3 Sided Battle in the Draco System!

“Blue Devils to Imperial Fleet, Blue Devils to Imperial Fleet. Over”

“What is it Galacteers?” growled Imperial Commander Kurigalzu. Things were not good. Captain Shulme had discovered more strange devices on Iratus Est Draco and had nearly lost his life battling the Valkeeri for it. Then that damned Dr Axon, more robot than man, had sent him off dangerously close to the sun to get more readings pulling the fleet every which way leaving all manner of vital assets vulnerable or tied up and then the Watch Station in orbit around Iratus Est draco had gone silent but for a momentary static signal. Now as his fleet was heading to the watch-station Ace McGuire’s fleet had turned up to really ruin his day.

“This systems sun is in terrible danger, something is using the MacGuffinite of Dormientes Draco to turn it into a Black Hole! You must allow our scientists access to the ruined towers of Dormientes, the entire Galaxy is in peril.”

“This is an internal Imperial matter. Imperial science will resolve this. You have no jurisdiction, this system is now part of the Empire of Marduk. Leave now or you will be destroyed!”

Ace McGuire slammed the bottom of his fist against the wall.
“The idiotic fools! This is no time for pride or nationalism or other such petty squabbles. This black hole would threaten all of us!”

“So what do we do now Ace?” asked Commander Jason.

“There’s only one option. If we can’t get the scientists there with permission then we will do so without it! All ships, prepare to punch through the Imperial fleet!”

But out in the depths of space another force had heard the static-like signal. Sleek rockets slid through the void like hungry sharks ready to descend on the Imperial Watch-station in a feeding frenzy….

As Jason hadn’t been able to play in the saturday game at the Sleeping Dragon game store and had gone a couple weeks without a game of War Rocket and was super-keen to play we played at Taphyls shed on a sunday.

Taphyl had to feed some animals first, but wanted to see our class 3 and 4 rockets in action so i quickly devised a scenario to cover that. There were several objectives. The Galacteers were firstly trying to get scientists, carried on the class 2, 3 and 4 rockets, to the Zenithian towers on planet Dormientes and the Empire wanted to stop any Galacteer interference. There was also the matter of the Watch Station and it’s ‘secret’. The players hadn’t yet seen much of The Missing Princess serial story so didn’t know the Princess was on the station and that this game could direct the story! I told them every faction could gain from that secret and the station was a valuable asset to hold. The Galacteers and Imperial fleet would start at the opposite end of the large table from the Watch Station and Taphyl would get to bring on his force once the game was underway from any table edge once he was able to join in.

The battlefield covered the stretch of space from planet Parva Draco past Dormientes Draco to Iratus Est Draco

The battlefield covered the stretch of space from planet Parva Draco past Dormientes Draco to Iratus Est Draco

Notice the awesome new asteroids! Well these were a gift from Jason! I’m downright spoiled!
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The Missing Princess Part 12: Mastermind of the Star Zombies

In the last chapter Imperial Princess Taegan, Galacteer Commander Lightyear and Space Pirate Captain Woz managed at last to reach the Imperial Watch-station in the Draco system to try and warn the great powers of the galaxy that prominent commanders were being replaced by pod-people clones as part of a sinister Zenithian plot, while strange devices on the planet Dormientes Draco were causing the star Draco to turn into a black hole threatening the whole galaxy. They arrive to find the crew of the station all dead and then Captain Woz abandons them marooning them on the station and intending to send Pirates to pick them up to ransom back to their own people! But while they try to repair the stations communication systems to call for rescue strange eyes are watching them from hiding…

Princess Taegan and Commander Lightyear, both now armed with ray pistols after Lightyear recovered one from the holster of a deceased imperial crewman and wearing Imperial space-suits they took as soon as they found them, made their way through the cramped and small stations claustrophobic pie-slice shaped rooms, short corridors and ladders to reach the point the analog systems determined the communication systems circuit fault was. Just a short distance from the reactor rooms output junction. Their passage was tense, making as much haste as they could but wary of any sign of the threat that had killed so many so very recently, moving as quietly as possible in the nearly-total silence of the empty station over metal grill walkways and floors, their breathing and footfalls seeming deafeningly loud above the faint thrum of the stations reactor. Having abandoned the weak illuminators of the Zenithians for sturdy Imperial ones still it seemed almost like the darkness was hungry, absorbing, draining, devouring the light so that it seemed to fade where it should have shown crisp sharp shadows. Despite the sealed suits the mind quickly filled in the smell of oil and fear as their lights swooped and slid over metal grills and rails and riveted panels glinting moistly in the humid darkness.

At last they turned the corner to the junction box, pistols drawn and at the ready, to find another tale of woe. A crewman’s body still standing, still clutching the metal axe with which he had cut the circuit, an Imperial knife still buried in his shoulder and at his feet the body of another Imperial soldier who had died from an axe blow apparently in the act of trying to stop them from cutting the circuit.

“What could possibly have happened here?” murmured the bewildered Princess.
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Satellites Spy on Sleeping Dragon!

Note: Keen eyed viewers may notice that the script for this chapter was clearly intended to be broadcast before the proceeding piece, but we retain it here in original broadcast order

Galacteers! We have deployed a series of spy satellites to monitor both enemy activity and strange radiations in the system of Dormientes Draco. Alas it seems the Imperial fleet there doesn’t like us looking at the mess that macguffinite engine thing they took off the Zenithians is cooking up and especially that it will give us solid warning of any more imperial activity in the region, now they are on an intercept course.  It’s your job to stop them. The data from these satellites is crucial. Protect Those Satellites!

Alas Saturday I didn’t end up playing War Rocket so Jason and in organised for a Tuesday game. So once again the wargame room of my local gamestore would be filled with the roar of atomic motors and the pew-pew of raygun beams.

I was especially excited to show off my solution for all the scratched paintwork my imperial rockets got from transport:

Dun-Dun-DAAAAH!

Imperial Agent's case carrying secret documents? No! Just my War Rocket fleet!

Imperial Agent’s case carrying secret documents? No! Just my War Rocket fleet!

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The Missing Princess, part 1

The Empire Today!

Imperial Capital

The glorious Imperial Capital

All across the Empire people are waiting to learn the fate of the beloved Princess Taegan.

News reports of a glorious victory against the vile extra-dimensional Zenithian Saucermen pour in from every public news-screen and news-speaker across Imperial space thanks to the round the clock efforts of the hardworking agents of the Minister of Information.

However the people mourn the loss of the Class III Imperial Gryphon Rocket Anzu in it’s valiant last stand against the Saucers on the distant world of Dormientes Draco. With the Princess amongst those as yet unaccounted for many fear that her glorious battles are at an end but others including her personal subjects have not given up hope, even now the rest of her fleet fly at full burn to scour every inch of the world for sign of her alive and free, captured or dead. To rescue her with bravery and honour or avenge her passing with glorious Imperial Atomic Wrath!

Imperial propaganda station

Around the Empire loyal citizens gather round their public information stations for word of the Princesses fate!

Till news is heard of his daughter Emperor Marduk has proclaimed a time of mercy, with one prisoner to be publicly executed every hour her fate is unknown. News met with much rejoicing we are sure from the prisoners given such a reprieve from hard labour in the radium mines of Murania with such a swift death.
Hail Marduk!

Due to the impact on work efforts of so many benevolent executions the mandatory viewing of public executions applies only during personal recreation periods and not work or sleep periods. As always check daily with your work supervisor for your current civil obligations. For freedom, for Unity, for Marduk, for the Empire.

The Princesses many brothers have each sent a blood-stained knife to the capital with a pledge to slay a hundred Zenithians each should she be slain or if captive should she be harmed or mistreated.

Imperial Citizens are asked to double their efforts to support the glorious armed forces that protect and liberate the galaxy during these difficult times. With word that the so-called Galacteers have been seen near Dormientes Draco the Rockets searching for Princess Taegan may have to defend themselves against typical earthling aggression and treachery.

Remember see a spy, report a spy! Report a spy, and a spy is caught. Help catch a spy and feed your family for a year!

Hail Marduk!

Draft Scenario: Cat and Mouse in the Zone of Dread!

Having successfully thwarted the enemy assault on the Fortress base and conferred with the base commander the conclusion was reached that the enemy’s secret plans were too sensitive and dangerous to broadcast even in code and must be taken in person to high command. So our hero and their companions set out for high command, but soon discover they are being followed by the dread Agent X, the elite enemy special agent intent on retrieving those secret plans at any cost!

Swiflty changing course our heroes dive into the Zone of Dread! An area of thick asteroid fields, the wrecks of countless rockets, thick dense clouds of nebulaic gasses and rogue planetoids on unpredictable orbits all scoured by the rader-blinding E-rays of the zones giant purple star! In the Zone of Dread a pilot must be skilled and can rely only on their eyes in poor and limited visability!

But it won’t be enough to lose Agent X, for they will quickly pick up the trail again when our heroes leave the Zone of Dread, so it will be a reckoning! Hunter become Hunted, Cat and Mouse, a deadly duel to the death in a twisting maze where destruction lurks around every corner!

And what of the fell rumours told by old space-dogs on long cold orbits when the meteor and solar storms are at their fiercest… of dread creatures that live in the depths of space that are said to nest in the asteroid fields and hunt the unwary smugglers and ne’er-do-wells, pirates and scum that are so foolish and desperate to try and use the Zone of Dread to their advantage?

This is another rather complicated scenario in my series of Serial-Adventure inspired War Rocket Scenarios. It’s actually based on a cool optional game mechanic from classic battletech called Double Blind Rules which produced some really fun and tense games, with all the fun of a submarine film or the nebula battle in Star Trek II the Wrath of Khan or the ice asteroid sequence in Titan A.E. But it is a bit involved compared to normal war rocket games.

Firstly it needs an adjudicator, someone to run the game who is impartial and attentive to detail. It also needs not one but two hexmaps, though the playing area can be smaller than usual as this will be just two rockets, one to each side. When we played the battletech version we would often set up a line of box lids with some heavy weights to keep them standing to screen each players view of the other players map. Kind of like a game of battleship. Other times we’d have the players in seperate adjoining rooms or sitting facing away from each other back-to-back. In each case the players are playing on identical maps with identical terrain placement but unless they have line-of-sight to their opponent then the opponents piece is not on their board! The adjudicator is there to check each players move to see if they can see their enemy, to add, move and remove the model of the enemy rocket on each map. These games were particularly enjoyable both for players, the adjudicator and the audience as players would hunt around dense terrain, often passing right by one another on opposite sides of the same building unawares till one or both would be spotted and there’d be a flurry of action.

Terrain: This is set up by the Adjudicator. 2 hex maps or one big one with a screen across dividing it into two identical areas of hexes. Lots of planetoids, dense clusters of asteroids etc. A few wormholes could be fun too. These all need to be placed carefully so each map has identical terrain and that each players starting edge will be opposite sides of the map. I have known some adjudicators in the battletech version to use a 3rd table for themselves and/or an audience or little hexgrid notepads to keep track of things but these are often unneccessary.

To help keep things tense, to make things easier for the adjudicator and to help out if you just don’t have enough pebbles or fancy asteroids for the maps the whole area could be considered to be in a nebula, in which case line of sight should be restricted to a number of hexes, perhaps 6 hexes as a rough idea.

Forces: Players are restricted to a single rocket each (but will need at least two copies of this model, three if the adjudicator is usuing a thrid map). If played as part of a campaign then the ‘hero’ rocket from a past game should be used, though perhaps some shifting or addition of customisations that could represent additional crew members, gained skills or genius scientists/engineers inventing and building new equipment on the move, and then the opponent can build Agent X’s rocket to the same points value. Alternatively the players can start with a dice-off, the one who rolls highest is the ‘Hero’ who can choose the points value they want to spend on this rocket and custom upgrades and then both players can spend this on whatever class and upgrades they wish.

Special rules: Glimpses in the clouds. The game plays as normal, however After each rocket moves the adjudicator checks both maps to see if either can see the opponent’s current hex. A rocket is assumed to be able to see everywhere they have a fire arc and also the 180 degrees that a pirate class 1 has for it’s arc. This means that a class 1 valkeeri can still see something in front of them off to the side outside their fire arc, while if this battle is between class 3s or custom rockets with larger than normal arcs they will be able to see every direction they can shoot. This is a bit complicated but with only one rocket each side it shouldn’t be too much of a chore (certainly we managed it with battletech and it was much more complicated). This can easilly mean that one player might manage to see the enemy but by being behind them not be seen back. When it comes to firing the hit markers should be put on both maps so the player being shot knows they are being shot!

Because rockets are only seen after each movement step it means rockets can pass right by one another and one or even both players not know (because they may see the enemy before they move or after but not during), adding to the mystery, tension and excitement!

But what if a player ends its movement in the same hex as the enemy without knowing they were there? Accidental Collision! Treat it as a ram! No problem 🙂

Optional Extra Rules:
(for when you want a fun chaotic and dangerous maze, as if flying blind in a maze in a battle to the death wasn’t enough!)

The Star-Beasts!
C’mon cadet, thats a myth, there’s no such… oh no, oh no… Aiiiieeeee!

Lurking/Nesting Star-Beast:
The simple way to introduce the Star Beasts is to have a set piece of terrain or hex that if either player moves into, through or within a few hexes of results in an attack from the Star Beast(s) in which case it could work much like the Terror-Dactyls from the valley of the Terror-Dactyls scenario, functioning as a rocket-troops attack. The Lurking star beasts are absorbing the E-rays of the purple sun to later use while hunting, while the Nesting ones are protecting star beast eggs, woe-betide the rocketeer who tarries too close to the star-beast lair!

Hunting Star Beast:
If using the fancy set-up of 3 tables or the adjudicator is using a little hex-pad notebook map of the game then another option could be used such as having wandering predation. 1-3 star beasts moving, until it spots some prey, in a random direction (choose one direction as ‘north’ and assign it the value of 1, then go clockwise, roll a d6 and it gives you the direction of travel, roll a second d6 and this is the number of hexes the starbeast moves in that direction. The star beast doesn’t have a facing and may move around impassable obstacles as if a zenithian rocket, changing direction without cost but it should move in as straight a line as possible. Once spotting prey the star beast will head directly for the nearest rocket and zap it! The hunting star beast projects stored purple-sun-energy also known as concentrated E-rays or in the coloquial terms of those who ply the spaceways “Hyper Death Rays”, and each Hunting Star Beast has a range of 4 and a firepower of 1 with a 360 degree fire arc, they also have a defence of 1.

Rogue Planet/oid:
Only a mad fool would court death by flying near that rogue world! Which is exactly why Agent X won’t expect it!…
Wait, Watch out! It’s coming right for us!


To make matters even more random the Rogue Planets/Planetoids can be added. These are a bit like hunting star beasts but sometimes move and sometimes don’t as the weird effects of the unstable purple star system wreak gravitational havoc. To represent this instead of rolling a d6, roll a d10 but a result of 7-10 means the planet/oid is imobile this turn. if it moves it will go either d6 or (d10 divided by 2 rounded up) hexes. This means that lurking rockets laying in wait for their prey to appear might have their cover move away from them or worse towards them! If it moves into a hex occupied by a rocket there’s a Horrible Collision! count the planet/oid as a class 4 rocket ramming and of course the planetoid is impervious to the rocket. However if a planet or planetoid collides with another planet or planetoid there’s a Cosmic Catastrophic Collision! and both are automatically destroyed and replaced with an asteroid field. If, by some tragic quirk of fate, two planet/oids collide simultaneously from roughly opposite directions with a rocket in the middle, and both planets moved more than 3 hexes this is a Kimball Kinnison Collision, the rocket is automatically destroyed (though as ever in serial style stories the greatest favourite heroes and villains never die) and the game ends and if anyone gets the referrence the adjudicator is encouraged to shout out, and encourage the players and audience to chant: “Death to Boskone!” (but if the planets collide with the rocket at an acute angle or moved less swiftly then it’s a Horrible Cosmic Catestrophic Collision, hits the rocket as a class 4 ram attack, destroys both planets automatically and creates an asteroid field)

Without the extra complications this should be another nice tense exciting and unique game. With the extras it should be a hilarious romp and great fun for a viewing audience.

Saucers Attack the Sleeping Dragon!

So another saturday and despite being a  bit unwell the night before in i go to my local game store The Sleeping Dragon to play War Rocket!

I was very pleased to see that Will was there already waiting for me, Will was one of those who first showed interest on the Sleeping Dragon’s facebook page in War rocket because of it’s Atom-Punk style but he wasn’t able to make it in last week. After a very quick rundown on the factions he decided to try the Zenithians! So the first battle of the day will be between the invading Saucers from another dimension vs the art-deco magnificence of the empire of Marduk! So we set up at opposite corners of the low table with the comfy couch so he’d get a couple turns of movement before we’d get in range with again a corsec planet and moon in the middle.

If i thought i had trouble with the Space Pirates manoeuverability before it was nothing compared to the saucers! While they only change the facing and so fire-arc at the end of their movement they can move in any direction and change direction constantly. Will likened this to drifting in car racing. This meant that the only times i had those zippy saucers in my sights was when i was on top in the rolls of the order phase and even then when Will knew i’d get the final move he’d zip his saucers to places it was hard to get my wheeling movement to. Despite the greater fragility of the Zenithians whose even class 3 and 4 saucers never get tougher than the imperial class 1’s it wasn’t easy to bring them down. At one point they ended up clustered against the table edge facing in every direction so i’d have to angle myself carefully to stay on the board and couldn’t attack without facing return fire. Gradually after several rounds of luckless fire on both sides my forces fell one after another until finally in the last turn my final remaining scorpion took the Class 2 saucer with it as they both destroyed the other leaving the 3 class 1 saucers alone in control of the planet!

Next up was Stuart keen to have a rematch from last Saturdays game. This time he brought his own d10 which had apparently been rolling well for him already today. Well what dark alien gods the Zenithians worship smiled upon Stuart and, coupled with better manoeuvering for fire arcs and my own rolls giving me great turn order but several key misses when i needed them, the imperials were taken out in record time! And like last week i lost a scorpion to the first round of firing! Perhaps there is some sabotage going on? Time to call in the secret police and investigate i think. One thing i am going to have to keep in mind in future skirmishes and battles with the Zenithians is that their class 2’s are the same speed as their class 1’s so they all act at the same time! This means my class 2 Raptors will always act first making it hard to get their guns to bear. Being so tough i really should try and get them to take a round of fire every so often to get them onto the delayed action phase the next turn so i can get to those zippy saucers before they zip away out of reach!

Then the third player of the day was my old friend Tim who i’ve known for many years from the miniature painting community but who i hadn’t had a chance to play against before. He had just finished a game of Hordes against Shane and was keen to give War Rocket a try. Space Pirates were his choice to try and so once again the Imperial fleet of Princess Taegan daughter of Emperor Marduk was employed to try and scour the spacelanes of those star-stalking scoundrels the Space Pirates! Tim was swiftly struck by how the simple rules but tactical depth meant that rather than trying to win using lots of special rules combinations it all comes down to the choices you make in game. I stunned one of his Class 1 Daggers and my Imperial rockets fell upon it like hungry golden-feathered vultures, i wasn’t going to allow an unlucky roll letting this one get away so all my rockets concentrated their fire to ensure that i wouldn’t need to roll, what would be an automatic stun was on an already stunned rocket instant automatic destruction!

Shortly after it as rockets spun in both directions in tight orbits around the planet my Raptor was stunned but through some fluke the broadside rays the pirates barraged it with failed to send it to oblivion and with the crew getting it back under control it was back in the action.  However I lost a Scorpion and things where evened out. Several more turns of rockets darting back and forth in a splintered fashion where neither side could bring enough hits about to any one rocket to take any out and Shane gave us the 10 minute warning for closing. Tim was keen on one last quick turn so we hurried through movement, he managed to get more hits on me than i on him but the damage roll decided otherwise and my rockets came through unscathed while his Class 2 Stiletto was stunned. So we called it a marginal Imperial victory and shook hands, packed up everything and he gave me a lift home.

So another great day introducing local gamers to the fun of War Rocket. With any luck The Sleeping Dragon will get some stock in soon. I’m after an Imperial  class 4 and couple class 3s as well as lots more class 1s and 2s and i’m hoping others who have enjoyed the game will buy fleets of their own. It will be interesting to play some larger games. Jimmy is hoping we can get a 4 player game together next week which should prove to be a lot of fun.

Skirmish 2, the Valkeeri Raiders!

And so we come to our second game. And we remembered to take some pictures!… halfway through the game.
This time we introduce a new player Tabitha, a friend of my partner with plenty of video gaming experience but only a single game of Monsterpocalypse in tabletop gaming.

We started off explaining the rules basics over a snack and got Tabitha used to the movement rules with a quick race of class 1s around a planet and back. Tabitha decided to use the Valkeeri, the man-enslaving space-amazons, based on liking their movement rules, i stuck with my Imperials and my partner again used the Galacteers. A handful of turns later and the Comets higher speed and smaller turning circle had it outpace and outmaneuver the Scorpion to blast accross the line first and the Valkeeri Siren came in last.

With movement now understood it was time for the atom-rays to start flying!
The race finished and when the Galacteers left to their regular patrols of the Imperial/Human border territories the Valkeeri rocket astro-phoned the raider fleet that the time was right to raid the planet, but they say the Eye of Marduk is all-seeing and the Fleet of Princess Taegan was sent on an intercept course!

The objective again was simple, to defeat all the enemy rockets while keeping at least one of your own intact.
The forces were 3 class 1s and a class 2 each.
The Imperium vs the Valkeeri.
Terrain was again a corsec planet and moon on a black plastic tablecloth but this time as we played at Tabitha’s rather than a dining table it was played on a pool table. To keep the cloth from slipping about my partner rather brilliantly tucked the cloth into the pockets of the pool table and used some of the balls to hold it in place!

Partway through the battle, that’s me on the left, note the careful tucking of the tablecloth to keep it flat on the pool table.. and the raygun just in case….

I was worried how the valkeeri would do with many of their weapons being straight-ahead fire rather than the forward arc most others have on their class 1s and 2s but in practice it wasn’t as big a problem as i was expecting. When it comes to Valkeeri vs Galacteers i think the Valkeeri will need to have some class 3s and 4s to deal with the class 1 Comets still as their speed, always moving after the Valkeeri Class 1 sirens and their tight turning will mean it will be difficult for Sirens to land hits on Comets but when it came to my Scorpions and the larger imperial turning circle (having to move 4 inches forward for every turn, twice that of Galacteers) the difficulty for me in turning around in a loop once they were close meant that getting out of their line of fire usually meant losing my own too.

Some concentrated Imperial fire took out one of the Valkeeri class 1 Siren, first blood to Princess Taegan’s fleet in Emperor Marduk’s name!

Again my Raptor took much of the fire, functioning as a hit-soak as it held together through blast after blast and surviving through being stunned while a second Siren met destruction. Alas when the Valkeeri Class 2 Fury  pulsed right overhead then spun round and blasted the Raptor right in the engines while surviving the blasts of my 3 class 1 Scorpions the Raptor’s armour of fine craftsmanship and rare exotic alloys finally failed and it was out of the fight. But unlike my last game with it’s nasty run of 1s and 2s on my d10 i had a much better run of luck. Tabitha missed a couple of good rolls falling just short of stuns or destroys and i got two 10s right when i most needed them. Clearly the public executions for incompetence following the trouncing the Galacteers handed out has vastly improved the performance of the imperial gunners.

This is shortly after my Raptor was taken out, it was right in front of where all the Scorpions are pointed and it’s partway through the next turn where the Fury has just moved over the top and spun about but it’s before my Scorpions get their movement.

Dramatic Recreation

This is actually a swift dramatic recreation of the destruction of the Raptor despite the Scorpions racing to defend it from the attack from behind, it was just after the Fury moved in the next turn that we remembered to start taking pics and i felt bad not having any of the raptor so i put it back where it had been and put the two hits on it the Fury did to it, but i didn’t repose The Fury due to still being in play

After the Valkeeri Fury took down the Imperial Raptor the Scorpions swung about to get their revenge! One scorpion, attempting to circle about had to spend a turn well away from the action while the other two close on the fury…

You can see how the wide-turning-circle of Imperial thruster-movement has left one Scorpion off quite a bit to the side this turn. We left the hit tokens in place after putting the stunned token results on for the photo.

Here’s the same moment from a less tactical and more cinematic angle. Even unpainted these miniatures really capture atmosphere brilliantly and I’m very happy with my choice to grab the Litko tokens.

The results of the round of fire is a stun apiece, the class 2 fury and one of the scorpions spending the next turn immobile and more vulnerable… The Scorpion weathered the next rounds blasting but the fury was taken out.

Any surviving Valkeeri women aboard the wrecked rocket will find themselves enslaved by the men (and women) of the imperium they had hoped to have as slaves!

At the last there was one remaining Valkeeri Siren and two Scorpions. The Valkeeri decided to blast away from the scorpions towards the planet hoping to pass between the planet and it’s moon so the larger turning circles of the imperial rockets might force them to fight one at a time giving the Valkeeri a fighting chance… but it was not to be, the deadly machines catching the Valkeeri rocket before it could get to the cover of the world below and unleashed their atomic fury on the emperors enemies.

The Valkeeri Siren’s mad dash to the planet for cover is cut short as the Scorpions descend on it in a flurry of atomic rays

And a few more shots just cause it looks so cool.

This one is giving me some nifty ideas for a future scenario….

Can’t you just hear the pew-pew sound effects?


Victory to the Empire!
Hail Marduk!
Muahahahaaaaaaaaaa!
(actually it was a very friendly non-competitive fun game with handshakes all round at the end, but whats a tyrannical empire’s victory without some evil laughter and megalomania?)

Wait.. what’s that navigator? What do you mean “Captain Lightyear approaching”?

Checking the Ships Inventory

Another parcel arrived at my partners place today so here is what we’ve got to start off with:

From Hydra we have of course the war rocket rulebook,
3 class 1s of each faction
1 class 2 of each faction (though i have a 2nd imperial class 2 it’s one of the few of the little ones with any assembly needed and i only glued one together so far)
Each of them very well-made and a delight 🙂

For dice i just grabbed a handful of d10s from my dice box, after all each player will only need one dice. Yep, thats all!

For counters, which make up what little record keeping the magnificently simple game uses I went with some Litko stuff that Milsims had in stock

For the hit counters for the delightfully elegant damage system i grabbed these
For the Stun counters we’re using these
And i also grabbed these too from mayday games and i think at least four of them i’ll be making into earrings 🙂 (one pair in yellow and another painted pink) eventually in big games it can be handy to have a different counter for stuns received from delayed actions (those stuns last longer)
Finally for delayed actions we went with these

The game is actually so simple i mainly bought the counters just cause it’ll look cool. There’s far less need for them than games i often play without counters anyway like warhammer 40,000, though i have been adding home-made counters to match my 40,000 tyranid army just for coolnesses sake and the counters will make war rocket easier for the non-wargamers i’ll be introducing to it over the next few weeks. After they arrived in the mail i must say i adore the litko counters especially the standing mini blasts and i might get some more for specific scenarios.

Unboxed just today is some planets from Corsec  to make some planets and a moon for terrain. They look quite nifty and now i must decide whether to just paint them or try and make some planetary texture first. I’m thinking some garden rocks might do for asteroids for now.

Lastly is the playing field. Well with the budget running dry i couldn’t spring for one of the awesome corsec starmats (at least for now) so a plastic black tablecloth will do.

Hopefully tonight we’ll have our first game. My partner has taken quite a liking to the noble Galacteers, humanities best and brightest, and i while loving every single design in the range thus far do have my favourites in the Imperial rockets, a somewhat-mesopotamian empire with a definate art deco aspect to their rockets! I’m sure that i’ll have plenty of opportunities for megalomaniacal evil laughter!