
We set up a pretty simple table (Yeah, that's my homemade D20 battle grid, 1m x 1m) put up some cover (Lego masonry bricks. Aww yeah.) and took a handful of 'frames. Some numbers:

Danni's Raiders RED

























Frames: 3
Systems: 12
Asset Value: 6 (5 +1 (least 'frames)
Initiative: 30 (5 assets * 6 asset value)
Chris' 13th Guard GREEN



























Frames: 4
Systems: 12
Asset Value: 4 (5 -1 (most 'frames)
Initiative: 24 (6 assets * 4 asset value)
Turn #1

Dancer opens fire on Ambercroft, the point 'frame of the 13th. While the shot is ineffective (5 ATK vs. 6 DEF), he also drops 6 SPOT on him. Ambercroft retaliates, but he only blows up the cover in the path of his bullets. Only a DEF 3 on Dancer is joined by a 2 SPOT that Ambercroft got to drop.

Sliver answers with a devasting 8 ATK, blasting Ambercrofts cover to smithereens that litter the battlefield and rip both the stormshield (








In the background, Outlaw moves right in, snatches the station and blasts away at Giabene in her X Chub. She loses her reinforced carapace (


+6 Initiative (now 36) for the NR, -4 (now 20) for the 13th.

Lt Vale and her Sarge had enough of the bullcrap. Unloading all SSRs and both of their rifles, Vale advances rapidly with a 5 MOVE and obliberates first all the cover, then with Seeberg's (who uses her 5 SPOT) support, the entire Fiddler behind it. Seeberg stays back, watching across the rubble-littered clearing, where Sliver just nigh-on destroyed Ambercrofts Chub.
-6 Initiative (now 30) for the NR.
End of Turn #1 The nightraiders advance the DDC, and it drops to 9.
Turn #2

Sliver fires wildly at Ambercroft, wanting to seal the deal and moves north, to stay in cover from the advancing Chubs. His bullets sprayed everywhere, eating more cover, but leave Ambercroft alive. Outlaw shells Vale across the field, ripping her advanced sensor array (











-6 Initiative (now 24) for the NR, +4 (now 24) initiative for the 13th. NR remain up, because they had the higher Initiative last.
End of Turn #2 The nightraiders advance the DDC, and it drops to 7.
Turn #3

Sliver putzes about, limping back to the station, with a mere 1 MOVE and gets into cover, with a puny 2 DEF. Outlaw gets the hell out of dodge after being mauled by the two seemingly harmless Chubs, and proceeds south of the station, in an attempt to tag it. He unloads at Ambercroft, who recklessly pursues him, but fails to hit him again. Vale and Seeberg have enough of Outlaws games, turn west and pump him full of lead. First, Vale takes a sprint through the rubble and barely gets in range, but her bullets hit and rip the artillery (




End of Turn #3 The nightraiders advance the DDC, and it drops to 5.
Turn #4

Giabene finishes off Sliver and grabs the station the Nightraiders stole at the beginning of the game. Vale and Seeberg coordinate their fire this time, together with Ambercroft who is holding on to the station with now a mere

-12 Initiative (now 6) for the NR, +4 (now 28) for the 13th. 13th is up in Intitative.
End of Turn #4 The 13th advance the DDC, and it drops to 3.
Turn #5
In a gentlemanly agreement, the 13th forgoes all actions and passes to the Nightraiders, who have no 'frames to activate.
End of Turn #5 The nightraiders and the 13th advance the DDC, and it drops to 0. Game Over.

Admiral Ackbar declares the 13th Guard as victorious.