Recently I used Titancraft and bought the sci-fi package to create some coloured models to use in Talespire VTT. Titancraft is a miniatures design browser-based software that allows a lot of user intervention. I chose it over the competition due to cost (you buy the assets and can use them for unlimited downloads and uses), posability and texturing, and export formats (stl, obj and tsMod). I was finishing my Five Parsecs from Home: Bug Hunt game in physical format (set up a board and everything), and I realized that once more I was proxying a close-enough mini for one of my three main characters. I’m a 15mm scale player, so choices are limited and for the past few years acquisition, shipping cost, taxes and duties, and availability of miniatures becomes worse and worse – that’s the reason I got into 3d printing with an FDM printer. But I digress. The proxy I’ve been using for the Unity Trooper Ariana Roschke doesn’t actually fit. She usually goes into battle with a Hand Cannon and a Boarding Sword, and instead I used a heroic sci-fi woman holding dual swords.
That is not at all close to my concept, and I recalled that I had made a VTT version of Ariana in Titancraft. So…lightbulb moment, what if I could make an FDM model out of her? I decided I wouldn’t keep the same colour scheme since I wanted her to fit with the rest of my painted Unity Grunts (painted in something inspired by Starship Troopers and Cadian Imperial Guard). And this is the process I’ll talk about. And how I went from this:
Initial design meant for VTT
To this:
Final design ready for FDM
And finally this:
15mm TitanCraft model printed in FDM
1. Choose your basic model concept in TitanCraft
Don’t worry about posing at this time. Choose a model that best represents the character you want, and outfit the assets you like. It’s quite straightforward. You can use free assets, or buy the ones you like. Depending on your budget and what you plan on doing it might be best to buy asset packs or just the single use. You don’t pay for the assets until the time comes to download your character, and then only if you don’t own them already. Since we’re talking about FDM printing, some care must be taken here on limitations. Avoid parts that will create Islands or Overhangs. For example, since I was working with a model I had already designed for a VTT, ,I decided to remove the pauldrons, as they’d create more trouble than I wanted. You can always scale, rotate and translate stuff later, but you will have already some rough idea of what works or not. I also decided to remove the helmet from my model as I wanted something more distinguishing from arms length at table distance in 15mm. I gave her a nice braided ponytail.
2. Give it Heroic proportions
Heroic scale isn’t about the size of the model, but about proportions. If you notice the pewter or plastic cast models, they range in proportions from True scale to Heroic scale. True scale is what a real-life person would look like in a miniature size. Heroic scale offsets the proportions so that the parts that are more distinguishable to us, are more pronounced. This makes them look like angry babies with grownup features, but when you place them on the table they look better actually. Also for FDM (and even more for 15mm scale) it’s important as we strive, but we don’t get the same quality as resin, and heroic proportions help so that the miniature doesn’t end up with vague subtle features. Painted miniature models are all about illusion (same way we paint washes and highlights instead of flat colours). Titancraft models default to somewhere between True scale and Heroic scale, so in order to achieve this, we will use the Sizing tool. Artists learn to do proportions through the use of the Head size ratio, where an adult human would be near 7 Heads tall and a Baby 3-4 Heads. For Heroic scale we want to achieve something like 4-5 Heads (as I said, angry babies with grownup features).
There are a lot of sliders here, but the most important things to do are:
increase Head size (give it a couple notches to the right)
decrease Neck length (we want the head close to the body to minimize overhangs)
increase Hand size (just a bit to make it more visible in the painted model)
decrease Leg length (it will become shorter for a moment)
increase Height (to regain the lost height from the Leg length)
In order to find the proper Height, you can use Show Ruler function and add a Reference object (like a human). Just make sure the eye level is close to where you want it and choose the right model scale. Remember to remove any base during this step, and add it again later.
Sizing
3. Pose the model for FDM printing
Go into Pose and Advanced Controls to start fiddling around with proper placement so that you will not need any supports during printing. Again, we want to avoid any Overhangs or Islands. In TitanCraft you can click on each items Bones and Translate, Rotate or Scale them. It’s quite easy and intuitive to use. Remember to use the Basic Pose functions first to get a complex pose done (say for a fist or an open palm) before fine-tuning it with Advance Controls.
Things to look for:
Re-orient horizontal poses as vertical as possible
Stick any parts overhanging away from the figure
Touch anything needed back to the ground or to the figure
It may take some work to do, but I find the whole process enjoyable.
In the particular example, what I did:
Rotated the weapon arm, hand and wrist to be vertical
Rotated the left arm so that all fingers touch the leg
Rotated the sword so that it was flush with the back of the torso
Rotated the neck so that the chin isn’t too overhanging, and scaled the neck down
Rotated all parts of the braid so that it touched the torso and didn’t cover the sword blade
4. Add base and export
That’s pretty straightforward. Add a base to your liking and export to STL format. You can also optionally texture it to have some idea of how you’ll paint it later on.
The model scale I chose from TitanCraft is 30mm as I found that it’s closer to my printed miniatures.
Exported model in STL format
5. Slice and send to printer
I won’t go into any details about presets and printing. There’s tons of them, and this is out of scope of this guide. After fine-tuning a LOT, I have switched bach to the default presets, however I like to “chonkify” my miniatures with an extra +0.1 or more to the X-Y Contour Compensation settings. This tends to thicken the miniature without scaling it only in one dimension – it doesn’t look squished like a scaling in X-Y would. If you do need specific dimensions for the base be careful to avoid using this parameter on the base (i.e. through the use of a Primitive Modifier).
Depending on your design, you might get a warning or two about floating regions, but if you were careful they shouldn’t have any impact. I personally printed without supports.
In order to achieve the right size in 15mm, I used a 60% scaling down of the miniature. I have tested this against my own collection pewter miniatures from different ranges and manufacturers as well as digital sculpts.
You can see an example of my model below and an exaggerated example (which I didn’t use) to see how X-Y Contour Compensation works.
Imported model in Bambu StudioSliced model with +0.1 X-Y Contour CompensationExagerrated example at +0.3 X-Y Contour Compensation
6. Print and Paint
Pretty straightforward. If you have designed everything well, and make sure to follow the below recommendations, then you should have a nicely printed miniature at the end.
Use a good modern printer (I personally use Bambu Labs A1 mini)
Maintain and calibrate the printer (lubricate once per month and calibrate bed, wash and dry the plate)
Use a nozzle with a small diameter (0.2mm recommended)
Use a good quality PLA, and dry it if required (depending on climate; I have great results with Elegoo PLA)
For painting I went with a slap chop priming (being careful to drybrush horizontally along the layer lines, instead of against them) and a simple paint job. The wash turned out a bit darker than I’d like, but it’s within acceptable limits I guess.
I find that she’ll fit well with the rest of my Unity troopers, and I’m actually looking forward to designing, printing and painting the rest of the group (Kato Minoru and Ulla Voight).
Hope this guide helps more fellow hobbyists!
Comparison photo. Left to Right: Brite Minis, TitanCraft, Ion Age.
Continuing on my Five Parsecs from Home – Bug Hunt campaign, a dual episode, as I played two campaign turns back to back. I also was a bit burned out and didn’t do detailed note-taking of the mechanics and rolls. Bug hunt has a lot of figures and markers on the board to monitor so it can quickly become cumbersome. Instead, using my tokens and markers I noted down the most important parts, and also took pictures at least one per round. So I intend to give an overall overview of what happened each round, in a narrative style along with the pictures.
Another topic that has to do with my slight burnout is the lack of purpose of this campaign. If you are following, it has become a bit of a tangled mess. The random enemy types per battle which give a very abstract narrative content which is in contrast to the operational progress table, along with the “let’s get it done with so I can muster out to Five Parsecs” thought that’s nudging the back of my head really push me to get it wrapped up quickly.
What I also noticed on my side of things is the terrain and setup topic. I am playing on a 60 cm x 60 cm board, and I have been doing a rough calculation of distances to make it feel larger. To this extent I have printed rulers and blast templates at 60% size to make things more true to size. After all, terrain and miniatures are scaled to 60% from the 28-32mm scale, and the base size is 15mm in my games which is 60% of the 1-inch standard grid. Therefore distances are correct now. However this means that a 60 cm table is the equivalent of a 100 cm x 100 cm table, which is 1,7 square feet larger than the typical 3′ x 3′ table. I am also missing enough linear terrain to block LOS and movement. I still need some ruins and rock formations.
I have been considering ways to improve the portability, storage and setup of my games. I am playing in 15mm scale and I should take advantage of it. Recently I went ahead and magnetised over 1000 miniatures for storage, and it has made things so much better. I no longer have to behave as if I’m serving dinner in fine porcelain, and can be a little bit more rough with taking things in and out of storarge. What I have been working with in my head is getting a backgammon box board, magnetize it and turn it into a quick solution for storage and playing. I still will need to work on the specifics, but planning is the most important part, and I am almost done with this step.
Now, on to the game.
Episode 06
I rolled up a new character to replace Jake Bradley. Her name is Ulla Voight. Like Ariana, she’s also coming from a Trade Hub, and also did an Anti-pirate operation in her service history. She had a basic training in Naval forces (security). I think it’s very likely she knows Ariana, so I’ll work with this concept in terms of background.
Special Assignments
Ariana: Officer training course: Failure Kato: Physical Training: Failure, Harsh Environment Course: Success (two assignments, but no participation in the mission, due to military life roll in Ep05) Ulla Voight: Physical Training: Success
Name
Reactions
Speed
Combat Skill
Toughness
Savvy
Jake Bradley
1
5″
+1
4
+0
Holbrook Linkovich
1
4″
+0
3
+2
Allyson Stoyer
2
5″
+0
3
+0
Ariana Raschke
1
5″
+0
3
+1
Kato Minoru
2
5″
+1
4
+1
Ulla Voight
1
5″
+1
3
+1
Name
Completed Missions
XP
Origin
Basic Training
Service History
Jake Bradley
4
7
Prison Planet
Planetary Militia
Garrison or patrol duties
Holbrook Linkovich
2
2
Scientific Outpost
Naval forces (Ships Crew)
Extended campaign
Allyson Stoyer
1
0
Core Systems World
Ground forces (Scouts)
Police action (Commendation)
Ariana Raschke
4
11
Trade Hub
Planetary militia
Anti-pirate operation
Kato Minoru
4
11
Military Outpost
Ground forces (Scouts)
Police Action
Ulla Voight
1
3
Trade Hub
Naval forces (Security)
Anti-pirate operation
Name
Special Assignments
Missions
Status
Jake Bradley
Ep01, Ep03, Ep04, Ep05
Minor Injuries Ep03 (0) Knocked out Ep04 (0) Gruesome Fate Ep05
Holbrook Linkovich
Ep01
Death Ep01
Allyson Stoyer
Ep01
Gruesome Fate Ep01
Ariana Raschke
Technical Training Leadership Training
Ep02, Ep03, Ep05
Minor injuries Ep02 (0) Head Wound Ep03 (0)
Kato Minoru
Survival Course Harsh Environment Course
Ep02, Ep03, Ep05
Leg Wound Ep03 (0)
Ulla Voight
Physical training
Fight a tabletop battle
For the battle I used a desert roll mat I had made myself with acrylic spackle, paint and fine sand. I had severe issues with it in the past with sand shedding everywhere, but I re-coated with floor polish and it’s much better now. For terrain I decided to do a space junkyard with an alien monolith at the centre for theme.
Rolled up two objectives, a Vital Patrol objective and a Hack objective.
Priority was rolled at 3, and Spawn Rating 2.
I spent one Reputation point to increase Support to 4.
Support Options Fire Team: Failure Sarge: Failure Colonial Militia: Success Soulless Recon Team: Failure
Loadout Ariana: Hand Cannon + Boarding Sword Ulla: Shotgun + Service Pistol
I placed the Tactical Locations and rolled 3 Signals which I placed as well.
Ariana Roschke was sitting in the briefing room of USS Astral Monarch. She looked around for Kato, but he was nowhere to be found. He had mentioned spending some extra time doing special assignments. But her gaze stopped at another familiar face.
“…dismissed. Get at it troopers” the Lt. Thompsanch’s voice echoed in her ears. She quickly made a beeline towards her target.
“I’ll be damned! If this isn’t Ulla!” She exclaimed.
Ulla turned around, and a smile appeared on her face. “Ari! Didn’t know you were stationed here!” She hugged her warmly.
“Come! Let’s get ready for the mission. We have a lot of catching up to do!” Ariana took her by the arm. Oh she also had to remember the mission objectives. Someone would have to fill her in.
Battle Round 1
Ariana and the militia move behind cover towards the vital objective that must be patrolled. We got Contact. 3 Vent Crawlers! The Fire Team shoots and kills one, stunning another. Ulla moves and fires her shotgun, blasting another crawler to pieces. Spawn Point: SE (2)
HD-603 is a desert planet of little consequence to Unity. However, that’s where the mission was. They had to patrol a space junkyard for enemies, and locate an abandoned terminal and hack it to retrieve the data. Ulla checked her gear once more as she was stepping foot on the light sand. She got point on the Fire Team, while Ariana was leading a team of Colonial Militia towards the patrol point at a huge junk pile. Spaceship cemetary someone called it, and they were right. She was hoping it wouldn’t be unity cemetary also as Ariana yelled “Contact” over comms, and some man-sized mantis-looking bugs running towards them. They had found openings through the junk and were really closed. Ulla and her Fire Team started shooting, killing two of the chittering creatures.
Battle Round 2
The Fire Team lights up the last bug One contact marker disappears, the other moves away, a new appears NE Ulla goes to investigate the signal Ariana goes to Patrol the objective, the militia dash behind her Ulla finds supplies +2 Support Patrol isn’t successfully completed Spawn NE(3), SE (1)
Ulla’s team kills the last insect, while she heads off towards a point of interest. A signal blasting on her datapad. Searching through the junk she recovers a crate of Unity gear. That should come handy for the missions to come. Might make recquisitions a bit less stingy. Ariana and her team starts their patrol for any more enemies.
Battle Round 3
Fire team moves closer The contact marker by the second objective doubles in number We move closer to the second objective Spawn NE(2), SE(-) A contact marker spawns SE Patrol isn’t complete successfully
Without ending the patrol, the squad starts moving towards the second objective. Getting ready for contact with the blips appearing on their scanners nearby.
Battle Round 4
The contact markers move towards Ariana. 6 bugs including an Assassin and a Bruiser! The militia stun a bug twice and wound the bruiser Ariana kills the assassin bug with her hand cannon The fire team moves and kills one bug and wounds another Ulla moves towards the signal but turns and shoots and kills a bug A contact marker appears at the signal: stay frosty It disappears and a new one appears at NE Spawn NE(1), SE(1)
As if they smelled them approaching, the signals move closer, and soon it’s clear that more of the insects are upon them. “Six bogeys!” Ariana calls over the comms. “Fire at will at the large one!” she orders, and the militia aim their fire, wounding the beast. It’s crippled. Ariana aims at one with some huge pincers, and blasts away her hand cannon. The bug splatters it’s innards everywhere as it dies. The troopers fire and kill another bug, and immobilize another. “I’ll go investigate this alien pillar!” Ulla shouts. But seeing the conflict, she turns her attention to them, and shoots her shotgun, eliminating another insect.
Battle Round 5
Fire Team shoots and kills two bugs Contact markers move around Ulla investigates the signal: Ambush: 5 bugs Ariana moves and stuns the bruiser knocking it back away from the objective The militia form a line and shoot at the newly appeared bugs, killing 2 Patrol still not complete Spawn NE(-) blip, SE(-) blip
The troopers open fire at the rest of the bogeys, and decimate them. Only the crippled big bug remains standing. Ariana shoots at it, her hand cannon’s bullets missing any vitals, but sending it reeling further back. Ulla approaches the alien column only to come face to face with more chittering. A handful of insects jump towards her. Does this artifact have anything to do with the bug’s appearance? She has no time to ponder. “Contact!” she yells. “Form a line and cover her!” Ariana orders the militia, who take positions and fire at will, bring the enemy numbers down to three.
Battle Round 6
Ulla dashes away from danger Fire Team forms a line and shoots at the bugs but they all miss The bugs attack and 2 troopers are slain, but the third one kills the bug attacking him Ariana attempts to hack the other objective and fails The militia eliminates the bugs attacking the fire team Patrol done at last Vital objective complete Spawn NE(-), SE(-)
Ulla runs back to the cover of the troopers. The fire team also forms a line, but the bugs now scatter quickly, and dodge any shots from the troopers, gaining ground at the same time. They reach grappling distance, and two troopers fall under the sharp pincers. The militia quickly shoot again, and make short work of them, securing the safety of the troopers. Ariana reaches the terminal. She tries to connect it to power, but fails to bring it to life. “Come on you stupid piece of shit!” She yells. “Ma’am! Patrol is done. We have enough information to get to command!” A trooper shouts.
Battle Round 7
New contact! 4 bugs near Ariana She abandons the objective and dashes away Ulla calls for evac, Success! The militia form a line and shoot at the wounded bruiser, one shot managing to end him Fire team shoots at the bugs from far and miss Spawn NE(-), SE(2)
As Ariana tries to get the terminal working, Ulla calls at her. “Ari! Four bogeys on your six.” “Screw it.” Ariana says and runs back to the group. Ulla calls for Evac. “This is trooper Voight to USS Astral Monarch. Patrol Objective Accomplished. Ready for Extraction. Enemy movement moderate.” “Acknowledged trooper. Stand by for extraction.” The response comes quicker than usual. The troopers and the militia stand their ground shooting an all enemies in sight, and finish off the crippled big bug, as the new group advances towards them.
Battle Round 8
The troopers shoot at the bugs, one dead, two stunned Contact markers move all over A bug dashes close but Ulla blasts it with her shotgun to death Evac arrives! Success Mission time: 1h30m
No orders are necessary, the fighting continues as the Red Coyotes stand their ground. Two more bugs eliminated and two suppressed. Ariana is watching the movement signals on her scanner as the sound of the dropship engines draw her attention. One by one the soldiers board the ship, and she joins them. Inside she looks at Ulla with a smile. They both made it back alive, and with objective accomplished. That’s success to her.
Post Battle Report
Determine Casualties and Lost Marines –
Update Completed Missions –
Check for Mustering Out No Chance
Determine Reputation +1 -1 Reputation
Experience and Leveling Ariana +3 XP, Ulla +4 XP (MVP) Ariana: +1 Toughness, +1 Savvy Kato: +1 Toughness
Roll for Operational Progress 31+15: Stalemate (+15)
Roll for Military Life Kato: Time tinkering. Select a personal weapon and increase range by +1″ (Service Pistol – Just in case he musters out)
Check Entitlement to R&R None
Reputation: 14 Points, +2 Support Points
Name
Reactions
Speed
Combat Skill
Toughness
Savvy
Jake Bradley
1
5″
+1
4
+0
Holbrook Linkovich
1
4″
+0
3
+2
Allyson Stoyer
2
5″
+0
3
+0
Ariana Raschke
1
5″
+0
4
+2
Kato Minoru
2
5″
+1
5
+1
Ulla Voight
1
5″
+1
3
+1
Name
Completed Missions
XP
Origin
Basic Training
Service History
Jake Bradley
4
7
Prison Planet
Planetary Militia
Garrison or patrol duties
Holbrook Linkovich
2
2
Scientific Outpost
Naval forces (Ships Crew)
Extended campaign
Allyson Stoyer
1
0
Core Systems World
Ground forces (Scouts)
Police action (Commendation)
Ariana Raschke
5
0
Trade Hub
Planetary militia
Anti-pirate operation
Kato Minoru
4
3
Military Outpost
Ground forces (Scouts)
Police Action
Ulla Voight
2
7
Trade Hub
Naval forces (Security)
Anti-pirate operation
Name
Special Assignments
Missions
Status
Jake Bradley
Ep01, Ep03, Ep04, Ep05
Minor Injuries Ep03 (0) Knocked out Ep04 (0) Gruesome Fate Ep05
Holbrook Linkovich
Ep01
Death Ep01
Allyson Stoyer
Ep01
Gruesome Fate Ep01
Ariana Raschke
Technical Training Leadership Training
Ep02, Ep03, Ep05, Ep06
Minor injuries Ep02 (0) Head Wound Ep03 (0)
Kato Minoru
Survival Course Harsh Environment Course
Ep02, Ep03, Ep05
Leg Wound Ep03 (0) Service Pistol +1″ Range
Ulla Voight
Physical training
Ep06
Ready for Another Campaign Turn
Back in the living quarters of USS Astral Monarch, Kato was tinkering with his service pistol. “Hey Kato.” Ariana says as she and Ulla enter. “Meet my old friend, trooper Voight, the newest Red Coyote.” “Ulla.” She introduces herself. He nods in acknowledgement. “What are you working on there?” she asks. “Just recalibrating the barrel for better aiming. I feel like I’ll get some extra effective distance with it.” He answers. “Let’s hope it won’t come to us shooting bugs with pistols” Ariana points out. “Let’s hope not.” Kato agrees. “But better be prepared.” The three troopers continue socializing, until the next mission.
Perhaps Ariana should stop trying to become an officer and get some courses done.
Name
Reactions
Speed
Combat Skill
Toughness
Savvy
Jake Bradley
1
5″
+1
4
+0
Holbrook Linkovich
1
4″
+0
3
+2
Allyson Stoyer
2
5″
+0
3
+0
Ariana Raschke
1
5″
+0
4
+2
Kato Minoru
2
6″
+1
5
+1
Ulla Voight
1
5″
+2
3
+1
Name
Completed Missions
XP
Origin
Basic Training
Service History
Jake Bradley
4
7
Prison Planet
Planetary Militia
Garrison or patrol duties
Holbrook Linkovich
2
2
Scientific Outpost
Naval forces (Ships Crew)
Extended campaign
Allyson Stoyer
1
0
Core Systems World
Ground forces (Scouts)
Police action (Commendation)
Ariana Raschke
5
0
Trade Hub
Planetary militia
Anti-pirate operation
Kato Minoru
4
4
Military Outpost
Ground forces (Scouts)
Police Action
Ulla Voight
2
8
Trade Hub
Naval forces (Security)
Anti-pirate operation
Name
Special Assignments
Missions
Status
Jake Bradley
Ep01, Ep03, Ep04, Ep05
Minor Injuries Ep03 (0) Knocked out Ep04 (0) Gruesome Fate Ep05
Holbrook Linkovich
Ep01
Death Ep01
Allyson Stoyer
Ep01
Gruesome Fate Ep01
Ariana Raschke
Technical Training Leadership Training
Ep02, Ep03, Ep05, Ep06
Minor injuries Ep02 (0) Head Wound Ep03 (0)
Kato Minoru
Survival Course Harsh Environment Course Physical Training
Ep02, Ep03, Ep05
Leg Wound Ep03 (0) Service Pistol +1″ Range
Ulla Voight
Physical training Marksman Training
Ep06
Fight a tabletop battle
For the battle I kept the same a desert roll mat. For terrain I decided to do an outpost with power generators surrounded by rocks (real rocks).
Rolled up two objectives, a Patrol objective and a Vital Retrieve objective.
Priority was rolled at 5, and Spawn Rating 3.
I spent one Reputation point to increase Support to 6.
Support Options Fire Team: Success Sarge: Failure Grenades: Success K’Erin assault marine team: Failure Weapons Support: Success Colonial Militia: Success
Loadout Ariana: Hand Cannon + Boarding Sword Kato: Power Claw + Combat Rifle with Mounted Launcher + Service Pistol Ulla: Shotgun + Service Pistol
I rolled 6 Signals which I placed, and must investigate at least 2 or suffer a penalty to completed Objectives.
Lt. Thompsanch had the same desert planet on the briefing screen. “You know HD-603 pretty well. Your previous mission gave us enough intel to know there’s enemy presence there. We can’t be sure as to their numbers, as the data wasn’t recovered, but patrol was definite.” The Lieutenant takes a breath and continues. “Last time it was a junkyard, but now we want to ensure that the Unity outpost that we lost contact with is secure, and if not, evaluate the status.” “Troopers! Patrol the outpost. If contact is confirmed, you must retrieve the support crates. They have vital Unity material that was sent to the outpost for classified purposes.” The Lieutenant looks around the room. “Questions?” They knew better not to ask. “Dismissed. Get your loadouts and deploy!”
Battle Round 1
It is Vital that we retrieve an item at the other side of the battlefield and also patrol the power generators Kato dashes forward to retrieve the objective He has got some distance to cover We decided to take the North route outside of the outpost Investigated a signal and found 3 civilians A spawn point appeared in our backs NW(-)
The Red Coyotes deployed to the West side of the outpost. Ulla got point of a Colonial Militia team, while Kato took Fire Team Alpha and Ariana Fire Team Bravo. They were much better armed this time around, and with more troops. “Let’s avoid entering the outpost until we know what’s going on.” Ariana radios. “I’d rather not be locked inside with no way out, and a swarm of bug coming my way.” “I’m leading the way.” Kato responds. “Ulla, I think I saw movement in the rocks, you better check it out.” “I’ll be… hey mama, we got some civvies here. Perhaps they know what’s going on. Lt. Thompsanch can debrief them after.” She gestures them to keep silent, and points them to follow in the middle of the squad. The ground shakes, and a hole opens nearby to the north. “Bug tunnel!” a civilian whispers. The troopers look at each other. They know what they have to do.
Battle Round 2
Kato moves back and closed the Spawn Point supported by a trooper! We avoided any contact with the enemy Spawn SW(3)
Kato takes a soldier with him, and they start laying explosive charges. A few seconds later, a loud bang is heard, and the tunnel collapses on itself. “That should take care of them for now.” Kato calls as the Red Coyotes continue marching along the North side of the perimeter of the outpost.
Battle Round 3
3 bugs appear next to the troopers and are killed on the spot Ulla moves forward and comes into contact with four bugs But she investigates the signal and rescues a trooper! Ariana moves and blasts to death a bug with her hand cannon The militia form a line and shoot killing a bug stunning another Fire Team moves behind them Power generator has been patrolled! 1 objective complete Another spawn point appears North Spawn SW(2), N(-)
An ambush by the mantises is quickly averted as the troopers open fire at the first sign of movement. The three insects that popped their heads out, turned into lifeless corpses. Ulla runs ahead when she hears a Unity code for SOS. She heads to the fence and finds a battle ready trooper holding his service pistole. “You have arrived? We were overrun!” He mentions. “Trooper, are you fit for combat?” She asks. “Yes ma’am!” He responds and straightens his pose. “Then get your sidearm and follow us to victory!” Ulla orders him. The chittering behind her draws her attention. “Contact!” The trooper yells. The militia form a line and open fire, and with Ariana’s support, they reduce the enemy to half numbers. “Outpost patrol complete! Move to retrieve the packages!” USS Astral Monarch radio comes over the network. “We have close oversight this time around.” Kato mentions as he turns his attention back to the battle. He notices another tunnel appearing between him and the objective.
Battle Round 4
Ulla moves and wounds a bug with her shotgun Ariana kills the other bug Contact! Bugs surround us from the North and from the Outpost The fire team forms a firing line and shoots, kills 2 bugs, stuns 2 others Militia forms a line and shoot but only stun two bugs Civilians move in the safe corridor Kato shoots his grenade launcher into the bugs He kills a bug, wounds one, stuns another, and is out of ammo Spawn SE(1), N(-)
“Bogeys North and South!” Ariana shouts, as insects appear from both sides. “We musn’t be surrounded! Form a corridor! Protect the civilians! I’ll clear the front!” Ulla responds and shoots the insect to the East, wounding it. The troopers follow their orders to the letter, allowing for the safety of the civilians who look around terrified, staying in the middle, as the Unity troops open fire. They eliminate and suppress the threat from the North, however the ones in the outpost under cover, are hard to hit. Kato aims his rifle mounted grenade launcher at them, and bug parts start flying all over, blasted by the grenade. However the launcher jams, and won’t be able to shoot again until repaired, after battle.
Battle Round 5
Militia shoots and misses the bugs behind cover Solo trooper shoots his pistol and misses the bugs behind cover A bug charges at the militia and kills him The rest of the bugs are no longer stunned Contact! 5 more bugs at the power generator, one of them an assassin bug Fire team moves and shoots at the bugs north, wounding one Ariana moves and supported by a trooper manages to disable the North spawn point Kato kills the wounded bug in front of him The civilians move in the centre for protection The fire team shoots and kills two bugs I… forgot to call for evac Perhaps after we retrieve the last objetive Spawn SE(-) blip
“Path east is clear! Move forward! Cover our rear!” Ulla orders, as the fighting ensues. Another blast is set off, this time by Ariana, and the second bug tunnel collapses. Just one tunnel remains at the other side of the oupost, unreachable, but also a lower threat. Shooting ensues, many bugs are killed, but one breaks through, taking a brave man of the colonial militia down with it.
Battle Round 6
Beep sir! 4 bugs North Two bugs are killed Ulla picks up the package Kato and Ariana shoot and kill the two other bugs The militia kill the assassin bug and stun another The bugs charge at the militia who fight bravely They kill two bugs, stun two more, and lose one soldier Two contact blips! 8 bugs One Leader The civilians run to safety The rescued trooper calls for evacuation failure Fire Teams move and shoot They kill one bug and wound another Spawn SE(1)
Ulla recovers the package as the Red Coyotes are spread thin in formation behind her. The colonial militia are at the rearguard, as bugs start swarming, coming from the outpost. Shooting and covering fire by the troopers is not enough, and the militia soon resort to hand to hand combat. Another man falls, but many bugs are killed. “This is Outpost H-603A1 garisson with the Red Coyotes. USS Astral Monarch come in! Mission objectives complete. Civilians under fire. Request extraction.” The trooper calls, but noone answers.
Battle Round 7
5 bugs appear NE Ulla and Kato kill and stun one each The militia try to hold, they shoot and kill a bug and wound another Bugs attack and the militia fight bravely. They wound the bug leader, kill a bug and stun another. But they also suffer the same. They lose a trooper, one is wounded and another stunned. Fire teams form a line and shoots at bugs, kill two, wound one, stun another The solo trooper shoots and kills a bug with his handgun Evac success! next round Spawn SE(4) blip
“Contact!” a handful of bugs appear at the vanguard. Immediately Ulla and Kato react, suppressing the threat and reducing their numbers. The fire teams retreat tactically, shooting at the enemy, while the militia put their last stand against the oncoming horde of insects. They lose another man, and their last two fighters are stunned and wounded. Alas the bugs don’t gain ground without a cost. Four bugs are dead from the concentrated fire and brave melee defense. “bzzzt bzzzt” the radio comes in. “Standby for extraction Red Coyotes. Dropship inbound.” A glimmer of hope fills the troopers and civilians. They may get to live another day.
Battle Round 8
Ulla and Ariana kill the two bugs north The militia shoot and kill two bugs One fire team retreats towards the rest of the characters and shoot and kill one bug Bugs attack now They kill the militia, but bravely the militia takes a bug down with him They also kill one fire team trooper The fire team retreats and shoots back killing a bug Evac! End of battle
The vanguard eliminates any surrounding insects. Evac is clear for landing. The militia are too far away, they make a last stand against the challenging enemy numbers, shooting two bugs dead. The insects close in. One man fights and with a knife kills the bug with his last breath before perishing alongide his companion. Another bug dashes forward, and manages to kill a trooper before he reaches the safety in numbers of the rest of the squad. A dustcloud lifts as the dropship arrives, completing the evacuation.
Post Battle Report
Determine Casualties and Lost Marines –
Update Completed Missions –
Check for Mustering Out No Chance
Determine Reputation +6 -1 Reputation
Experience and Leveling Kato, Ulla +4 XP, Ariana +5 XP (MVP) Kato: +1 Reactions Ulla: +1 Combat Skill
Roll for Operational Progress 100+15: Time to hold a parade! +1 Reputation, R&R
Roll for Military Life Ariana: You’re getting in shape, at least. You may immediately raise Speed by +1 for a cost of 5 XP. – Spent Kato: You cash in a favor. Spend 0-2 Reputation, and for each point you earn 2 XP or a +1 bonus when rolling for a Special Assignment. Spent 2 Reputation for +2 bonus.
Check Entitlement to R&R Done
Reputation: 18 Points, +2 Support Points
It’s been a few days after the last mission. The troopers are hanging around the recreational deck, relaxing, when Lt. Thompsanch appears. “I want you all tomorrow at 0800 hours at the portside hangar. Ceremonial dress. We will have a holo-parade, and the Sector General will address the regiment. Sector is secure from all roving threats boys. Seems the USS Astral Monarch and the Red Coyotes did it’s job. Shore leave is in three days. You’ll hear it from the man himself, but you can hear it from me now – Well done!” The troops cheer and start chanting “Red-Co-yo-tes, Red-Co-yo-tes.” Once the fuzz dies down, Ariana finds the Lieutenant. “Sir. What will happen to the Red Coyotes now? I understand this Regiment was formed ad-hoc to eliminate the roving threats of the sector.” “Vigilant and sharp as ever trooper Roschke.” The Lieutenant replies. “I’d like to see you get assigned to the officers training that you’re so intent on joining.” He pauses for a moment and looks around. “I don’t really know what brass intends to do. There’s a chance the core of the regiment will be transferred to another unit. We understand that we don’t want to lose the cohesion you’ve achieved, but still as you said the unit has no more purpose now. Take the win, trooper.”
Name
Reactions
Speed
Combat Skill
Toughness
Savvy
Jake Bradley
1
5″
+1
4
+0
Holbrook Linkovich
1
4″
+0
3
+2
Allyson Stoyer
2
5″
+0
3
+0
Ariana Raschke
1
6″
+0
4
+2
Kato Minoru
3
6″
+1
5
+1
Ulla Voight
1
5″
+3
3
+1
Name
Completed Missions
XP
Origin
Basic Training
Service History
Jake Bradley
4
7
Prison Planet
Planetary Militia
Garrison or patrol duties
Holbrook Linkovich
2
2
Scientific Outpost
Naval forces (Ships Crew)
Extended campaign
Allyson Stoyer
1
0
Core Systems World
Ground forces (Scouts)
Police action (Commendation)
Ariana Raschke
6
0
Trade Hub
Planetary militia
Anti-pirate operation
Kato Minoru
5
0
Military Outpost
Ground forces (Scouts)
Police Action
Ulla Voight
3
4
Trade Hub
Naval forces (Security)
Anti-pirate operation
Name
Special Assignments
Missions
Status
Jake Bradley
Ep01, Ep03, Ep04, Ep05
Minor Injuries Ep03 (0) Knocked out Ep04 (0) Gruesome Fate Ep05
Holbrook Linkovich
Ep01
Death Ep01
Allyson Stoyer
Ep01
Gruesome Fate Ep01
Ariana Raschke
Technical Training Leadership Training
Ep02, Ep03, Ep05, Ep06, Ep07
Minor injuries Ep02 (0) Head Wound Ep03 (0)
Kato Minoru
Survival Course Harsh Environment Course Physical Training
Ep02, Ep03, Ep05, Ep07
Leg Wound Ep03 (0) Service Pistol +1″ Range
Ulla Voight
Physical training Marksman Training
Ep06, Ep07
Session(s) Summary
First of all two mistakes I’ve noticed that I did. a) I forgot to use the Beep Sir rule in Ep06, b) I forgot to use the Variants rule in Ep07 (and half the times I forgot to roll for pack leaders). This is a reminder that Bug Hunt is very dense game in a lightweight ruleset. The nice thing is that forgetting a rule or two isn’t game breaking, but as a solo game it does take it’s toll on the mental load of the player.
With this out of the way I must admit that before finalising the Post Battle Report of Ep07 I went to bed, worried about the effort to run yet more games until someone musters out, however, as it turned out, the victory result in the Operational Progress gives me a narrative freedom to reset everything and enjoy the rest of the missions without the issues mentioned in the intro of the post.
Going forward I will determine a single enemy type and a single theatre of war for the next campaign. I will also determine if the characters will remain in the same regiment, or if they have been transfered to a new regiment.
I am also considering using the co-op campaign rules, albeit solo to go at my own pace, and clear a sector instead, giving something more tanglible as a purpose.
Furthermore it is important to solve the terrain issue. I need a smaller, portable surface (as discussed before) and linear terrain. As such I may delay the next games until I have a working or in-progress solution.
Perhaps I miscalculated how much effort I would need (as a gamer) to muster a character from Bug Hunt to Five Parsecs, but I am not giving up yet!
Some more of Brite Minis models that I printed in 15mm scale in FDM. As usual, printed in 0.06mm layer with a BBL@A1Mini, 0.2mm nozzle, Elegoo PLA PRO filament.
Space Gnome
Space Brute
Space Orc
Space Mind Flayer
Three Kobolds in Space Suit
Space Gnome with RifleSpace Brute/Ogre with ClubSpace OrcSpace Mind FlayerThree Kobolds in a Space Suit
For the table I decided to use my not-Space Hulk board (Dragon’s Rest HVAC tunnels), to see how it works with such a setup. Had some troubles, as I had to use my entire set and still it felt short at times. Perhaps I should have left some areas with “entrance points” to give it a larger vague appearance. Furthermore I was missing some clips (should have printed more!) so I had to be careful while moving stuff around, so that I wouldn’t knock terrain out of the way. With that said, I think it looks pretty cool.
I rolled up three different objectives this time, two Beacons and one Retrieve.
Priority was rolled at 3 and Spawn rating set at 2.
I’ve learned my lesson so I’ll spend one Reputation point to increase Support to 3.
Support options: Fire Team: Failure Sarge: Success Weapons Support: Success: Incinerator K’erin: Failure
I should have tried for something simpler than K’erin to ensure I had a big enough roster. Now I’m left with 1 fire team, a sarge and my characters.
For loadout of my characters I go with the following:
I placed the tactical locations and rolled 2 Signals which were placed as well.
Kato rushed to reach his two squad mates. Out of breath, he stopped for a moment.
“Survival course too tough for you?” Jake joked. You’re just in time for loadout. We’re going in. You’ve missed the briefing but Ariana will fill you in.”
“A derelict space ship was detected and we’re to check the two distress beacons and recover a black box. Its identity is unknown but its sightings and nav path are correlated with the disappearance of some fringe colonies.” Ariana listed as they started walking to the armoury.
“So, not an alien planet this time? I was getting used to the rapid drops.” Kato replied.
“Just make sure you’re not claustrophobic. These corridors are dark, narrow and full of horrors!” Ariana booed.
“I pulled some strings with my boy over at commissions.” Kato deflected. “I’ll be bringing along a nice toy.”
“Nicer than an automated pump action?” Jake laughed as he took his shotgun from the counter.
“Hellfire baby!” Kato smiles as he wears the cumbersome incinerator.
Ariana couldn’t hide a look of envy, but still she felt safe with her trusted boarding sword and hand cannon.
Kato shoots Incinerator: Kills two horrors, but not the leader Ariana investigates location: Block, she won’t bother with it further
The Sarge takes the fire team to the corridor North, heading for one Beacon and the Black Box. A blip on their scanners was just interference.
Jake leads the way East, and opens a door, only to find some tentacled slithering horrors behind it. These look tougher than the ones they had faced before. One of them has a loud meaning call. Jake shoots and momentarily stuns it with his shotgun, before he notices Kato shout “out of the way” and wooosh a jet stream of flame lands on the creatures, killing two of them.
Ariana is left a little behind as she heads to investigate something that draw her attention. It’s an ancient local barrier mechanism, which could be helpful later if they’re overrun.
Battle Round 2
Beep… Sir? Contact Marker NE Jake Shotgun at Leader: Killed Kato: Incinerator: killed horror, stunned horror Ariana joins them
Marker: moves to Sarge: Contact: 2 horrors
Sarge fires shotgun: miss
A new Spawn (2) West
Jake and Kato Lee blasting and burning at the horrors, lighting up the corridors in front of them. Click, click, Kato’s incinerator is out of gas. Ariana arrived just right behind them, but can’t get a clear shot, the narrow corridor blocking her line of sight.
The sergeant looks at his scanner, new contact markers at the north and north east, and movement towards him. A trooper behind him shouts “contact!” and he notices two horrors in front of him, he shoots, but he only scratches the tough walls of the spaceship.
Battle Round 3
Beep… Sir? No Contact 2 horrors attack sarge and he kills them
Contact marker aggresively arrives in front of Jake, Contact 4 horrors + Driver with the path clear, the Fire Team and Sarge dash onwards
Jake shoots and kills the horror Kato shoots combat rifle: wounds Ariana dithers
Spawn points coundtdown 1
The alien beasts slither with their tentacles towards the Sarge, who puts his shotgun back and draws his blade. With two quick slashes, he kills the creatures, tentacles still thrashing around aimlessly in a pool of alien blood in front of him.
He gestures for the troopers behind him to follow, and makes path towards the objectives.
Another blip moves on the other side, towards Jake and Kato. “Contact!” Ariana shouts as the signal on the scanner is next to them. From the dark she can discern tentacles slithering towards them. Jake screams, as Kato switches to his combat rifle. They shoot and kill and wound the creatures in front of them.
More movement is visible on the scanners from the East.
Battle Round 4
Beep… Sir? No Contact Jake shoots and kills Kato shoots and stuns
3 enemies attack Jake, he kills one, is stunned, and wounds the Driver
Sarge opens door and Retrieves package Trooper activates Beacon
Contact Markers at Spawn Points New countdowns W(1), E(-)
Jake and Kato continue the fight, killing two of the horrors, before Jake receives a hit and is dazed momentarily. He strikes back, wounding their leader.
Sarge and the Fire team reach the objectives. A trooper interacts with the beacon while the Sarge picks up the black box. “Package secured. Beacon operational. Mission successful.” Sarge radios over the comms.
Movement is visible from the East and West.
Battle Round 5
Beep… Sir? Marker South Jake is attacked and is a casualty! Kato is attacked and stuns horror
markers move Ariana calls Evac: 10+2+1: Success!
Kato shoots rifle at stunned horror: stunned twice fire team and sarge move south
W Spawns (4), E (1)
The horrors attack Jake and Kato, and Jake drops under their attacks. Kato fights back bravely, suppressing them under burst fire.
“USS Astral Monarch! This is Red Coyotes boarding group Alpha. Two Objectives secured. Evac requested. Mission integrity under pressure. We’re still holding for now.” Ariana calls over the long range comms. She won’t know if the message was received until later.
Sarge and his fire team retreat tactically towards the boarding point, heading to hold position until potential evacuation. Long range scanners show movement approaching from other parts of the spaceship.
Battle Round 6
Beep… Sir? No Contact Kato Shoots stuns thrice killing horror
Fire Team moves to Ariana contact markers move, one is really close to sarge
sarge dashes behind fire team Ariana joins them Evac!
Kato Kees shooting, bursts of bullets eliminating another horror.
Ariana and the Sarge and Fire team rendezvous to the boarding point. As the airlock opens. The pilot gestures them to rush inside “heard you guys needed a ride home!”. That was fast, but she ain’t complaining.
Post Battle Report
Determine Casualties and Lost Marines Jake: 1: Gruesome fate
Update Completed Missions
Check for Mustering Out No Chance
Determine Reputation +1 -1 Reputation
Experience and Leveling
Roll for Operational Progress 74+10: Break through (+15)
Roll for Military Life Kato: You’re detached on special duties. You cannot participate in the next mission, but you receive a bonus roll on the Special Assignments table.
Check Entitlement to R&R None
Ready for Another Campaign Turn
Noooo Jake died, and the mission was a walk…
I am thinking about using Movie Magic to have him survive, but I’ll hold off my decision until the next game. I did roll a 01: Gruesome fate in a d% after all, and it feels odd to cancel such a strong result.
I’m writing this post on mobile so I can’t share the roster update now, but I’ll add it in a week or so when I’m back at the PC.
The boarding shuttle is back at the USS Astral Monarch.
“Any news of Jake?” Ariana asks as soon as she set foot aboard.
“Soon after your evacuation we detected an emergency pod launch from the hulk. An S&R team is heading there now.” The hangar crew reported.
“Fingers crossed.” Ariana grabs Kato’s arm tightly. “Perhaps he survived”.
Kato nods. “We’ll know soon.”
But they didn’t hear anything about Jake anymore. Any inquiries about the whereabouts of the trooper or the emergency pod where met with secrecy. Furthermore Ariana was informed that Kato would not join her at the next mission as he would be dispatched to other assignments. No friendly faces for her next assignment. Well that’s trooper life she thought… and went on with her training. At least the Red Coyotes assignment on this sector was going well. They were facing many different threats but they were slowly cleaning house. She started seeing the big picture. Unity wanted to secure the sector for overall expansion. This wasn’t reaction to a single threat, it was pacifying, making sure there’s not a single dent, to scare any core worlders. And they were making a darn good job at it.
Session Summary
This was a fun, fast session.
Using the tiles was a unique experience. On one hand there’s a limit to active combatants, which means you can protect corridors with strong melee characters, and only have to fight a few bugs at a time. You can also create choke points to funnel them through. However contact markers are free in their movement and can appear behind your lines at any time. Overall it was a nice change of scenery, but I realised I need more pieces for a good 2×2 table, as it was borderline adequate.
I’ll have to decide about Jake’s fate. Perhaps I’ll retire him without any answers and he could make a cameo appearance at my 5P campaign later on. However it was a “failure” point for my campaign to lose all three original characters. I may have to oversee this one given the particulars of this case, and just hold on to Ariana and Kato for now, see if any of them muster out.
The campaign seems to be reaching a good score at +15, and perhaps we’ll pacify the sector. I did also come up with a good narrative excuse for the varied enemy threats, which works for me.
It’s summer break now, so I expect some time to pass until I get to playing and posting the next episode.
I’m a huge fan of the Alien movies. I recall going on the theatre alone on a Saturday morning to watch the then released Alien 4 (Resurrection).
As I’ve been taking a closer look at my Bug Hunt minis, I realised I wanted something more dynamic, fiercer and bigger than my OOP QRF models. Instead of rolling the dice with the pewter vendor scales, I decided to give it a shot with 3d printing.
I did find some free models that look quite good, but I was scared of scaling them down, and eventually settled on the Wakes Emporium Xeno Warriors X02.
These are meant for 6mm scale, so I scaled them up. Since they’re larger than what I envisioned, I scaled them up by 180%, to get a final result to my liking.
These came presupported for resin but since they’re scaled *up* the supports worked great for FDM too. I also gave them a +0.2mm X-Y compensation to make them even sturdier, and they printed fine. 0.2mm nozzle on a BBL@A1Mini with ELEGOO PLA PRO filament. 0.06mm layer height.
It’s 8 variants which I mirrored in the X axis for 16 variants total.
For painting the first 8, I had prepared with airbrush, but I was bored to take it out again for the next 8, so I used a drybrush. I’m wondering if you can see the difference. The drybrushed ones are darker and the layer lines are more visible.
Awesome movie. I read recently that they shot the first scene with the soldiers last when making the movie, so that the actors would have the necessary chemistry.
One of my favourite digital sculpts from Ill Gotten Games, the Robovermin. 5 variants. The particular Ill Gotten Games support free files, (as well as the Hungry Dead from the previous post) are part of their $1 Patreon tier for Multiverse Mondays (and access to the entire MM catalogue).
They’re in 5 variants if I remember correctly, which I doubled by mirroring along the X axis.
I love the concept and execution. I’ll proxy them as Berserk Robots in Bug Hunt.
Since I have the table space available these days, I returned back to a physical format. I found the opportunity to address some issues I had with my rollable mats. More specifically they had immense shedding. I took each of them outside, did a thorough scrab with themselves, and shook them vigorously. After that was done, I did a layer of mat sealing spray, but because this wasn’t enough, I went ahead and coated them generously with my floor polish. It even fixed my desert mat issues (which I’ll display in a future post perhaps). I decided to use my gray rubble mat for this next game. Without further ado, let’s get to the game.
Special Assignments
Jake: Marksman Training: Failure
Fight a Tabletop Battle
For the objectives I rolled up one Critical Objective: Scout. For mission difficulty I choose Mess Me Up, which is Moderate.
I rolled for the Priority Rating and it was 3, modified to 5 due to the Critical Objective. That’s a high Priority Rating, and the Spawn Rating goes to 3.
For the loadout, I give Jake a Hand Cannon and Boarding Sword.
Let’s see what force we’ll field. I have 5 Support Points (equal to the Priority Rating) and start with one Fire Team as standard. I managed to get only a Sarge, Grenades and Sharp Shooter (even spent a Reputation Point because I got many failures).
I placed the Tactical Locations, and decided to use the Signals optional rule, rolling 2 Signals. Also added one Contact Marker to each objective and one at the centre of the table.
Finally, I rolled the battlefield edge, and had to push back one of the objectives as it was too close to my troops.
Jake was crouching in the scrapyard. He looked to his right. The sarge. He then looked over to his left, behind the fence, Fire Team Alpha. Providing covering fire to all of them, was a sharp shooter, conveniently staged on top of an energy generator. Colony Warren in planet JK-485 seemed abandoned, but there were blipping signals on his scanner at 12 o’clock. The objective was right ahead, they had to scout the area near the communication tower. Jake was nervous. His assignment on USS Astral Monarch was less than ideal. Other regiments would face the same foe over and over until they had eliminated the threat, but the Red Coyotes were more like firefighters jumping in to do a mission, then leave and go to another front as needed. He had faced berserk robots, shambling reanimations, and slithering horrors, he had no clue what would lie in wait here. He’d be lucky if it was just space rats. His companions were in sick bay, yet he felt like they were the lucky ones.
While writing the after action report, I came to the realization that the Roll for Operational Progress (see Post Battle Report) doesn't really make much sense to my games, as the wording is relevant to a single front over a planet against what would seem, the same foe. This contradicts the Enemy Tables text which states that for each mission you roll on the table when you reveal the first Contact Marker. As explained to me the idea is to also cater to gamers who want to paint and fight a lot of different enemies, but the campaign would make sense against a single enemy type (with variants) until you roll over 100 on the Operational Force table.
(Which also means I didn't need to print and paint over 100 different bugs of 6 types, but what's done is done.)
All of this is why I wrote the explanatory narrative above, so that I could tie it all together somehow.
I'm thinking that if I happen to face the same enemy twice, then I can make a campaign out of it. But so far, I'll consider the rolls for Operational Progress against random threats in a sector, so that they can still hold a parade if they win!
Red Coyotes Deploy on West edge
Battle Round 1
Troopers move East Both Contact markers stay put and double Contact! 9 Face Rippers Sarge and Jake lob grenades killing 4, wounding and stunning the rest Sniper stuns one Spawn point at countdown 4 at West No alertness
During my after action report I also realized I failed to establish the Pack Leaders rule (that's a rule that goes into place after the first two missions, and gives a chance for a stronger bug to appear along the regular ones - will need to remember to do it from the next game on).
The Red Coyotes move in unison. Jake knows there’s no chance they’ll avoid the blipping signal, and as he emerges from the scrap yard he comes face to face with several beasts straight out of nightmares. Thick carapace, multiple insect like claws that could rip your face to pieces. He looks at sarge then draws the pin on his grenade and lobs it at the group of creatures, as the sarge does the same. The blast kills almost half of them, and leaves the rest disoriented. As he does, he knows the noise won’t get unnoticed, and and incoming message appears on his data pad. “Be advised, increased activity detected from 0.270.” This mission doesn’t bode too well.
Battle Round 2
Beep… Sir? No contact Jake lobs another grenade kills another 4, last one is killed by Sarge A contact marker closes to Sarge aggresively, the other doubles Contact marker is revealed: stay frosty. A new one appears at East edge. A trooper dashes to Scout the objective but he’s in contact. 9 more Face rippers! A trooper goes to investigate the signal 3 Civilians! A trooper moves and lobs a grenade to the face rippers killing one and stunning two Last trooper dashes to keep squad in formation Sniper shoots and stuns another ripper A new spawn point appears to the NE corner at countdown 2
He pulls another grenade and throws it in the group of reeling face rippers, killing almost all of them. Sarge fires his shotgun to finish of the last one. The way to the objective is now clear. Fire Team Alpha runs forward, but their scout barely approaches the fence, when he sees another group of face rippers of similar size. His teammate has detected a signal coming from the little guard house, and as he goes there to investigate, he finds three civilians shaking from terror. “Help us please! Save us! These things have slaughtered everyone.” The troopers tell them to take cover behind them. They lob a grenade into the yard, killing a beast, and take positions to hold a formation. Meanwhile the sniper keeps shooting and suppressing the creatures from afar. Jake sees a new notification on his data pad. “Be advised, increased activity detected from 0.45.” He swears between his teeth and returns his attention to the battle.
Battle Round 3
Beep… Sir? A contact marker at SE corner A trooper lobs a greande, another shoots at a ripper stunning it A trooper lobs a grenade stunning a ripper and the last trooper shoots but misses Face Ripper attacks a trooper who’s saved by his armor Jake moves and lobs a grenade, doing no damage Sarge moves and fires his shotgun wounding & stunning a ripper Sniper stuns another ripper Civilians run to the generators A new spawn point appears to the south edge Countdowns: W(2), S(2), NE(1)
The Red Coyotes assault the yard, lobbing grenades and shooting at anything that moves. The creatures scream and scatter all over by the explosions and chaos. One of them jumps from the chaos onto a trooper, but the squaddie’s armor saves him from the sharp claws. Screaming in horror, the civilians run back towards the sniper providing cover. The objective has been scouted, but it’s still to early to shoot the Evac flare, as noone will see it yet.
Battle Round 4
Beep… Sir? Marker at S edge Fire Team shoots at rippers, wounding one, and stunning 4 Jake moves and shoots his hand cannon at a stunned ripper, stunning it again before Sarge finishes it with his shotgun A contact marker starts approaching Another moves away (E) Another doubles (S) Sniper shoots and kills a ripper Countdowns: W(1), S(1), NE Spawns (-)
In coordination, the fight continues. The Red Coyotes keep shooting at any of the wounded creatures that keep moving, suppressing them, and killing a few.
Battle Round 5
Beep… Sir? No contact A Trooper lobs grenade but misses A trooper lobs a grenade stunning two rippers 3rd and 4th troopers delay Jake calls Evac: Failure
Here's an important thing I asked about in the discord about how Evac works. According to Ivan, the correct way is the following: A character of choice at any time from Round 5 onwards can request Evac provided they're stationary and don't ake any other actions. Objectives completed and Savvy of the requesting character (as per rulebook) add to the Evac roll. If the roll is failed, you roll again next round, but do NOT perform the request again. Also, any updates to the Objectives do NOT count either.
In other words you get one call for Evac to explain why you should be evacuated. When they come all depends on how well you were doing when you contacted HQ. I'll be running it this way in this game and onwards, and we'll see how it performs. Jake gets no Savvy bonus, but we have completed a Critical Objective which is a +3 bonus.
A ripper dashes but is snapped fire upon first and is wounded and knocked back A contact marker that was approaching moves away S contact markers close in Others move around Sniper shoots and misses Sarge shoots and kills a wounded ripper W(4) Spawns, S(1) Spawns, NE (4)
Just a few face rippers remain. The troopers lob grenades at them. Among the explosions Sarge calls out to Jake: Call them! Mission accomplished, let’s get out of here! Jake pulls out the flare gun, and fires straight up. The red flare illuminates the battlefield. A notification appears on his datapad. “Evacuation protocol request received. Please standby for extraction.” The fight rages on with the last of the creatures as they try to kill the troopers, but they’re in position waiting at the ready. They open fire sending the rippers back under a hail of bullets, only to be killed by the Sarge’s shotgun afterwards. Increased activity is flaring up all over the scanners.
Battle Round 6
Beep… Sir? Contact Marker at NNE Fire Team shoots and kill a wounded ripper Sarge delays Face ripper charges at Sarge, Sarge snap shoots, wounding, stunning and sending the ripper 2″ back All markers except one at NE move either aggresively or randomly towards the Red Coyotes Jake shoots his hand cannon and stuns a ripper Sniper shoots and stuns the same ripper Civilians move back towards the fire team W(3), S(3) Spawns, NE (3) Evac: Failure…
The Red Coyotes have taken defensive positions at the fence. Their weapons lined and shooting at all hostiles, eliminating, disabling or suppressing them. They order the civilians to approach, as they expect Evac soon. Jake looks to the sky, but sees no sign of any dropship.
Battle Round 7
Beep… Sir? Contact Marker at E Fire Team shoots and eliminates the two wounded rippers in front of them Contact marker moves to sarge. 5 rippers appear in front of him! and 3 more! Movement all over the place, appearing in front of the sarge then disappearing, then appearing W est of the sniper! more movement! 6 Rippers! The other contact markers keep closing in Sarge retreats and lobs a grenade into the rippers. They’re exploded to bits: 1 dead, two wounded, 3 stunned Jake lobs another grenade to them Sniper moves towards the Red Coyotes and shoots at the swarm behind him and kills one and stuns another W(2), S(2), NE (2) Evac: Failure…Again
As the Unity troopers eliminate more of the face rippers, they notice that their scanners are full of activity. All over the place. Signals approaching them, and soon they hear the growls and screeches, and more than half a dozen come to take the place on the corpses of their fallen. The Sarge and Jake don’t waste any time, they immediately lob grenades at them, and the group disperses, their multiple limbs blown to pieces. Another half a dozen appear right behind the sniper. “Tangos on my six!” he radios in and starts retreating towards the rest of the squad. With a snap shot he kills one of them, the bullet flying straight through its head and grazing the one behind it. Jake looks at his datapad “Extraction pending…”.
Battle Round 8
Beep… Sir? No Contact Sarge moves to support the sniper and lobs a grenade into the swarm of rippers, stunning a couple of them, he’s out of grenades Fire team shoots at the rippers killing one of them Two rippers dash at sarge and he stuns them There’s movement all over the place, some markers close in, one makes contact, 3 more rippers near the fire team Jake lobs a grenade to the new swarm, stunning one and killing another Civilians scream to scare the rippers away Sniper moves back and shoots but misses W(1), S(1), NE (1) Evac: Failure! (REALLY?)
The troopers keep putting up a fight, retaining their composture and holding ground, as the civilians try to stay as safe as possible. Their combat rifles are smoking from the constant shooting, and they kill more of the rippers. Two of them charge at Sarge, who uses his blade with skill, slashing at them and keeping them at bay. Three more face rippers approach, only to come in contact with Jake’s grenades. “Where the damn dropship?!” He shouts to Sarge as he sees the head of one ripper blown to pieces by the grenade fly over.
Battle Round 9
Beep… Sir? No Contact Fire Team shoots and stuns a ripper twice Jake lobs a grenade at the mob of rippers wounding one and stunning another Two rippers attack Sarge but his armor saves, and he stuns one of them Contact! 9 rippers in the comm tower yard Sarge shoots his shotgun and kills a ripper Sniper shoots and stuns a ripper W(1) Spawns, S(-) Spawns, NE (2) Spawns Evac: Failure! Unbelievable!
The Red Coyotes hold their positions as the creatures approach from both East, West and South. They shoot rifles and shotguns at them, throw grenades, and move around tactically to keep them at bay, but it all seems pointless. They kill one and ten more arrive to take his place. Jake looks at his datapad, ready to start smash it to pieces. “Extraction pending…”
Battle Round 10
Beep… Sir? Contact marker West Jake dashes North (I’m outa here) Sarge defends against the swarm from the west, surviving one attack and saved by the armor against another The horde of face rippers overrun the fire team, killing all of them and a civilian in the way, and losing only one of their number in the process Contact markers surround Jake! We’ve got movement all over the place & Contact: 5 rippers on the Eastern Generator! Civilians dash North to escape Sarge moves after them and shoots the rippers to his right, wounding and stunning one Sniper moves in formation with them, stunning another ripper W(-) Spawns, S(-), NE (1) Evac: Success (Now? Really?)
Assessing the situation, Jake realizes they can’t hold for long. “We must retreat North!” He shouts, and makes a dash for it. Sarge moves North behind him to cover the civilians from the swarm of rippers approaching from the west, and he is the barrier that holds them off. From the east and south the rippers are an unstoppable wave. The troopers try, but they’re not enough. They’re overrun, cut to pieces by the beasts claws, a civilan that was too close to the carnage dies as well. The rest run behind Jake. Sarge and the Sniper try to cover their escape, shooting at the rippers surrounding them from all sides. Jake listens to a ping and notices the datapad going to “Extraction imminent. Please hold.”
Battle Round 11
Beep… Sir? No Contact Brave Sir Jake Bravely Runs away out of the North battlefield edge Sniper is overrun and dies Sarge fights bravely, but perishes; he manages to fend them off enough for the rest of the civilians to only be attacked by two rippers The civilians fight back at the rippers stunning one and wounding another, they have all closed in on them, when wooooosh! the dropship arrives and picks them up!
Jake takes a look at his datapad. Then he looks to the rippers on the generator, and the colony behind him overrun with them. “Bradley! get back here!” Sarge yells at him. He’d rather take his chances with the unknown planet than stay there waiting for the dropship any longer. With a dash he’s gone, not to be seen. Sarge and the Sniper fight bravely to protect the civilians. The dropship appears in the distance. The troopers fight, but are no match for the enemy’s numbers. They fall. The civilians basic insticts kick in, and from fight, fright and flight, they choose fight. To their accomplishment they manage to kick the face rippers to the face, buying them just enough time. The dropship lands, the fires from the engine burning the creatures away. The civilians jump in, and the pilot takes the craft away.
Post Battle Report
Determine Casualties and Lost Marines Jake: 31: Knocked out! (I saw the 3 on the first d10… and then the roll on the second… just barely) Kato is out of the Sick Bay
Roll for Operational Progress 63+5= Gaining Ground: Future Rolls +5 (+10 total)
Roll for Military Life Kato: You made a friend. Hurray!
Check Entitlement to R&R We are entitled to R&R: Ariana is out of Sick bay
Roll for Military Life Kato: Time flies when you’re… just playing cards in barracks.
Ready for Another Campaign Turn Here’s the Hall of Fame and Roster
Lt. Thompsanch is on board the USS Astral Monarch waiting for the squad to unboard the dropship. He sees only three strangers in civilian clothings. He makes eye contact with the pilot who shakes his head, gesturing that there’s no one else on board. The hangar crew helps the civilians to the med bay. Immediately he runs back to mission control. “Officer, give me any readings on the surface. If anyone is still alive I want to know it. Have the shuttle refill and ready to drop back.” He orders them and waits. “Lt. Sir! I have a reading. A single reading. It’s faint, immobile, but still there.” the naval officer reports. “Get a fire team down there now! Whoever that is, I want them back. Alive.” the Lieutenant orders.
Down on JK-485 the fire team finds an unconscious Jake Bradley in a creek. His vitals are steady. They load him up and return to the USS Astral Monarch.
Once medics have cleared him, Jake heads to the Lieutenant’s office for debriefing. “Lt. Sir, I understand I am to thank you for getting me back here alive.” He starts explaining. “It’s not personal Bradley. I’m not in the habbit of leaving people behind. Now the civilians say you fled North right before the dropship arrived.” Lieutenant demands a different explanation. “Sir it was a calculated tactical choice. We had already completed the mission objectives, and requested evacatuation. We held as long as possible, but were about to be overrun. The dropship arsehole was nowhere to be found. We retreated North before our formation broke and I went off grid. I take full responsibility for my actions Sir.” Jake responds. “Of course you do trooper. We all do. We’re in the Army after all. Don’t be confused by those Fleet dudes who can’t make a call on where to divert resources. Getting those civilians safe was not the objective. It’s good that two of them made it out alive, but the priority is the mission, and you did this. I’ll take a look at why this dropship took so long to get you out. We’d have many more troopers standing here today if it weren’t for this. Get some rest Bradley. Dismissed.” the Lieutenant was more understanding than usual.
The days passed quietly Kato was out of the Sick bay, rejoining his battle brothers and sisters. Soon an order appeared for a much needed shore leave. The station they were attached to wasn’t great, but they were entitled to some much needed R&R. Ariana recovered from her wound as well. She joined her mates playing card on board the barracks on Tumulus station. Jake, Kato and someone new. “Who’s your new friend Kato?” she asked. She noticed that her new scar on the left side of her face was prominent, and she shook her hair to the side to cover them. “Vikto” the young man responded. I’m not a hot shot like you, but if you need any extra ammo, I’m your guy. “Vikto is assigned to the recquisitions.” Kato responded. “He’s alright.” “So Jake… tell us who did you piss off this time and they left you stranded on Warren?” Ariana started showing a different personality. The battles against space horrors and getting close to dying would do that to a trooper. They’d need to joke around to scare the fears away.
Name
Reactions
Speed
Combat Skill
Toughness
Savvy
Jake Bradley
1
5″
+1
4
+0
Holbrook Linkovich
1
4″
+0
3
+2
Allyson Stoyer
2
5″
+0
3
+0
Ariana Raschke
1
5″
+0
3
+1
Kato Minoru
2
5″
+1
3
+0
Name
Completed Missions
XP
Origin
Basic Training
Service History
Jake Bradley
3
6
Prison Planet
Planetary Militia
Garrison or patrol duties
Holbrook Linkovich
2
2
Scientific Outpost
Naval forces (Ships Crew)
Extended campaign
Allyson Stoyer
1
0
Core Systems World
Ground forces (Scouts)
Police action (Commendation)
Ariana Raschke
3
8
Trade Hub
Planetary militia
Anti-pirate operation
Kato Minoru
3
6
Military Outpost
Ground forces (Scouts)
Police Action
Name
Special Assignments
Missions
Status
Jake Bradley
Ep01, Ep03, Ep04
Minor Injuries Ep03 (0) Knocked out Ep04 (0)
Holbrook Linkovich
Ep01
Death Ep01
Allyson Stoyer
Ep01
Gruesome Fate Ep01
Ariana Raschke
Technical Training Leadership Training
Ep02, Ep03
Minor injuries Ep02 (0) Head Wound Ep03 (0)
Kato Minoru
Ep02, Ep03
Leg Wound Ep03 (0)
Session Summary
Sometimes the dice want to have their own way. I had 5! failures for Evac where I essentially needed 7 or greater on 2d6! Bug Hunt is a lot more “heavy” than the core Five Parsecs from Home game. There’s so many more Markers, Miniatures and things to monitor, and also the game can last many more rounds. A full fledged game on its own. On the other hand it makes for so interesting games. As explained in my comments above I would have liked to have realized the option to run this against a single enemy type for a more robust narrative for the campaign, as it would make for a more interesting backstory when (if) they’d muster out, like “this dude survived several missions fighting face rippers”. If I manage to finish this “random” campaign, I’ll see if I can switch gears later. The table worked fine, and it’s abundantly clear that the recommendation for 15 bugs minis as a basis and that you’ll need more, is absolutely spot on. For a VTT that’s no problem of course, but for this game on a physical table I had 24 minis! for face rippers, which weren’t enough. I made the call near the end to just pick up any wounded bugs, leave their tokens on the table and recycle them as new enemies. After all wounded bugs can’t move, and the way the game was going, there was no possibility for my troopers to head their way. This makes it quite clear my recommendation for Bug Hunt: it’s best to decide beforehand one kind of enemy and get and paint about 30 miniatures for them, running a campaign against this enemy and their variants. Of course due to the naming scheme you can roll between a few different types suitable for your minis. Vent Crawlers and Face Rippers can use the same miniature. The two types of Converted also, etc. So choose one miniature set of bugs, get plenty, and when the first Contact Marker is revealed, you can roll between what can apply.
A careful reader may notice that I have not spent any XP to advance my troopers stats. The reason is that the Special Assignments have requirements. Which means if I advance some stats I won’t be able to get the free attempt to advance them via Special Assignments. It’s a risk though as I end up having my troopers on lower stats. For stats which I can’t advance with Special Assignments anymore, I’ll advance them via XP.
Onibaba 1:24 pm on September 9, 2025 Permalink |
Great Guide, stolen!
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giorgis 6:42 pm on September 9, 2025 Permalink |
Enjoy! ☺️
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