Strontium Dog Miniatures Game - Conspiracy! Part 3

Conspiracy! Solo Play Campaign Part 3

Introduction

This campaign is a series of scenarios I am playing through to playtest my Strontium Dog Miniatures Game Solo Play rules as recently published on this blog.  I'm recording these games as battle reports for gamers and, in italics, a narrative story line to accompany the action. Enjoy Part 3!

Solo Play System Note: Following Leigh Shepherd's suggestion that Enemy Chicanery Cards can only be used to nullify stuns or injuries if the hit model passes a Cool test, I am using that change to the system. Please see the Solo Play Rules which have been updated reflecting the change here.

Scenario Background

Johnny and Wulf by Carlos Ezquerra
Copyright Rebellion 2000AD Ltd
As they cross the badlands heading back to civilisation and their ship, the three riders see a flare light up the sky above a small settlement. As it isn't far off their path, Johnny, despite Wulf's misgivings, wants to check it out.

As they approach the settlement, Johnny, Wulf and Middenface leave their bikes and approach with caution. They see three people stood around the central structure, with at least one of them a mutant (judging by the six arms on her). 

"Ha," Johnny laughs suddenly and strides out into the settlement. "That you Maeve? Blubberlips too? And...Red!" 

"It's good to see you Johnny. Been a long time," Red smiles, striding towards him. "Been too long..."

"Some coincidence meeting you out here," Johnny replies, still smiling. Then, suddenly he feels as though something is off.

"Aw right hen?" Middenface grins, striding out of the shadows with Wulf by his side.

"Middenface, Wulf, so good to see you! The whole team's here," Red welcomes them.

"Ja, is gut to see der friendly faces," Wulf says. "It make der nice change!"

"Of course, why don't you come in, rest up? You boys look like you've been in the wars!"

As Red talks, Johnny becomes aware of another voice, speaking in unison with hers. The voice sounds alien. His eyes widen as he realises that she is under the influence of a mind warp! 

Suddenly a tortured howl fills the air from a building at the rear of the settlement.

"Whit's that rammy? He's screechin' like a cat in a mincer," Middenface exclaims.

"By der gotts! It sounds like Kid Knee," Wulf shouts.

Johnny uses his alpha rays to scan the encampment and sees Kansyr holding Kid Knee, trying to burrow into his mind. Beside them are another Steelkreeg unit and Skull from Max Bubba's band. Johnny hears the alien voice call out in his mind. "Alpha knows I'm here. Kill them now."

"Kansyr," Johnny warns his friends. "He's using his mind control to break Kid... but he already controls everyone else - scatter!"

Forces

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

Enemy Band:
Kansyr:                                     11 Notoriety
Steelkreeg:                                15 Notoriety
Skull:                                          5 Notoriety
Durham Red:                            13 Notoriety
Blubberlips:                                5 Notoriety
Maeve the Many Armed:           7 Notoriety

Total: 56 Notoriety

Person of Interest:
Kid Knee:                                   4 Notoriety

Note: Johnny and Kansyr are the leaders of their respective bands.

Game Notes

Job: Seize
Encounter: Parley
Collateral: 50,000 each side (unused)

Special Rules: 
1) Kansyr has Red, Blubberlips and Maeve under his mind control. They will fight against Johnny's band as if they were Enemy Models.
2) He is currently trying to bring Kid Knee under his control to extract information. When Kansyr activates, he will attempt his mind control double action. If Kid Knee fails two Cool tests, Kansyr has taken control of his mind and gained the information he requires. Kansyr can make as many attempts as is necessary to break Kid Knee. 
3) Once Kid Knee is broken, he becomes a member of the Enemy Band just like the others and will join the fight against Johnny.
4) Kansyr, Steelkreeg VIII and Skull will flee the board once Kansyr has extracted the information.
5) Johnny's team must not injure their fellow SD agents, meaning they may only make stun attacks. Time Traps but not Time Bombs may be used to subdue SD agents without killing them; Johnny has not had time to calibrate the Time Bombs to a precise setting so they are still deadly. They can be used against enemy models of course!
6) The Protagonist is victorious if Kansyr fails to extract information from Kid Knee or is prevented from leaving the board if he does break Kid. The game ends when Kansyr and his goons are defeated or when they exit the board.
7) No bounties are won for subduing Enemy Band SD Agents. They will also be liable for the cost of any wounds Enemy SD agents suffer in the encounter.
8) If a fellow SD agent is subdued, they are freed from Kansyr's control. They can be revived if a Hunker Down action is made by a model in their vicinity. All stuns are removed automatically if this action is carried out and the SD agent changes sides, now under control of Johnny's team, chips and all.
9) The game ends once Enemy S/D Agents have been subdued, while outlaws who have also been subdued, incapacitated or have exited the board.
Solo Play Note: As well as using his Mind Control action on Kid Knee, Kansyr can make a single Move action each turn but may not make any attacks. Once he has broken Kid Knee, he will be able to make Double Actions as normal, but this will be to Sprint off his own board edge. Steelkreeg and Skull will do likewise once Kid is broken.

The Encounter

1) The game is set up much as the Job and Encounter but again I've tailored the encounter to my own narrative. Kansyr has discovered that a team of SD Agents led by Durham Red is trying to infiltrate "the organisation". He has used his powers of mind control to bring the whole group with the exception of Kid Knee under his sway - but he is currently trying to break him too! Johnny must subdue his fellow SD Agents and prevent Kid Knee from spilling information to Kansyr about a cargo shipment at the spaceport.
At my disposal are Dimension Warp, Jet Pack, Electroflare and Beam Polariser Armoury Cards and Playing Dead and Cool as der Cucumber Chicanery Cards. The Dimension Warp I decide to keep for Johnny

1. Johnny and Middenface approach Kansyr's shack from the left, while Wulf, equipped with a Jet Pack, has been tasked with dealing with another Steelkreeg robot.



2) Before the game begins, I play Cool as der Cucumber, which gives my team of Johnny, Wulf and Middenface a good chance of sending Star Chips back into the bag. This is a very fortunate card to have been dealt this particular mission as freeing the S/D agents from Kansyr's Mind Warp fast will be critical to achieving any kind of victory. I intentionally made Kansyr's task relatively easy because I want the narrative to end up with his victory. Still, it isn't guaranteed for Kansyr's gang as Kid Knee has Cool tests which, with luck on his side, could buy Johnny's team some time...

2. "Whit's the plan then Johnny," Middenface asks, gesturing to his lumps. "How dae we fight oor friends? Gi'e 'em the Glesgae kiss?"

"Afraid so Middenface," Johnny replies. "Put 'em down but don't wound them! That'll break 'em from Kansyr's mind warp! Wulf, can you deal with Steelkreeg?"

''Ach Johnny," Wulf laments, "I hate der Steelkreeg robots!"

"This'll be over quick," Johnny nods. "so we hit 'em fast!"




3) Skull activates and goes on to Overwatch.

3. Inside the shack, Skull raises his stormer as he stares out into the desert. Behind him, Kid Knee is sat on his jaw as his legs gave way under Kansyr's mental onslaught.

"Don't get distracted by me," Kansyr growls to Skull. "Alpha's not to be underestimated. Put him down if he comes anywhere close to us."

"You don't need to tell me," Skull says. "Brute warned us about Alpha. He had to beg Alpha for his life. Sounds like he's out to shut down Max's sweet deal here. I'll nail him!"


4) Kansyr activates and uses his mind control to try to break Kid Knee. He succeeds in his roll and only needs another one to extract the information he seeks from Kid.

4. "Worm," Kansyr sneers at Kid Knee. "Crawl for me. Like the others, you will help kill Johnny Alpha! My employers want him dead by the hands of his own so-called friends."

"I won't do it," Kid resists but then screams as he feels as though tendrils have wrapped around his brain, squeezing tight!

"Fool," Kansyr roars. "I have already broken the others! You saw what happened to them! You will submit to me!"





























5) Maeve activates and also goes on Overwatch.

5. Outside, the gang ready themselves for Johnny's attack. 

"Man, stop screaming," Maeve complains, her pistol arms raising their weapons. "I wish Kid'd keep his big mouth shut,"

"Got a problem with big mouths?" Blubberlips spits contemptusouly.

"++ Silence ++ Alpha approaching ++" Steelkreeg utters tonelessly.


6) As does Red.

6. "I see him Steelkreeg," Red whispers on her comms. "That Scottish lout McNulty too. As soon as they step into range, Maeve and I have 'em cold."



7) And Blubberlips too!

7. "Sternhammer off to the left," Blubberlips informs. "Steelkreeg 'n' me'll deal with him then mop up whatever's left of Alpha and McNulty.




8) Johnny Moves up...

8. "Blaster to stun," Johnny whispers as he closes in. Immediately there is the roar of gunfire!



9) Sparking a gunfight with Red!

9. Johnny rolls as he looses several stun shots which cut up the solar panels around Red.



10) Bullet time is entered and both gunslingers exchange three shots apiece until Johnny manages to Stun Red! Behind Red, Skull peers out of the shack...

10.  Red in turn unleashes a deadly hail of real blaster fire! Johnny scrambles behind some rocks to take cover. He knows Red is handy with a blaster, but he never imagined she'd be testing her formidable skills against him!


11) And, seeing Johnny, opens fire...

11. Johnny's focus fully on Red, Skull seizes his chance and opens fire!



12) Johnny fails to Evade and is clipped by the bullet!

12. "Ugh," Johnny cries involuntarily.


13) Johnny takes a Snap Shot at Red but his Stuns are negated when she makes her Cool test and a Chicanery Card is used! Johnny's Star Chip is returned to the bag and he immediately reactivates, firing two Snap Shots! Red passes another Cool test and another Chicanery Card is spent...

13. "Gotta fight through the pain and end this quick," Johnny mutters as he returns several volleys of blaster fire at Red.


14) ...but fails the second test and takes two Stuns!

14. One of which finds its mark and spins Red around in a full circle! 


15) Johnny returns the Star Chip again and reactivates...

15. The world spinning in her head, Red tries to locate Johnny to return fire but, as she regains her focus, she sees Johnny has her in his sights!



16) Another Chicanery Card is spent as another two shots are unleashed upon Red but again the second shot finds it mark and this time Red is knocked unconscious!

16. She feels the hit before she hears the crack of the Westinghouse echo across the settlement. Black rolls over in her eyes and she collapses to the ground.

Johnny rushes towards her....


17) Maeve is the last to fire on Overwatch but fails to inflict any damage on Johnny! He tries but fails to return the Star Chip to the bag and is Pinned.

17. But crosses Maeve's sights! Four arms and four blasters are brought to bear on Johnny, but somehow he finds a way to weave through the deadly hail which buzzes inches away from his head!


18) Steelkreeg is next to activate and his Firepak is just within range to target Johnny! The robot unleashes a wall of flame...

18. Steelkreeg VIII pulls the trigger on his Firepak, sending a deadly flume of flame in Johnny's direction!


19) But Johnny Evades and moves further into enemy territory! Steelkreeg does not attempt to return the Star Chip to the bag as doing so may result in not being able to fire next turn (as the Firepak requires an Aimed Shot double action to operate). Johnny finally fails when he goes for broke - and is Pinned!

19. ...but Steelkreeg's targeting sensors are misaligned and Johnny manages to find cover behind a solar panel, close to Red.



20) Middenface is next to activate and he decides to Sprint! Rolling a 6, he moves a massive 18"!

20. "The last time ah ran this fast wis' when Seven Bellies Senga McGlumphie said she was gonnae break the bed when she goat her hauns oan me. Ah wis like, 'nae danger' - the big galoot would've broken me tae!" Middenface wheezes as he sprints alongside Johnny.


21) The Sprint is just enough to take him to Red's side. He succeeds in returning the Star Chip to the bag...

21. He arrives by Red's side and pulls out a bottle. Ignoring the gunfight going on around him, Middenface pours a little fluid from the canteen down Red's throat.


22) ...and activates again, using a Hunker Down action to revive Durham Red and free her from Kansyr's hold! Middenface returns the Star Chip again!

22. Red chokes on the liquid and, coughing, crawls behind the solar panel to recover.

"Aw, hey, that's a single malt! Don't be wastin' it!"

"Whisky?" she asks. "You revived me with whisky?"

"Aye hen, better'n the old smelly socks, eh? Soonds like you're back oan the right team, eh?"

"Yeah, that creep's gone from my mind... Wait, don't you mean the 'smelling salts'?"

"Same 'hing hen," Middenface scowls before suddenly charging forward, "S'cuse me!"



23) And Charges Maeve - fortunately rolling high enough to reach her and attack.

23. "Ah dinnae like tae stick the heid oan a lassie, sorry aboot this Maeve!"


24) Even with her protective headgear, Middenface's "Glesgae Kiss" knocks Maeve unconscious! Miraculously, Middenface returns the Star Chip to the bag again...

24. Middenface delivers a 'Glesgae Kiss', his lumps denting Maeve's helmet and sending her crashing to the ground! 


25) ...allowing Middenface to use Hunker Down to revive Maeve and shake her from Kansyr's spell! Finally though, Middenface's luck runs out and he is Pinned!

25. Maeve also coughs out the whisky that Middenface administers to revive her.

"Vile," she spits angrily!

"It's no the Heilan' Park, ah'll gi'e ye that," Middenface replies defensively, "but it's better'n a bottle o' Grants!"

Middenface doesn't notice Skull in the shack, already training his stormer on the Scotsman!


26) Wulf activates and uses a Jet Pack to boost his movement. He rolls a 6 when he Sprints which allows him to move 24" inches!

26. Wulf curses as he struggles with the Jet Pack, he'd far rather be on terra firma.


27) As Wulf moves into range, Blubberlips' Overwatch is activated and he fires, hitting the Viking! Wulf winces but isn't even stunned!

27. He blasts off and narrowly avoids slamming into rocks! Blubberlips tries but fails to shoot down the flailing Viking! 


28) Wulf lands close by to Steelkreeg, ready to attack next turn! As Wulf's chip was the last, and there will be a -2 penalty to his Cool, he decides not to attempt to return it to the bag and Turn 1 ends.

28. With Steelkreeg in his sights, Wulf lands next to the homestead.


29) Turn 2 and Skull takes an Aimed Shot at Middenface from the shack!

29. Skull shoots Middenface in the back, peppering him with shots seemingly as Middenface writhes in pain! 


30) Shredding the Tartan Terror with a hail of bullets! 3 wounds inflicted!

30. "Argh, ye scunner! imagine shootin' a man in the back!"


31) Wulf is next and he Charges Steelkreeg!

31. "Steelkreeeeeg," Wulf shouts, using his jet pack to launch into the robot, swinging der Happy Stick!


32) The robot fails its Cool Test and suffers two injuries!

32. The robot takes the full brunt of the attack and its lower back crumples!


33) But he fails to return his Star Chip to the bag and is Pinned!

33. Wolf withdraws his hammer and the robot straightens up again. It is damaged but far from destroyed!


34) Blubberlips activates and shoots Maeve at point blank range. She screams and crumples back to the ground, incapacitated.

34. Maeve spins around to disarm Blubberlips but he holds his blaster to her chest and pulls the trigger! She stares at the wound on her chest disbelievingly before slowly sliding to the ground.


35) Red activates but cannot bring herself to shoot at fellow S/D Agent Blubberlips. Instead, she moves forward...

35. Red's eyes widen as she sees Maeve collapse under Blubberlips' attack. She wants to shoot Blubberlips but she knows that Kansyr is responsible. She can still feel the stain of those tentacles around her brain! He is the true enemy. She rushes forward...


36) Taking cover behind some crates, Red unloads a clip at Skull, inflicting two injuries but a Chicanery Card comes to the rescue for the outlaw!

36. Leaping for cover behind the crates, Red fires wildly at the shack, peppering the wall around Skull but failing to find her target!


37) And she is Pinned when she fails her Cool Test to return the Star Chip to the bag!

37. She continues laying down fire to give Middenface half a chance to escape without further injury!



38) Steelkreeg has Red in its sights and unleashes a fireball at her!

38. But Red is now fully exposed to Steelkreeg VIII! He pulls the trigger and molten flame jets directly at the S/D Agent!


39) Red Evades the fireball but Middenface is caught on the periphery of the blast! With a howl of pain, he crashes to the ground!

39. Somehow Red dances through the smoke and flame but a yell from Middenface alarms her and he crumples to the ground and lies still.


40) Johnny activates but fails a Cool Test so has to Shake It Off! to remove the Pinned marker.

40. Johnny ejects one stun cartridge and slaps in a fresh one!


41) Johnny takes a Snap Shot at Blubberlips but once again a Chicanery Card comes to the rescue! This time Johnny does pass his Cool test to return the Star Chip to the bag!

41. He trains the Westinger upon Blubberlips... 


42) He takes an Aimed Shot at Blubberlips...

42.  ...squeezes off another salvo...


43) ...and this time his target suffers two stuns!

43. ...and stuns his fellow agent!


44) But Johnny fails his Cool test and is Pinned again!

44. But Johnny knows time is running out for Kid Knee!


45) Kansyr does pass his Cool test to remove the Pinned marker and also succeeds in breaking Kid Knee, turning the Strontium Dog to fight for his cause!

45. Kid knows it too as Kansyr assaults his mind! The pain is too much, it overwhelms all of his senses and suddenly something breaks inside him. He feels anger rise inside him but it not directed at Kansyr - instead he feels an insane rage at Johnny Alpha and his friends for interfering in Kansyr's plans!


46) And makes a run for it! This is the final activation for Turn 2!

46. Now fully in control of Kid Knee's mind, he unlocks some information that may be profitable later...and makes a run for it!


47) But there's one final act in the turn as a Chicanery Card resurrects Middenface!

47. Tears run from Red's eyes as she stares at Middenface's body, lying still in the dust.

"I'll have a drink for you once we get through this," she whispers.

"Nae fear hen," Middenface suddenly snaps. "You'll no' be gettin' another slug oot o' mah hip flask!"  



48) He climbs back on to his feet, ready to get back into the action!

48. "That big blue alien bawbag is claimed," he roars, climbing back on to his feet.


49) Turn 3 sees a Star Chip drawn first, allowing Kansyr to escape!

49. But Middenface is too late and Kansyr flees the battle!


50) Frustrated by Kansyr's escape, Wulf once again Charges Steelkreeg.

50. "Verdamf machine, Wulf rages. "Der Happy Stick be der end for you!"


51) And batters the robot with Der Happy Stick! Its body crumples to the sand as it is totally destroyed!

51. With a savage swing of der Happy Stick, Steelkreeg VIII's head is separated from its body, landing several feet away. Electrical cables spark from the neck as the robot's body collapses in a crumpled heap in the sand.



52) Red takes an Aimed Shot at Skull!

52. "Outta the way Middenface," Red shouts as she trains her guns upon Skull...


53) And peppers him with bullets, incapacitating him!

53. ...and he is peppered by blaster fire!


 54) Middenface uses Shake It Off to clear his Stun and proceeds to Kansyr's lair to free Kid Knee.

54. "Nice shootin', hen! Ah'll see tae Kid Knee," Middenface waves as he approaches the shack.


55) Having passed his Cool Test, Middenface reactivates and Charges inside!

55. "Sorry Kid, but it's fir yer own guid," Middenface roars as he charges inside.


56) But despite catching Kid Knee off-guard, Middenface only inflicts one stun!

56. He head butts Kid's back but it does little other than anger Kid. He spins around and glares at McNulty contemptuously.

"Well, well, if it isn't the alkie," Kid exclaims. "Hard to head butt a guy without a head on his shoulders, eh? I'll teach you McNulty!"


57) Furious, Kid Knee spins around and counter attacks!

57. Kid lunges at Middenface to make a biting attack but Middenface staggers backwards in shock and disgust.


58) Returning the compliment of Stunning Middenface!

58. "Ye dirty wee deevil," Middenface roars, try to hold the gnashing Kid Knee at bay. "Keep yer wallies awa' fae ma walloper!"


59) Meanwhile, Blubberlips shoots at Red but misses!

59. Blubberlips blasts at Red but the shot only kicks up the sand at her feet.

"Need a little help Wulf-" Red cries.  


60) Somewhat tired from his battle with Steelkreeg, Wulf throws aside Der Happy Stick and Charges Blubberlips!

60. "Leave der voman alone old cucumber!"


61) But somehow misses his fellow bounty hunter!

61. With something approaching a supernatural sixth sense, Blubberlips anticipates Wulf's attack, suffering the merest of grazes.

"Fat oaf," Blubberlips mocks. "Now she dies!"


62) Johnny is last to activate but even he cannot find his mark and he too is Pinned! (Note: there was still another unused chip in the bag as Steelkreeg hadn't been able to activate otherwise Johnny wouldn't have attempted to Go For Broke!)

62. Johnny desperately fires at Blubberlips but even he misses the mark! Blubberlips has a clear bead on Red! 


63) Turn 4 and Middenface kicks Kid Knee in the forehead, subduing him!

63. Middenface gives Kid a swift kick to the knee-face and knocks him clean out.


 64) Wulf's failure allows Blubberlips to open fire on Red and she is seriously wounded!

64. Blubberlips squeezes off several rounds and Red is hit in the leg and twice in the abdomen! With a cry she falls to the sand. 


65) With a flurry of punches, Wulf subdues Blubberlips and finally brings the battle to an end!

65. Wolf says nothing more, simply pounds Blubberlips until he too is knocked unconscious! The fight is over!


Aftermath

Kid Knee staggers out of the shack with Middenface in close attendance behind him.

"Oh, so it's the big hero Johnny Alpha," Kid says contemptuously. "Some job you did here big shot!"

"Ah think ah need tae blooter him again Johnny," Middenface explains. "Ah think he's still under Kansyr's influence. He's bein' a right wee nippy sweetie. Got a bit of a Kreelman complex, ye know, thinks he's a big shot noo."

"No," Johnny answers with a quick flash of his eyes. "You've freed him from Kansyr's grip...but sometimes being under a mind warp can change a victim's personality...permanently."

"Aw naw!"

"Ve need to get to der ship Johnny," Wulf interrupts urgently. "Maeve might not live if ve do not get her to der Gronk! Red too needs help."

"We get the bikes and get back into town - fast!"

"Bad idea. You can't go back to your shuttle," Kid says nonchalantly. 

"Any why's that Kid?" Johnny asks.

"We came here to find out what was going on here with the price on the alkie's head - a bad idea if you ask me - but Red insisted. We got a lead that brought us to this outpost. Seems some group called 'The Organisation' have got a cushy deal here on Alzir. We think they're headed up by Max Bubba/ They've bought off a load of officials and in exchange they got some tasty information which they've been selling to scum like Bubo and his gang and Kansyr. Thing is, they seem very interested in you Alpha. Bubba would never have forgotten about the Ragnarok Job, I wouldn't be surprised if it was Bubba that put a price on the alkie's head to get to you."

"I thought the same thing Kid," Johnny concedes. "But it sounds like you don't know for certain."
Durham Red by Carlos Ezquerra
Copyright Rebellion 2000AD Ltd

"He doesn't," Red interrupts. "None of us do. But it makes sense. You turned up here, started causing problems with Max's lucrative 'organisation' then suddenly there's a private bounty out on Middenface."

"The bounty was already out on Middenface's head before we started taking an interest in this planet. Steelkreeg VII lured Middenface here, that took time, particularly because he'd hired the Weerds to help him."

"True," Red admits, wincing with pain. "I can't get my head around that part either. We hoped to get some more info-uhhh-but Kansyr got the better of us. Turned us to his will. They knew you were out here, used us to try to kill you. They set off the flare to attract you here."

"We need to get you to the Gronk," Johnny says urgently. "Kid, you said we can't go back to our shuttle, why? Speak!"

"Kansyr found out where your shuttle was. Plucked the information from my head. My thinking is that he's going to destroy your shuttle - with your Gronk in it - to keep you here on Alzir."

"Time's wasting," Johnny snaps. "We need to get out of here."

"Listen Alpha-"

"Listen nothing Kid," Johnny snaps. "It'll take Kansyr time to put a team together to hit the shuttle. We can get there first - and fight them off!"

"Aye, this lot've got me pair ragin' Johnny," Middenface says. "Ah'm in the mood fir another fight!"

"Then let's give them a reception they're not expecting!"

NEXT PROG: Shuttle Shootout!


***Recruited: Durham Red 130,000, Maeve the Many Armed 70,000, Kid Knee 40,000, Blubberlips 50,000



Closing Reflections

Once again I was extremely fortunate in this scenario! The Cool as der Cucumber card was critical in ensuring Johnny's team got off to the best start, in taking down and reviving both Red and Maeve in turn 1. Even after that perfect start, the S/D Agents could easily have lost; Middenface being revived by Playing Dead Chicanery was another fortunate card to have been able to call upon!

Leigh Shepherd's suggestion - that Chicanery Cards are not automatically played for the enemy band when injuries are sustained - meant that some early attacks on enemy models weren't immediately shrugged off. To counter the downside of Chicanery Cards not being guaranteed and being used more widely (they were previously restricted to hits which causes at least 2 damage or subdued/incapacitated a model), I introduced a "fix" by dealing the Enemy Band 1 Chicanery Card for every Armoury and Chicanery card they would normally have been dealt. While I didn't exhaust the Chicanery Cards deck for the Enemy Band, the majority were used and the balance felt good  - as did a little more unpredictability for me as the player. Knowing that there was a chance that my shots would not be automatically cancelled upped the stakes and excitement!

If you want to make this scenario harder for Kansyr's band (as I intended, Johnny's team have little chance of stopping Kansyr), I recommend upping the number of times Kansyr requires to use his Mind Warp on Kid Knee to break him; three or maximum four times would be my recommendation.

Finally, fans of the strip may note that I decided to run Kid Knee as Kid Knee Jnr. The Kid Knee miniature is this Kid Knee's father (Junior's head is on the other leg) but I couldn't resist having fun with Junior's character who always mocks Middenface's drinking. The storyline in this scenario is my explanation as to why Junior is so antagonistic towards Alpha and Middenface; it isn't actually his fault but Kansyr's for hacking his brain! 










Strontium Dog Miniatures Game - Kansyr

Kansyr

Kansyr by Carlos Ezquerra
Copyright Rebellion 2000AD Limited
This alien is the last of the outlaws featured in the Strontium Dog Miniatures Game and while he is not the most proficient in combat, he is an intriguing and dangerous character nonetheless. 

Stats

As mentioned above, Kansyr is fairly poor at fighting with his hands or indeed with ranged weapons. Because of his sheer size, he is a slow but tough opponent, and his alien technology allows him to be highly elusive as well.

Note that his blaster has the Blister variant which means it ignores modifiers for cover. If enemies are going to attack Kansyr, cover will provide no refuge against his blaster!


Skills & Special Abilities

Halugin: This alien mind weapon adds +3 to his Evade stats making him a slippery opponent!

Mind Warp: Instead of using his weapons, this ability allows Kansyr to attempt to temporarily take control of the mind of an enemy combatant, allowing you take make a Single Action with that model! 

No Cure: His ability to control the perceptions of his opponents makes Kansyr an even trickier enemy; you gain an extra Chicanery card if he is your leader!

Tactics for playing Kansyr

Similar to how he operates in the strip, Kansyr works best when he is out of harm's way, trying to manipulate enemy minds as they approach him. Keep him well away from your opponents and make use of Mind Warp every turn to attempt to take control of an enemy model to shoot an ally in the back! His Halugin and strong Resist make him an opponent that will be hard to hit and tough to wound making him very hard to kill! The blister variant gun means that when enemies close in, cover will not help them when he starts shooting! The No Cure Chicanery Card bonus is worth 5 of his 11 Notoriety alone, so he is a great and relatively cheap option for a leader. This makes him an attractive proposition, particularly if you load your gang up with large numbers of low quality characters!

Overall

Some outlaws are cowardly but cunning! Kansyr is one of those! Not outrightly powerful but his potential extra Chicanery Card (if he is leader) and his Mind Warp ability make him well worth the points!


Want to read the comic? All of the stories are collected in graphic novels available from 2000AD here!

Strontium Dog Miniatures Game - Improbable Stars





















Today I played two 2 player games of the Strontium Dog Miniatures Game which got me thinking about the probability of returning Star Chips to the bag. I want to set out the chain of events that occurred in both games that left me scratching my head a little, but feel free to jump to the end of the article if you're simply here to find out what the statistical chances are of returning Star Chips to the bag!

Background and forces:

We decided both battles would be fought with 60 Notoriety and selected the following forces:

Band 1:                                               Band 2:
Johnny Alpha (hero mode)                  Max Bubba
Wulf Sternhammer                              Kansyr
Middenface McNulty                           Steelkreeg
Durham Red                                       Low Down O'Phee
                                                           Brute Mosely
                                                           Skull

We played a Search and Destroy Job with the Face-Off Encounter and replayed the same scenario with the same forces but switched sides. In both games, the protagonists - Johnny's team - were to destroy 3 crates. This seemed a little easy, particularly because the protagonist gets to place two of the crates in his own half of the board, while a third is in the centre of the board. While neither of us actually declared it, we both ended up ignoring the crates and decided to have Johnny's band take on Bubba and his crew. For deployment, forces were not allowed to deploy within 9" of the centre of the board or within 9" of an enemy unit.

Game 1:

Wulf and Middenface make use of the special mission-based Chicanery Card to Move D6" closer to enemies. Middenface is first to activate and uses a Time Bomb on Steelkreeg, disposing of the robot immediately! Middenface's Star Chip is returned to the bag, then comes out again. He then charges Brute Mosely, also incapacitating him! Middenface is Pinned and then Wulf is next to activate. Wulf charges into enemy territory and returns the Star Chip to the bag. Kansyr activates and attempts but fails to take control of Wulf. He also failed to send his Star Chip to the bag. Wulf activates and passes a Cool test to shake off the Pinned marker from Kansyr then then attacks Low-Down O'Phee. Low-Down falls under the might of Der Happy Stick as well and the Star Chip goes back into the bag again! Johnny Alpha activates and moves into range of Max Bubba, throwing a Melta-Bomb which reduces the outlaw to a mound of cooked flesh. With only Kansyr and Skull left, the outlaw player concedes defeat and the game ends on Turn 1 - without the outlaws even being able to fire at the S/D Agents!

Game 2:

Just as happened in the first game, the S/D team use the Chicanery Card to push up but this time I use the other Chicanery Card which buys me a free shot on Middenface with Steelkreeg and the awesome Firepak! Except the Firepak's roll isn't awesome and Middenface soaks up all of the damage!  Max Bubba is first to activate and unleashes the Blazooka on Wulf but again, the S/D agent is unscathed! Middenface is next and takes out Steelkreeg with a Time Bomb, just as happened in Game 1. He is Pinned but Wulf is next and he takes out Brute and Low Down over two activations. The bad guys fail to inflict any wounds on their activations and the Johnny Alpha goes on a spree of about 5 consecutive actions, taking down Skull, Kansyr and a Stix (added from Collateral) and once again, with Max facing 4 unwounded S/D agents, the Outlaws concede defeat in turn 1!

Reflections:

From a narrative point of view I loved these games as Johnny and his team cut through opponents like a hot knife through butter, just as they do in the Strontium Dog comics! On the other hand, this definitely wasn't the most satisfying gaming session we've had; it's just a fact that the most rewarding games are those which are closely contested.

We were both agog at the sheer one-turn one-sidedness of both games due to their Star Chips being constantly returned to the bag. We've played a good number of games now and never seen the Star Chips dominate proceedings to such an extent (although my other regular opponent would tell you I always return Star Chips to the bag)! We were almost wondering if we played the game incorrectly! It got us talking about just how probable it was that Star Chips would be sent back to the bag and if these two games were as unlikely as they seemed.

Star Chip Return Probability:

Star Chips being returned to the bag with a Special result on the Combat Dice (a 1 in 6 chance), I guessed that with Cool of 5, Johnny must have been perhaps 80% likely to returning a Star Chip to the bag while characters of 4 Cool would have approximately a 60% chance. This was way out.

I would love to say that we sat down and worked this out ourselves but google-fu seemed and turned out to be the faster option. So, to be fair to the webpage where I found the information, here's their link:-

https://www.edcollins.com/backgammon/diceprob.htm?fbclid=IwAR1g4Uq7ba5F0B-GD7FZ2Ytd1P_wqV3eT7ez9rf4kqbetMCTpFhbTEQsS2g

Thanks Edward D. Collins!

To summarise his calculations for our game:-

Number of Combat Dice Rolled                              Chance of Returning Star Chip To Bag

                       1                                                                   16.67%
                       2                                                                   30.56%
                       3                                                                   42.13%
                       4                                                                   51.77%
                       5                                                                   59.81%

As you can see, the chances of returning a Star Chip are only marginally in your favour with characters who have a current Cool of 4+. Repeating the feat several times in a single turn definitely sees the odds stack up against you!

To find out the probability of Johnny Alpha consecutively returning Star Chips multiple times in a single turn, you multiply the percentages by each other.

Desired Number of Consecutive Successful Cool Tests for Cool 5     Chance of Success

                      2                             59.81% x 59.81%                                            35.77%
                      3                       59.81% x 59.81% x 59.81%                                  21.39%
                      4             59.81% x 59.81% x 59.81% x 59.81%                            12.79%
                      5          59.81% x 59.81% x 59.81% x 59.81% x 59.81%                 7.64%
                      6        59.81% x 59.81% x 59.81% x 59.81% x 59.81% x 59.81%   4.56%

Of course, most characters with Star Chips have a Cool of 4.

Desired Number of Consecutive Successful Cool Tests for Cool 4     Chance of Success

                      2                             51.77% x 51.77%                                            26.80%
                      3                       51.77% x 51.77% x 51.77%                                  13.87%
                      4             51.77% x 51.77% x 51.77% x 51.77%                              7.18%
                      5          51.77% x 51.77% x 51.77% x 59.81% x 59.81%                3.71%
                      6        51.77% x 51.77% x 51.77% x 51.77% x 51.77% x 51.77%   1.92%


As you can see, the chances are ever-diminishing but I always think it's worth a go! The only time I would say when it may not be desirable is if you have a character with Gunfighter skill in a strong position; but that also comes down to probabilities so it's a judgement call!

Basically, as I like the odds in my favour, I don't think it is worth trying to send your Star Chip back to the bag unless you have a Cool of 4 or 5. That said, you can't make it a rigid rule not to attempt to put them back into the bag; the situation in the game will dictate that sometimes you have to go for it or you may lose the entire scenario (for whatever reason). In those situations you just have to go for it and whatever happens, have no regrets!

Bringing things full circle then, those two games we played were far from typical! The S/D Agents - while aided by some good Armoury Cards - really did some exceptional rolling and performed way beyond anything that could be expected. The fact that they did this two games in a row was unbelievable!

So when you play a scenario where things go gloriously insane like this, try to enjoy the fact that one side are fighting like legends! Next time I'm rooting for the bad guys though!



    

Strontium Dog Miniatures Game - Billy Joe

Billy Joe

An exceptional las-whip duellist, this mutant gangster is another formidable foe who has the potential to inflict serious harm to the heroic Strontium Dogs of the strip. Not only is the two-faced Billy Joe one of the most fear-inducing characters in the Strontium Dog Miniatures Game, he is also one of the trickiest to learn how to play. Fortunately, you can get the lowdown here by reading on...
Billy Joe by Carlos Ezquerra
Copyright 2000AD Limited

Stats

Billy Joe's stats are identical to Wulf Sternhammer's, meaning that he is incredible at landing blows in close combat. This is just as well since he doesn't come equipped with any pistols or the like.

Errata: Billy Joe's las-whips are not High Powered as stated on the stats; the modifier is -1, not 0 as indicated. It is crucial to remember that when they hit, they reduce the target's Resist by 1. This has been confirmed by Game Designer Andy Chambers himself.

Skills & Special Abilities

Brawler: This ability offers Billy Joe the opportunity to counter-attack close combat attacks before they occur or enter "bullet-time" with opponents such as Wulf and Middenface!

Duellist: With his dual las-whips, Billy Joe can land hits on opponents by rolling both Hit or Special results on the dice. Note that this does not apply when rolling damage. In addition, if he rolls a Special result at all, he can move 3" after resolving the effects of the attack.

Two-Faced: A nice thematic ability that allows Billy Joe to have 360 degree vision; this means that other seasoned Brawlers cannot sneak up on him to catch him unawares!

Notes on how Billy Joe plays - with special thanks to James Hart for helping me understand this correctly. 

There are several points to understand when playing Billy Joe:

1) When Billy Joe instigates a close combat attack with his las-whips, remember that they have 3" range; this means that if you keep him more than 1" away from an enemy, you can conduct a close combat attack with Billy Joe but not actually be engaged with your enemy and avoid your victim's Brawler counter-attacks. Therefore, once you resolve your attack, you do not count as still being in close combat, meaning that the Escaping Close Combat rule does not come into force if and when you move on.

2) Rolling to hit in close combat: Because Billy Joe wields the 2 las whips, he gains +1 on his rolls to hit, giving him a whopping 5 combat dice, each of which have a 67% chance to hit rather than the usual 50% chance (see Duellist above). If any of these come up with the Special result, you will be able to move 3" after the attack has been resolved. 

3) Calculating damage: Although he dual-wields close combat weapons, Billy Joe can only inflict damage with one weapon. This means he rolls his Fight -1 for his las-whip + any other modifiers (such as +1 for charging). Note that the Duellist Special Rule does not apply when calculating damage (in other words, Special results do not count as hits). 

4) Target Resisting Damage: The defending model usually gains +1 to Resist against two close combat weapons but this is cancelled out by the -1 to Resist special rule for his Las-Whips.

Tactics for playing Billy Joe

It's arguable that Billy Joe is one of the most powerful close combat character in the game; although he doesn't have the Berserker skill which Wulf has, he is as powerful as the Viking in most other respects. His Duellist ability in particular means he is better at landing hits than Wulf, and can move away after attacking without any chance of an enemy getting a free attack. Even better, if you are fortunate enough to roll a Special result when rolling to hit, you will be able to move another 3". If at all possible, stay close to cover, move out, attack from more than 1" away and then move back behind cover again. The lack of power in the las-whips is the main drawback with Billy Joe but this is thematically accurate as he took some time to lash Johnny Alpha to within an inch of his life! Plus, you will hardly ever miss, meaning the damage will take its toll! It is still very much possible to take weaker enemies down in one attack but you will have a harder time against the likes of Wulf and Middenface due to their high Resist stats. You could use Charge double actions to nullify the -1 you receive to your Fight when calculating damage from Billy Joe, but I think two Fight options are by far the best way to employ Billy Joe. 

Overall

A great close combat specialist who only slightly disappoints in the (appropriate) weakness of his weapons. Make those stinkin' Strontys "eat lash" Billy Joe!

Strontium Dog Miniatures Game - Mutant Army Generals

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