Showing posts with label Science Fiction. Show all posts
Showing posts with label Science Fiction. Show all posts

Tuesday, September 2, 2025

Star Wars Mission #3: Save the Captives!

    Stormtroopers & Corporate Security escort three captured rebel hackers through Mos Eisley
The third mission in our continuing Star Wars campaign using Space Weirdos rules was played last Sunday evening. We had a seventh player show up -- Andy, who joins us from time to time when he doesn't have to be at work really early on Monday. I decided he would play the part of the armed and dangerous citizens of Mos Eisley, who are upset about the Empire's takeover of their city. So far, the rebels had won both scenarios, so this one would see if the Empire could "Strike Back," so to speak. 

So, listen to the Star Wars musical score and imagine the following paragraphs in a pyramid shape, receding into the distance...

    The players gather around the tabletop depicting the main square and alley ways of Mos Eisley

Stung by the raid on the TIE fighter base, the Empire has ramped up efforts to find the rebels responsible for hacking their defense systems. Darth Pylor and his imperial agents have tracked the transmissions down to a house on a narrow street in Mos Eisley. Mobilizing a force including Stormtroopers, Corporate Security, and the redoubtable Bronze Legion mercenaries, they have raided the house and captured three rebel technicians. Taking a few moments to download data from the rebels' systems and to secure the technicians with Taze Cuffs, the force exits the Rebel hideout. Stormtroopers toss incendiary grenades behind them into the house, and Darth Pylor's force begins its march back to the main square.

The time taken and the large imperial presence in town has alerted both the Rebel Alliance and their local Tatooine allies. Desperately, the rebels have mobilized a force to try to rescue the captives. If nothing else, they will make the Empire fight its way out of Mos Eisley. Back in the main square, the Bronze Legion calls in to report they have spotted members of Foxhurst’s Criminal Syndicate operating in town. Are they going to help the Rebels in the rescue attempt? Or do they have some other nefarious plans afoot...?
 
    Column of Stormtroopers & Corporate Security outside the rebel hideout begin to move out
The imperial side deployed first, their forces augmented with two large Imperial City Walkers (to counter-balance the Mos Eisley force, and incidentally, the walkers were the Criminal Syndicate's objective). The Bronze Legion stayed in the square to guard the people mover vehicles, which they planned to depart on. The City Walkers also stayed behind in the main square, as both they and the vehicles were too large for the narrow alleys. Figures from the other four factions would move onto the board with their first action. They were not permitted to deploy within 2 stick lengths of an Empire or Corporate Security figure, though. Space Weirdos uses 5" movement sticks, so the rebels and their allies would enter at least 10" away from imperial figures.
 
    A citizen's eye view of the people mover vehicles parked in the square before the shooting breaks out
When Keith, playing the Bronze Legion, saw the setup and heard the deployment rules, he knew his forces would be going through the wringer early on. On their first action, the Mos Eisley figures could deploy in any of the buildings surrounding the main square, which meant they'd likely be targeting Bronze Legion troopers. Tom's Local Rebels showed up in a far corner of the board, in what I assumed would be an attempt to cut off the Stormtroopers escorting the captives. Initially, they were too far from the captives and captors to see them, so they also immediately started shooting at Bronze Legion troopers. The situation got worse for the Legion when the Criminal Syndicate arrived in the main square, half of its force driving on in a truck and the others coming in on foot. Before long, blasters were zipping back and forth across the plaza, sending citizens scattering for cover.
 
    Two rebels move past some droids wandering the streets & close in on the Stormtroopers
Mike W's Rebel Alliance arrived behind the captors and began sniping at the trailing Stormtroopers immediately. However, the rebels hung back a bit, staying in cover, and did not press too closely. Their plan was to shoot down the Stormtroopers and corporate security agents from a distance, and then dash in to rescue the captives. As Corporate Security, Joel heard the blaster fire from Tom's forces ahead. So, he detached two men from their column to block off the Local Rebels. They blasted away at them, forcing Tom's figures to take cover and engage in a firefight. This allowed the captors to continue moving slowly with their three captives towards the main square. Darth Pylor tried to keep the force moving briskly, although he was also targeted by blaster fire from angry citizens, as well.
 
    One Stormtrooper goes down (green sticker on bottom) & the column reacts to fire from their rear
Beset on all sides, the Bronze Legion held off their adversaries as best as they could. However, once the Criminal Syndicate's truck pulled into the main square, the mercenaries when on the attack. The mercenaries had been frustrated by Foxhurst's enforcers the last several games, and wanted payback. Keith switched to targeting the criminals with most of his force. The first imperial casualties began to fall, though -- the heavily armored City Walkers. One went down to the persistent and repeated blaster fire from Tom's troopers firing from across the square. A cheer went up when the first, towering warbot fell with a crash. 
 
    A Mon Calamari rebel snipes at the captors' column, hanging back in case "it's a trap!"
As the other walker advanced on the rebels, Foxhurst suddenly darted forward. The syndicate leader sprinted up to the walker and slapped a briefcase-sized metallic device onto its leg. It stuck with a magnetic clank. Immediately, electrical sparks flew from the device, running along every limb, shutting it down in midstride. Foxhurst waved frantically to the truck, signalling it to back up next to the disabled walker. The criminals planned to steal one of the imperial walkers!
 
    Criminal leader Foxhurst takes advantage of the chaos in the square to rush up & disable a walker
However, it was not to be. Bronze legion troopers poured fire into the truck, first knocking out Quiddo who was riding in the truck bed. Next, another mercenary charged the truck, ripped open the passenger door, and dove across the cab and began pummeling the driver, Sluggr. Initially, the slug-like Hutt slumped over the wheel, the truck coasting to a stop. He recovered quickly, though, and shoved the trooper away with his massive tail. He looked out the window to Foxhurst, only to see his leader dodging intense fire from the mercenaries, and sprinting towards him and leaping into the back of the truck. Blaster fire followed Foxhurst, though, and he too was soon slumped in the truck bed next to Quiddo. Seeing this, Sluggr threw the truck into reverse and began heading towards the square's exit. Things were not going as planned for the criminals, again! The Hutt decided it would be best to get his comrades off the table.
 
    One of the Bronze Legion mercenaries exchanges fire with an angry (& armed) Mos Eisley citizen
Sluggr's plans were dashed when the Bronze Legion trooper still inside the truck's cab fired several times. Howling in pain, the Hutt opened the door and rolled out, slithering away into a nearby open garage. The armed Mos Eisley citizen in the garage watched him go past, then darted out the back of the building, not wanting to mix it up with the infamous syndicate. Chuckling, trooper slid over, took the controls of the truck, and sped off with the two unconscious criminals in the back of the cab. The remaining criminal, Trumonkar, continued to fire away at the Bronze Legion troopers, but was unable to change his syndicate's fortune.
 
    With Corporate Security providing flank protection, the imperial column gets closer to the square
Between the Corporate Security officers holding off the local rebels, and the Stormtroopers fighting a rearguard action against the Alliance, the captors steadily progressed towards the main square. Both people movers waited on them there, engines idling. Soon, the captors had bundled all three captives into the closest vehicle and climbed aboard themselves. Both the Local Rebels and the Alliance were simply too far away and their fire was too ineffective to stop the progress of the captors. Once the captives were secure inside the mover, the vehicle began accelerating. It weaved between the combatants still struggling in the square. Then, reaching an open street, the vehicle went to full power and disappeared from the square.
 
    The unfortunate rebel hackers & their guards are whizzed off-board in an imperial people mover
The departure of the captives did not lessen the intensity of the fighting, though. One of the Bronze Legion troopers was down, victim of fire from angry citizens. Another was engaged in a furious gunfight with Mira, the owner of the shawarma shop on the square. Angry at the departure of the captives, the Local Rebels blazed away at any imperial targets they could get in their sights. The disabled walker had been rebooted back to life when Darth Pylor used the Force to yank the disabling device off of its leg. Rebel fire poured into it, though, and soon it crashed to the ground next to the other smoking city walker. 
 
    Bronze Legion mercenary reverses the truck off-board with 2 unconscious criminals in the bed
Darth Pylor shouted to the remaining Stormtroopers, corporate security agents, and Bronze Legion troopers to get aboard the remaining people mover. Fire in the main square was slackening, as first the Rebel Alliance, and then next the Mos Eisley citizens, took cover and withdrew from the fight. This allowed the remaining imperial forces to leap aboard the mover and soon they were speeding out of the square, as well. The citizens still around jeered at them as they left, but the rebels were in no mood for celebrating. Their hackers had been taken prisoner and spirited off the board in imperial custody. Many of their secrets might be uncovered. It was time to head back to their hideouts and try to minimize the damage done to their cause this day. 
 
    Enraged by the capture of its technicians, rebels pour fire into the square, downing the last walker
So, the Empire's "strike back" ended in triumph, just as in the original movies. The three imperial factions scored a total of 20 victory points, doubling the other four factions. The Mos Eisley citizens acquitted themselves well, tying for second with 7 VP. However, the two rebel factions managed only 3 VP combined, while the Criminal Syndicate scored 0 VP. If their fortunes continue to fail, how long will it be before a new criminal syndicate emerges to replace them? With Foxhurst and Quiddo captured by the Bronze Legion, what will the other members of the syndicate have to pay the mercenaries to get their leaders back? Plenty of fodder for new scenarios was harvested in this game!
 
    Victory point totals for Mission #03 - Save the Captives! - a comfortable imperial victory
In the campaign standings, the Local Rebels played by Tom are still in the lead -- barely! Behind them (by one point) are the Bronze Legion mercenaries. The Empire (played by Mike S) are also close behind at two off the lead. Only the Criminal Syndicate is having a truly lackluster campaign. Otherwise, the Empire vs. Rebels total victory points are fairly close, by my count.
 
    Campaign standings by victory points after 3 turns -- Local Rebels (Tom) are winning!
I think the campaign itself is going well, and the Space Weirdos rules are definitely a success. They're easy to learn, and create wild and woolly action on the tabletop with sometimes unexpected results. I haven't noticed our games being as lethal as some other Space Weirdos players online say their matches are, but I don't mind. As long as the players are having fun, it doesn't matter if the body count is lower than anticipated. I hope you enjoyed the reading the battle report, though. If you're interested in checking out Space Weirdos, they're available for download inexpensively on Wargame Vault!
 

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 288
  • Miniatures painted in 2025: 180

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 36
  • Terrain painted in 2025: 61

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 115
  • Scatter painted in 2025: 159

Wednesday, August 13, 2025

Some Sci-Fi Civilians Using 'Stargrave' Kits

    6 Sci-Fi civilians assembled from the plastic Stargrave kits using various arms, heads, & equipment
One thing that I am a little short of for my Star Wars skirmishes is figures I can use as civilians. Most of the 28mm miniatures I've painted up are carrying some sort of weapon. I heard on the Lead Adventure Forum about folks using the various Stargrave plastic figure sets to kitbash unarmed figures. So, I gave it a whirl. I'm not the greatest at converting figures, and believe these six miniatures show mixed results.

    The Fishman alien on the left was probably my favorite, even though he has nothing in his hands
The biggest problem was finding suitable arms. There are enough carrying briefcases or tablets or whatever to shove into empty hands. It is the other arm/hand that tended to look a little odd. The lengths of the arms are usually sized to be a supporting hand for a weapon. Sometimes, they empty handed-arm ended up looking too long, I felt, and other times too short. All six of these will do in a pinch, of course, but I wouldn't pronounce myself thrilled with how they came out. 

    Also in the running for my favorites of this batch are the Caucasian man and the ape alien
I do love the various heads the Stargrave boxes give you to customize the figures. I decided to go half and half, with three alien heads and three human ones. Not surprisingly, I like the alien ones the best! My favorite is probably the "Fishman" looking one with green skin and darker green "freckles" on his head. His big beady black eyes give him a lot of character, and the breathing apparatus over his mouth makes it obvious he's from an alien culture. I tried to match the blue one's skin to the Anadorans that I painted up for both my skirmishes and my Xenos Rampant! games. I know it isn't exactly the same alien head that I am using for Joel's Corporate Security faction. Still, it evokes their look a bit. And if there are enough to be Corporate Security on my Tatooine, then there should be enough wandering the streets as civilians.

    The dark-skinned lady & blue alien prove that, in the future, we will still be attached to our devices!
The humans I did in various skin tones -- a Caucasian style one, Asian, and darker skinned. They came out okay, but I've noticed some Stargrave faces look cartoony with their softer, plastic detail. Otherwise, I thought the detail on the clothes turned out okay. I did my usual 28mm painting style -- base coat and dry brush for highlight on virtually every color I put on them. Their clothes I painted in a wide variety of colors. Even though most of the torsos are meant to be wearing uniforms (I have two of the Stargrave Crew boxes and one of the Mercenary ones, in addition to the Troopers). I like how they came out not screaming "uniform!" 

    The civilians wander the streets of Tatooine, which are also populated by some of my droids
The various tablets and electronic devices in the figure's hands turned out okay. I painted them different metallic colors, using the Curacao Blue from TurboDork for the screens and the ape alien's briefcase. I will need at least three of these for my upcoming Star Wars skirmish using Space Weirdos rules at the end of the month, maybe more. Otherwise, you will likely seem them on the streets of Tatooine in various games. I keep meaning to buy some figure packs of Sci-Fi civilians, but since I have so many of the unassembled torsos from Stargrave, I figured why not try them first?

So, what else is on my painting desk? Currently, it is overrun with resin pieces from Miniature Building Authority that I picked up at Historicon. I bought two former Acheson Creations bunkers for Vietnam, as well as a couple of sniper positions. Unlike most Acheson pieces, these are a bit more time consuming to paint up. They should be done in the next few days, though, as I'm making good progress. I also have the base coat done on my last five Fantasy "Fishmen" from Beldolor Studios and Reaper Miniatures. After that, I'm not sure what I will be working on!

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 288
  • Miniatures painted in 2025: 167

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 36
  • Terrain painted in 2025: 57

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 115
  • Scatter painted in 2025: 150

Wednesday, June 4, 2025

Alien Grays for...well, the heck of it!

    3-D printed 'Alien Grays' I painted up kind of on a whim, but probably to sell off (poor blighters)
I bought these 3-D printed Alien Grays last year from JS Wargamer Printing. I didn't really have a need for them. They just looked cool. However, the more I have looked at my Sc-Fi collection, they really don't fit in. I wanted to paint them up, though, so decided to complete and sell them. Yep! I painted something up just to put in a flea market -- or perhaps the consignment store at Origins Game Fair. Of cousre, if I do decide to keep them, they would be excellent for Snarling Badgers game Majestic 13. Or, I could use them for a unit in Space Weirdos. Still, if you want to take the little blighters off my hands before then, let me know...

    'Take me to your Leader...' I really like how these guys (gals?) came out - especially their eyes!

Instead of spray painting them black, like I often do with 3-d printed minis, I went with the brush on White Gesso. I scoured photos on the internet for inspiration and decided to go with the classic gray, as in Alien Gray! I briefly considered a green as in Little Green Men, but so many more pictures on the internet are gray, I decided to keep it traditional. Well, as traditional as 3-D printed aliens can be...!

    A dozen of these came in a pack with a nice variety and only a handful of repeat poses
I used a medium gray as a base coat for their skin, and then a lighter gray dry brush. I was kind of baffled what to do for their space suits, though. There were few pictures on the internet that really gave me ideas, so in the end, I decided to use something that was shiny and colorful. The metallic Turbo Dork paint, Curacao Blue, looked great on the MDF Sci-Fi building I painted recently, so I went with that. I liked the way the shiny pale blue looks on the skinny little guys. It looks very retro, like the concept of Alien Grays itself!

    I used Turbo Dork's metallic Blue Curacao for their space shits, which I think are a nice retro look
For the trim and joints, I went with a dark, blue-green for contrast. I did a medium blue dry brush over those areas just for a little highlight. I also made the circular patch on the space suit the same dark blue-green. I thought about putting an alien looking rune on the patch, but it was so small that I felt the only thing I could handle would be tiny bluish-white dots.

    The 3 poses with the helmets on gave me the most pause as I went back and forth how to do them
To keep with the retro theme, I used a combination of copper metallic and Iron Winds Steel for their little rayguns. I gave the weapons a dark metallic red accent, too. Two of the figures weren't holding weapons at all, but instead were examining a human skull. The third was holding a very human looking adjustable wrench. I guess hand tools are universal when it comes to Science-Fiction!

    The poses holding the human skulls and poking at them with their finger seemed were fairly comical
Probably the part of the figures that gave me the most pause were the three that head their space suit helmets on over their heads. The face plate was rounded and designed smooth. How to do these? Should I try to paint them as clear with a blurry gray alien head inside? Honestly, I had zero ideas on how to do that. I decided to do them with a metallic reflective face plate. I did ever smaller layers of Iron Wind Steel, Gunmetal Gray, Pewter, and then Silver. The silver was intended to be the brightest part where the light would be reflecting off of it. It looked decent, I thought.

    I tried to go 'retro' with their weapons, using a metallic copper and red to fit the vibe
Then I decided to give one of the "Dragonfly Glaze" paints I had bought a try. Supposedly, it gives a "Full Spectrum" color shift over the surface it is painted. I wanted a YouTube video on how to use it, and followed its instructions. After one layer, I saw no speckles or sparkles -- nothing. After two layers, still no effect. I gave it a third layer and the only effect I saw was that it made it more glossy. No color shift. No glittery glaze. Nada. Anyone want a bottle of Folk Art "Full Spectrum" Dragonfly Glaze? I'm 0 for 2 with this paint!

    Here's the Alien Gray invasion all together again, posed with almost-completed Sci-Fi scatter
I decided to give them a rocky/gravel like flocking job. First, I glued on 3-4 pieces of black rubble that I bought from Discovery Games at Buckeye Game Fest awhile back. Then I added Woodland Scenics Fine Blended Gray Ballast. I did a black wash over the gray stones, dry brushed the pieces of rubble lighter grays, and added a tiny brownish tuft to each base. To seal the flocking in, I painted it with Liquitex Matte Varnish. Spray coating it was right out with the metallics. I didn't want them dulled down by a matte clear coat.

So, there they are! I am thinking of listing them for $65 (for the 12 figures) in the consignment store. If that sounds like a fair price to you and want them instead, contact me within the next 4 days or so. The deadline to register items for the store is coming soon. What else is on my paint desk? I do have another batch of Viet Cong finished, and another behind it more than halfway through. For the terrain that I plan to take and sell at the Historicon flea market, I have a nice variety. They're progressing well, too, so hopefully I will have pictures of them by the weekend.

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 145
  • Miniatures painted in 2025: 107 

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 21
  • Terrain painted in 2025: 32

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 93
  • Scatter painted in 2025: 7

Monday, May 19, 2025

Star Wars with Space Weirdos: Imperial Boarding Action

    Allen's Star Wars rebel soldiers prepare to defend themselves as they hear the Stormtroopers advance
My friend Keith had a taste for some Sci-Fi skirmish, and wanted to get his Starship Vengeance 3-D printed cardboard terrain onto the table. The "box terrain" set from Gale Force 9 is pre-printed and cleverly goes back together like a Russian matryoska doll, with each slightly smaller box fitting inside a larger one. We decided to use Space Weirdos rules again, since we had just used them and they would be fresher in our head. I suggested a very Star Wars-like scenario with stormtroopers boarding a rebel cruiser looking for a high value target (in this case, "the Princess"). Keith brought along his Wizards of the Coast prepainted Star Wars figs, and we set up a simple, shoot-'em up scenario.

    Keith's very clever 3-D printed cardboard spaceship interior was our battlefield for the evening
We had three Empire players and three Rebels. Each controlled a sergeant leader and three troopers. The profiles were identical for both sides except that the rebels had laser pistols and the Stormtroopers had laser rifles. Of course, in the heat of the moment we promptly forgot to apply the weapon bonuses and restrictions until the very end of the game. We also forgot about our grenade's +1 on the damage chart, and our armor's +1 to Defense rolls. I have an idea on how to redesign the character sheets to make it less easy to forget all those fun things. It didn't imbalance the game as both sides completely forgot those modifiers until the very end of the game!

    My entry point was the bottom of the picture - but as we advance, Keith's rebels move to flank us
Keith laid out the very cool looking cardboard terrain to form the sprawling interior of a rebel cruiser. First, I had the Empire players discuss and then choose three breach points, one for each player, where they would board the ship. Next, the Rebel players returned to the room and deployed their figures. Jenny and I had chose to breach into rooms that led to corridors that essentially bisected the ship. Tom chose to breach into a perpendicular corridor that led left and right, so to speak. We figured we would come in the middle of the interior, so to speak, and then march right or left once we saw where the Rebels (and more importantly, the Princess) were. All three Empire players had a silent chuckle when they saw Joel deploy his four Rebels soldiers in the hallway Tom would breach into. To one side of the central axis, Keith had deployed his guys and the Princess in Engineering. To the opposite side, Allen had deployed his in the Control room. 

    Tom's Stormtroopers burst in through their breach point and quickly gunfire & blasts erupt
Crucially for me, there was another corridor that led from my access point to the back of Engineering. So, I feinted forward to look like I was going to reinforce Tom in the central hallway battle. Keith sent one of his soldiers to reinforce Joel, but the other three began moving towards the corridor, possibly to outflank me. This decided matters for me, as I would throw all four of my stormtroopers at his position. Before we engaged though, the battle was raging in the central hallway. We later nicknamed it the Hallway of Death for the Out of Action soldiers sprawled about the corridor. 

   Early look at the 'Hallway of Death', with two of Jenny's Stormtroopers at the bottom ready to join in
Tom raced through the breach point and immediately engaged the rebels in melee. I'd given each figure a grenade, in addition to their blaster, and the players were not shy about using them at all. Soon, shock grenades were going off all over the ship. Stormtroopers fell, Rebels went down -- anywhere that figures were bunched up within the half stick blast radius, a grenade would be tossed. Even with forgetting the +1 on the damage chart, grenades rolled 2d10 on attack vs. the laser pistol or rifle's 2d8. We debated whether it was possible to use one of your two Command Points each turn to "power up" the grenade to 2d12. It is possible to spend one point to power up your attack one dice level. We decided that it was possible, which made throwing grenades even more attractive. The sounds of booms soon rang through the hallways as men screamed and fell to the floor.

    Fortune was on the Empire's side as my Stormtroopers clear the corridor leading to Engineering
Tom pushed his attacks aggressively, drawing all of the attention of Joel and Allen. Jenny advanced to support him, keeping most of her troopers in the corridor leading to the Hallway of Death, though. While the battle raged there, it was mainly a distraction. It kept 2/3's of the rebels away from protecting the princess. All I would need to do would be to defeat Keith's three troopers with my four, grab the princess, and get out, and we would win.

    Unfortunately for the Princess, Allen's troopers remained pinned down inside the control room
Keith won the Initiative though and started turn 2 off with a bang. He threw a grenade which would catch three of my troopers in the blast. I used one of my two command points to have one Stormtrooper dodge out of the blast area. Only one of the other two was hit, and he was still up. I decided to use the movie tactics of the Stormtroopers and advanced to the attack, moving into his hallway and shooting with all of my Stormtroopers. We also tossed our share of grenades, too. It was a bloody battle, but my Stormtroopers were slowly getting the upper hand.

    My grenade tossed into the doorway leading to the Engineering knocked out a rebel & the princess
Keith's rebels began to fall back from the corridor. One of my men tossed a grenade in the open doorway leading to engineering. In the blast radius were three of his rebels AND (unfortunately, maybe) the Princess. The princess and two of the rebel soldiers were knocked out of action. He counterattacked knocking out one of my guys. Still, the doorway remained open at the start of the next turn. I had one of my Stormtroopers run in, pick up the princess, and dart back out into the corridor. I made sure I hung onto one of my command points, though, waiting for his rebels to pursue into the corridor and shoot my Stormtrooper carrying the princess. When he did, I played it, Dodging out of the corridor back towards my entry point.

    Bodies continue to pile up in the Hallway of Death, and amazingly Tom's Stormtroopers fight on!
Meanwhile, bodies continued to fall in the Hallway of Death. Allen's rebels, who'd been relatively content to hold the command center, finally came out to take on Tom and Jenny's stormtroopers. More grenades went off, more figures were either Knocked Down, Staggered, or put Out of Action. The Hallway's floor grew slick with the blood from wounded lying on the metallic floor. 

    Three of my Stormtroopers exfiltrating back towards our breach point with the princess' body
When we decided to call the game, my troopers were within one move of their exfiltration point and Keith did not have enough rebel soldiers left to stop them. He kept insisting the princess was dead, though I pointed out the rules say only "Out of Action," which doesn't mean dead. It was an imperial victory, especially considering the Sci-Fi medical advancements which could revive or heal the princess, we argued. Everyone had a great time, laughing as we made Star Wars movie references or comical dice failures beset us all. I think everyone is enjoying Space Weirdos. It is easy to pick up the concepts. There are a few questions that have arisen in our games, but we tend to be able to agree on the intent of the rules. If you're looking for a fast Sci-Fi skirmish game (they also have Sword Weirdos for Fantasy), with easy to learn rules, you may consider downloading the rules from Wargame Vault and trying them out. At only $5, how wrong can you go?

For only $5, how wrong can you go picking up & checking out a copy of Space Weirdos?
Meanwhile, my painting of 28mm Vietnam figures continues to roll along, as does my work on jungle vegetation scatter terrain pieces. Look for pics of those soon!

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 143
  • Miniatures painted in 2025: 80 

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 19
  • Terrain painted in 2025: 22

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 54
  • Scatter painted in 2025: 57

Monday, May 5, 2025

Star Wars Using 'Space Weirdos' - These Aren't the Droids You're Looking For...


    Stormtroopers stop a droid in the central market of a town on Tatooine in my first Star Wars skirmish
I had been steadily getting things ready to finally run Star Wars skirmishes with Space Weirdos rules. When our regular host pointed out the first Sunday in May would be the 4th, he suggested we play a Star Wars themed game. So, I hurried my last preparations and was able to finally run a skirmish using these rules and the miniatures I've been painting up for more than a year, now. I cooked up a scenario with a nod to the iconic Obi-Wan line, "These aren't the droids you're looking for..."

    The Rebel Alliance from off-world: (L-R) Ylena, Knox, Jambru Gassu, & Mango

In my Star Wars games, each player controls one of the factions from that universe. Since we typically have six players, I created that many factions: Empire, Corporate Security, Mercenaries (Bronze Legion), Criminal Syndicate, Local Rebels, and Rebel Alliance. In this game -- stop me if you've heard this before -- the rebels have pulled off a big feat and stolen the plans to the imperial security facilities on Tatooine.  However, the agents were caught in the act and prior to be arrested were able to download the plans into a droid, send it out into the streets of the city, and inform their colleagues what they'd done. The only problem was the transmission was cut off prior to identifying the exact droid with the plans. Based on where the heist occurred (and the memory required), it could only have been an R1 Logistics droid or B3 Engineering droid, though.

    The Empire's strike team: (L-R) Darth Pylos, Lt. Echo Five, Trooper EA-01 & Trooper EA-02
The empire and their corporate security also discover what has happened and launch a search for the droid, several hours later. Meanwhile, the Tatooine Local Rebels and the off-world Rebel Alliance (who cooperated to pull off the feat) have sent teams into the city to locate the droid. Waiting for them there, though, are mercenaries from the Bronze Legion. They've been hired by the town's insurance companies. A maddening number of "droid-nappings" have been occurring locally, and they've given up on the Empire or their local security's ability to handle the problem. Tired of losing money on insurance claims for stolen droids, they hire the elite Bronze Legion to watch over droids in the busiest section of town. In addition, paid informants inside the imperial security staff have let the local Criminal Syndicate know what has happened. They also mobilize a team, but not to find that one particular droid. Instead, they intend to take advantage of the chaos about to break out dowtown to steal some more droids!

    Enforcers from a Tatooine Criminal Syndicates: (L-R) Foxhurst, Quiddo, Sluggr, and Trumonkar
Each player would control four figures that I created using the Space Weirdos rules and the Sci-Fi miniatures I've been painting. Only the Stormtroopers are actual Star Wars forces. Otherwise, I'm using the forces I've been building over the last year or so to fill in the other factions. They are from a wide variety of sources, too. The Local Rebels, Bronze Legion, Corporate Security, and Knox from the Rebel Alliance are assembled from Stargrave kits. The Stormtroopers and the Mon Calamari rebel are 3-D prints from JS Wargamer Printing. A couple miniatures are from Wiley Games (Darth Pylor and Sluggr) or freebie giveaways from past Cincycons (Foxhurst, Trumonkar). The leader of the Rebel Alliance, Ylena, is a from Hydra Miniatures' Retro Raygun line and Mango the orangutan is from Sgt. Major Miniatures (now Battle Valor Games).

    The Mercenaries from the Bronze Legion: (L-R) Hex Ruudo, Xessa Vat, Brun Wot, & Krits Muurd
As you can imagine, both rebel and imperial factions primarily want to recover the droid with the plans. They know it is one of the three R1 or three B3 droids. A successful "Willpower check" under the Space Weirdos rules when in contact with a droid can ascertain if it is indeed the droid they are looking for. Each figure from all six factions carries a "Droid Clamp." It takes one of a figure's three actions in a turn to apply it to the droid in contact. After that, the droid will dutifully follow the character wherever it goes. Their goal is to get off the board with that particular droid. The rebel or imperial faction which succeeds in doing that receives 5 Victory Points. Their ally faction gets only 2 VP, though (rivalry and desire to appear the most competent, right?). They also get VPs for knocking figures out of action from the Empire and Corporate Security (Rebel Alliance only) or Criminal Syndicate (Local Rebels only). The Empire gets VPs for knocking out figs from either faction of Rebels, while Corporate Security gets points for Alliance figures and Criminal Syndicate ones. The thought is the two native-staffed factions (Local Rebels and Corporate Security) aren't crazy about killing their fellow Tatooine residents.

    Local Rebels from Tatooine: (L-R) Zimeon, Ziahra, Craix, and Rarely

But what about the Mercenaries? They are hired by the insurance companies, so get points for knocking out of action ANY figure in contact with a droid. They also get a decreasing amount of VPs depending on how many droids are "kidnapped" during the scenario, maxxing out if no faction is successful in removing any droids from the table under their custody. To represent them already being in town keeping an eye on things, I let my friend Keith (who was playing the Mercenaries) deploy inside or on any buiding surrounding the central market (or in the market itself). Surprisingly, Keith deployed all of them visible -- none inside the buildings. He did institute a very aggressive defense, though, shooting players who came anywhere near the market -- not just in contact near droids. This resulted in him being at odds with most of the other factions in the game. As alluded to, the Criminal Syndicate got points for simply getting as many droids off-table as they could. They wanted the high-value ones, naturally the R1s or B3s, but also the floating FX drones. The smaller droids will still gave them points but not as much as the bigger ones (which, not coincidentally, the imperial and rebel factions wanted as well).

    The Empire's hired Corporate Security: (L-R) Lt. Shrukar, Sgt. Ithran, Cpl. Valla, & Cpl. Teyran

The droids began the game mostly near the central market plaza, with some of the smaller repair or street-sweeping droids further out. Each type of droid had a secret path they would follow, moving once each turn after all the player figures had acted. The R1s (one of which had the plans) would circle the market clockwise, then exit off the opposite board edge furthest away from where they started. The B3s would do the same, but moving counter-clockwise. The FX stayed a building away from the market, circling then exiting similarly to the R1s. The other smaller droids would simply circle buildings and wander in what would appear to the players in an aimless path. Which one had the plans? The green R1 was the designated R2D2 for this game, which was made from a piece of Sci-Fi scatter I purchased from Diabolical Terrain (who also makes the Tatooine buildings) and treads from RRB Minis & More.  

    Early in the game, from left, Keith, Joel, Mike W, Mike S, and Allen investigate the town layout

After I explained the rules and scenario, I gave the players a choice whether to roll and choose the side of the hexagon-shaped game board they began on, or to simply deploy on the edge where they were already sitting. Unanimously, they chose to begin where they were sitting. This meant the droid with the plans began near the market closest to Mike S's Empire faction and Allen's Criminal Syndicate. Its programming was to circle the market wall clockwise and then exit between Keith (Mercenaries) and Joel (Corporate Security). On the very first turn of the game, Allen moved one of his faster figures to within one move of that droid. However, by then, the Bronze Legion had begun opening fire on anyone who came within a move of of the walls of the market. Allen decided not to stick his neck out further and withdrew to pluck lower hanging fruit, so to speak. If he had decided to grab it, and had gotten off the board, his faction would have had the upper hand in the game, even though that wasn't technically the droid he was looking for!

    So many droids to investigate in this scenario -- luckily the Rebels knew it was one of two types
Keith's Mercenaries quickly got into a firefight with the Corporate Security, Criminal Syndicate, and Tom's Local Rebels. The return fire of those factions (and also Mike S's Empire when Keith later opened up on one of their Stormtroopers, too), kept him hopping all game. All of the Mercenaries wore Heavy Armor, though, and this helped them time and again throughout the game, causing an opponent's shot to miss instead of hit. The way Space Weirdos works, each figure has stats in Speed (number of actions they can move in a turn), Firepower (shooting), Prowess (melee ability) and Defense (used when targeted by shooting or melee). The stat is expressed as a roll of two dice of a particular size, from d6 (weakest) to d8 to d10 (best). Modifiers such as cover, aiming, moving fast, etc., cause the dice type to go up or down, with a max of d12 and minimum of d4. Each player rolls their two dice and results are compared. If the Attacker's roll beats the Defender's, a second roll with 2d6 is made on a chart to see what happens. A particularly low roll on this chart could have the target return fire or counter-thrust in melee. Or the result could be for the target to run or dive for cover. Good rolls will knock down, "Stagger", or take them Out of Action. 

    Led by Darth Pylor, Mike's Empire faction moves past the power station towards the center of town
Another tactical wrinkle in Space Weirdos are the Command Points. Each player gets two per turn and they must be used during that turn and don't carry over. They can be very powerful. The most commonly used one in our game was "Dodge." Once the attacker declared a ranged shot on the target, the controlling player could play Dodge and move the figure one stick (5") out of line of sight, negating the enemy's shot and wasting those action(s). There's also Power Up, which gives the attacker or defender a dice type bonus. Hustle allows a character to move one more action than their Speed would normally allow (great for escaping off-board with a droid!). There were also Overwatch, First Strike (target of melee gets to attack first), and Regroup, which gives a bonus to next turn's Initiative roll. 

    Local Rebel trooper Craix eyes three Criminal Syndicate enforcers creeping towards the market
Space Weirdos plays well with multiple players in a game. However, the rules appear to be intended for a 1 vs. 1 game. So, I felt that I had to modify the Overwatch command. I think I may have made it too weak. I will talk to the players about how to make it more attractive of a play, considering it was used only once and on the first turn of the game. I asked the players afterward about whether they thought the command point themselves were too powerful and if their number should be reduced. Only Tom (and honestly, myself) felt each player should be given only one instead of two. I was worried that players would get frustrated, moving into place to take a shot, spending an action aiming (to bump their dice type), and then shooting only to see the opponent play a Dodge and scamper away, wasting their entire turn, essentially. Players are limited to using Dodge, First Strike, or Overwatch only once per turn. To keep track of them, I gave each player two Hershey Kiss candies and said they were to unwrap and eat them when they use a command point. That way, we could visually verify if they had used their both, one, or none. Did they follow my rules? Ha, ha...only partially! There were a number of command points eaten before they were played, or not eaten at all!

    Rebel trooper Mango charges up the stairs and enters melee with one of the Bronze Legion
The action unfolded with the Bronze Legion mercenaries merrily blasting away at anyone who came in sight. I whispered to Keith to make sure he understood he only got VPs by knocking a figure out of action in contact with a droid, and he said he knew that. He was just fighting an aggressive defense! The Corporate Security troopers, perhaps resenting the Mercenaries usurping their role as hired guns in the town, skirmished aggressively with the armored mercenaries. Meanwhile, the Rebel Alliance moved up, nailing one of the security troopers and knocking him out of action. When Rebel leader Ylena and her Mon Calamari companion neared the market, the mercenaries blasted away at them, too. The hulking orangutan Mango joined the firefight, eventually charged up the stairs at one mercenary and backhanding him off the stairway and into the shadows of a silent mechanical drill nearby.

    A Stormtrooper takes a shot at a Mon Calamari rebel trooper as he ducks around a building
The Stormtroopers began to sneak up on the Rebel Alliance, though, and bring them under fire. Mike S was the first of the Sunday Evening gang to choose a faction when I announced the games, and he chose Empire. He is normally one of our most aggressive players, which I felt made perfect sense for the Empire. However, that night his advance was much more tentative than normal. His leader, Darth Pylos, used his dark powers to bring droids closer to his troopers for them to check out, but he didn't use any of his attack abilities. In particular, I fully expected Mike to use the "Mind Control" ability and have his opponents open fire on friendly figures. Or to use the "Mind Stab" to try to knock them out. He stayed focused on droid-hunting, though. His dice rolls were not up to snuff, either, and the Empire struggled to accomplish much other than inconveniencing the neighboring Rebel Alliance troopers.

    Darth Pylos tells the Stormtroopers to fan out and search the R1 Logistics & B3 Engineering droids
Interestingly, the Local Rebels and Criminal Syndicate seemed to have a de facto truce going on. Tom had multiple opportunities to fire into the backs of Allen's criminal enforcers, but for the most part, declined. Allen, likewise, saved his shooting for the mercenaries who'd been trying to pick off his guys since the start of the game. On the face of it, Allen's criminals had the simplest mission -- just grab droids. However, that would put him at odds with the Mercenaries immediately. Also, if the droid he grabbed happened to be a possible type carrying the plans, the imperial and rebel factions would likely unload on him. Still, Allen balanced his aggression with mission focus, and was actually able to put the clamps on three separate high-value droids. If his leader Foxhurst had headed off-table with his clamped droid instead of moving to try to heal one of his downed troops, Allen would have won with 6 VPs.

    Late game chaos at the market! Rebels and Stormtroopers blast away as they rush to secure droids
Actually, I was impressed with all of the players and how they attempted to carry out their missions. Mike W's Rebel Alliance were dogged foes of the Mercenaries and Empire, shooting them repeatedly and investigating droids that were close by. He simply had bad luck in the one with the plans was on the other side of the board. He played his rebels like you'd expect in the Star Wars universe, and would end up tied for second. His ally on the other side of the table had the good fortune of being closest to the path the droid with the plans would take. Local Rebel Tom used cover wisely, and aggressively advanced to return the fire of the mercenaries and to get as near to the target droid types as possible. When the green R1 came close enough, he had his leader (with the highest Willpower) check it out and confirm it was the one. He immediately began to flee the table, using a Hustle on his following turn to escape with his prize.

    Criminal enforcer Sluggr slithers away with an FX Hover droid, heading for the table edge
The shooting broke out early and kept going all game long. From the battle reports I'd read on blogs or watched on YouTube, I was under the impression Space Weirdos would be a bloody game. However, fewer than one figure per faction was knocked out of action. I think that there were a few reasons why my scenario was less bloody than ones I'd read or watched. First, the rules recommend you have a lot of terrain to break line of sight or provide cover. I had a lot of buildings or big pieces of machinery on the board, which made it very easy to hide behind or use "Dodge" to avoid a shot. Plus, instead of your opponent getting only one Dodge per turn, potentially all five other factions could have a Dodge to use against you when you were shooting. Finally, the players admitted their rolls on the second table to ascertain damage after they hit with a shot were terrible. I repeatedly saw them roll "5" or less on 2d6. So, I think those three factors mitigated the bloodshed a little.

    One of the Corporate Security troopers exits with an R1 droid, crossing his fingers its the right one
Still, I asked the players to be honest. Did they enjoy the system? I would not be offended if they didn't, and we could easily play the Wiley Games Galactic Heroes rules if they preferred.  They said they enjoyed them and were willing to keep using Space Weirdos for Star Wars skirmishes. They liked the scenario in honor of "May the 4th Be With You," and said they had fun. I already have an idea for the next chapter, so hopefully we will get a chance to play again in a month or so. 

 

    A look at the 17 types of droids (names are my creation) that were meandering around the board
Sunday's game capped off a very busy gaming weekend for me. You should shortly see a report from Jenny and my two runnings of the Viking Town Raid scenario at Buckeye Game Fest. We also ran Zombie RV - Scavenging in the Trailer Park twice. So, I have lots of photos to sort through and will put out a blog post on the miniatures games our HMGS Great Lakes GMs ran at this mostly board gaming convention. What about painting? I have the first ten 28mm Vietnam War troopers done, but am mired in the flocking stage by our rainy, humid Ohio weather. I am waiting for a day where I can give the figs a good preliminary spray coat and then finish the flocking stage that I'm stuck halfway through. Since I don't have so much to work on, I've pulled a few pieces of scatter out of the closet and am working on them. So, stay tuned for a flurry of updates!

    The 'score' in my Star Wars skirmish campaign after one battle...kind of like the movies, eh?
MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 143
  • Miniatures painted in 2025: 60 

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 19
  • Terrain painted in 2025: 22

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 54
  • Scatter painted in 2025: 55