bit too abstract for rules balance. But I'm sure just about everyone that played will give it another shot. It'll take a little bit to work out what all teh bits you have do and whether they are actually useful or not.

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