Several of my clubmates and I are collaborating on a Cyberpunk project for Little Wars Melbourne 2018, primarily focusing on getting a huge table of terrain and several "factions" done, with a look to trying different game systems on the finished project. I suggested that we give the table a go before we got too far along, so I put together a Judge Dredd Miniatures Game scenario and four teams to try it out. As you'll see, the table is very much a work in progress and the gangs where whatever I could get together that fit the theme.
The table is looking good, we need a mat though.
The Gangs: Four factions squared off, in two overlapping two-on-two games; Public Security Section Nine (East Meg Invasion Force) was attempting to prevent Ulysses Klaw (Mobsters) from stealing the MacGuffin Crystal. At the same time, Batman [Beyond] (Lone Vigilante) was preventing the Royal Flush Gang (Sky Surfers) from robbing rich apartments.
You like comic references? We got those.
A Section 9 Tachikoma keeps Klaw at bay for a couple of turns down near the pump station.
Apartments in the sky.
Noodles to go, vendor and noodles coming soon.
Even the car-sized Tachikoma are dwarfed by the urban sprawl.
The Royal Flush Gang did well at first, grabbing three of the five objectives.
Those handsome men and their funny books.
Klaw brings up one of his Killbots to help battle the Tachikoma.
The second Killbot sneaks towards the crystal, past this nice billboard.
The Royal Flush gang have had their cards reinforced after at least one of them breaking in every damn game.
It's always fun to put down a single figure and call it an "Army".
Copplestone robots for the Killbots and an Infinity miniature for Klaw.
Public Security Section Nine.
Tachikoma, repainted toy.
Hasslefree Bateu runs up the staircase of a Knights of Dice building.
"I think that's my guy there?"
Ground level terrain helps create the density we're looking for.
We just really like that billboard.
Showing off my new Knights of Dice building.
The finished sections really demonstrate what the table will look like.
Section 9 takes up a defensive line.
Queen and Jack attempt to make a getaway.
Ace and Tachikoma come to blows.
Queen manages to slip away with an objective.
Killbot takes up a sniper position.
One Killbot down, Klaw takes cover from the Tachikoma's minigun.
King and Batman face off, the would-be royal no match for the Dark Knight.
Ace is simply no match for the military-grade Tachikoma.
Jack just before Batman caught up with him.
Killbot 2 actually made it to the objective before Bateu chased it down.
It was a fun game, Batman and Section 9 coming out on top in the end. The balance was probably a little off, but I was going for having teams that could move about quickly and make use of the terrain. The table worked nicely, a couple more tall buildings will be completed and some scatter terrain.
For those of you interested, here are the rosters of the gangs we used:
Batman Beyond – Lone
Vigilante
Move
|
Agility
|
Shoot
|
Melee
|
M Dice
|
Will
|
Armour
|
Hits
|
Psi
|
5/15
|
+2
|
+1
|
+3
|
3D
|
+3
|
+4
|
5
|
-
|
Equipment:
Exo
Suit, Respirator
Jet
Pack:
Batman may make a 15” Flying Move instead of his normal Move. Agility check or
lose Actions and 1 Hit.
Chameleon
Suit:
So long as Batman is in cover and did not make a Shoot or Melee action in his
last Phase, he may not be targets by attacks from more than 20” away.
Weapon
|
Range
|
Dice
|
Damage
|
AP
|
Special
|
Concussion
Grenades
|
10
|
1
|
Stun
|
0
|
Explosive 3, Weak
|
Electro-Prod
|
Melee
|
3D
|
Stun
|
0
|
Weak
|
Las-Knife
|
Melee
|
3D
|
1
|
-5
|
-
|
Talents:
Brave: Batman may re-roll
failed Will to Fight checks.
Parry: Force an enemy model
to re-roll one Melee Die.
Agile: Batman may re-roll a
failed Agility check (not in Melee combat).
Stealthy: Enemy models more
than 20” away must win an opposed Will check to target Batman.
Silent
Action:
Batman does not break Stealth when taking Move or Special Actions.
Silent
Killer:
Batman may make Shoot and Melee actions whilst being Stealthy at a -1 penalty,
when doing so, all hits are automatically Critical. Stealthy expires at the
completion of an attack.
Public Security
Section Nine – East Meg Invasion Force
Batou
Move
|
Agility
|
Shoot
|
Melee
|
M Dice
|
Will
|
Armour
|
Hits
|
Psi
|
5
|
-4
|
+4
|
+2
|
2D
|
+3
|
+5
|
6
|
-
|
Equipment:
Weapon
|
Range
|
Dice
|
Damage
|
AP
|
Special
|
Fists
|
Melee
|
2D
|
1
|
-
|
-
|
Pistol
|
12
|
1D
|
1
|
-5
|
-
|
Talents
Accurate: Batou may re-roll a
missed Shoot attack.
Agile: Batou may re-roll a
failed Agility check (not in Melee combat).
Brave: Batou may re-roll
failed Will to Fight checks.
Dance
of Death:
Once per turn, if Batou removes an enemy in Melee Combat, he may immediately
make a bonus Melee Action.
Duck
& Weave:
Batou gains +1 Agility against Shooting attacks when in Cover.
Light
Foot:
Batou may make an Agility Check to move over any obstacle 3” high without
movement penalty. If failed, Batou stops moving.
Tachikoma 1
Move
|
Agility
|
Shoot
|
Melee
|
M Dice
|
Will
|
Armour
|
Hits
|
Psi
|
5
|
-1
|
+1
|
+2
|
4D
|
+1
|
+6
|
5
|
-
|
Equipment:
Cables: Tachikoma may make
close combat attacks against a target up to 6” away with a Melee action but
cannot benefit from charging if it does so. The two models are not locked in
combat.
Weapon
|
Range
|
Dice
|
Damage
|
AP
|
Special
|
Claws
|
Melee
|
4D
|
2
|
-3
|
Smasher
|
LMGs
|
12
|
5D
|
2
|
-3
|
-
|
Snout
Gun
|
8
|
6D
|
1
|
-
|
Spray
|
Tachikoma 2
Move
|
Agility
|
Shoot
|
Melee
|
M Dice
|
Will
|
Armour
|
Hits
|
Psi
|
5
|
-1
|
+1
|
+2
|
4D
|
+1
|
+6
|
5
|
-
|
Equipment:
Cables: Tachikoma may make
close combat attacks against a target up to 6” away with a Melee action but
cannot benefit from charging if it does so. The two models are not locked in
combat.
Weapon
|
Range
|
Dice
|
Damage
|
AP
|
Special
|
Claws
|
Melee
|
4D
|
2
|
-3
|
Smasher
|
LMGs
|
12
|
5D
|
2
|
-3
|
-
|
Snout
Gun
|
8
|
6D
|
1
|
-
|
Spray
|
The Royal Flush Gang
– Sky Surfers
King – Sky Surfer
Icon
Move
|
Agility
|
Shoot
|
Melee
|
M Dice
|
Will
|
Armour
|
Hits
|
Psi
|
20
|
+3
|
+1
|
0
|
2D
|
+1
|
+4
|
2
|
-
|
Equipment:
Power
Board:
King is a Flyer and may not make Melee actions.
Weapon
|
Range
|
Dice
|
Damage
|
AP
|
Special
|
Fire
Bombs
|
10
|
1
|
1
|
0
|
Explosive 1, Fire
|
Talents:
Jinker
(Passive):
King may re-roll his Agility when targeted by a Shooting attack. This roll
suffers a cumulative -1 Penalty for each attack after the first.
Voice
of Command (Passive):
Every Model within 12” of King gains a +1 bonus to all Will check.
Queen
Move
|
Agility
|
Shoot
|
Melee
|
M Dice
|
Will
|
Armour
|
Hits
|
Psi
|
20
|
+1
|
-1
|
-1
|
2D
|
0
|
+4
|
1
|
-
|
Equipment:
Power
Board:
Queen is a Flyer and may not make Melee actions.
Weapon
|
Range
|
Dice
|
Damage
|
AP
|
Special
|
Zip
Gun
|
15
|
3
|
1
|
0
|
Inaccurate
|
Jack
Move
|
Agility
|
Shoot
|
Melee
|
M Dice
|
Will
|
Armour
|
Hits
|
Psi
|
20
|
+1
|
-1
|
-1
|
2D
|
0
|
+4
|
1
|
-
|
Equipment:
Power
Board:
Jack is a Flyer and may not make Melee actions.
Weapon
|
Range
|
Dice
|
Damage
|
AP
|
Special
|
Zip
Gun
|
15
|
3
|
1
|
0
|
Inaccurate
|
Ten
Move
|
Agility
|
Shoot
|
Melee
|
M Dice
|
Will
|
Armour
|
Hits
|
Psi
|
20
|
+1
|
-1
|
-1
|
2D
|
0
|
+4
|
1
|
-
|
Equipment:
Power
Board:
Ten is a Flyer and may not make Melee actions.
Weapon
|
Range
|
Dice
|
Damage
|
AP
|
Special
|
Zip
Gun
|
15
|
3
|
1
|
0
|
Inaccurate
|
Ace – Demolition Droid
Move
|
Agility
|
Shoot
|
Melee
|
M Dice
|
Will
|
Armour
|
Hits
|
Psi
|
5
|
-1
|
-1
|
+3
|
2D
|
0
|
+5
|
7
|
-
|
Equipment:
Weapon
|
Damage
|
AP
|
Special
|
Crushing
Fists
|
2
|
-2
|
Smasher
|
Corporate Mercenaries
– Mobsters
Klaw
Move
|
Agility
|
Shoot
|
Melee
|
M Dice
|
Will
|
Armour
|
Hits
|
Psi
|
6
|
+2
|
+2
|
+2
|
3D
|
+3
|
+4
|
5
|
-
|
Equipment:
Weapon
|
Range
|
Dice
|
Damage
|
AP
|
Special
|
Machete
|
Melee
|
3D
|
2
|
-5
|
Parry
|
Spit
Pistol
|
18
|
3D
|
1
|
-2
|
-
|
Grenades
|
10
|
1
|
1
|
-1
|
Explosive 2
|
Talents:
Accurate: Klaw may re-roll a
missed Shoot attack.
Agile: Klaw may re-roll a
failed Agility check (not in Melee combat).
Close
Combat Shooter:
Klaw may perform shoot actions with pistol weapons with an enemy in contact.
Killbot α
Move
|
Agility
|
Shoot
|
Melee
|
M Dice
|
Will
|
Armour
|
Hits
|
Psi
|
6
|
+0
|
+2
|
+2
|
2D
|
+1
|
+5
|
3
|
-
|
Equipment:
Flight
Pack:
Killbots may make a 10” Flying Move instead of their normal Move. Agility check
or lose Actions and 1 Hit.
Weapon
|
Range
|
Dice
|
Damage
|
AP
|
Special
|
Fists
|
Melee
|
2D
|
1
|
0
|
Smasher
|
Laser
Pistol
|
12
|
1D
|
1
|
-4
|
-
|
Spit
Gun
|
20
|
3D
|
1
|
-2
|
-
|
Killbot β
Move
|
Agility
|
Shoot
|
Melee
|
M Dice
|
Will
|
Armour
|
Hits
|
Psi
|
6
|
+0
|
+2
|
+2
|
2D
|
+1
|
+5
|
3
|
-
|
Equipment:
Flight
Pack:
Killbots may make a 10” Flying Move instead of their normal Move. Agility check
or lose Actions and 1 Hit.
Weapon
|
Range
|
Dice
|
Damage
|
AP
|
Special
|
Fists
|
Melee
|
2D
|
1
|
0
|
Smasher
|
Laser
Pistol
|
12
|
1D
|
1
|
-4
|
-
|
Spit
Gun
|
20
|
3D
|
1
|
-2
|
-
|