I decided to pull out Rogue Trader last week and
indoctrinate my little brothers teach my little brothers some old school wargaming. I decided to thrown balance to the winds and use as much awesome stuff as possible, so after rolling up a random scenario (defend spaceport) I drew up some forces:
Imperial Attack Force, played by little bro (11 yrs old).
•Grey Knight Terminator Major Hero (Br. Captain Stern)
•Stormtrooper Sergeant w/ Boltgun & Plasma Pistol
•4 specialist Stormtroopers: Flamer, Meltagun, Plasma Gun, Grenade Launcher (frag, crack, melta)
Mission: Seize control of spaceport from all others.
Tzeentch Attack Force, played by littler bro (8 yrs old).
•Warp Entity w/2 Force Scimitars (The Djinni)
•6 Space Marines w/ Boltguns(Thousand Sons)
Mission: Retrieve the stolen data plans hidden in the antique spaceship display.
Tau Security Force, played by me.
•Colossal Dreadnought Armour-Aegir w/ Heavy Plasma Gun, Lascannon, and 3" power field
•12 Firewarriors w/ Autoguns & Photon Grenades (forgot I had these for most of the game)
Mission: Defend the spaceport and the plans
We rolled for turn order: Imperials, Tzeentchians, Tau. The two invading forces started across from each other at the far end of the table, hiding behind parked spaceships. Aegir was deployed by the south gate, outside naturally, due to his claustrophobia. One Tau squad manned the watchtower, and two squads remained inside the spaceport, guarding the gates.
Annoyed that the Slave 1 was blocking Stern's line of sight to the multilaser turret he wished to animate, little bro had Stern use Lv 4 Telekinesis to hurl the craft into the titanic form of Aegir. Impact damage being what it is, this shorted out Aegir's power field. Stern then animated the multilaser turret designed to repel enemy spacecraft, and turned it against the warriors in the watchtower, killing one.
Not to be outdone, littler bro opened up on the tower guards with his Thousand Sons, but their shots bounced off the parapets....so he teleported his Djinni into close combat, ready to maul some Tau with his 24 attacks(base 6, double for dual wielding force scimitars, double again for Hammerhand-eat your heart out Mephiston). Unnerved by the sudden presence of an angry green berserker in their midst, the Tauer Guard tried to break from combat, but the retreat turned into a rout and they shimmied down the ladder as fast as their hooved feet could carry them. This, however, left the Djinni right in the open for a Lascannon shot to the face by Aegir.
Hasta la vista, baby
He failed his aura save and was crispified in a flash of light. To keep a fun game going, I told littler bro that the Djinni wasn't dead, but had retreated into his lamp, which had been blown off the tower. If he could move his troops up and rub the lamp, his Djinni would come out again good as new! Aegir then turned his heavy plasma gun on the Imperials. He failed to hurt Stern, but the Sergeant got good and plasmered!
What happens at the end of the first turn when everyone has a 600+ point model
Little bro's grenadier launched a melta bomb over the wreck of the Slave 1 at Aegir, but it failed to penetrate the titan's shiny armour. Stern turned his animated multilaser on it, and it to failed to damage the guard via shooting...so Stern threw the multilaser into Aegir. That did the trick, and little bro rolled an Explodes! result on the damage table. Stupid beginner's luck.
Look upon my works ye mighty and despair
Why 5th ed Grey Knights will never be as broken as 1st ed.
The Tzeentch force had a much less exciting turn, running towards the spaceport north gate and their master's lamp. Inside the spaceport, the Firewarriors moved up to the north door, and locked it shut, having heard some sort of noise outside. What could it have been?
Wishing to continue his killing spree, Stern teleported inside the station into combat with Tau. The only problem with this tactic is that Psionics occurs after Combat, so the Tau were able to break free and let their rallied buddies open fire on the Knight, wounding him. The Thousand Sons fired on the locked gate to no avail. It opened briefly to allow some autogun fire from within, but the shots did naught and the door quickly closed again.
Determined to put his Force weapon to good use, Stern charged the Tau, who bravely ran away, leaving him once again in the open. Thoroughly annoyed, Stern animated an autogun, which promptly betrayed its owner with a headshot. The Djinni, now freed from his lamp by Brother Aladinn, charged the north gate and shredded it with his bajillion attacks. Staring four autoguns in the face, he jinxed one. The return fire failed to harm him, but the Tau did manage to put another wound on Stern (why we both forgot to have him use Cure Injury last turn I don't know).
Then ended the tale of Brother Captain Stern. He was felled by autogun fire as he once again charged gloriously towards the Firewarriors.
The last stand of Br. Cpt. Stern
Little bro wasn't too deterred though, since he had been inching his Stormtroopers towards the north gate over the past three turns. Littler bro was more successful, and the Djinni cut down two Tau in close combat. He would have slain a score more, but he could only reach two of them. The warriors routed, and were caught by their pursuers. The other Firewarriors fired on the pursuers, but it did not deter them.
Those sneaky Stormtroopers had reached the north gate, and crept in behind the Thousand Sons, who were busy killing Tau with their boltguns; they killed the routers and blasted two others. The Firewarriors farther south fired on the Djinni, wounding him. One clever warrior had forgone firing to loot Stern's Nemesis Force Weapon. It was still fully loaded, but sadly all the psi-points in it had been spent, precluding a giant psychic blast.
Leaping from the shadows of the north gate like a pyromaniacal ninja, little bro's Stormtrooper blasted a gout of flame into the Thousand Sons, killing two. The Thousand Sons were occupied, however, and charged the Tau, who fell back, allowing another marine to fall to the flames. The two remaining Tau squads opened fire on the Djinni, the Clever One unleashing the NFW's whole magazine into the warp entity. They dealt two wounds, but the Djinni had healed during his turn, and did not die.
HOT LAVA DEATH!
The Stormtroopers opened fire on the Thousand Sons: the flamer and plasma gun both missed, but one marine was melted into a blue and gold puddle. Seeing all his troops fall around him, the Djinni rushed towards the antique ship where the plans were hidden, and climbed aboard. Littler bro insisted that the ship was still operational, despite being an antique, so I decided that if he could get 20 or better on 2D6+Int, he could miraculously hotwire the ship, blast a hole in the roof, and fly away (he failed this turn). The small band of remaining Thousand Sons boltgunned a Firewarrior, and the return fire sprayed harmlessly against their thick armour. The sole surviving member of a Tau squad opened the south gate and hid behind the door.
As the warp entity furiously hammered at the ship controls with his swords, hoping to restart them, his last trooper was melta'd by a Stormtrooper. The flamer ninja was killed, however, when the Tau squad on the east side of the spaceport opened fire, having stealthily hidden themselves among the shrubbery display.
*pew pew pew*
Turn 10, 11, and 12
The Tau and Stormtroopers engaged in a firefight for the rest of the game. The Tau got the better of it, slaying the invading troopers while taking no return casualties. Although the hidden Firewarrior rushed from his position to lob a photon grenade into the spaceship hatch in a last ditch effort to stop the Djinni, littler bro rolled an 11, and the spaceship groaned to life, lazily fired its rockets into the roof, and flew off into space with the stolen data plans.....
Little and littler bro had a lot of fun, though I don't think littler bro understood exactly how I was getting the 'to wound' numbers, and little bro could have done some really nasty things with Stern if we had remembered all 17 of his psychic powers. Next time around I may go for some more conventional forces, though I do love ridiculously over the top characters hurling spaceships at each other (like Gurren Lagann, except they used galaxies).
Great session report! Nothing quite has the feel of the original Rogue Trader games.
What I love most is the casual, relaxed atmosphere the game has. You can field whatever you want and have a good time; 600 pts psykers are as fun as 25 pts vortex grenades, or 1000 pt titans made of explodium.