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

Monday, February 9, 2026

Critter Control! 'Good Old Boy' Alien Hunters for Majestic 13

    Alien hunting in rural, Southern Ohio with 'Critter Control' -- my team for Majestic 13
A week or so ago, I needed another batch of figures to paint. I was finished with the orcs and goblins of the Bonefish Band for Dragon Rampant, and was still waiting on the Warhost elves to arrive from Badger Games. So, I pulled out my "bonus pack" from the Crucible Crush order I made last year for my 28mm Vietnam miniatures. It is called Children of Hastur #2, and consists of five modern figures armed with various types of guns. Well, it was supposed to be five, but a mistake in packaging gave me two of the same pose and shorted me one of the five varieties. I didn't notice it till I pulled them out to paint. I sent a message to Bob Murch of Pulp Figures, but haven't heard back from him, yet.

    Investigating some suspicious burnt circles of undergrowth are my Children of Hastur figures
The plan is to use these as my "team" of alien hunters for solo/coop games of Majestic 13 from Snarling Badger Studios. Since I was short one, I had to sort through my various unpainted minis to find a replacement for the missing figure. I picked out one that looked like he belonged. In the game, there are 13 different factions working to defend Earth from alien invasion. The one I picked is called the Agricultural League. You know about crop circles and all that? The aliens have apparently been messing with the farmers of the world for decades! My team of five has nicknamed themselves "Critter Control," and hail from southern Ohio (why not?). I like basing my games in my area, if possible.

    Group leader & local farmer Boone MacDonald has gathered a team of alien hunters for Ohio
As I began painting them, I picked out the cleanest cut one as the leader of the group, naming him Boone MacDonald. His family has owned their farm in the Chillicothe, OH, area for generations. He has seen unexplainable lights in the skies above his farm himself, and had to deal with odd, unexplained damage to crops in isolated, roadless areas for decades. He was tempted to blame government agencies testing fancy new aircraft over less populous areas, but the more of his fellow farmers he talked to, the more he began to believe it was something even more sinister. It was Mabel Washington, the quiet, unassuming small farm owner who suggested that he reach out to the Agricultural League. She even gave him a contact name and number. How she had heard about them he has no idea -- the Majestic 13 pride themselves on remaining secret. The contact bore fruit, though, and MacDonald joined them. Later, he volunteered to form an Ohio team for the league. I painted the figure in jeans and decided to try a classic red and black flannel shirt. I did the base coat red brown and then dry brushed it with Howard Hues Middle East Flesh. The black stripes were done with a micron pen. I am pretty happy with how Boone turned out.

    Very cool Crucible Crush figure -- Waylon, in shorts, shirtless, but with a military style backpack
One of Boone's first recruits was Waylon Jenkins, or "Wildman Waylon" as some called him locally. A moonshine distiller, as well as a garden farmer who sells produce at roadside stands, Wildman is known for his very wild stories. His most famous, of course, is being abducted by aliens, which he swears by to this day. Most locals consider him whacked out, his mind too burnt out by consuming his own moonshine. However, Boone thought that if there was a chance some of Waylon's stories were true, his experience might prove invaluable. I love the Wildman miniature -- in shorts and shirtless with an army style backpack. The Children of Hastur figures from Crucible Crush figures are meant for their Weird War Vietnam "Black Sun" rules. If I remember right, in the game they are drugged out cultists worshiping a Cthulhu like alien being. I updated Wildman's backpack to a modern U.S. desert pattern, assuming he served his minimum time in the Army only to separate at the earliest possible moment. Conforming to what people expect of him is not in Wildman's nature!

    Taciturn army vet Buck is not as flamboyant as 'Wildman Waylon', but has "seen things" in his days
Another Army veteran, Buck Smithers, is one of the local area's resident gun enthusiasts. Of course, in rural southern Ohio, there are quite a few of those! Smithers is much more stoic and level headed than Wildman. However, when approached by Boone, who thought Buck's military experience would prove helpful, Smithers quietly stared at Boone for several minutes. Boone held his tongue, and the two taciturn men silently took each other's measure. Finally, Smithers lowered his gaze. "I've seen some shit you can't explain, Boone." He chuckled, looking up and catching the older man's eyes. "There's bad critters out there. I know it -- I've hunted them." He reached across the table where the two were sitting and shook Boone's hand. "I'll help with your critter control..." Of course, that was where Boone got his idea for the team's name. I gave Buck an olive drab, army "PT" t-shirt and jeans. The word "Army" was also written in with micron pen.

    Not sure where this fig comes from, but Silas Horton looked like he fit right in with Critter Control
I honestly don't know where the miniature for Silas Horton comes from. It was simply in my unpainted drawer of modern minis, so if anyone knows, please add it in the Comments. However, it seemed his hat and cigarette dangling from his lips made him fit right in. Another of the gun enthusiasts of rural southern Ohio, Silas is the oldest of the crew. Like Waylon, he is known for bending folks' ears with stories of aliens and strange creatures he's encountered while hunting in the woods. He even keeps a collection of skulls of bizarre creatures he claims to have shot while hunting. Some who have examined his collection claim they can tell they are cleverly created fakes. Silas doesn't take offense, though. He knew from the moment he came home one night to find his home broken into and some of his skulls missing, that he was on the right track. When Boone sat him down to pitch Critter Control to him, he just smiled. "Well, I was wondering what took you so long to find me and ask me to join your team,  Boone...!" After finishing their drinks, he took Boone to his skull collection and the pair had a long talk about aliens, hunting tactics, and what they might encounter as one of the Agricultural League's teams in the field. I painted Silas with Carhartt brown pants and an urban camo shirt. I love the cigarette dangling from his lips as he stalks forward!

    Buck may have seen things, but Mabel knows things -- more than a small time farmer should!
One evening, Boone was in his study racking his brain on who he should choose to be his fifth team member. The doorbell rang. He answered to find Mabel Washington on his porch staring at him with a sardonic look. "Y'all going to ask me to join your club, Mr. Boone? Or is that for white folks only...?" Boone gestured to the porch with several rockers and the two sat down. When asked how she first heard about the Agricultural League, the older black woman shook her head. "Now, y'all don't worry about that. My daddy gave us kids more of an education than the inside of any classroom." Boone knew Mabel's father had owned their tiny farm off Rt. 772 for decades -- probably almost as long as his family owned theirs. She promised to fill Boone in on what she knew about "critters" once he officially asked her to join his team. Here, she stopped and chuckled. Boone looked her over. She didn't look like much, physically. If she did farm work, though, she couldn't be too much of a burden. Her knowledge could add a whole new dimension. After all, she was the one who told him about the league in the first place! I painted Mabel in bright colors, probably more typical of what people might consider an "urban" black woman rather than rural one. However, the figure certainly has that look. I love the sunglasses and Afro hair style -- very iconic. However, her story works better with her being from a small family farm, so apparently Mabel just likes to get all gussied up when she goes off the farm! 

    Eye in the sky view of Critter Control investigating in the field...but whose eyes...and how many??
Speaking of miniatures, probably the most difficult thing about running solo games of Majestic 13 for me (or coop with Jenny?), will be figures for the aliens. I have a few alien-looking robot or droid types in my Sci-Fi collection. However, I have a shortage of big ugly alien monsters for Critter Control to fight. Luckily, one of my team's advantages of having a "Remote Intelligence Base" is that they get to roll twice to see what type of alien monster they encounter on missions, and then select which one to fight. So, that will let me skip ones that I have no miniatures for...ha, ha! Anyway, now that Boone has assembled his team, I am looking forward to playing my first game of Majestic 13 soon...! Stay tuned.

What else is on my painting desk? My very first batch of Warhost Elves has its flesh tone on them. Also crowding the desktop are two medieval town buildings that I purchased from Sword & Scabbard Games. I am thinking that I am going to alternate batches of elves with things for other projects rather than barreling through the Warhost figures like I did for the orcs. I'd like to start reducing the "Lead Mountain" in size a bit this year. So, I'm hoping early 2026 will see more variety of miniatures painted than I did last year. Stay tuned and see if I achieve that goal!

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 95
  • Miniatures painted in 2026: 34

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 0
  • Terrain painted in 2026: 17

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 2
  • Scatter painted in 2026: 24 

Tuesday, February 3, 2026

Crashed Spacecraft Sections & Alien Tech Gems

    My crashed spacecraft sections made from various random things I had & a cheap plastic toy
This post probably exemplifies the cart-before-the-horse idea. For this past Sunday's game, I needed to build individual sections of an alien spacecraft that had come apart on crash-landing on a planet. My intention was to scatter the components in the center of the game and having my players searching among them for objectives, aka Alien Tech. Well, I have already posted about the game and you've already seen pictures of the items I'm describing in the post. So, cart in front of horse...!

    This section probably had the most random pieces glued onto it, including scatter from A Critical Hit
I had an idea for those and they were the easiest part. Long ago, a friend handed me a quart ziplock back of 3-D printed tires of various sizes and shapes. While going through all of my bins looking for parts that might look like bits and bobs for an alien spacecraft, I came upon the bag. I pulled it out, sorted through them, and found that some were the exact size to fit a craft store "gem" onto. So, first, I pulled out the various colors of gems I would be using, deciding in a completely random way to make eight of them. I found eight of the tires that the gems would rest upon with part of the tire showing as a rim around the colorful, glowing alien power node (or whatever it was that I was creating!).

    Created my 'Alien Tech' objectives with cheap craft store gems glued to 3-D printed tires & a washer 

I based the tires on appropriate sized metal washers, first. Then I epoxied the gems onto the 3-D printed tires. Next, I did a base coat of Iron Wind Steel -- a very dark metallic -- on the tire, making sure I also covered up the little wave-shaped edges of the gems, as well. Next, I chose one of my dozen-plus metallic paint colors that somewhat matched the gem color. I painted the outer edge of the tire that color. Finally, I chose a different metallic to paint the washer base and voila! These glowing Alien Tech objectives pieces were finished! 

    Many of the bits I glued onto the pieces of the plastic toy were to break up the outline & complicate it
Now, it was time to tackle the spaceship sections! My thought was to find a cheap plastic spaceship at the discount store or failing that a piece of construction equipment. I found an earth excavator for a couple bucks, and took a pair of wire cutters to it. Well, after buying -- just to be clear! I disassembled it into various mechanical component looking pieces. I based those on pieces of styrene plastic, epoxying them into place with space around for various pieces that had fallen off. Even the four tires were set on their side and became a piece of the spaceship. Now, it was time to junk them up! I had a pile of various pieces from a number of sources. I simply began epoxying them onto the plastic excavator sections making it look more mechanical and interesting. Some sections got more junk added to them, some less. Once I was satisfied they looked like a complicated mechanical and futuristic spaceship section, I pronounced myself done.

    It's probably easy to see the cab for the excavator here, but I tried my best to 'tech it up'!
Then, I flocked the base so that it looked like it had sunken a bit into the ground from the impact. I waited for a reasonably warm winter day and spray painted each base and components on there black. The next step was to go over everything in a craft Gunmetal Gray metallic paint. I didn't want to use up my precious Iron Wind Steel -- I'm down to my last bottle! Hopefully, I can pick up a re-stock at Cincycon at the end of February. Once it had dried, I looked at my various metallics and decided that the dark red would look the best for the accent color on the spacecraft sections.

    After my lovely accent painting, you could NEVER tell this was one of the excavator's tires, right?
This step was the most time-consuming of the process. I did each piece, one by one, deciding what part of the piece was accent color and what would remain the dark metallic. Some sections got more accent color than others. It took about four days or so to go through all of the pieces. I decided that I wasn't going to spray coat these pieces because they honestly won't get a lot of use (my guess). Plus, I was worried about a matte coat dulling the gleam of the dark red metallic down too much. The gems were then added to the top of the four wheels, hopefully forever disguising them from looking like giant truck wheels...haha!

    I even tossed random bits of scatter or pieces inside this open area on this piece of the excavator
The last step was to add fine black ballast (meant to be coal for railroad hobbyists) to the base. I went back and forth whether to go with sand to match my Tatooine or black. I finally decided that the black looks like the ground was burnt from the spacecraft's thrusters desperately trying slow the impact. Honestly, no matter what color I chose for flocking the crashed sections, it was going to look out of place on some gaming surface. Perhaps I was choosing black as the simplest and most expedient method of flocking these. I would need them on a Sunday and I finished the flocking only the day before!

    Note how I matched the objective tokens' metallic bands with their gem colors -- or tried to!
They looked okay on the tabletop. I had considered blackening sections of the spacecraft to represent scorched surfaces. In the end, I decided not to do that. The idea for the scenario was that the ship's emergency thrusters slowed the decent enough that it did not explode and burn up on impact, but instead merely broke apart. Plus, if they're not burnt, they can be random, generic, Sci-Fi bits of mechanical terrain for other games. Jenny and I are talking about re-starting our Space Station Zero adventures on weekend evenings when we want to stay in and play a game. So, they can join the tons of other Sci-Fi scatter I have on hand for that.

    This was one of my favorite pieces for looking like random machinery
I realize that, by no means, are these the greatest scratch-built pieces of terrain ever! I hope they're passable, though. And they cost next to nothing to make! The only thing I went out and bought for all of the things pictured on this post is the plastic toy excavator. As I mentioned in the previous post, the spacecraft sections I'm counting as "Terrain" and the objectives are "Scatter."

    I'd been wanting to pick up this solo/coop alien hunting rules set and finally did, recently
So, what else is on my painting desk, at the moment? I have six 28mm orc casualties that I will be using for my "Battered" markers for Dragon Rampant games. They're about halfway done, I think. I also have begun working on five modern figures that I bought as part of my 28mm Vietnam figures from Crucible Crush's Black Sun range. They're from the Children of Hastur line, supposedly whacked out cultists. Instead, I'm going to use them as my "team" for games of Majestic 13, which I bought recently. More on that potential solo gaming project when I finish them, though!

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 6
  • Miniatures painted in 2026: 24

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 0
  • Terrain painted in 2026: 17

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 0
  • Scatter painted in 2026: 24 

Monday, February 2, 2026

Xenos Down! Crashed Alien Spacecraft Holds Dangers & Treasures

    Multiple factions advance & investigate the smoking sections of the downed alien spacecraft
When the strange alien craft entered orbit around Tatooine, it failed to answer communication from the Imperial Star Destroyers. Fearing a Rebel Alliance trick, they fired on it and sent it plummeting into the atmosphere, disabled. However, just before impact, thrusters fired, slowing the ship's fall. The craft broke up into a number of sections on impact with the desert sands, though. Remarkably, long-range scans showed signs of power still operating on the ruined craft, though. Even more tantalizing were sensors picking up what appeared to be lifeforms moving amidst the wreckage.

    Table setup with the 9 spacecraft sections & six smoke clouds obscuring the center of the board
Immediately, word got out and a number of speeders raced across the desert to investigate. Only the Empire and their Corporate Security partners had official clearance to approach. The Rebels, though, could not pass up the chance to perhaps beat the Stormtroopers there, and scavenge alien technology that might be useful in the rebellion. Two other craft that refused to answer imperial commands to break off course could belong to any of the various criminal syndicates, and perhaps even the mercenaries of the Bronze Legion. As the half dozen speeders neared the wreckage, clouds of smoke and haze thickened and visibility dropped rapidly...

    My 6 players bring their squads onto the hexagonal battle mat I created to represent Tatooine
"Xenos Down!" would be the fifth scenario of our Star Wars skirmish campaign using Space Weirdos rules. Each of the six players controlled a faction along the political spectrum from the Empire to Corporate Security to Mercenaries to Rebel Alliance. We played on my four foot wide hexagonal board, with each of the six factions entering near the center of their own hex side. In the center were nine sections of crashed spacecraft that I had recently built, along with a scattering of glowing pieces of alien technology I had also just made. The factions would receive victory points for having those under their control, as well as knocking figures of the opposing factions out of action.

    Rebel Alliance leader Ylena takes aim from atop one of my canyon rocks from Diabolical Terrain
My Canyon Rocks and Desert Rock Formations from Diabolical Terrain broke up the battlefield, as well as smaller outcrops of rocky areas that gave cover. Six large areas of smoke (also recently created) would drift across the battlefield randomly as the game progressed. These blocked line of sight entirely, while the entire tabletop itself was considered smoky and would reduce firing. The greater the distance, the more negative modifiers the haze would produce. Also, each turn, two alien creatures would emerge from randomly determined pieces of wreckage. They had no ability to shoot, but would charge any of the player's forces and attack with their horrible claws and teeth. Think of the alien xenomorphs from the Alien movies and you have a good idea of their nastiness and danger.

    Criminal Syndicate members, Trumonkar & a battle droid, advance towards valuable alien tech
Still, the lure of possibly valuable alien technology lured in all six factions. There was some degree of cooperation among the various looters, but there was also firing between them almost immediately. In particular, Darth Pylor and his Stormtroopers opened up on the nearby local rebels and Rebel Alliance operatives. The animosity between the Bronze Legion and Foxhurst's Criminal Syndicate flared to life again, despite the peaceful ransoming and prisoner exchange they'd managed last scenario (TIE Fighters Strafing the Streets of Mos Eisley). Essentially, each faction wanted to claim a certain number of the alien tech tokens as their own, but this was disputed aggressively by their neighbors. Even if a player's figure had already spent two actions to disconnect it from the spacecraft and was actively moving it towards their area, they were often fired upon by their neighbors who sought to poach their find.

    But what lurks within the smoky center of the board? A very angry alien emerges, looking for prey!
Cooperation most often happened when aliens emerged and charged from the wreckage. The Corporate Security troopers often fired on the beasts even if it was a Rebel they were racing towards. The Rebels returned the favor occasionally, as well. Still, Darth Pylor was known to use the force to pick up an alien and deposit it next to a group of rebels to let them deal with it! Foxhurst used the Force to snatch alien tech from the grasp of the Rebel Alliance, too. When an alien did manage to contact a player's figure, it often knocked it out of action. I maximized the alien's stats for speed and melee ability (Prowess) under the Space Weirdos rules. They had only average defensive abilities, though, and were eventually dealt with one by one. At game's end, there were still three aliens prowling the battlefield, with players dodging around to ensure another faction's figure was the closest to it and would receive its wrath. Apparently, being fired upon by a Star Destroyer and crashing onto the surface of Tattooine made them a little angry!

    Taking what cover they can, Toms Local Rebels advance towards the smoking spacecraft
The players said they had a great time. There was lots of laughs as aliens appeared next to opponent's figures (usually Tom's Local Rebels!). Or when a figure took refuge from enemy fire in one of the smoke circles only to have it drift away from them at the end of the turn, leaving them out in the open, exposed. Players did a good job of either reviving their out of action figures with medical kits or carrying them to safety off the field. Only the disabled hulk of the Criminal Syndicate's battle droid was left in the center of the table when players began to retreat off the table. Most factions had taken one or more pieces of alien technology off the table, with the Mercenaries securing three.

    One of the aliens emerges from the wreckage & prepares to charge Rebel Leader Zimeon
Space Weirdos rules works well, even with such a large group (counting the aliens, we really had seven factions playing). The rotating activation system with Initiative re-rolled every turn keeps everyone involved. The command points that allow players to respond during an opponent's turn (Dodge out of sight, interrupt and fire from Overwatch, or get First Strike in a melee) means players can act even when it is not their turn. The system of opposed pairs of dice rolls to resolve combat keeps players in the game, too. Time seemed to fly by and when I announced that it was 9pm and we'd been playing for three hours, everyone was surprised.

    Bronze Legion trooper and leader being stalked by one of the aliens on the others side of the smoke
By that time, most factions had one or more figures withdraw off the table edge with alien technology or carrying injured friends. Their other figures were beginning to edge away from the center and contemplating leaving, too. We called the game a short time later, and I had everyone count up their victory points and write them down on the back of their leader's card. Since it is a campaign, I am allowing players to improve the stats of their squad in a limited way after each game. Rather than track victory points and spend them on particular advances, each faction can improve one of the five stats of one of their figures one level after each game. I know this seems a tad artificial, but it keeps all squads progressing at a relatively similar level. I have seen campaigns become one-sided when the victors get tougher faster than the losers, which allows them to win more often, and improve even more than their opponents. Eventually, the campaign games break down, with one or more sides seem fated to win while the others to lose. I am trying to avoid this with a more equal situation, yet still allowing character improvement. I mean, haven't we all heard that Defeat often teaches more lessons than Victory?

    'Look out, sir - there is one behind you!' An alien charges & makes contact with the Legion captain
The players said they're having fun with the games, so I will keep running the skirmishes for them. I just need to keep thinking of more, hopefully interesting scenarios to toss at them! Apparently, Xenos Down was a success, and now it's time to get creative and devise the next challenge to throw at the Empire, Rebels, Mercenaries, and Criminals! The Bronze Legion mercenaries handily won the scenario, scoring a dozen victory points (3 alien tech pieces, 3 aliens knocked out of action). That puts them in the lead for the campaign, now, ahead of the Rebel Alliance (2nd) and Local Rebels (3rd).

    Local Rebel leader Zimeon is taken out of action by an alien, while his crew rushes to his rescue
As far as my Acquired vs. Painted totals below, I decided to count the nine spaceship sections and six smoke clouds as "Terrain." The eight alien tech pieces are "Scatter." By the way, I HAVE been purchasing things, and will hopefully do an update soon to show them off. Weirdly, just as I was typing that sentence, the mailman arrived with one of the packages...! Stay tuned to see what it was...!

    All across the battlefield, aliens charge while players attempt to secure the glittering alien tech pieces
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 6
  • Miniatures painted in 2026: 24

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 0
  • Terrain painted in 2026: 17

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 0
  • Scatter painted in 2026: 24 

Imperial leader Darth Pylor shelters behind a canyon rock while the aliens prowl, looking for foes    

SCENARIO VICTORY POINTS 


CAMPAIGN TOTAL VICTORY POINTS 

Monday, November 24, 2025

TIE Fighters Strafing Streets of Mos Eisley - Chaos on Tatooine!

TIE fighter begins his strafing run over Mos Eisley as both inhabitants and the various factions scatter
We played our fourth game in our Star Wars skirmish campaign using Space Weirdos rules. After being fired on indiscriminately by the residents of Mos Eisley, the Empire planned to strike back at the treacherous locals. A TIE fighter squadron would strafe the streets, letting the locals know who to fear on this planet. Knowing their operational security was porous and possibly compromised, they waited till the last minute to inform local patrols to withdraw from the streets. Unfortunately, a corporate security patrol and a squad of stormtroopers led by Darth Pylor were unable to get off the streets in time after their transport vehicles were blown up by the rebels.

    7 players gathered around for our 4th Star Wars campaign scenario using 'Space Weirdos' rules
Seven factions were caught out in the open when TIE fighters began roaring overhead and blasting away indiscriminately at anything moving in the streets. I used my hexagon shaped board. Most factions had to escape to the location of their bunker off the opposite board edge from where they started. They received +2 Victory Points for each of their four figures they got off-board. In addition, they received a bonus +1 VP for killing knocking their enemies out of action. Two factions, though, had completely different objectives. The Criminal Syndicate and the mercenaries of the Bronze Legion were trying to conduct a prisoner ransom and swap in the center of the board when the TIE terror broke out. The Bronze Legion had two members of the syndicate they had captured in the last scenario. Their goal was to get them to the criminals who would pay +4 campaign victory points to get their leader and trusted associate back.

    Darth Pylor & a squad of Stormtroopers advance towards the central square in Mos Eisley
Each turn, though, a TIE fighter blast would strike randomly on the board. I worked out a system to randomize where the blast would hit and all figures within two movement sticks would suffer an attack. The closer to the blast location, the more deadly the attack, of course. The players did not know where or when they would come, only that one would arrive somewhere every turn. It gave them incentive to get the heck off the board. Being gamers, though, they couldn't resist the opportunity to fire at their foes, though. I had counted on that. It made for a chaotic and deadly scenario. Darth Pylor lost all three Stormtroopers in his squad, while their Corporate Security also had three of their force taken out of action. Admittedly, they were a bit outnumbered. Their normal allies the Bronze Legion were not technically hired for this mission. They were in full self-preservation and "get the ransom!" mode. Keith did little to help either Mike S (Empire) or Corporate Security (Joel), unlike normal games, when he is fairly bloodthirsty in his pursuit of the empire's goals.

    Allen moves is patched-together Criminal Syndicate force towards the meeting point with the Mercs
Surprisingly, neither the Criminal Syndicate nor the Bronze Legion double-crossed each other. TIE fighters struck close to the Bronze Legion on the very first turn. By the time Keith's troopers made it near the central square, it was a battleground and deadly crossfire. The Bronze Legion called out and motioned to the criminals to cross to their side of the square where they could make the exchange under less fire. Like an evil game master, I had arranged the various faction's missions so that nearly all of them would likely meet in the center. Allen, controlling the Syndicate, sent his battle droid across to the mercenaries to make the exchange. 

    Joel moves up Corporate Security, keeping a wary eye on his brother's Syndicate thugs
I told both players that once any of their figures made it into base contact with each other, they would each receive a bonus, out-of-turn order action. They would need to roll for initiative again, and could choose to go first or second. The two players in contact had four possible choices for their action: (1) Do nothing; (2) Exchange the item/prisoners; (3) Shoot the other figure; (4) Melee the other figure. Both chose to honorably fulfill the exchange -- Keith even handing over the remote which controlled the Taze-cuffs the prisoners were wearing AND the detonator to the bomb he'd planted on their bodies! Like I said, I was surprised by Keith -- who is known for saying, "Shoot the prisoners!" -- and his honorable conduct. 

    The first blast from a TIE fighter lands dangerously near the mercenaries -- who sprint for cover
With 20,000 untraceable credits in hand, the Bronze Legion quickly and orderly exfiltrated the tabletop. Another TIE Fighter strike hit the streets near them, but they were unharmed. Keith was the first to leave the table. Mission accomplished, plus several Mos Eisley citizens who fired on him were gunned down, as well. Allen had a much longer path to return to his original board edge and escape. Time after time, TIE fighter blasts knocked down or staggered his criminal enforcers. The battle droid tucked each of the ransomed prisoners, who'd obviously been drugged, under an arm and sped across the table. His metallic boots rang across the central square as he crossed to the opposite side and disappeared down one of the side streets. Three of the four criminal syndicate's enforcers were able to escape off the board edge, with only Sluggr left lying unconscious in the main square. 

Firing line of Mos Eisley citizens, Syndicate thugs, & Rebel Alliance troopers pour fire into the Empire
Both the Rebel Alliance and the local rebels were stoic in the face of the TIE fighter strafing runs. Neither appeared to be in a hurry to get across the table. Instead, the found good firing positions and fired at the imperial forces. When we decided to call the game, we reasoned that barring an unlucky TIE fighter blast, they should be able to escape. On the other hand, the outlook was not so rosy for Darth Pylor's Stormtroopers or the Corporate Security agents. Both had only one figure escape off-board. The rest lay, unconscious where they'd been shot by either of the rebel factions or perhaps the enraged Mos Eisley citizenry. 

    Explosions and chaos rocked the streets as seven different factions ran for cover & shot at each other
The Mos Eisley residents were a late addition to the game, as Andy was able to make it. I started his four armed and angry citizens inside one of the buildings bordering the main square. He needed to escape to a bunker complex, as well, off the same table edge as the Bronze Legion. As the TIE Fighter blasts rocked the homes around the central square, Andy's fighters quickly emerged and began a running firefight with the Imperials and the Bronze Legion. They sought cover behind the barricades around the radar array in the square or behind the walls of some of the buildings. Seeing they had similar goals, the rebels and citizens joined forces to pour fire into Mike S and Joel's forces. Andy continued firing and moving, though, effectively skirting the edges of the square and taking cover behind the buildings surrounding the square. Once behind them, his forces sprinted towards the board edge and did a good job getting off.

    As the blaster fire on the Stormtroopers builds, they begin falling -- some revived, only to fall again!
All in all, the players appeared to have a lot of fun. There was some grousing by the imperial forces, perhaps justifiably. However, with seven factions each with their own goals, there were a lot of "moving parts" in this scenario. A more aggressive Bronze Legion could easily have negated their disadvantage. Additionally, a less bloodthirsty Rebel or citizenry faction would also have lessened the hail of fire that rained down on them from both above and below. The game played fairly quickly with seven players, as well. When things were winding down, and figures began to escape off-table, I looked at the time. We had only played for two hours at that point. We called it a bit after three hours, though if we had decided to play out the last turn or so, it wouldn't have taken long. Most factions were in "run for cover" mode by that point and not as many shots were being fired. 

TIE fighter streaks just above the rooftops of Mos Eisley -- yes, I had them hanging from the ceiling!
The winners of the scenario? The Rebel Alliance (cue Star Wars music...!) with 17 points. Interestingly, the normal player (Mike W) was out of town so Jenny stood in and played his faction. I've been teasing Mike W that his rebels are way too concerned for their own safety and tentative in the games. Jenny was more bloodthirsty, as I imagined she would be -- downing three enemy troops. Here's the chart showing the scores for this scenario.

    Jenny's cool efficiency gunning down enemies & getting her rebels off-table scored her the victory!

    Another shot of the players gathered around my 4' across hexagon mat that I made for free-for-alls
MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 306
  • Miniatures painted in 2025: 269

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 62
  • Terrain painted in 2025: 72

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 144
  • Scatter painted in 2025: 212 

    It's very close at the top of the total campaign VPs with 3 factions separated by 3 points! 

    Criminal Syndicate thugs escaping off-table with their rescued members, Foxhurst & Quiddo

 

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