Strontium Dog Miniatures Game - Conspiracy! Part 2

Conspiracy! Solo Play Campaign Part 2

Introduction

This campaign is simply a series of scenarios I am playing through to playtest my Solo Play rules published on this blog. If you missed Part 1 you can find it here. I'm recording these games as battle reports for gamers and, in italics, a narrative story line to accompany the action. Enjoy Part 2!

Johnny and Wulf in action by Carlos Ezquerra
Copyright Rebellion 2000AD Ltf

Scenario Background

Bubo and the Bad Boys having been picked up by a law-enforcement shuttle, Brute leads Johnny and Wulf to a wide, desolate plain. In the centre of the plain is a tiny settlement consisting of nothing more of a few buildings, a power generator and a watchtower. 

"Der robot Steelkreeg is out there?" Wulf asks, passing Johnny the binoculars.

"Steelkreeg plays by the odds," Johnny replies. "His hideout is in the middle of nowhere where he won't be disturbed. In the unlikely event anyone does comes along, he can see them coming from every direction. Remember he's hired the Weerds. Never nice going up against fellow S/D Agents." 

"They've got Middenface in a coffin in one of those buildings," Brute says, pointing into the distance. 

"And vy vould you know that," Wulf barks, "unless you vere working vith der scum like Steelkreeg?"

"We-we had a deal," Brute answers defensively. "So I'm free Alpha?"

"Sure, go."

"I don't know which way to the spaceport..."

"I said I'd set you free. You're free. Be thankful you're still alive. Get out of here."

"You can't do this Alpha," Brute complains.

"It's already done," Johnny replies, walking off towards the settlement.

"Best start valking old cucumber! And don't follow us! Der Happy Stick vill not be so merciful a second time!" 

Brute does not argue further and starts walking in the opposite direction. Wulf follows Johnny, talking as they go.

"Ve vait till nightfall Johnny?"

"No, we can't wait. We're being tracked. We have to take 'em head on before more trouble catches up with us. Besides, they may be moving off with Middenface soon."

"Who is tracking us Johnny?"

"Some of Bubo's gang. If I had to guess, Darkus and his Howlers."

"Bubo, Darkus, Steelkreeg, der Weerds...vy ve take this job Johnny? Is der dangerous business!"

"In our line of work, when isn't it? They'll be waiting for us, let's not disappoint them!"


Forces

Player Band:
Johnny Alpha (hero mode):      19 Notoriety
Wulf Sternhammer:                  15 Notoriety
Middenface McNulty:              13 Notoriety
Total: 47 Notoriety

Enemy Band:
Hiss Weerd:                              10 Notoriety
Cuss Weerd:                               7 Notoriety
Silent Weerd:                             1 Notoriety
Steelkreeg:                                15 Notoriety
Darkus:                                     13 Notoriety
2xHowlers:                               12 Notoriety
Total: 58 Notoriety

Note: Johnny and Hiss are the leaders of their respective gangs.

Game Notes

Job: Round Up (Gunfight)
Encounter: Raiders
Collateral: Unused (Defender was entitled to 150,000, 110,000 effectively spent in Notoriety)

Special Rules: 
1) Middenface cannot join the battle until he is freed from the coffin (inside the left hand house). The coffin can only be opened by a Player Band member who must spend a Single Action to open it, freeing Middenface.
2) Hiss, Cuss, Silent and Steelkreeg can start anywhere in their half of the board; Middenface's location is within that half.
3) The game doesn't end until one side is decisively defeated (in other words, when I decide).
4) There's no hidden set up: Johnny has had plenty of time to use his Weird Eyes ability to pinpoint where all enemies are hiding. The Enemy Band have been watching Johnny and Wulf's approach so they are deployed in a defensively advantageous position after Johnny and Wulf have been placed on the board.
5) Darkus and his Howlers will arrive on a random board edge not within 9" of Player Models on Turn 3.
6) Solo Play note: the Enemy Band are a combination of Gunslingers and All-Rounders. The Enemy Band's starting force will use the Defender Gunslinger and Defender All-Rounder flowcharts to determine their actions. Their reinforcements in the form of Darkus and his Howlers will use Protagonist Flow Charts.

The Encounter

1) Set up. As you'll see above I took some extreme liberties with the actual Job and Encounter. I tried also to up the difficulty after Part 1 went a little too smoothly, giving the opposition a larger band. The fact that Darkus and his two Howlers will be entering the field of play on Turn 3 forces Johnny and Wulf to free Middenface very quickly or they will find themselves hopelessly outnumbered.
There are two buildings on the board; Middenface is hidden in the crates/coffin within the left hand building. Hiss Weerd is inside guarding the "Tartan Terror", looking out towards Johnny and Wulf's deployment point which is on the bottom right of the board. Silent Weerd takes cover behind a crate outside the left-hand building, while Cuss Weerd is atop the watchtower. Steelkreeg is positioned behind the right hand building. This is a bad error which I only realised once the game was underway; if you have heavy weapons models, you want them out in the open (but perhaps behind crates for protection) because it requires a double action to fire them. In other words if you move, you cannot fire.

1. Using the powerful Alpha-rays that his eye emit, Johnny sees Middenface moving inside the coffin; Brute's information had been accurate at least. Time was running out however, they could see Darkus and his Howlers closing in behind them. They had to free Middenface quickly if they were to survive this... 


2) I deal out 6 Armoury Cards to myself. As I'm entitled to 4 Armoury Cards as Johnny is Well-Equipped, I opt to discard both of the Gas Bomb cards and keep the others.

2. "Heat Beam, check. Medpac, check. Time Trap, check. Electronux - check!"


3) With the notion of increasing the difficulty of the job still on my mind, I gamed it for the opposition and made Hiss Weerd the leader even though in the Scenario narrative Steelkreeg is really the leader as he has hired the Weerds as bodyguards. The effect of this is that the Player Team only get 2 Chicanery Cards...

3. "We're going to need to move fast Wulf," Johnny nods. "That creep Steelkreeg'll be analysing our every move! Keep on your toes!"
  

4) ...while the Enemy Band receive 4 Chicanery Cards. Remember in Solo Play that these are used to nullify 2 or more wounds or to prevent characters being incapacitated. Due to the Weerd Brothers' mistreatment of Silent Weerd in the strip, I rule that they would not waste any advantage (i.e. spend any Chicanery Cards) saving Silent. 

4. "The Weerds may be Strontium Dog agents," Johnny continues, "but just because we wear the same badges doesn't mean they won't hesitate. Hiss and Cuss will play every dirty trick in the book to save their necks!"

"Is der crying shame," Wulf nods, "that they help scum against their own! Maybe der Happy Stick can knock sense into them!"


5) Turn 1. Cuss is first to activate, and is placed on Overwatch.

5. Up on the watchtower, Cuss Hiss watched Johnny and Wulf approach. 

"I see you Alpha," he thinks, aiming his blaster. "Just come a little closer..."


6) Johnny uses "In My Head" but fails...

6. "I see you too," a voice whispers in Cuss' mind.


7) But does succeed in Pinning Cuss.

7. Cuss spins around, half-expecting to see Alpha right behind him. There is no one there though. When he turns back around...


8) Johnny returns Star Chip to bag, reactivates. He Sprints to cover. Returns Star Chip again.

8. ...Johnny has already ran for cover!


9) Johnny uses Aimed Shot to ensure Silent is taken out of the equation first.

9. "Don't feel good about shooting a blind man," Johnny grimaces, training his Westinghouse upon the featureless face of Silent Weerd. Johnny squeezes off a shot which clips Silent sends him crashing through the glass window behind him!


10) But his Star Chip isn't returned to the bag, pinning him.

10. Despite it being a stun shot, Johnny hesitates momentarily as the glass may have grievously wounded Silent.


11) Hiss Weerd activates, uses Aimed Shot.

11. "Rot your bones Alpha," Hiss howls, "no one harms our brother except us! You'll pay for that!"


12) Wounding Johnny twice!

12. Hiss opens fire and clips Johnny in the leg! He collapses on to one knee, and half-registers the blood spray in the sand beside him. He knows it is a bad wound, but he is still in the fight!


13) But - luckily for Johnny - Hiss fails to return the Star Chip to the bag and is pinned!

13. "I'm gonna kill you slow Alpha! Gonna make you bleed," Hiss shouts, wallowing in his success in wounding the legendary Johnny Alpha.


14) Steelkreeg activates, Sprints...

14. "++Human hirelings emotionally compromised++" Steelkreeg VII chatters to himself. "++Intervention required. Advance.++"


15) ...behind cover but with a clear view to use his Forepaw.

15. "++Optimal position achieved++" 


16) Wulf activates, opting to take a Single Action Move.

16. "Ach, ve never take down Steelkreeg behind cover," Wulf says.


17) And moves forward, until Steelkreeg is in range and in his sights.

17. "Got any ideas big fella?" Johnny winces, clutching his wounded leg.


18) Rather than take a direct shot at Steelkreeg who benefits from cover, Wulf uses Heat Beam!

18. "Ja Johnny, ve remove der cover!"


19) Leaving Steelkreeg exposed! Note: I'm not clear if this was a legal card to play! Normally only Johnny can fire special ammunition because of his Cartridge Blaster. However, the Heat Beam only uses a Single Action and has no "Cartridge Only" restriction printed on the card so it seems ok...

With everyone having activated, this seems to be the end of the turn, but...

19. The rock is reduced to molten slag but, shimmering in the heatwave beyond, Steelkreeg VII is untouched!

"++Cover disintegrated. Zero damage sustained. Preparing Firepak. ++"


20) I play the Sudden Momentum Chicanery Card and Johnny and Wulf can activate afresh!

20. "Keep going Johnny," Wulf shouts.


21) Johnny activates but is forced to use Shake It Off to clear his Pinned Marker (regrettable because I wanted him to Hunker Down). Instead he puts his blaster to stun and opens fire at Cuss.

21. "Blaster to stun," Johnny says, squeezing off another round.


22) Which is just as well, because Johnny rolls poorly but the guaranteed stun is useful! Still carrying two wounds, Johnny opts not to try to return the chip to the bag.

22. "It'll take more than that to put me down Alpha," Cuss goads from his vantage point.


23) Next, Wulf activates again...

23. "I deal vith Steelkreeg," Wulf grunts, rushing forward.  


24) And is able - just - to get into throwing range!

24. "Time's up for you verdammt robot," Wulf hollers, hurling a Time Trap at Steelkreeg.


25) Wulf throws a Time Trap! Steelkreeg is caught in a time loop and removed from the battle! Wulf does not attempt to return his Star Chip to the bag and Turn 1 ends!

25. In a blinding flash of light the trap activates, trapping Steelkreeg in time, replaying the last few seconds in a continuous loop!

"++Cover disintegrated. Zero damage sustained. Preparing Firepak. ++...++Cover disintegrated. Zero damage sustained. Preparing Firepak. ++"



26) Turn 2. Johnny activates...

26. "Need a tourniquet on this wound," Johnny thinks.


27) ...and Hunkers Down, removing an injury marker. He succeeds in returning the Star Chip to the bag, and his chip comes straight back out! He fires a devastating Aimed Shot at Hiss Weerd, which despite a good Resist and Light Cover bonus (he is in Heavy Cover but Johnny has that variable blaster which can shoot through walls), deals out a devastating five injuries!

27. Swiftly tightening his gun strap to stem the bleeding, Johnny looses another shot at Middenface's captor, Hiss...


28) A Chicanery card nullifies that! Johnny tries to return the Star Chip to the bag but fails and is Pinned! Hiss is next to activate, returning fire but Johnny easily Evades! Hiss attempts to return his Star Chip to the bag but without success - he is Pinned too!

28. ...but misses! Hiss returns fire but Johnny dives out of harm's way!


29) Cuss fails his Cool test and so has to spend both actions on Shake It Off, once for the Pinned marker and another for the Stun. He tries but fails to return his Star Chip to the bag, meaning he is Pinned again! The bad guys aren't having much luck!

29. Cuss tries to fire at Wulf but his gun jams!

"Snecking gun," Cuss curses.


30) Finally, Wulf Sprints forward to close in on Hiss. He takes cover behind a crate so that Hiss does not have a clear shot when he next activates. As he doesn't try to return the Star Chip to the bag, Turn 2 comes to a close. On the face of it, Johnny and Wulf should easily deal with Hiss and Cuss to free Middenface but...

30. Spotting Cuss struggling with his blaster, Wulf seizes the moment to sprint towards the building where Middenface is being held!


31) Turn 3 ...Darkus and his Howlers arrive! I use an old Epic dice to randomly determine where they deploy, and it isn't ideal - they have a clear bead on Johnny and Wulf! Can the Strontium Dogs still prevail?

31. Darkus and his Howlers arrive!

"Take Alpha alive?" one Howler asks.

"Dead better. Less trouble," Darkus replies.


32) The first chip out is a red Star Chip! I seize the opportunity to move Wulf inside where he spends a second singe action to free Middenface! Wulf fails his Cool test when he goes for broke and he is Pinned!

32. Wulf storms into the building and, ignoring Hiss, punches the unlocking mechanism on the side of the coffin. Hydraulics hiss and the box opens up. Middenface McNulty springs out like a demented jack-in-the-box.

"Cheers big yin," Middenface nods as he rushes towards his captor. "Ah'll take it fae here!"


33) Darkus activates and fires an Aimed Shot at Johnny Alpha but - even carrying a wound - the mutie Evades and dives behind cover! Talk about a stroke of luck!

33. Meanwhile, Darkus aims trains his gun upon Johnny and opens fire. The bullet whistling mere inches past his head, Johnny leaps behind a power generator to take cover.


34) And Darkus fails when he goes for broke.

34. "Alpha," the alien leader shouts. "Just want talk. Come out."


35) One of his Howlers activates and goes on to Overwatch in case Johnny breaks cover.

35. "That's why you have one of your Howlers ready to blow my head clean off if I break cover," Johnny shouts. "No deal!" 

"You die now, it save us time Alpha!"


36) I activate a very angry Middenface who charges at Hiss.

36. In the shack, Middenface charges at Hiss Weerd.

"Right Hiss - you're claimed!"


37) Middenface inflicts two wounds.

37. "How'd ye like a close look at mah lumps," Middenface yells as he jerks his head back to deliver a Glesgae Kiss...


38) But Hiss nullifies the hit with a Chicanery card and Middenface fails when he goes for broke!

38. ...but Hiss sidesteps and Middenface head-butts the wall, taking a chunk out of the wall!

"That's gonnae need some corrective plasterwork..." Middenface shouts furiously. "...and so's your coupon when ah'm done wi' ye!"


39) Johnny activates and targets Cuss on the watchtower.

39. "Gotta take Cuss down first, then worry about Darkus," Johnny thought, opening fire on his fellow mutant.


40) ...inflicting two stuns on Cuss! Johnny fails to return his Star Chip.  Cuss shoots back...

40. And he hits! Reeling from the impact, Hiss squeezes the trigger to return fire!


41) But Johnny Evades!

41. Once again, Johnny evades the attack! He is too fast for them!


42) Another Howler activates and goes onto Overwatch. Turn 3 ends!

42. "Alpha moves out, kill him," Darkus hisses as the other Howler aims at the power generator, scanning for a glimpse of Johnny! 


43) Turn 4 begins with the Strontium Dogs playing Wrong Footed Chicanery Card and (slightly disappointingly) one of the Enemy Band's Chips is removed from the bag - at least it's a Star Chip! Hiss is first to activate and attacks Middenface, inflicting a wound before returning the Star Chip to the bag.

43. Hiss counter attacks and attempts a head-butt! One of the snakes bites Middenface in the nose!

"Argh! Ye sleekit snake-heided scunner, ye!"


44) Cuss is next to activate and fires again at Johnny.

44. "Dodge this Alpha," a furious Cuss shouts, squeezing off another shot from his blaster.


45) But Johnny once again Evades!

45. "Happy to oblige Cuss," Johnny responds, nimbly sidestepping the blaster fire.


46) Wulf is next and charges Hiss, swinging der Happy Stick with force! A Chicanery Card nullifies the wounds though!

46. "Snakes?" Wulf spits as he sees Hiss' assault on Middenface. "You look more like a voorm to me!"

Wulf swings Der Happy Stick as he charges Hiss! Once...


47) The Star Chip is returned to the bag and Wulf attacks again - but another Chicanery Card comes to the rescue for Hiss!

47. ...Twice!


48) And again! The Enemy Band have exhausted their supply of Chicanery Cards though, and Wulf returns the Star Chip to the bag!

48. ...Three times Wulf misses!


49) And when he activates again, he does inflict wounds upon Hiss! Not enough to put him down though! After four straight activations, Wulf's luck in Going For Broke finally runs out and he is Pinned.

49. But the forth attack finally makes contact, connecting with Hiss' chest with the crunching of ribs!

"Ooft Big Yin! That wis mair wild than mah granny's auld dug," Middenface exclaims.


50) Darkus is finally able to activate and has Middenface in his sights! Fortunately for McNulty, the cover saves him from harm!

50. "Hey ugly," Darkus bellows to Middenface, firing his long barrel hand blaster. "Too much noise! Shut it!"


51) ...and Darkus fails when he Goes For Broke!

51. "Ye missed, ye great hairy galoot," Middenface replies, grinning out of the window.


52) But Darkus isn't alone in having a bead on Middenface! One of his Howlers opens fire...

52. "I won't," one of the Howlers says, firing upon Middenface.


53) ...and inflicts a wound upon the Tartan Terror!

53. "Jings," Middenface yelps as a bullet tears through his left arm. "Mah bevvy arm!


54) Johnny activates but is forced to use Shake It Off! to clear his Pinned Marker.

54. Johnny feels slightly unsteady on his feet. Blood loss was slowing him down! 


55) He can only inflict another stun on Cuss - but he is on the brink!

55. He shoots and stuns Cuss once again - but he knows he should have taken Cuss out of the equation by now!


56) But Johnny is Pinned once again!

56. Crouching down, Johnny ejects an empty cartridge from his Westinghouse and slams in a fresh reload.


57) Middenface is wounded but determined to put Hiss down. He has to use Shake It Off! which crucially denies him from Charging (and gaining that +1 damage bonus).

57. Middenface grabs Hiss and head-butts him again...


58) He does inflict a wound however...

58. ...this time breaking Hiss' jaw!


59) One last Howler activates, Moves around the rock to gain Line of Sight to Middenface.

59. The last Howler stalks around the rocky outcrop to draw a bead on McNulty.


60) Which he does and takes a pot shot! The cover saves Middenface this time! End of Turn 4.

60. He fires but the shot does not penetrate the shack!


61) Darkus is first to activate in Turn 5 and takes an Aimed Shot at Middenface! Another wound inflicted!

61. Darkus has Middenface in his sights and fires yet again. This time he finds his mark and Middenface is wounded! 

"Argh! Gi'e's a break," Middenface exclaims.


62) Another Howler activates and makes an Aimed Shot...

62. Another Howler fires at Middenface...


63) And takes Middenface down!

63. "Uhh, ye dirty deevils," Middenface cries out as he is hit in the stomach. He stares dumbly at the wound for a moment before staggering backwards and crumpling to the ground!

"Middenface! By der Gotts," Wulf cries.


64) Johnny promptly takes vengeance by finally bringing down Cuss! His Star Chip also goes back into the bag!

64. Wulf's distress shakes Johnny to his senses and he fires at Cuss once again. The shot connects with Cuss and he falls from the watchtower, landing on one knee with a sickening crack!


65) The last Howler activates and fires at Wulf, but he is too tough in cover to harm!

65. A stray shot ricochets past Wulf's head but he is so filled with rage that he doesn't even register it!


66) Reduced to Cool of 1, Hiss must try to Hunker Down. He makes a run for it!

66. His dislocated jaw flapping wildly, Hiss makes a run to escape Wulf.


67. But as he flees, Wulf takes the opportunity to take a free attack. This time there is no escape as Hiss is dispatched through the window!

67. "You vant to leave," Wulf growls. "Allow der Happy Stick assist!" 

Hiss is battered by the Happy Stick and driven straight through the window! He tries to crawl away but he has no remaining strength, and lies still. 


68) Cuss dealt with, Johnny Moves and makes a Snap Shot - but misses!

68.  With the Howlers attention firmly focussed upon his friends, Johnny is able to move into position to return fire. 


69) And fails his Cool test when he Goes For Broke!

69. Somewhat uncharacteristically his shot fails to find its target!


70) Wulf is next to act, hitting the last Howler with a precision shot!

70. Wulf draws his blaster to target one of the Howlers. With Middenface out of the fight and Johnny struggling to find his mark, he realises that they are in danger of being overwhelmed by Darkus and his goons.


71) Inflicting two wounds! Wulf doesn't attempt to return his Star Chip to the bag, there ending Turn 5.

71. "Verdampt creature," Wulf curses as he opens fire. 

The Howler wails as Wulf's shot hits it in the shoulder, severely wounding the creature! 


72) At the start of Turn 6, a Howler activates and looses an Aimed Shot at Johnny!

72. One of the Howlers takes a shot at Johnny!


73) Inflicting another injury!

73. And a second bullet tears through his leg!


74) It is a relief that Johnny activates next; he Hunkers Down and plays the Medpac Armoury Card!

74. "Time to use that medpac,'" Johnny grunts to himself, cracking open the kit.


75) All of his Injury Markers are removed and his Star Chip returned to the bag!

75. Johnny applies proper dressings to his wound and takes an adrenaline shot...


76) Wulf makes an Aimed Shot to finish off one of the Howlers.

76. Seeing his partner safely behind cover, Wulf resumes his gunfight with one of the Howlers. The Howler cries out and crumples to the ground!

"Another vun down Johnny!" 


77) Johnny is activated again, and he Moves, repositioning himself behind some cargo crates. He then fires a Snap Shot at the Howler...

77. Johnny knows he could play it safe and simply use his Alpha Rays and Westinghouse to shoot Darkus and his remaining Howler without having to show his face. That isn't his style though! He breaks cover and moves into position behind some crates.


78) ...wounding the creature! The Star Chip is returned to the bag...

78. The adrenaline shot coursing through his veins, Johnny sprays off three shots in rapid succession! The first wounds the remaining Howler...


79) And comes back out again! Another two wounds take out the Howler! The Star Chip goes back into the bag again!

79. ...the second silences the Howler!


80) ...And Johnny activates again, this time targeting Darkus himself!

80. And the third blows Darkus' hand clean off!


81) ...inflicting three wounds on Darkus! Finally, Johnny fails to return the Star Chip to the bag!

81. Darkus screams in outrage and horror as he stares at the spurting stump where his hand once was!


82) Reduced to Cool of 1, Darkus is forced to Hunker Down...

82. He spins away, taking cover behind a boulder and wrapping a filthy rag around the gushing stump. 


83) ...but luck is not with him, he fails to heal any wounds!

83. But it is too severe a wound to heal! 


84) Bleeding profusely and with Johnny and Wulf's guns trained upon him, not to mention his band utterly defeated, the wounded Darkus is forced to surrender. The job is done.

84. He feels faint and finally accepts defeat!

"Surr-Surrrrrrender," he waves to Wulf before falling unconscious.

The battle is over - but at what price?


Aftermath

"Wulf," Johnny cries, "Middenface? Is he-"
Middenface Mcnulty by Carlos Ezquerra
Copyright Rebellion 2000AD Ltd


"Deid?" Middenface grimaces, exiting the house with Wulf. "Nae chance! It tak's mair than these bampots tae plant a McNulty! Ah jist need a medpac."

"Ja, old cucumber," Wulf obliges, "nice of der Veerds to keep der supply for us."

"Nice nuthin'," Middenface grimaces, "the Weerds wur helpin' Steelkreeg abduct me!"

"The question is, why?" Johnny raised an eyebrow.

"There's a private contract oot oan me. Must be some norm wi' a grudge fae the war...or maybe Tiny Digits McTavish efter he heard ah'd pumped his missus... Whoever it wis, Steelkreeg wis a'ways a canny yin. He hired the Weerds tae let me know where he wis, walked me right intae his trap. They wur waiting fir a shuttle tae arrive tae tak' me away. Someone must ha'e been payin' a guid few boabies fir it tae be worth his while tae hire the Weerds. Whit were Darkus and his Howlers daein' here?"

"Part of Bubo's gang," Johnny responds. "Who are working for Max Bubba. As was Steelkreeg."

"Why wid Max Bubba want me? Ah wisnae oan the Ragnarok joab wi' the both of you."

"He knows you're a friend of mine, Middenface. Maybe you were to be bait to get to us. It would explain why the Weerds helped out, they've had it in for us too since we left 'em in hell."

"Hell? Whit are ye oan about Johnny?"

"Long story Middenface," Johnny smiles.

"Why no' ask 'em Johnny?" Middenface says, gesturing to the bloodied brothers.

"No time," Johnny scowls. "We'd better get outta here before the shuttle arrives. We're in no fit state for another battle."

"The Weerds stashed a few skimmers nearby," Middenface explained. "We kin use 'em tae get oot o' here."

"Lead the way," Johnny waves. "One other thing. I'm not letting you out of my sight until we get to the bottom of this. Consider yourself part of the team!"

"Velcome aboard," Wulf smiles.

"Cheers big yin! Lang may oor breeks reek lads!"   

NEXT PROG: A Cure For Kansyr    






Closing Reflections

I was extremely pleased with how the Solo Play rules worked and that the scenario was extremely challenging. Frankly, had I not had a lot of luck returning Star Chips to the bag, I think I would have been defeated. Out of all of my Armoury and Chicanery cards I only had one left so I had called upon as many advantages as possible. This bodes well for the system if games are as difficult as this; overcoming a tough encounter is far more rewarding than one you breeze through! I'm looking forward to playing the next game!
























Strontium Dog Miniatures Game - Steelkreeg

Steelkreeg

An unfeeling, calculating robot, the heavily armed and armoured Steelkreeg is an expert in self-preservation, making him another of the most powerful characters in the Strontium Dog Miniatures Game.

Steelkreeg by Carlos Ezquerra
Copyright Rebellion 2000AD Limited

Stats

While he is slightly slower than most in the game, Steelkreeg is good in both close combat and with his deadly firepak! It is his Resist of 5 which is most striking, this makes inflicting any level of damage upon him incredibly difficult while he closes in on enemies to unleash the devastating firepak upon them!

Skills & Special Abilities

Analytical: A cool ability which deprives the opposition of a Chicanery Card, very nasty indeed!

Emergency Protocols: If it wasn't already hard enough to destroy Steelkreeg, this ability provides him to the ability to remove all injury markers sustained when he uses Hunker Down.

Tactics for Playing Steelkreeg

Steelkreeg is like the Terminator, he can't be reasoned with, he can't be bargained with, and he will not stop ever, until the opposition are dead! You can afford to take on your opponents head on and Hunker Down when you start taking damage. Your opponent will be demoralised as the injury markers drop off, potentially back to full strength. The firepak is absolutely lethal - it ignores cover, inflicts full power injuries on multiple enemies at once with its 3" burst radius, on top of which it can drive opponents away from the blast - and still inflicts an additional stun on top of all that! Be mindful that you can only fire it using the Aimed Fire double action so try to have him behind some cover but with a good view of approaching enemies; as soon as you have to Move him, the Firepak cannot be operated until the next activation. Steelkreeg is a great add also if you already have Max Bubba or Kansyr leading your force; it means you would start the game with 4 Chicanery Cards against the opponent's 2! That's a fantastic advantage and potential game-changer!
One major caveat: Steelkreeg has no Evade which makes him extremely vulnerable to T-Weapons. Remember when a burst radius weapon is employed that the target always gets +1 to Evade but that still only gives him a 16.67% chance of escape!

Overall

Steelkreeg is nasty! A no-brainer for you to include in your gang of outlaws - but beware his Achilles Heel!


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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!



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