Showing posts with label Gates of Antares. Show all posts
Showing posts with label Gates of Antares. Show all posts

Monday, May 6, 2019

Gates of Antares: Grav Droid Conversions

 
Got the itch to do some light conversion work for a scifi RPG run that needed some heavy grav droids to menace player characters with, and a dig through the "to do" box turned up some Ghar battle suits from Warlord Games' Gates of Antares range. 

 
These fig are usually tripedal walker designs and have a little mutant pilot stuffed inside, but they looked like they make decent floating robot types with a little work.  Playing around with the parts a bit I quickly discovered that you could get two different good-looking builds out of the kit by repositioning the main body assembly.

 
The one on the left (which we'll call Cyclops) has the main body rotated 90 degrees so what would be the front normally is facing straight down.  The head is left off entirely, and the pelvis and leg assemblies are left off and replaced with a bit from the Mantic Games Asterian Marionette kit.  Requires clipping a couple of pegs and drilling a hole for the flight post, which is pretty trivial.

 
The one on the right (let's call him Norm) is oriented at the normal angle, and has the pelvis attached but not the legs.  The pelvis sockets then get three "grav vane" bits from the aforementioned Marionette kit, which is a box and a half worth of them.  I've done a LOT of Marionettes over the last few years, and been meticulous about saving spare parts. 

 
I'm still undecided on which I like better, but with some paint on them I think they both wound up coming out nicely.
 
 
After a general call for opinions on the two builds over on Facebook I wound up doing with third suit as a second Cyclops, this time armed with a "bomber" gun, which was again modified with a bit from a boardgame.

 
The big gun's a little bulky, but they are giant robots.
 
 
Figure they can handle heavy weapons a human couldn't.

 
The bases are all 40mm ones that come on the battle suit sprues.  Flight posts are from Warlord Games basing range.

 
Feels like a bit of a waste of space to have the bases on the sprues instead of more alternate parts to personalize the suits more.  For example, it would be really nice if there was a left-hand claw arm option.  The guns can be swapped from one side to the other easily, but the claw arm is constructed so that it only fits on the right.

 
Still a nice kit overall, and surprisingly versatile for alternate builds.

Tuesday, January 22, 2019

Full Thrust Ergovore Crusader Warspheres

 
Revisiting the Ergovore Congress and its Crusader fleets with some more sublight combat ships, this time a dozen destroyer-sized warspheres.  See the original post here for background on the Congress of Ergovores and what their Crusade is all about:
 
 
These are built by the Thromm, one of "Saved" races that's been modified so they are no longer Eaters.  They were formerly a vegetarian amphibian race who fed mainly on their homeworld's equivalent to algae, but even that was too much for the ergovores.  The Thromm, faced with the prospect of fighting a war they couldn't hope to win, chose to allow the Congress to implant every member of their species with a symbiotic artificially-engineered life form that provides all their nutritional needs via photosynthesis.  The symbiote greatly reduces the Thromm's mobility and shortens their lifespan by about 10% but hey, better than having your whole civilization smashed and the survivors more or less permanently stuck in the stone age.   

 
One of the first Saved species, the Thromm are more trusted than most former Eaters and contribute significantly (if not entirely voluntarily) to the Crusade forces.  They aren't trusted with FTL technology, but their sublight vessels are seen throughout Congress space.  They generally have very low mobility but are durable and well-armed for their size.  Thromm warspheres are often brought along via jump tugs to provide orbital interdiction around worlds targeted by a Crusade fleet, or deployed as a defensive cordon around advanced logistics bases and support ship formations.
 
There are two similar variations of the basic warsphere design, cunningly designated the Type 1 (above) and Type 2 (below).  Overall performance in game terms is identical, although interior layouts are slightly different and the wallow pools on the Type 2 are much more comfortable than the ones on the Type 1. 

 
Thromm Warsphere (Type 1 & 2)
TMF 34
NPV 136 / CPV 114
Advanced Thrust 2
1 q
1 Fire Control q
2 PDS
qq
1 Class 4 Beam Battery (All Arcs) q
Armor 1
Advanced Hull 9 (3/3/3) - 2 crew units, one every 5th box
m
qqq
qpq
qqp

Thursday, January 17, 2019

Full Thrust Ergovore Crusader Squadron: New Aliens From An Old Traveller Campaign

 
Many, many years ago, back in the days when there was only one edition of the Traveller RPG, I played in a campaign where the GM had a unique take on the setting.  During the course of the game our group of brave (or at least well paid) space explorers suffered a misjump that left us in unknown territory on the far side of K'Kree space.  We quickly got involved with a new alien civilization that called itself the Congress of Ergovores, an alliance of species who shared one unusual trait.  All of the member races were ergovores of some kind, and had no biological need to ingest material from other living creatures.  Most were photosynthetic, some fed on hard radiation, some were weirder still (and probably not at all realistic) but all of them were united in not liking species that ate other life forms, no matter what.

 
They were pretty fair about things when they ran into "eater" species, a category which includes pretty much every canon Traveller race.  The Ergovores would offer to provide a technological solution to the unfortunate need to devour life, usually some form of artificial food synthesis.  If an eater race took them up on their offer all was good, although they were still never going to be offered full membership in the Congress unless they underwent radical genetic engineering to remake future generations into true ergovores.

 
If the newfound eaters refused to change their ways though, well, that's why the Ergovore Crusade exists.  They generally wouldn't commit outright genocide in the course of chastising a recalcitrant species, doing their level best to preserve enough of a population to avoid extinction.  No eater race was going to be allowed to go their own merry way though.  And the Congress had members who were about tech 16, and territory larger than the Imperium.

 
The K'Kree were the closest in-canon neighbors to the Ergovores' space, and by the time of our misjump first contact had already happened and had gone very badly indeed.  So the Crusade was coming for the Centaurs in full force, and we could all see they weren't going to stop with them when all of known space was chock full of wild eater races in need of correction.  Amusing as it was to see the K'Kree on the receiving end of dietary intolerance, the Congress was darned scary. 

 
Sadly, we never resolved the storyline due to mass graduation, but the idea has stuck with me for years.  Today, I'm doing an homage to that campaign (and Traveller's fondness for the battle rider/FTL tender idea) with a small Crusader scouting squadron built out of Gates of Antares bits.  I'm statting them up for Full Thrust so their performance won't precisely mirror what they were capable of in Traveller High Guard, but the overall feel and role of the ships is close enough.
 
There are several house rules used here, and some of them are iffy enough that I wouldn't use these ships competitively.  Better used for "scenario" games where perfect balance is less vital and point costs are mostly irrelevant.  The group also uses some less-seen official rules, specifically the FTL tug rules from FT and the semi-official graser and variable hull row rules from the UNSC playtest article.  Some ships also use 120 degree forward firing arcs, which should pretty self-explanatory even if they aren't technically supported by the FT rules.
 
Ergovore ships are extremely high-tech by any standard, and use 3-row hulls, advanced drives (per FB2), and graser weaponry.  All FTL-capable Congress ships have Advanced FTL as well, although they also use a lot of FTL tugs to move non-FTL combat ships around.
 
Advanced FTL
A ship with Advanced FTL that leaves the table under FTL always succeeds and never takes or causes damage in the process.  When entering the table via FTL, the ship never takes damage and never inflicts damage on friendly units (nearby enemies are fair game, though).  Its maximum scatter distance for entry is 1d6 MU (ie don't use the option to reroll and multiply on 6 results) if there are any friendly units already on the table at the start of the turn arrival was plotted.
 
If playing a strategic game, the ref (or players) should decide on some kind of bonus for Advanced FTL beyond these rules.  Longer range, faster recharge rates, ability to move through spatial terrain (eg dense nebulae) that might otherwise bar or slow FTL, etc.
 
Advanced FTL systems have the same mass as standard FTL but cost Mass x3 rather than Mass x2.  FTL tugs with Advanced FTL pay the same cost for their tug drive and they and their carried ships receive the same benefit.
 
Cooperative Effort-class Jump Tug
 
 
Roughly the mass of a conventional heavy cruiser, the Cooperative Effort class is one of the smaller jump tugs used by the Ergovore Crusade forces.  Slow, lightly armed and lightly defended, the ship relies on her parasite warships for protection.  Her normal combat load consists of a pair of cruiser-sized warships, although they sometimes use larger numbers of small ships or (rarely) a single capital ship with a maximum mass comparable to a human battleship.
 
                                                
 
TMF 84
NPV 343 / CPV 330
Advanced Thrust 2
q 1 q
Advanced FTL
q
Advanced FTL Tug Drive (Capacity 150 Mass)
q
1 Fire Control q
4 PDS qqqq
2 Class 1 Grasers (F/FP/FS) qq
Advanced Hull 23 (8/8/7) - 5 crew units, one every 5th box
qqqqpqqq
qpqqqqpq
qqqpqqp
Compelling Argument-class Lancer 

 
One of the more common mid-sized parasite warships used by the Crusade, the Compelling Argument is essentially a large flying canon.  The design can output staggering amounts of continuous beam fire which can be concentrated on a single target or swept across two as needed.  With no real secondary weaponry these ships prefer to stay at moderate to long ranges where keeping the enemy in their primary arc is easier, something made easier by their powerful grav drives.   

 
TMF 74
NPV 322 / CPV 303
Advanced Thrust 6
q 3 q
2 Fire Controls qq
4 PDS
qqqq
2 Class 2 Grasers (front 120 degree arc) qq
Advanced Hull 22 (8/7/7) - 4 crew units, one every 6th box
qqqqqpqq
qqqpqqq
qqpqqqp
 
Common Cause-class Strikeship 
 

 
One of the smallest FTL-capable warships in the Crusade fleet, the Common Cause class appears to be a high-mobility recon craft with a secondary combat role as a fast strikeship and mobile FTL jump beacon.  They are most often the first ships to be encountered in a system, and their remarkable drives make it difficult to intercept them when scouting.  If they do permit an enemy to close to potential combat range, they will almost invariably have backup waiting to jump in from hyperspace after the engagement begins.

 
TMF 33
NPV 109 / CPV 87
Advanced Thrust 8
q 4 q
Advanced FTL q
1 Fire Control q
1 PDS
q
2 Class 1 Grasers (F/FP/FS) qq
Advanced Hull 9 (3/3/3) - 2 crew units, one every 5th box
qqq
qpq
qqp
 
More Ergovore Crusade starships can be found in the follow-up article here:
 

Monday, July 9, 2018

Rogue Stars Boromite Militia Crew


Continuing with the Rogue Stars posts, today we've got a crew of Boromite militia from the Gates of Antares range.

Like the earlier Boromite miner crew I did back here

http://brokenstarsburningships.blogspot.com/2018/04/i-got-yer-minerals-right-here-rogue.html

these figs all have the Mineral, Tough and Nonreactive traits to represent their alien silicon-based physiology.


The crew is intended to be mostly younger Boromites, the kind of hotheads that are quick to grab a shockrod and fight pirate raiders, hostile native fauna, and the clan over the next hill.  Their gear is pretty impressive but their skills are minimal at their age, although the gang's boss is a little more experienced and good at keeping enthusiasm high.


While not really great at more nuanced missions, they're pretty good in a fight and there are quite  a few of them.  They might easily show up anywhere despite being militia-themed, as their clan elders are likely to send them off on missions to distant worlds as punishment for youthful shenanigans or just to get some peace and quiet.


Their signature weapon is the shockrod, which combines a Zap Rifle and a Force Spear in the same weapon frame.  It's worth noting that the device only works in one mode at a time and takes an action to switch between the two, so if you've been blazing away with your Zap Rifle and now you want to (for example) stop a charge with your Long Force Spear you need to switch modes with an action before the enemy gets to you.  A model could probably bypass this requirement with Fast Draw, which has similar mechanical effects.  The shockrod is also a really good target for Disarm attacks and weapon damage results, so it's not all positives to have a two-in-one weapon here.


Note that the electrical damage from the Zap Rifles is very strong against robots and cyborgs, while simultaneously doing less damage to Boromites.  Friendly fire is less dangerous to this crew.  They also have a reach edge over most opponents and (if they can survive long enough to earn some XP) they can become a real threat in melee pretty quickly.  That's especially true if you go with Brawlers as a tactical discipline.

Drudd's Gang
Theme:  Militia
Tactical Discipline:  Brawlers is probably the most flavorful option, although Hard To Kill is also a good choice


Drudd
Gang Leader
52 XP

Traits:
Leadership 1
Mineral
Nonreactive
Tough 1
Veteran
Weapons Master 1

Gear:
Force Spear
Zap Rifle
Force Shield
Night Visor


Glund, Flund, Rund, and Mak
Stooges
37 XP each

Traits:
Mineral
Nonreactive
Tough 1

Gear:
Force Spear
Zap Rifle
Force Shield
Night Visor





Sunday, July 8, 2018

Rogue Stars Algoryn Mercenary Team & VIP


Another Rogue Stars team put together out of Warlord Games' Gates of Antares minis, this time using the Algoryn Special Division Commander Ess Ma Rahq and her bodyguards.  I'll be using the four grunts as a mercenary fireteam and the character as a VIP scenario special. 


These troopers are all Algoryn, an obscure but highly militaristic Outer Rim race noted for providing small forces of well trained and uncommonly reliable soldiers to anyone with the money to pay them.  Most of their earnings are claimed by their world government, where the funds are used to endlessly improve the already-impressive planetary defenses.  Whether they're paranoid or just very well-prepared, the Algoryn home system is one of the most heavily fortified regions in the Rim.  


Theme for the crew is Mercenary, of course.  Probably using the Opportunists doctrine to synergize with their excellent reaction capability.  The goal is to build a team that can effectively punish their enemies for every failed action attempt.


The lass playing with her commo earpiece is the team leader, while the pointing gent has had some scout training.  The other two grunts are just your basic riflemen.

Ensa Do Rem
Team Leader
54 XP

Traits:
Difficult Target 1
Marksman 1
Martial Arts 3
Reactive
Veteran

Gear:
Laser Rifle
Light Combat Dress

Oto Fel Rosk
Point Man
50 XP

Traits:
Difficult Target 1
Marksman 1
Martial Arts 3
Reactive
Veteran

Gear:
Laser Rifle
Light Combat Dress

Fen Den Sen
Rifleman
48 XP

Traits:
Difficult Target 1
Marksman 1
Martial Arts 3
Reactive
Veteran

Fen Den Osco
Other Rifleman
48 XP

Traits:
Difficult Target 1
Marksman 1
Martial Arts 3
Reactive
Veteran


They're fairly lightly equipped but well-trained and especially good at playing a reactive game.  Primary shortcomings are a relative lack of durability and non-combat skills, and they could also benefit from some movement boosts (Fast, or jump packs most likely).  Their shooting game is solid and their excellent martial arts training makes them quite dangerous in melee.

Saturday, July 7, 2018

Rogue Stars ExoTech Security Revisited: Meet the New Boss!

Back in January I did a post about a Rogue Stars crew based around a slightly shady corporate "security" team from a firm called ExoTech, which you can read here: 

http://brokenstarsburningships.blogspot.com/2018/01/rogue-stars-science-fiction-skirmish.html


I've finally gotten around to expanding the team with a new model, this one a psionic mission specialist from the company's Executive caste.  He's pretty expensive and effectively replaces "Killer" in the starting team roster.  It would be unusual to have both an Exec and an IO Spec in the same team anyway, although a VERY successful team (with at least 70XP earned) might see both working together.  Functionally he's much less dangerous in a straight fight than she is, but he's also got a very versatile mix of psionic trickery up his sleeve.  His three bodyguards still have plenty of muscle to bring to the table, so not too much to worry about there.


Niels Handruson EX-0201 ("Don't Call Me Boss")
Executive, Special Talents Division
70 XP

Traits:
Difficult Target 2
Leadership 1
Light Worlder
Psionic
Psionic Master 1
Veteran

Powers:
Healing
Precognition
Teleportation

Gear:
Molecular Slugthrower
Neurowhip (the biomech tentacles on his armor - very good at stopping a charge)
Light Combat Dress


The rest of the crew, including the alternate "Killer" option.  Slightly altered from the original post, since Niels takes over the leadership role.


Artema K-777 ("Killer")
IO Spec
70 XP

Traits:
Ambidexterity
Difficult Target 2 (3 with Stealth Suit)
Marksman 1
Stealth 2 (3 with Stealth Suit)

Gear:
2 x Alpha Class Needlers
Stealth Suit
Disentangler
Electromag Shackles


Jaro D-91295 ("The Old Boss")
Security Trooper
45 XP

Traits:
Marksman 1
Perceptive 1
Tech 1
Weapon Master 1

Gear:
Molecular Slugthrower
Powered Gauntlet
Combat Dress


Dev TX-0038 ("Tex")
Security Trooper
42 XP

Traits:
Marksman 1
Weapon Master 2

Gear:
Molecular Slugthrower
Powered Gauntlet
Combat Dress


Ondin MX-723 ("Doc")
Security Trooper
43 XP

Traits:
Marksman 1
Medic 1
Weapon Master 1

Gear:
Molecular Slugthrower
Powered Gauntlet
Combat Dress

Monday, April 16, 2018

I Got Yer Minerals Right Here: Rogue Stars Miner Crew

Haven't shown off a Rogue stars crew in a while, so here's another one.  Once again derived from Warlord Games' Gates of Antares range, specifically the Boromite and (for the little guy) Isorian factions.


Theme here is an alien mining crew, all of whom are silicoid life forms, ie they all have the Mineral trait in Rogue stars.


Tactical Discipline would probably be Hard To Kill, although On The Double might also work.  The crew's almost pure melee to start, so mobility and durability are a priority.


The little guy on the left is Quilk, a psionic alien that the rest of the crew treat more like a pet than a person.  Quilk's a lazy type and doesn't mind, since it rarely has to do any real work to stay comfortable.  Same mentality as your average cat, really.  Mechanically, it has no hit locations besides torso (which takes all limb hits) and head and can't use equipment.  Traits are as follows:

Claws
Diminutive
Mineral
Nonreactive
Psionic (Healing, Levitation)
Tough 1
30 XP


The Boromite miners are a gruff lot with some pretty good equipment, although very lightly armed.  All of them are competent techs, pretty good in melee, and quite tough, but they aren't fast and their shooting game is lousy.


Hund is the gent fiddling with the drone on the left of the images.  Traits and gear:

Mineral
Nonreactive
Tech 2
Tough 2
Weapon Master 2
Exoskeleton (half cost for being a Miner crew)
Force Shield
Monowire Blade (really a scifi Swiss army tool he's got tucked away, but serviceable in a fight)
55 XP

Munt carries the big salvage claw tool, which has a built-in plasma cutter.

Mineral
Nonreactive
Tech 1
Tough 3
Weapon Master 3
Exoskeleton
Force Shield
Flamer Pistol (the built-in plasma torch)
Fixed Vibrobayonet (the salvage claw - stats are close enough)
57 XP

Brod is the smart one, and is either scanning for ore deposits in the area or checking Facebook on his multicomp.

Mineral
Nonreactive
Tech 3
Tough 2
Weapon Master 2
Exoskeleton
Force Shield
Monowire Scourge (really just a weighted length of monowire cable coiled up in one of his pouches - he got the idea from a David Drake novel, no doubt)
58 XP


Pretty big chunky figures, Quilk excepted.