Strontium Dog Miniatures Game - Durham Red

Durham Red


Art by Carlos Ezquerra. Copyright Rebellion 2000AD Ltd 
One of the most feared Strontium Dogs (even among fellow S/D Agents), Durham Red's bizarre mutation gives her a vampiric appearance - and a few of those mythical creatures' traits! Out of all of Johnny's close circle of allies, Red is the only one he doesn't trust - and with good reason! Another fan favourite, Red is something of a rarity in the series, a central female character! Fortunately, Red is no damsel in distress; she knows what she wants and will do whatever it takes to get it! 

Stats

Red is an excellent all-rounder, moving as fast and reacting as quickly as Johnny! Handy with her dual guns. Criminal scum underestimating this lady do so at their peril! As with all of Johnny's close associates (except the Gronk), she brings an all-important star chip to the table.

Skills and Special Abilities

Bloodsucker: This is a fantastic thematic ability which, if it kicks in, sees Red draining the blood from a close combat victim to boost her Cool by 1 (non-cumulative)! This would raise her to a Cool of 5, Johnny being the only other character with Cool that high!

Gunfighter: Red knows how to handle guns and, if she is unpinned, she has the chance to use this ability to get the drop on any opponents firing upon her!

Vampire!: Getting too close to wounded characters limits some of Red's double actions including Aimed Shot. She's good enough with her guns for this not to be a huge issue; two snap shots usually work out as well as one aimed! 

Tactics for playing Red


Red's gun skill and Gunfighter ability are formidable so I personally would favour keeping her at range, behind some cover if possible. While she is likely to land attacks in close combat, it's worth remembering that she cannot inflict the level of damage that Wulf and Middenface are capable of; you should therefore expect close combat affairs to take an extra activation or two to put down opponents (assuming you engage them while they are at full strength). The big advantage in taking down an opponent in close combat is that there's a chance that the Bloodsucker ability will be activated, giving her that all-important Cool boost. Softening up opponents with gunplay and then going in for the kill to try to activate Bloodsucker is probably the best way to play her. Don't make Bloodsucker your main focus however, as activating it is far from a certainty. When playing her as part of a team featuring Johnny, Wulf and/or Middenface, I would generally activate her last. Those three other characters are more powerful if you play them to their respective strengths so it is best trying to deal out as much damage with them as possible and try to put their star chips back into the bag, activating them again and again. That of course, is situational and not a strict dogma you should adopt!

Overall

A great all-rounder, playing Red makes things easier for you as a player; you know she should do well no matter what situation she finds herself in! Just don't get suckered by Bloodsucker! Engaging tough, unwounded adversaries in close combat is unwise!

Optional Homebrew Rules (with special thanks to fellow SD superfan Leigh Shepherd for suggestions to these rules)

Fangs: For 2 Notoriety or an extra 20,000 bounty, Red's fangs add +1 to her Fight in close combat. Note that because of the extra cost, Red does not suffer the usual -1 penalty to shooting associated with fangs. 
Player note: The purchase of the fangs makes Red the ultimate all-rounder, as proficient in close combat as she is with weapons!

Creds over loyalty: Money is more important to Red than honour. At the end of the scenario, make a modified Cool test (based on current stats at the end of the scenario); if she passes by rolling a 2000AD result, she secretly pockets some of the money. Deduct 10% from all earnings (bounty less expenses) made on the job.

Double-crosser!: Sometimes greed gets the better of Red and she will employ seductive charm to double-cross allies and rob them blind. If you use this optional rule, both players must agree that Red will be played as follows:- you may field Red for a reduced 2 Notoriety/20,000 cred bounty. At the end of the scenario, make a modified Cool test for Red. If she passes the test by rolling a 2000AD result, she will hold her nerve and steal 50% of all earnings from the job! If she makes off with the money in a campaign, she is so convincing that none of the rest of the team even suspect! This means she will stick around and try to steal more, meaning more rolls in future encounters! Note also that if this option is selected for Red, it replaces Creds over loyalty; this ensures she cannot attempt to steal twice from the proceeds of one job.

However...
Red spikes Johnny's drink to make off with the job earnings...
Art by Carlos Ezquerra, copyright Rebellion 2000AD Ltd
Not so fast Red! Red's fellow combatants have a chance to see through her schemes; her allies in the scenario also make modified Cool tests (based on stats at the end of the battle). If any pass, they see through Red's scheme and her attempt to steal earnings fails. If they all fail, 50% of profits are lost as above. Note that if an ally passes the test and sees through Red's ruse in a campaign, she may not be fielded in the following scenario as she has bridges to build before he will work with her again! 

Note that if Johnny is part of the campaign team but was not played in the scenario, Not So Fast Red! cannot be used (Red alters the accounts to pocket the money before they rendezvous again). 

Player Notes: Taking Double-Crosser and getting Red for a reduced two Notoriety may be tempting but the chance that she will make off with the half of the earnings is potentially devastating! Losing earnings at the end of a scenario usually equates to losing the scenario! It is extremely bad news in a campaign too, potentially hammering funds multiple times over (although that would be a result of horrendous luck). Also, if someone catches her in the act, she cannot feature in the next scenario... High reward means big risk! Kudos to anyone who plays this for going full thematic!

...bur Johnny is no-one's fool!
Art by Carlos Ezquerra, copyright Rebellion 2000AD Ltd



Optional Homebrew "Bitch" Package: field Red for the standard cost of 13 Notoriety with Fangs, Double-Crosser! and Not So Fast Red! for the ultimate thematic Durham Red experience!  

The Strontium Dog Miniatures Game is available from Warlord Games.  If you want to get your teeth into it, click here!



Epic War - Midnight Campaign Part XV: Forest Fracas



Commander Ori knows that the war will likely be won or lost at Ushgarak base but the pressure is on him to reclaim the Campaign Objective he previously controlled in the the Forest of Dregrim.  
With the Ork Kommander Wee Killaz having taken control of the Objective, he can also turn the defences Ori’s army constructed against the filthy stunties!   
Both forces have 2,000 point armies in action. 35VPs are required for victory. The ruleset is Net Epic Evolution.
Here we see an overview of the battlefield.  The Squats are at the top of the picture while the Orks are at the bottom.  The Orks start the game with three sets of defences which consist of two sets of entrenchments and one of razorwire,   They also have Initiative in Turn 1 and can deploy a further 15cm forward of the standard deployment zone.


A look along the frontilines…


Satellite overview from the other side of the battlefield reveals that Ironshield Tanks carry Squat Thunderers while a unit of Rhinos contain a highly motivated detachment of Berserkers!



A closer look along the Squat line…



Once again Plasmablast tanks proxy for Retributor Tanks (foreground) and Ironshield Tanks.




The entire Evil Sunz clan makes good use of protection behind entrenchment walls.



As do a number of Ork vehicles at the other end of the battlefield.



If the Squats take the entrenchments head on, they will find their progress hampered by razorwire (as they can only advance through the barricades)!




Everything seems to be set up in the Orks favour…can the Squats possibly defeat the Orks?


A Warrior Detachment claims an objective in a quiet start to proceedings as both sides manoeuvre themselves into position.


The vehicles and Nobz find themselves frustrated as the Squats do not move into their firing zones…




…as is the case on the other flank, the Evil Sunz have no targets to attack!




Nobz bikes prove to be as deadly as ever as they strike on the Squat back line and practically wipe out a squadron of Trikes, claiming another objective in the process!



Most of Turn 1’s most serious exchanges take place in close combat!




Squat Bikes make short work of Ork Warbuggies!





Berserkers pour out from Rhinos and launch close quarter assaults…



With great success…but the Rhinos are broken!




Ork Coptas slam into Thunderers and Ironshield Tanks alike!


With deadly consequences for the Squats - the Ironshields are wiped out!



More bikes prepare to launch another assault in Turn 2!






After Close Combat has been resolved, the Orks look to be in a strong position with their forces in entrenchments looking untouchable at the moment! 




Wee Killaz Orks have also made significant inroads into Squat territory and hold six objectives!  The Squats only hold one objective with one unclaimed.  Have they lost the battle in Turn 1?




End of Turn One:
Orks: 34VPs
Squats: 5VPs




The Coptas finish off the Ironshields but leave themselves exposed to retaliation from the Thunderers!  Wipe out for the Coptas!  The Retributor tanks surge forward to snatch an objective.




Warriors retreat to lay down heavy fire against the Nobz bikes, almost wiping out the whole squadron!



Nobz, Braincrushas and Spleenrippas break cover but they still have no targets to fire upon!



The Evil Sunz find themselves in a similar situation…




…and more close combat ensues, Squat Bikes against more Warbuggies!



The Warbuggies are torn apart by the Squat Bikers and they capture an objective into the bargain…and break the Kult of Speed!



Even the Warboss’ retinue are attacked by yet more bikes!




The result is good enough to break the Warboss!



The Bonebreakas slam into a Rhino…




No contest! The Rhino is reduced to scrap under the great deathrollas!




The Orks still look very strong but they’ve lost a number of objectives; they only hold three while the Squats have five!


It still looks like there is more fighting to be done but there is a result at the end of turn 2!



End of Turn 2
Orks: 19VPs
Squats: 37VPs


Wee Killaz still had plenty of forces in play but the Squats somehow sneaked victory from Ork hands - and not for the first time in this war!


Ori has overcome the odds but although he has played his part, he is uneasy. The whole war now comes down to the final battle for the Ork base at Ushgarak!  Dwalin has to defeat the Orks on their own turf to win the war!




















Strontium Dog Miniatures Game - Middenface McNulty

Middenface McNulty


Lump-Heided Middenface loves nothing mair than a
wee dram an' a sing song.  Art by Carlos Ezquerra.
Copyright Rebellion 2000AD Ltd 
Also known as the "Tartan Terror", Middenface is my favourite character from the whole Strontium Dog series, this in no little part due to the fact that he's Scottish (as I am) and uses a lot of the local vernacular; think of a lump-headed, heavy-drinking, tightfisted, fist-fighting, grown-up version of Oor Wullie... If Strontium Dog wasn't written by Greenockian John Wagner, he would be viewed as an offensive Scottish stereotype. Instead, he is a very, very funny character who always gets the best lines in the series.  For that reason, this was the character I was most keen to field in my games! In tribute to the big yin, the next sections follow in my finest Glaswegian.

Stats

Efter Wulf, Middenface is Johnny Alpha's closest pal and ally, the two havin' claimed mair than a few norms together in ra mutant uprisings. It's nae surprise then that he is another wan ae the maist powerful characters in the game. No one other than Wulf could take Middenface in a square go which means he kens how tae hand oot the lumps! He's puir solid and kin take a bit of fair o' a doin'. Middenface is a bit mair gallus wi' a gun than Wulf but his weapon is puir mince at long range which is a bit o' a scunner. 

Skills & Special Abilities

Brawler: Middenface loves a guid rammy and has the chance of counter-attacking any malky comin' his way. Any bampot acting like a wide-o an' tryin' tae have a square go wi' him may get a guid skelpin' first!

Heid-Butt (aka "Glesga kiss"): A puir brilliant thematic ability, this allows Middenface tae stick the heid oan his opponents, his bony-heided lumps dishin' oot extra injuries or stuns as desired!

Berserker: Just like Wulf, when hit, Middenface goes heavy radge an' kin ignore the first wound taken.

Tactics for playing Middenface

Play Middenface in a similar way that you would Wulf, up
close and personal is where he is best; if he is in short range you are probably as well charging him into close combat as it makes it harder for opponents to target him. If he is already in cover, shooting at enemies is a perfectly reasonable way to play Middenface as he uses his gun as much as his fists in the strip. Nothing short of Aimed Shots will do if you're firing him at long range!

Overall

Middenface is powerful but plays in a similar fashion to Wulf, both in stats and in special rules; you may want to consider using one or the other in your scenarios. That said, Middenface with Johnny and Wulf make a potent team for 50 Notoriety; Middenface and Wulf would be able to spearhead any attacks while Johnny backs them up with his firepower. Be wary of blast weapons if you have them fighting as a pack. Those T-weapons could take all three down in one attack! 

Optional Homebrew Rules

'Mon Then!: Even when he is caught in a corner, Middenface doesn't know how to shut his geggie, routinely challenging opponents in a dialect that confuses friends and foes alike! Every time Middenface activates (even if he is Pinned), make a Cool test. If a special result comes up, Middenface launches into some "Glesgae banter" or "a wee sing-song"; roll a single die again to see if anyone is so distracted and bemused that they effectively become pinned, consulting the following table.

Hit: No effect.
Armour: Ya wee dancer! The closest enemy is Pinned
Middenface, Johnny & Wulf: The dream team?
Art by Carlos Ezquerra. Copyright Rebellion 2000AD Ltd  
Special: Oh ya fud ye! The closest ally is Pinned

Fancy A Wee Bevvy?: Middenface is partial to the odd "wee dram". To reflect this in the game, when Middenface is on your team, one of your Armoury cards will be a "Bottle of Mac-Mac". Deal this to the player first, shuffle the pack and deal out the remaining cards as usual but the Mac-Mac card must be one of your picks from what is available. Note that if any other characters have this ability, it is not cumulative (meaning you can only be dealt one Bottle of Mac-Mac card in the Set Up).


The Strontium Dog Miniatures Game is available from Warlord Games, click here noo ye scunner!





Middenface in Berserker mode!
Art by Carlos Ezquerra.  Copyright Rebellion 2000AD




Strontium Dog Miniatures Game - Mutant Army Generals

Mutant Army Generals Strontium Dog Mutant Generals Image (c) Warlord Games Along with the Kreelers, one of the last sets that was released f...