Strontium Dog Miniatures Game - Conspiracy! Part 1

Conspiracy! Solo Play Test Part 1

For a different, slightly condensed version of this battle report, please see the video at the end of this post.

Introduction

I recently published Solo Play rules on this blog so thought it might be useful to playtest the system and show it in action through a series of connected narrative-driven scenarios. The scenarios will be based on Jobs and Encounters as found in Warlord Games' Strontium Dog Miniatures Game's core rulebook. In the battle report pictures, I have tried to place light strongly on activating models to highlight who is performing the actions. I'll report each scenario both from gaming and narrative perspectives, the latter being denoted in segments of text written in italics. Comments, questions and other feedback is welcomed. I hope you enjoy!

Scenario Background
A shuttle descends upon the planet Alzir
Art by Carlos Ezquerra, Copyright Rebellion 2000AD Limited

A beat-up old Earth shuttle drops out of warpspace over the planet Alzir. On board are two bounty hunters - known as Strontium Dogs - on the hunt for dangerous alien outlaws who have been terrorising the local population on Alzir. The outlaws, creatures known as Howlers, may soon be the ones feeling terrorised as mutant Johnny Alpha and his norm partner Wulf Sternhammer are on their tail!

After landing on Alzir and being debriefed about their quarry, Johnny and Wulf head out into the badlands to begin the hunt! They are seeking Bubo and his so-called 'Bad Boys' who have a predilection for robbing humans - and eating them! 

As the day begins to wane, Johnny and Wulf spot activity on a high ridge. It looks like they have found Bubo!

"Bad Boys up on that ridge Wulf," Johnny says, passing his partner the binoculars. "Looks like Bubo is with them too."

Johnny and Wulf by Carlos Ezquerra
Copyright Rebellion 2000AD Limited

"Ja," Wulf nods, "but who is der mutant vith them?" 

"Brute Mosely, one of Max Bubba's gang," Johnny replies. "Bubba's gang are outlaws just like Bubo but I don't know what business they have together."

"Vun hundred and eighty thousand credits bounty on Bubba," Wulf exclaims, his eyes lighting up as he examines his warrant meter. "Is no small cucumbers Johnny!"

"One thing at a time big fella. The Bad Boys are the priority. The people of Alzir want Bubo to stand trial for his crimes. If we take him alive, he's worth triple! Setting blaster to stun!"

"I vill try not to kill der voorm..." Wulf smiles, patting his favoured weapon. "...vith der Happy Stick!" 

Forces

Player Band:
Johnny Alpha (hero mode):  19 Notoriety
Wulf Sternhammer:              15 Notoriety
Total: 34 Notoriety

Enemy Band:
Bubo (Battler):                      14 Notoriety
Bad Boys (x2) (Battlers):      14 Notoriety
Brute Mosely (Battler):           6 Notoriety
Total: 34 Notoriety

Note: Johnny and Bubo are the leaders of their respective bands for this mission.

Game Notes

Job: Headhunt (Assault)
Encounter: Bushwhack
Collateral: Unused (each side were entitled to 100,000 creds)

Special Rules: Once Johnny and Wulf reveal themselves, Bubo will realise the danger and in the turn following will default to Sprint Actions to flee the board.

The Encounter

1) Set up. I have set up Bubo, the Bad Boys and Brute Mosely in the centre of the table with some random terrain scattered around to provide cover. In the foreground, left to right are my gaming essentials - box lid for rolling my dice, tokens, character cards for my Player Band (Johnny and Wulf), a custom rules summary sheet I made, Enemy Band character cards, a generous mound of dice, Chicanery and Armoury cards and a Dredd dice bag for my tokens! Note that I have opted to play "hero mode" Johnny Alpha for 19 Notoriety rather than the usual 22. This means Johnny only brings his Westinghouse variable cartridge blaster and will not keep himself out of sight behind cover, gunning down opponents by (ab)using his Johnny Weird Eyes ability. My computer is close by to check the Action Flowcharts. All characters are battlers which keeps things simple!

1. Up on the ridge the Bad Boys parley with Brute Mosley, blissfully unaware that Johnny and Wulf are closing in upon them. In the dark shadows of twilight, the Strontium Dogs silently move into position behind a rocky outcrop.


2) I deal myself the usual 6 Armoury cards for Johnny and Wulf. The Enemy Band do not get any Armoury cards dealt to them.

2. Before they left the shuttle, Johnny Alpha had reviewed his armoury. Sure he and Wulf had their favoured weapons, but it was always good to have a little extra insurance...


3) Because Johnny has been selected as leader, he is able to keep 4 rather than the usual 3 Armoury Cards.

3. "Time Bomb, check. Electro-flare, check. Anti-Grav shot, check. A bottle of Famous Grouse that Middenface miraculously left on the shuttle?... Check!"
























4) I deal myself three Chicanery Cards. Out of sheer principle, I will not be making use of No Honour card (especially since Johnny is being played in hero mode)!

4. Johnny could fight dirty just like the next man but just because he had could, didn't mean he would. He may be a mutie but he still had honour...



5) The Enemy Band are dealt three Chicanery Cards face down. They can play these to nullify the effects of an attack (provided at least 2 stuns/injuries are inflicted or the enemy had a modified Cool of 1, preventing incapacitation or becoming subdued).

5. ...unlike scum like Bubo! No doubt he'd use every trick in the book to save his skin!



6) The Job is a Headhunt, the Encounter is a Bushwhack with Bubo the main target. I completely misunderstand the intention of the Encounter and believe that Johnny and Wulf are effectively hidden until they open fire. It was only after the battle and on rereading the rules that there is nothing that says they are hidden, only that they start out of Line Of Sight of the Enemy Band.

6. Brute and Bubo argued at length, but their words were lost to the howl of the wind that swirled around on the ridgetop  Bubo suddenly bared his teeth and hissed at Brute. The mutie simply grinned in response, his tusks glinting in the last light of the day. Bubo spat on the ground but threw Brute a sizeable bag of creds. 
Looking on from the shadows, Johnny wondered what was going on. Bubo wasn't the type to take orders, even from a fellow outlaw with the fearsome reputation of Max Bubba. One thing was for sure though, Bubo was more than a little reticent about handing over his ill-gotten gains. Even if he wasn't about to break up their party, Johnny didn't believe this partnership was fated to last.


7) In position, my Player Band of Johnny and Wulf are ready to get into action! Set up ends.

7. "You all set big fella?"

"Ja," Wulf affirmed with a pat of his sledgehammer.

"Let's hit 'em then!"



8) The game begins! Wulf activates. As part of the Player Band, I can select whichever Actions I deem appropriate to take down Bubo and his Bad Boys. I opt to Sprint.

8. Wulf glanced around his surroundings before rushing away from Johnny... 


8) I move him around the outskirts of the ridge, and he rushes out of sight again behind a rocky protrusion. I opt not to attempt to return his Star Chip to the bag.

8. ...moving closer to their prey. But as he closed in on another boulder, he accidentally stumbled, kicking some loose stones!

"By der Gotts," Wulf whispered, cursing his clumsiness.


9) One of the Bad Boys activates, opting to Sprint. As he can't see either Johnny or Wulf, he cannot attack.

9. The outlaws peered into the darkness searching for the source of the noise. Bubo indicated to one of his Bad Boys to investigate...


10) He cannot yet see the source of the noise as Wulf is firmly hidden behind the large rocky outcrop.

10. ...But the rider couldn't discern the source of the sound. 



11) Brute activates and is placed on Overwatch.

11. Brute Mosely was not satisfied however. He aimed his stormer into the gloom, eyes trying to penetrate the dark. 


12) I activate Johnny and, with the gun on Stun Mode, open fire on Bubo!

12. Recognising his partner is in danger of being discovered, Johnny opens fire with his Westinghouse variable cartridge blaster!

"Anti-Grav shot," he shouts!


13) I play an Armoury card, an anti-gravity shot! It not only hits and stuns Bubo and his mount, but sends them floating up into the air!

13. Bubo was furious as he and his mount floated into the air! Foaming at the mouth and with eyes bulging with rage, he screams at his Bad Boys, rousing them into action.

"Rrrrgggghhhh! What are you waiting for? Zap the saps!"


14) I manage to return the star chip to the bag and reactivate Johnny, firing at the vulnerable Bubo again.

14. Determined to silence Bubo, Johnny opens fire at the outlaw again... 


15) Johnny lands three stuns upon the stricken Bubo, which automatically triggers the use of one of the Enemy Band's three Chicanery Cards. End of Turn 1.

15. ...but is unable to subdue him!



16) Turn 2. and Johnny is first to activate. He inflicts two stuns on Bubo this time and another Chicanery card is played to nullify them.  His Star Chip is returned to the bag - good rolling so far!

16. Witness to Bubo still squirming and shouting in the air, Johnny glances at his Westinghouse with a quizzical gaze. 

"Faulty ammunition? Those rounds should have put Bubo to sleep! I'll have words with the Doghouse armourer...if I get back!"



17) Wulf activates and opts to Charge. With a Bad Boy between Wulf and Brute, the latter is unable to make use of his Overwatch. Wulf engages one of the Bad Boys in Close Combat.

17. Swinging Der Happy Stick in the air, Wulf charges out of cover!



18) Wulf engages the nearest opponent, one of the Bad Boys, in close combat, inflicting four injuries. The final Enemy Band Chicanery Card is played, nullifying Wulf's attack. I decide not to attempt to return the Star Chip to the bag. The safest place to have Wulf is engaged in close combat. The Bad Boy then activates and tries to bite at Wulf as he attacks!

18. "Now you see me old cucumber," Wulf shouts as he launches his attack, engaging one of the Bad Boys. The alien reacts swiftly, his mork evading Wulf's deadly Happy Stick. The snarling Bad Boy counter-attacks, pouncing upon the Viking, his vicious fangs exposed...





19) But Wulf Evades and triggers his Brawler ability, counter-attacking the counter-attack! This time, without any Chicanery cards, the Bad Boy is instantly incapacitated!

19. "....Now you don't!"

With a sickening crack, der Happy Stick connects with the Bad Boy's skull and the mork crashes to the ground. Neither mount nor rider get back up again! 



20) Bubo's other bodyguard howled in outrage and Charges at the Viking!

20. The killing of his brother sparks another Bad Boy into action! Spitting hate, he charges at Wulf...



21) But once again Wulf Evades, manages to instigate Brawler and takes the Bad Boy down!

21. ...but is dispatched by the Sternhammer swing even quicker than his brother was!



22) Johnny activates again but only manages to inflict another stun on Bubo, not enough to subdue him. He attempts but fails to return a Star Chip to the bag, meaning he is Pinned! Bubo activates but can only use Shake It Off twice to remove the Pinned Marker (and therefore the effects of the Anti-Grav Bullet) and one Stun Marker.

22. Completely dazed and disorientated by the Dogs' attack, Bubo frantically tries identify an escape route.


23) Brute Mosely charges Wulf.

23. Even though he has seen how deadly Sternhammer is, Brute Mosely fancied himself as a more formidable opponent than these feeble 'Bad Boys'. 



24) He fails to harm Wulf but Brawler ability is not triggered. This seems to be the last action of the turn...

24. Indeed, Brute is a more capable opponent, but Wulf almost casually shrugs off a head butt from the mutie! All of a sudden Brute turns a paler shade of blue! He knows he has angered this deadly bounty hunter!


25) But there is one last twist - I play Adrenaline Surge Chicanery Card on Johnny, allowing him to clear the Pinned Marker and perform a Single Action. Once again he fires at Bubo on Stun mode.

25. Johnny still has Bubo in his sights and looses another shot!


26) The resulting attack on Bubo inflicts two more stuns, subduing him and ending the scenario! Victory to Johnny and Wulf!

26. With a pathetic yelp Bubo is finally stunned into submission!

Realising the game is up, Brute surrenders. Wulf is disappointed as he was relishing the prospect of knocking those tusks loose with der Happy Stick!


Aftermath

Johnny and Wulf dust themselves down, relieved not to have been wounded during the fray. Wulf digs out his warrant meter and smiles.

"Let us see... For bringing in Bubo alive, ve vill receive four hundred and tventy thousand creds. The Alzirians aren't interested in der other Bad Boys, set them free Johnny?"

"No, they're scum too. I'd happily hand them over to the authorities, reward or not."

"Now, Brute, how much are you vorth?"

"I'm worth more to you free than rotting in a cell," Brute says.

"Talk fast Brute," Johnny orders. "And no holding back, if I feel like you're hiding anything, you'll find yourself keeping Bubo here company in a cell."

"Your friend Middenface," Brute replies. "He was here on another job, hunting the robot Steelkreeg VII."

"Verdammt, Johnny, a Steelkreeg robot singed my beard in der Killing, remember?"

"I remember big fella. The Steelkreeg series are dangerous assassin robots. What about Middenface, Brute?"
Brute Mosely by Carlos Ezquerra
Copyright Rebellion 2000AD Limited

"Middenface didn't know that Steelkreeg was luring him here. Middenface thought he was working with the Weerd Brothers, but they were hired muscle under Steelkreeg's employ. When they arrived on-world here, the Weerds said they'd lead Middenface to Steelkreeg. They led him all right, but then they took him down. But he's still alive, at least for now. If you give me your word you'll set me free, I'll tell you where to find him. They're heading off-planet soon and once that happens, you'll never see him again."

"What makes you think I'd keep my word, Brute?"

"Ha," Brute scoffs. "You're Johnny Alpha!"

"I've got a reputation for being soft, eh? Maybe I need to change, starting now."

"Maybe," Brute nods, "but then your friend's life would be forfeit. Do we have a deal or not?"

"Yeah," Johnny agrees. "One thing though, why were you here with Bubo?"

"Max Bubba has an extensive network. I was here selling information to Bubo." 

"What information."

"Details of supply convoys..."

"So Bubo knew where and when to hit the supply caravans! They robbed those people - and ate them!"

"It-it was just business, Alpha! We never told 'em to eat no one!"

"You don't deserve to live Brute," Johnny scowls. "But Middenface needs me. You got my word. I'll set you free. But you tell Bubba that once I have Middenface back, I'm coming for him. I'm going to put you all out of business, and into jail...or an early grave. You have my word on that too, Brute! Now, come on, lead the way to Middenface..."

NEXT PROG: Showdown with Steelkreeg!

Closing Reflections

For a first playtest, the system seemed to work fairly well. All of the Enemy Band were Battlers which kept things simple and, for the most part, they acted the way I'd hoped. It will be interesting to see how Gunslingers and All-Rounders fare in the next scenario!

Obviously I made a few mistakes, particularly in having Johnny and Wulf able to stay hidden until they attacked, and I think that this certainly made the scenario more one-sided than I'd expect. The Pay-Off (which included a triple pay off for subduing Bubo) was a hefty one which enables Johnny and Wulf to recruit more members to their team as the campaign progresses.

Watch this space for more soon!

Below: Video version of this battle report!



Strontium Dog Miniatures Game - Bubo and the Bad Boys

Bubo and the Bad Boys


Bubo and his Bad Boys are dangerous - and hungry - alien outlaws who enjoy stealing from and eating their victims! Any self-respecting Strontium Dog fan would happily take the job to put the vile Bubo and his Bad Boys out of business for good; now you can do so yourself in Warlord Games' Strontium Dog Miniatures Game

Bubo and the Bad Boys by Carlos Ezquerra
Copyright Rebellion 2000AD Ltd

Stats

Experts on mork-back, Bubo and his Bad Boys are fast-moving and lethal enemies if they get the chance to engage opponents in close combat. Bubo himself is particularly devastating, as powerful as the feared Wulf Sternhammer! 

Skills and Special Abilities

Bubo and his Bad Boys are hairy which offers them some protection in close combat, and their fangs give them extra bite when savaging their victims! They are poor with ranged weapons, mostly because of their mork mounts' unsteady gait, but they do have the opportunity to Evade incoming fire. They also all have Born to Ride...

Born to Ride: this means that the riders cannot be dislodged from their mounts. It is a handy rule to save Warlord having to build the trio on foot as well as on morks, but if you wanted to dismount, Darkus and his Howlers make excellent proxies. Likewise, if you wanted Darkus' team to be mounted on morks, Bubo and the Bad Boys make excellent proxies for them! More importantly though, the Born to Ride ability allows the team to re-roll their respective additional mork movement rolls, meaning there is a good chance they will move very quickly indeed!

Bubo - but not his Bad Boys - also has the following abilities:

Carnivore: A nice thematic ability which encourages you to have the outlaws take their enemies alive - to eat! You gain a 10,000 credit bonus to bounties for subdued enemies, but this isn't a huge sum and could prove to be an unwelcome distraction, particularly in a one-off scenario (the Pay Off is more important in campaign play as funds allow you to buy reinforcements and the like).  

Zap the Saps!: A fantastic ability that allows Bubo to return his Bad Boys' chips to the bag! If you get lucky with the order in which Bubo draws his Star Chip and in returning them to the bag, the whole crew has the opportunity to run amok and put down enemies before they even know what hit them!

Tactics for playing Bubo and the Bad Boys

It couldn't be simpler; Sprint, Sprint, Sprint then when enemies are in range, Fight, Fight, Fight! If at all possible, keep your team out of sight behind buildings and the like, then when the enemies close in, pounce upon them! The team aren't much use with guns so your focus should simply be to engage enemies in close combat at all times. Do not make use of the rule which allows you to finish the rest of your move after close combat has been resolved unless you have put your enemy down or have cover to make use of; it is more advantageous to remain in close combat than to be out in the open. Their fur offers them a +1 increase to their Resist stat when in Close Combat so you really want to avoid Ranged Fire if possible (stating the obvious, I know). At the very least, if you are engaged in Close Combat, enemy units targeting you with ranged weapons suffer a -1 to their roll to hit. It's crucial to remember that using two Fight single actions is more effective than using the Charge double action; the +1 to power in Charge comes in handy but it doesn't beat the damage you'll inflict if you land two Fight attacks! As mentioned above, don't become too obsessed with the Carnivore bonus; if you put the opposition down, you're likely to win the scenario anyway, regardless of the odd 10,000 bonus. That said, if you want to play them thematically, you should aim to subdue at least one enemy for them to eat later! At all times keep the Zap the Saps! ability foremost in your mind; it is crucial to keep the Bad Boys within 6" of Bubo so he can use this special single action to put their chips back in the bag! If luck goes your way, this pack of three can utterly decimate even the most powerful opponents! One last piece of advice - beware flame weapons!  

Overall

Bubo and his Boys aren't just bad, they're downright fearsome! Get up close and personal with your enemies and never forget to cry "Zap the Saps"!













Strontium Dog Miniatures Game - Solo Play Rules

Introduction

Warlord Games' Strontium Dog Miniatures Game has been out for a number of months now but there are people who struggle to get games in because of work and social commitments, or perhaps because of a lack of interest from friends. It's a problem for many in the wargaming community and is by no means unique to the Strontium Dog Miniatures Game. That being the case, I've embarked upon this project to enable all fans of the system to play the game without a human opponent. While it cannot match the tension and challenge of playing against a friend, my hope is that it will still prove to be an enjoyable gaming experience.
It is the intention of these rules for the Solo Player to want a particular band, the Player Band, to win rather than having split allegiances. The opposition will be given actions according to the type of model they are and whether their band is attacking or defending. It will hopefully make it a more rewarding experience for the player as they will definitely be rooting for one side over the other, playing against the system rather than against themselves.
I want to start by stating that two player (or more) play is very much the most rewarding way to experience the system and is my preferred mode of play. Game designers Andy Chambers and Gav Thorpe have produced an excellent game which captures much of the flavour and excitement of the strip - it's also great fun to boot!
You will need to be familiar with the Strontium Dog Miniatures Game rules as the Solo play system merely modifies some of the rules. This is not a rules rewrite and explanations of the core game's mechanics will not be provided here. There will also be direct references to rulebook pages so even if you are familiar with the rules, you may struggle to use the Solo Play rules if you don't own a copy.
Most players, particularly fans of the strip like myself, will probably wish to play as Johnny Alpha and his allies, but there is nothing preventing you forming your Player Band with Outlaws, in which case Johnny Alpha may be part of the Enemy Band if you wish!
I hope you enjoy!

Gordon


Credits:
Strontium Dog Creators: John Wagner and Carlos Ezquerra
Strontium Dog Miniatures Game Designers: Andy Chambers and Gav Thorpe
Art: Carlos Ezquerra, copyright Rebellion 2000AD Limited


Solo Play Rules: Gordon Bissell
Flowchart Graphics: Barry Sawada Tucker
Photos: Gordon Bissell
Playtesters: TBC

Part One: New Game Terms

In Solo Play mode, there are a few new terms which will be used throughout the rules.

The Player Band: You fully control these models and operate the band as per the standard rules. 

The Enemy Band: The guys you want to take down in Solo Play. While you will still make a range of decisions for these models, their actions are determined in these rules by the type of character they are and the situation they find themselves in.

Battler: A character who favours Close Combat over Ranged Combat

Gunslinger: A character who favours Ranged Combat over Close Combat

All-Rounder: A character who is equally powerful in either method of combat.

Part Two: The Set Up

Scenarios (see pages 80-81)

1. Choose a leader for both bands. You should decide at this stage which will lead the Player Band and which will be the lead the Enemy Band.

2. Draw Armoury Cards. These are drawn as usual as per standard rules for the Player Band. None are dealt to the Enemy Band. Instead, they will be dealt one additional Chicanery Card for every Armoury Card they were entitled to (see step 7).

3. Determine Protagonist. Roll a dice for both bands, the highest is the Protagonist. The other band is the Defender.


4. Generate Job. As per the rules.

5. Recruit Bands. Do so as set out in the rules, although you will be recruiting both bands for the scenario. You may wish to deliberately make one force stronger than the other. Unlike standard play, there will be no Collateral boost to the force with lower Notoriety as this allows you to better calibrate play, making the scenario easier or more difficult to suit your own tastes (note that they will still be entitled to spend Collateral as indicated by the Job and Encounter). My default advice would be to make both forces the same Notoriety as the Deploy Models step will also help determine how difficult the scenario will be.

6. Roll Encounter Type. As per the rules.

7. Draw Chicanery Cards. Distribute the Chicanery Cards to the Player Band as normal. The Enemy Band are simply dealt as many cards as they are entitled to - plus one for each Armoury Card they should have had - but there is no requirement for you to inspect those cards. Chicanery cards play differently for the Enemy Band, being used instead to nullify injuries or incapacitation. More on that later.

8. Spend Collateral. Both sides spend any Collateral as awarded in the Job and/or Encounter types. As mentioned above, you do not gain Additional Collateral for forces with mismatched Notoriety. Collateral Armoury and Chicanery card purchases are still made as normal for the Player Band.  The Enemy Band may purchase one additional Chicanery card per 50,000 creds available but may not buy any Armoury Cards. You simply deal a single Chicanery card to the Enemy Band for each purchase of Chicanery cards.

9. Deploy Models. As described in the rules. When it comes to placing the Enemy Band, you have full control of where to place them on the board (within any restrictions set out in the Scenario). How you do so will likely have a huge influence on how hard the task at hand will be for your Player Band. In general terms, an Enemy Band which operates closely together will be more effective against your Player Band, while one which is spread out may struggle to impede your progress as they will be in danger of being picked off piecemeal; in other words, you have more power to tailor the game difficulty by how you deploy the Enemy Band. Enemy bands which are too closely packed will be susceptible to Time Bombs and other area effect weapons. Therefore, it is recommended that Enemy Bands try to keep models at least 2" apart. There may be situations that arise in the scenario which would make this undesirable, so minimum spacing is not a compulsory rule.
Finally, once all miniatures are deployed, place all of your the chips for both sides in the bag as normal, including Star Chips for models with a starting Cool of 4+. To clarify, both the Player Band and Enemy Band have Star Chips available to them as usual.

The Pay Off: No change; calculate bounties collected and any bonuses, then deduct expenses. The Band with the most creds wins the Scenario.

Part Three: Core Rules

All of the Core Rules play exactly as described in the rulebook for the Player Band; play that Band as you would in a 2 player game. The rules changes apply only to the Enemy Band.

The Game Turn (see pages 12-13)

Playing Action Chips: When activating an Enemy Band model, the default position is that they will perform a double action where possible. The actions that the Enemy Band will perform depend on circumstances and are explained later.

Activating With A Star Chip: No change to the normal procedure, they work the usual way for both bands.

Going For Broke: Only Enemy Band models with a modified current Cool of 3+ can go for broke. It is still at player discretion as to whether an Enemy Band model that can go for broke will do so. Try to make the decision on what you think you would do were you in the Enemy Band's situation.

Last Chip In The Bag: Further to the Going For Broke rule change above and because of the -2 modifier to Cool, the only Enemy Band models that could attempt to put the Star Chip back in the bag would be Johnny Alpha or Durham Red if her Bloodsucker ability had been activated. Again, whether they attempt to do so is left to your discretion.

Actions (see pages 14-17)

In a change to the normal rules, when Enemy Band models are activated, the player does not decide which actions to give them. Instead, actions are determined by circumstances and by the type of model that is being activated. Models fall into 3 categories which represent their stat strengths; Battlers are models which are more proficient in Close Combat than at range, Gunslingers favour ranged weaponry, while All-Rounders have no preferred method of attack. There is a comprehensive list of which categories each named character from the rulebook fall under in Appendix A, but you are free to change these to suit the scenario.

Note that characters with the Gunfighter and Brawler skills can be categorised as Gunslingers or Battlers if they are listed as the opposite or as All-Rounders in Appendix A. For example, Stix is listed as a Battler due to his/their stats but the fact that he/they have Gunfighter skill means that they can operate as Gunslingers instead of Battlers depending on your preference.

In addition, these different unit types will choose actions differently depending on whether they are the Protagonist or Defender.  

When at all possible, Enemy Models will perform a Double Action when activated. If they are Stunned or fail a Cool test to remove a Pinned marker, they will have to perform a Shake It Off Single Action and then will be able to perform a second Single Action.   

Once you have determined whether your model is a Battler, Gunslinger or All-Rounder and if they are Protagonist or Defender, consult the relevant flow-chart to determine what your model will do in the situation they find themselves in. Note that Double Actions are stated first in each case on the flowcharts with Single Actions shown as a second option in case there was a requirement to use Shake It Off (or if particular Double Actions are prohibited for certain characters).

There are six categories and therefore six flow charts which determine all Enemy Band actions:

Protagonist Battler
Defender Battler
Protagonist Gunslinger
Defender Gunslinger
Protagonist All-Rounder
Defender All-Rounder

These flow charts can be found in the Appendices at the bottom of this article. 

You may find that during a scenario, a Protagonist finds their band mostly wiped out; if it is obvious that the Protagonist model would not continue acting aggressively, the player can choose to switch to actions to ones based on being the Defender and vice versa. This change of tactics should only happen once in a game and only in a situation where it is clear that the balance of power has shifted significantly; neither though is there any obligation to do so if you think the character would stick to their guns and see their tactics through to the bitter end.

Notes on Actions for Enemy Band characters:

Single Actions:

Move: Models will move in any direction into cover if they have the opportunity to do so; they will not simply stand there in the open. If there is no cover to move into, simply move the model into the position which seems most advantageous to their band.

Snap Shot: Enemy Band members will always target the weakest enemy (or group of enemies) at the shortest range. See the section on Ranged Attacks below for more detail on this.

Throw: Enemy Band members will always target the weakest enemy (or group of enemies) within the shortest range.

Fight: Enemy Band characters will always engage the closest opponent in Close Combat.

Shake It Off!: No change.

Using Multiple Guns: Enemy Band characters making a Snap Shot who can fire multiple guns will only opt to do so if, when rolling to hit, their modified Shoot is 0 or less. Otherwise, they will always only fire one weapon, and it will always be the most powerful one at their disposal.

Double Actions:

Sprint: The model must move into what looks to be the most advantageous position for the Enemy Band as a whole.

Charge: Enemy Band characters will always engage the closest opponent in Close Combat.

Aimed Fire: Enemy Band characters will always elect to add their +2 bonus to weapon power unless, when rolling to hit, their modified Shoot is 0 or less. In addition, they will always target the weakest enemy (or group of enemies) at the shortest range.

Overwatch: Enemy Band characters will fire at the first Player Band model that enters their LOS and is within range. If there is more than one Enemy Band character on Overwatch, a second Overwatch is only triggered if the first Overwatch fails to incapacitate the Player Band model, a third only triggered if the second fails to incapacitate and so on.

Hunker Down: Only used when an Enemy Band character finds its modified Cool is 1 and only then if it is actually possible to get into cover.

Note: If the flowchart instructs you to carry out an action which the character is incapable of - such as Sprint Action for Stix - then you should perform an action which is legal for the character. In other words, the flowchart does not overrule any limitations already set out for characters.

Ranged Attacks (see pages 18-21)

Picking A Target: Enemy Band characters will always target an enemy in short range if they can, and will always target the weakest enemy within their weapon's short range. If the weakest enemy is at long range and there is another target in short range, the model in short range will be targeted instead. Fire at closest range and at the weakest target possible within that range.

If the activating model has a blast weapon, the above rule does not apply; instead, the activating model will aim the blast weapon is such a way as to maximise the number of models within the blast radius. If there are two equally sized groups, the weapon will be used at the group at shortest range (provided this does not catch the activating model in the radius as well).

Close Combat (see pages 22-23)

Two-Weapon Fighting: This is only ever used if, when rolling to hit, a model's modified Fight is 0 or less. Otherwise, they will always only fight with one weapon, and it will always be the most powerful one at their disposal.

Mounted Models (see page 24)

Characters riding Morks may find that their character changes from a Gunslinger or All-Rounder to a Battler (because of the -1 Shoot and +1 Fight modifiers). While they remain on Morkback and those modifiers are in effect, they take orders from the relevant flowchart. This may change several times during a scenario if there is a lot of mounting and dismounting from Morks. The same rule applies to models on skimmers.

Chicanery Cards (see page 44)

Underdog Chicanery: No longer applicable in Solo Play mode.

Character Chicanery: No longer applicable to Enemy Bands.

Using Chicanery Cards: Enemy Bands only use Chicanery cards to nullify damage from attacks. Any time a model suffers an injury or stun, they make an unmodified Cool Test. If they pass (i.e. roll a Special result), all injuries or stuns sustained in the attack are completely nullified and one of the Enemy Band's Chicanery Cards is discarded from play. Note that if several characters from an Enemy Band are hit by a burst weapon, it would require 1 Chicanery Card per model to nullify all hits sustained. Also, Chicanery Cards may not be used to nullify the effects of Time Weapons.

Character Special Abilities:

These should be used to maximum effect against the Player Band but situations may arise where it is difficult to know what to do; for example, Johnny Alpha has the In My Head! ability; when he is part of the Enemy Band, it may not be clear whether it is better to use that rather than firing a weapon, moving, etc. This is left to the player's discretion, but the best thing to opt for would be the option you would least like used against the Player Band. Alternatively, you could simply toss a coin and let fate decide!

Part Four: Campaigns 

Solo Campaigns differ somewhat from those set out in the rulebook; you will not need to monitor the Enemy Band at all as you will pick a new Enemy Band each new scenario (as this ensures plenty of variety in the scenarios). This also means there is no longer any requirement to note Deeds and Grudges.

Winning a Campaign: As with standard rules, you set a target sum of creds or Notoriety to achieve to end the campaign. Once this threshold has been reached, the campaign ends. There are two methods to decide whether a campaign has been won or lost;

1) Majority rules: the Band which won the most scenarios wins the campaign. This can lead to an anti-climactic final scenario, but it is a fair way to gauge who won overall across the whole campaign.

2) All or nothing: the Band which won the final battle wins the campaign. This suits a narrative campaign better as the Player Band can survive an unlimited number of set backs but still "win" the campaign on the climactic scenario. (There are a number of Strontium Dog stories where Johnny and the mutants seem to be losing but overcome the odds to secure a famous victory in the climactic episode.) Feel free though to experiment with and reward the Enemy Band with bonus Notoriety for future Scenarios if you feel your Player Band should suffer a setback because of losing Scenarios.

Starting a Band: Pick a starting band of 40 Notoriety. This limits the number of characters you start with in your band, providing plenty of scope to add more members and gradually expand the size of the scenarios, battles becoming more epic as you progress! Generally speaking, I like to be able to add one model to the Band after each Scenario (funds providing).

Really there are no hard rules for campaigning; do it the way you think you will find the most fun! Enjoy!

Appendix A: Characters and Character types

Johnny Alpha: Gunslinger
Wulf Sternhammer: Battler
Gronk: All-Rounder
Middenface McNulty: Battler
Durham Red: All-Rounder
Kid Knee: All-Rounder
Blubberlips: All-Rounder
Maeve the Many-Armed: All-Rounder
Hiss Weerd: All-Rounder
Cuss Weerd: Gunslinger
Silent Weerd: All-Rounder
Stix: Battler*
Fly's Eyes Wager: Gunslinger
Slabhead: All-Rounder
Dervish Dogs: Battlers
Max Bubba: All-Rounder
Impetigo Jones: All-Rounder
Low-Down O'Phee: All-Rounder
Brute Mosely Battler
Skull: All-Rounder
Bubo: Battler
Bad Boys: Battlers
Darkus: All-Rounder
Howlers: All-Rounder
Billy Joe: Battler
Steelkreeg: All-Rounder
Kansyr: All-Rounder

Appendix B: Flowcharts 


















Acknowledgements

Special Thanks To:

John Wagner and Carlos Ezquerra for creating Strontium Dog. Along with Alan Grant, this trio realised countless storylines which fuelled my imagination as a teenager. The level of work they put into this series is jaw-dropping.

Andy Chambers and Gav Thorpe for bringing one of my favourite strips to the gaming table - and for making it such a great and fun game which captures a lot of the flavour of the series! I also thank them for having the patience and good humour to respond to my never-ending posts double-checking my understanding of the rules!

Rebellion 2000AD Limited and Warlord Games for publishing the strip and the game respectively.

Barry Sawada Tucker for putting together the fantastic graphics for the Action Flowcharts! Check out his youtube channel for Strontium Dog Miniatures Game videos!

Members of The Dog House - Unofficial Strontium Dog Miniatures Game Group on Facebook without whose interest and encouragement I may not have pushed on with this project. Special mention to members Leigh Shepherd (particularly for the suggestion of a Cool Test to determine if Chicanery Cards are played on Enemy Band members), James Hart and Allan Stenhouse for their feedback and assistance with all things related to the game!

My regular Strontium Dog Miniatures Game opponents, Tom Wallace, Craig Mark and Martin Bissell.

I'd like to end this post by mentioning the late, great "King" Carlos Ezquerra's incredible contribution to Strontium Dog; he designed the character, built the look of the galaxy and illustrated hundreds of pages of the strip, both in black and white and in glorious colour. No matter the size, scope or how wilfully strange the story was, he was able to beautifully realise it in a way that was not only visually exciting, but was the work of a master storyteller. His recent passing was a huge loss to the comics industry, and one which deeply touched the hearts of many 2000AD fans, myself among them. 
While there will no longer be any Strontium Dog stories illustrated by him, his art will be forever synonymous with the strip and is always in my mind when I play the Strontium Dog Miniatures Game. Thank you Carlos.

Carlos Ezquerra 1947-2018 



















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