Showing posts with label Blue Martian. Show all posts
Showing posts with label Blue Martian. Show all posts

Friday, February 10, 2023

(Planet 28) Twin Shots

No one came to the Death Planet willingly, many races, creatures, monsters, and cosmic entities were randomly teleported here each year, wreaking havoc on whatever settlements were eeking out a meager existence. 

But you COULD get to the planet... for the right price.

Blue Martians Jules and Vincent, former goons of some space gangsters, stole something from their employer and were on the run.  It only made sense to their feeble brain to sell off the item for a pittance of it's worth and hire someone to run them to the Death Planet.

Blue Martians can be a very intelligent race.  Jules and Vincent were not those types of Martians.

They had lost their equipment, their provisions, and even their weapons, a certain death sentence where they were.  But fate smiled down from the spiraling acid-rain-filled clouds: One of the many bounty hunters hired to hunt the duo down, a certain Bernard Andrylx lay face down in the bog, a victim of any one of the planet's residents.  

Vincent and Jules searched the body.  a handful of rations hadn't completely spoiled and were a veritable feast for them after days on the run.  But peeking out of the still water beside the body was a Bernard's backpack.  Not more rations, but two large pistols were packed atop a pile of ammo clips.  

"It's our lucky day, pal," Jules said with glee.  "We might have enough firepower to make it out of this swamp.  Here, take the smaller one.  I know how you lose the more powerful weapons."

"You leave a heavy stubber outside a latrine one time and you get killed by some crazed space gladiator, and no one lets you live it down.  That was two clones ago!"

"No matter what, our path of righteousness is emptied a bit of the tyranny of evil bounty hunters."  

Beyond the copse of dead birch trees that hid Bernard's body, a number of shambling shapes appeared through the fog. 

"Yep," Vincent replied, checking his ammo, "and replaced with zombies..."

(Jules and Vincent)
Jules and Vincent - Blue Martians on the run
Obejective: Survive

Jules  
Agility:5   Shooting:5   Fighting: 4
Speed 10,  Hit Points 20
Traits: Gunslinger (may use shoot actions in melee)
Equipment: Hvy Pistol (1d10+2 damage), Fists (1d4-1), No Armor (1d4-1)

Vincent
Agility 6, Shooting 6, Fighting 3
Speed 10, Hit Points: 20
Traits: Gunslinger (may use shoot actions in melee)
Equipment:  Pistol (1d8 damage), Fists (1d4-1), No Armor (1d4-1)

Special Rules:  Ammo Loader:  If one of them roll a 1 or 10 on a shooting action, normal result apply, but the energy clip is now exhausted.  Normal Reload rules apply.  However, Jules is carrying the backpack.    Vincent must in base-to-base contact with him in order to use an action to reload. 

The Shambling Mob
Whatever was coming at them was moving slowly, methodically, but also keeping space between them.  Jules ordered vincent to fall back through the marshy area surrounding the dead birch trees.  

Once they found a position, they waited until the creatures were within range, and opened fire.

All four shots missed.  

With the sounds and sights of the blasts, the creatures they mistook for zombies starting running.  

Slavering Mutants
Objective: Kill the Blue Martians
Agility 4,  Shooting 2:  Fighting: 4
Speed: 10   Hit Points: 5
Traits: Unbreakable, Berserker
Equipment:  Claws  (1d6) Foul Hide (1d4+1)

Most of the creatures slowed down at the water hazard, but one got through and lunged and Vincent for significant damage.  Vincent unloaded a point-blank barrage into melee that had no effect, followed by a double *click* of the weapon being empty.   Fearing the worst, Vincent stumbled back.  The mutant persued for a moment before its head disappeared into the marsh, compliments of Jules. 
Boom!
The duo held their ground and prepared for the worse..  Only one stumbled out of the water to engage Vincent.  The blow was glancing, and Vincent managed to reload and get a barrage of shots off, knocking the mutant out of combat, before running out of ammo, again!

"Stop wasting shots!"  Jules yelled, having his own problems.  

A few more ineffectual shots a claws were traded, before the pair finally go the best of  the mutants.  
"Deez were very weak."  Vincent sighed in disbelief.  

"Yea, knowin' our luck, the shots called every monster, raider, and mutant within 5 clicks of this spot," Jules worried... 

The advantage of bachelor living is playing quick solo games to fill the time or work on a particular system.  Sample scenarios, fiction, and character for Alternative Armies (Flintloque, Panzerfaust, Slaughterloo, etc) have offered as a sort of advent calendar to fans through Orcs in the Webbe.  The scenario Twin Shotte was meant for Napoleonic elves and zombies of the Dark Czar, but it seems like a nice, basic mini-game to try out different, traits, abilities, and even arcana for Planet 28.   When I'm not too inspired to play anything, I think I can break out the 2'x2' play area for this scenario, change a few variables, and continue to expand my knowledge base of the game system.  

And this isn't the first Orcs in the Webbe scenario I've used.  And it will certainly not be the last.  Check out Easter this year with Gnome Wars, it should be a blast.

Monday, January 23, 2023

(Planet 28) The Battle for the Tractor of Ukrainius

So, for the folks who only come here to read battle reports, I'll get you up to stage in a jiffy.

Getting divorced - moved out to an apartment with a room just big enough for an office and my gaming stuff (pics to follow one day), but not big enough to set up games in it.  No worries, because the living room can safely fit one table, perhaps two if I move some furniture.  

That all out of the way, the kids had come over for some board gaming in the kitchen, but this past weekend with them, it was time to see how the living room would fare.

Using the Planet 28 1st Edition rules and basing the terrain off of similar set-up from a 2017 Rogue Stars Facebook group post. 

It's been awhile since I've used the rules, and even if there's a 2nd Edition Hardcover is on its way, I might as well throw some stats together and get back into the swing of things.

As most of my stuff is part of my Gnomish Space Marine universe, it was as good a time as any to bring out the Hivers Gang.

(L to R - Delaque Blackie, Van Saar, Escher, Delaque Blondie and Cawdor driving the Space Tractor)
In reality they're ideal for the close confines of the undercity or worse,  but these new Space Tractors are worth a half million credits, so it's worth the risk to move it in plain sight and make contact with the buyer.

Escher (301 points)  Agility 5, Shooting 6, Fighting 7, Blessed (rolls two dice, takes the better result), Bulwark (no benefit for charging at the character), slow (-1d6cm per action), Iron Skin (extra 1d4 armor).  Light Armor (1d8 protection), Greatsword (1d12/knockback), Hand Flamer (2d8 damage, 10cm range, figures within 5cm suffer 1d6 explosive damage).

Van Saar (127 points)  Agility 6, Shooting 2, Fighting 7, Slow, Iron Skin, Light Armor (1d8), Pickaxe (2d6)

The Delaque Twins (195 points each)  Agility 5, Shooting 6, Fighting 6, Slow, Iron Skin, Light Armor (1d8), Pickaxe (2d6), Hand Flamer (2d8 damage, 10cm range, figures within 5cm suffer 1d6 explosive damage).

The Tractor:  Is a bare bones medium-size vehicle, with armor plating up front.  Fighting 5.  And it's a tractor with only 7.5 cm of movement each turn.  At best a 50 or 60 point vehicle. 

Looking to lighten the gnomes' load was part of the Wretchin' Gretchin' Gang, a group of nefarious Blue Martians.
Broken down into two groups: 

Shooters (@140 points each) x3 Agility 7, Shooting 4, Fighting 3, Laser Rifle (2d8 damage, 40cm range) No Armor (1d4-1 base).

Whirling Dervishes (@175 points each) x2 Agility 8, Shooting 5,  Fighting 4, Laser Pistol (1d8 damage, 20 cm range), Dagger, No Armor (1d4-1 base)

The Gnomes did hold an advantage, but while randomly generating the scenario, and interesting predicament emerged.   The Hivers were to set up within 12cm of the center of the table.  The Blue Martians were set up within 12 cm of the near table edge, the actual edge the Hivers needed to leave the board on. 

Instead of waiting for the Hivers to reach a nearby intersection and turn left past the power generator, the Blue Martians decided to jump to life early, using the generator to block progress until it gets around.  While the laser rifles missed Escher, the crazed Dervishes moved forward, but not too far as to get into range of the hand flamer.  
Pretty soon Blackie was on the ground and Blondie was locked in combat.  

It wasn't until the slow gnomes got within range that I realized I had given the Blue Martians an unfair advantage.  Between low ability scores and memorizing the handful of modifiers, I completely forgotten that Planet 28 uses a d10 resolution system, and I had given the Blue Martians rolls on d6 (Low is better).   I'm surprised that Blackie Delaque lasted as long as they did. 

Meanwhile, Van Saar, the melee specialist, used the Space Tractor as interference, as it tried to round the corner past the generator.

Once I corrected the dice issue, the Blue Martians hit less frequently, and unlike Blackie's cheap discount armor, light armor was more than enough to absorb many of the shots from the laser pistols and rifles. 

With renewed confidence, Escher stood out from cover and worked his way towards the attackers.

Blondie had jumped at the Blue Martian advancing on his flank, knocked him back with his pick axe, but the creature hit the deck when he pulled out the hand flamer (Blonide rolled snake eyes for damage, the Blue Martian rolled a 3 for armor. 
In another round, Blondie's opponent was dead and the duo out in the open were chasing the Blue Martians, who were fleeing around the other side of the generator.  

One Blue Martian Rifle had left early and was waiting to either fight the tractor for control, or destroy it during the combat.  Unfortunately, Van Saar was waiting around the other corner, and despite two abortive attempts to charge the creature, on the third attempt his stubby little legs hustled over equipment and waylayed him as best he could.  
Van Saar couldn't finish the job, but so horribly low on hit points, the Blue Martian's morale broke and he dashed off the table edge.  

Realizing that attrition on their side would happen before they punch holes in that armor, the Blue Martians changed from seizing the Space Tractor to disabling it.   They opened fire on the vehicle, and without armor on the side (it is a Farm Machine after all), the engine was quickly destroyed and the "pilot" gravely injured.  

In a regular game, Escher came around the corner and killed one more Blue Martian before they scattered.  In a more thematic game, Cawdor would emerge from the cab, climb to the top and brandish his pulse rifle (treated as a heavy rifle).    As I had learned from my previous turns, the light armor PLUS the iron skin was no match for light arms fire, so was wearing it while driving, Cawdor should have emerged with only minor injuries and a busted Space Tractor. 

While it's been quite a while since I perused my pdf of Planet 28 2nd Edition, I'm hoping the armor rules gets tweaked a bit.  There are definitely multiple tiers of play styles based on armor (a more rogue trader element, a more original Laserburn/40k, and the heavy/powered armor dudes where many of the original weapons in the 'zine usually did not penetrate the armor. 

I'll continue to experiment with the Hivers.  Cawdor is just under 200 points, so the entire gang is 1,000 points.  Between combat tiles and cityscapes, we'll see just how tough they are, against a host of opponents.  

And then... the actual Gnomish Space Marines will need to hit the table. 

Following the base campaign rules on the back page of the 'zine,  I definitely need to do better tracking basic hits.  Some of these are definitely undercounted.    
The Hivers
Escher -  0.9  xp
Blackie - Full recovery.  Ready to play the next game   0 xp.
Blondie - 0.8 xp 
Van Saar - 1.3  (Survived completely unscathed)
Cawdor -  Not applicable.

Blue Martians:  
Whirling Dervish #1 -  Shaken   0.3 xp
Whirling Dervish #2 -  Slow Heal (miss one game)   0.6 xp
Shooter #1  - 0.7 xp 
Shooter #2 -  0.9 xp
Shooter #3 - 0.3 xp

Skills improve with 20 xp, hit points cost 20xp  for 5.  Special traits, abilities, cost can be obtained using their point cost during warband creation.  

Wednesday, January 4, 2023

(Brutal Quest) Kerenga Vai - Blue Martian Harem Guard - #CharacterCreationChallenge

Day 4 of the #CharacterCreationChallenge, and I'm already shifting gears.    I had planned on using some minis I painted over the last year as inspiration, and had this dude ready to be statted out for Savage Worlds.

Kerenga Vai
Of course, that was before I realized I still haven't unpacked my Savage Worlds books from my move in December, so we'll default it to Brutal Quest.

Kerenga Vai - Blue Martian Harem Guard   285 points
Agility:  7
Melee:   8
Ranged: 1 
Awareness:  7
Psyche:  3

Speed: 10cm
Hit Points:  24
Abilities:  Brave, Iron Skin
Inventory:  Mail armor (2d6 + 1d4 Iron Skin), Zweihander (3d6+2)

Friday, March 18, 2022

(Painting) One Wacky Blue Martian

Paint is being applied to models on the basement.  It's just being tougher than usual to prioritize what's on the bench.  

This morning we celebrate the completion of one wacky "Blue Martian" 

I still have no idea what manufacturer cast them.  It does use a 20mm slot base, but I'm still as perplexed where exactly they came from as I was when I painted a similar "wacky goblin" almost a decade ago.

PROJECT: 350  - With some new idea drafts, a few filler posts, and some Star Wars actual play updates and pendings, things stayed basically the same at 457 (305/152) from (306/151).   I've got a steady 6-9 scheduled posts ready to go for each month for the rest of the year (roughly 65), but even if I don't add to that pile.

Next: Three tiers of painting, as I'm still warming up from the painting hiatus.  (A) the small pile of miscellaneous single figs  (B) Waaay too many vehicles that I've acquired, including that brand-new paint scheme for the next Hultr Half-Track for the Gnomish Space Marines. (C) It's just about time to provide a special update for Season 4 of my Pulp Game.  The season premiere is going to be a hootenanny, and the game will require a lot of "extras."

Sunday, February 13, 2022

Upcoming Sci-Fi Goblins by Kev Adams for Regiment Games

Badger Games' Facebook page recently posted in progress greens for an upcoming line of sci-fi goblins for Regiment Games sculpted by the legendary Kev Adams himself!



I believe my Blue Martians need some brothers.


Friday, June 25, 2021

(Painting) Blue Martians of the Holy Fern

Even with glue dwindling, and the ladies in the house plotting some crazy party, I managed to complete the biggest single job of the year, a unit a Warhammer Night Goblin Archers, who are painted up to resemble primitive Blue Martians.
I picked up a decent pile of WFB goblins off of eBay on the cheap way back when the girls were babies.  They were always part of my Blue Martian plan... once I developed a Blue Martian plan.

These Blue Martians are part of the Order of the Holy Fern, fanatical cultists of the Martian Goddess Esut.

Leader of the Order, Gematt Hoektand
This gets me to a nice, even 150 miniatures painted in the last 9 months.  That's the third-most figures I've done in a 'gaming year' beaten only by 2016 (a lot of terrain) and 2014 (Painting the Samoan Civil War game from scratch).  I don't know if I'm completing any more "Martians" this year, but I probably could finish the wolf and spider riders in the shoebox, plus the other miscellany, and clear out shelf space for the set up the lead up in more manageable boxes.

Next:  Wars of Ozz and some quick 15mm fun.

Project 350:  486 (318/168) from 491 (321/170).  Fathers Day always clears some projects off the to-do pile, although I doubt much movement for July as I start to built and write out the topics for #RPGaDay2021.  Star Wars Actual Play backlog is down to three 

Friday, June 4, 2021

(Painting) Blue Martians / Night Goblin Archers

The world is still crazy, but paint is touching miniatures, and while I'd like to show off a whole unit, showing off the first quarter of one is acceptable in my book.

Adding to the Gnomish Space Marines' foes list, are some primitive Blue Martians wielding bows.   


It's almost been seven years since I finished the first "Blue Martians" (and the last GW boxed set of any sort that I was interested in.  It's been about that same time that I acquired a flurry of inexpensive WFB Goblins.  While I don't believe they were on the yearly project list, the box of figs are small enough that I might tack those into the current projects and complete them by October.

Next:  Gnoman ballista avec crew, the rest of these Blue Martian archers (plus backstory), Wars of Ozz special characters, and of course, more Gnomish Space Marines (plus a vehicle).

Project 350: 491 (324/167) slowly trickling down from 492 (324/168).  I still have four Star Wars Actual Plays to finish up, a few painting projects that should be completed by end of month, and the big event that always works off the to-play list (Father's Day) is two weeks out... and after the girls' basketball season.