Tuesday, December 20, 2022

Stargrave - Skymine

On Sunday we played our next Stargrave Campaign scenario - Skymine.

As prep for this I needed to find some scenery pieces to represent the 'holes' in the station. Once again Thingeverse came through, with some created by Studio_Bulwark.  After printing & painting them, I added images from Neptune as the surface below mounted to cardstock & glued to the holes.

 


We had 5 crews enter the Skymine & sadly had not a single player roll a 1or 2 for initiative.

 


We played it that the entire scenery piece was 'the hole' so anyone stepping onto it would require to roll to see if they fell through.

 


I also added 4 'mine maintenance personnel' (treated as Ruffians for stats) who wouldn't do anything until attacked. (They were busy trying to fix the station).

 


We also rolled each turn on the Random table, treating any rolls not being a human/robot, as a further roll on the Unwanted Attention table. This generally led to 2 rolls on that table per turn & we had all sorts of nere'do'wells arriving.

 


As is typical, there were a lot of smoke grenades launched & they tended to hang around for several turns. 

 


Due to our number of players, the next time we play this, we will likely increase the odds of the Gusts by 1 for each turn of play. We had already decided that any smoke grenades would have required to roll again for dispersing if a gust occured. Failing dispersal, it would then move the 2" in the direction rolled. Any Smoke that ended touching a hole, would be sucked out & removed from play.

 


We also had it that if any player who was carrying an objective token failed a test, they would drop the item which would then also roll to see if it was moved. Further, we played it that if multiple players rolled to have a gust occur, then failed TN's would move the figure by 2" per gust roll. Thus if 3 players had rolled to cause a gust, figures would move 6"

All in all a good game, which while we didn't have any gusts occur, the holes provided a great escape for figures that had grabbed objectives & needed to get out quick.

 

2 comments:

  1. It all sounded very confusing, but great fun and what a superb looking set-up - it must be a joy to play over it.
    The 'holes' look excellent btw and fit for purpose.

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    1. We find as we have a larger number of players, the scenarios as written are not tough enough, so have to mod them.

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