A while ago Must Contain Minis wrote a Review of Rogue Stars, and showcased its first 200XP painted crew. Must Contain Minis is gearing up for its first Rogue Stars Battle Report and I wanted to share with my readers my Pirate Crew. The crew is made up of 5 members; Jake, Thor, Rory, Garbe and Lamers.
I wanted to keep the models as WYSIWYG (What You See Is What You Get) but ran into two small problems for representations on the miniatures not matching up with what is in the rule book. The first is that there is no entry for a primitive morning star. To keep the model WYSIWYG, I upgraded Jake’s morning star to an energy flail. The second WYSIWYG problem is that there is no entry for a club. That is fine, I just made a note in Thor’s stats that the club ‘counts as a sword.’
For the crew’s tactical discipline, I chose “At the Double.” This discipline gives my gang a boon in their movement.
Below are the gang members…
Jake… 53 Points Total
This is the Leader of the group… Jake. |
- Leadership (1): +1 Initiative, All squad members in LoS add +1 to Morale rolls
- Reactive: +1 on Reaction Rolls
- Steadfast (1): + 1 on Morale to Morale Rolls
- Tough (2): +2 to endure rolls
- Veteran: + 1 to Activation and Reaction Rolls
- Weapon Master (2): +2 to any melee attack weapons. -2 for all melee attacks against him
Equipment
Force Flail: 4 Damage – Disarm, Clumsy and Energy
Sub-Machine Gun: 4 Damage – Automatic
Thor… 40 points
Thor is the group’s extra muscle. He is good at getting in close and fighting in melee. |
- Agile (2): +2 on all Terrain Rolls
- Difficult Target (1): All ranged attacks vs Thor are at -1
- Fast (1): Moves 1″ Faster
- Free Disengage: Suffers no free hacks when leaving melee
- Steadfast (1): + 1 on Morale to Morale Rolls
- Tough (1): + 1 to endure rolls
- Weapon Master (2): +2 to any melee attack weapons. -2 for all melee attacks against him
Equipment
Club [counts as sword]: 2 Damage – Primitive
Knife: 1 Damage – Primitive, May be thrown
Slug Pistol: 4 Damage – Short Range
Rory… 44 points
- Tech (1): +1 to Tech Rolls
- Quantum Harness Opperation (2): +2 to Quantum Harness Operation
- Steadfast (1): + 1 on Morale to Morale Rolls
- Light Worlder: Does not suffer Light World Affects and suffers no recoil when firing
Equipment
Assault Rifle: 5 Damage – Automatic, Two-Handed
Fixed VibroBayonet: 3 Damage – Twohanded
Quantum Harness
Garbe… 31 points
Add caption |
- Fire into Melee
- Marksman (2): +2 to shoot
- Steadfast (1): + 1 on Morale to Morale Rolls
- Heavy Worlder: Does not suffer heavy world affects
- Self-Accelerating Projectiles: No -1 for firing in high gravity
Equipment
Assault Rifle: 5 Damage – Automatic, Two-Handed
Lamers… 32 points
- Agile (3): +3 on all Terrain Rolls
- Fast (3): Move 3″ Faster
- Medic (1): +1 on Medic Rolls
- Steadfast (1): + 1 on Morale to Morale Rolls
Equipment
Assault Rifle: 5 Damage – Automatic, Two-Handed
Until next time, Happy Gaming Everyone!!!
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