Tuesday, March 20, 2018

JDMG AAR - Cyberpunk Rock Song

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
-


3 comments:

  1. Very impressive, Mega City one meets, Blade Runner and the Total Recall remake. This book being free is very good for inspiration http://www.wargamevault.com/product/109491/Futuristic-City

    ReplyDelete
  2. Thanks for that, will pass it on.

    ReplyDelete
  3. Great fun game, thanks for putting the effort in making it happen on the night James. I'm really looking forward to some more of the same!

    ReplyDelete