Showing posts with label Blasters and Bulkheads. Show all posts
Showing posts with label Blasters and Bulkheads. Show all posts

Wednesday, July 6, 2011

Blasters and Bulkheads playtest 2



The strong willed daughter of the High Priestess of the Solarian Sisterhood, a matriarchal warrior cult, has been kidnapped by the evil Krool. The High Priestess has dispatched a strike force to get her back.
That was the set up for last Thursday's game of Blasters and Bulkheads. The Krool forces were allowed to set up first, being the defenders. They had 5 warriors and a warbot.
Solarian Strike force set up
Krool encampment
The "Good Guys" , as the attackers got a little more firepower with 6 warriors and a vehicle carrying missiles and heavy blasters.
The Deathball stares down his target
The Krool decided to position their heavy gunner on a watch tower, where he proceeded to drop lead on the oncoming  strike team. But, it was actually the smaller Krool (space goblins) that pounded the good guys.
One warrior in particular, planted himself behind an outhouse, and was able to not only take down 3 attackers, but survive fire from the "Deathball" for most of the game. It was only when the Kroll finally became outflanked that the attackers in the last round, were able to knab the girl.
A well fought game. Some issues came up, but I have corresponded to Scott about. This is why you playtest!

Friday, June 24, 2011

Blasters and Bulkheads playtest

Once again, Scott Pyle of Goalsystem fame has graciously allowed our group to run his newest endeavour through the paces. This was for his latest Blasters and Bulkheads, an homage to the Space Opera. I've been looking for a rules system to go with my retro-scfi figs and was actually looking at adapting Supersystem when these arrived. So, long term I'll be using my Dash Dixon figs, but for the play test I used some oldies I had.
The Scenario: A courier for the Evil Empire was forced to make repairs to his ship on some back water desert planet. The courier was carrying secret plans to a new prototype battle station. When he didn't arrive at his rendevous point as scheduled, the Empire dispatched some Bounty Hunters to retrieve him, fearing he had gone rogue.
Meanwhile, the Rebels had plans to knab him too.
The Baddies
Ral Xaxom and his Delvanian Horde
Lerz and Gern of the Hive Brotherhood
Glurz and Glug Krulak of the Krool

The Good Guys:
Dandar Raxx and his trusted sidekick Gleep
Tars Glotho and his Vegatoid companion Zzerakkxiss
Battle scarred veteran Sgt Meridian and Dran Drandum


First turn was spent approaching the deserted town. Second turn, Glurz, and his Really Big Gun, dropped a load of hate down on the poor courier who had just appeared at the door of the tavern. He was left with only a few points of Vitality. I guess the Bounty Hunters didn't care if he was dead or alive. The rebels moved up and started a skirmish in the hills, both trying to block the way to the Courier's ship.
Tars covers his companion's charge
Ral Xaxom and his Delvanian Horde troopers KO'd the hapless courier and began to drag him off. That's when Glotho and his Vegatoid companion sprang into action and began what was to be a protracted brawl over the courier unconscious body. Glotho finally blasted the Horde to pieces and Zzzerakxiss grabbed the courier only to be attacked by Gern.

Dandar Raxx joined in. It looked like the Rebels would pull it off. Then Glurz let loose with his gun again. He rained death down on the group, even his own team mate Gern. When the smoke cleared the rebels were done, and Gern had meraculously survived.
A good time was had by all, and it was decided Glurz was the VMP. You did it again Mr. Pyle.
Bonus: This was outside the window of the Game Room:
Its one of 7 baby skunks that live in our yard.