The game is aimed at smaller scale adventures, as few as a handfull of models per side will be enough to get you started.
I also started out small, a squad of Unity guards led by a captain was on the trail of some Nomad space pirates that had showed up at the local spaceport with some contraband.
The port, seemingly deserted as the authorities had issued a varning to the civilian population.
The Unity guard, led by the captain.
The unsuspecting pirates, coming back from some bar or another off the port proper.
A unassuming piece of cargo containers, the illicit goods both sides seek.
Opening moves, both sides surge forward. In Starport Scum, each model rolls a number of d6 to determine how far they can move. The most basic of models, called goons, roll 2d6 and choose the highest while characters known as heroes roll 3d6 and choose the highest. Goons can also move as a squad, allowing them to roll 3d6 and choose the middle one, but they have to maintain cohesion.
If you roll 1 you pin an enemy, a pinned enemy cannot take any action next turn but will defend itself. If you roll 2 they go down or are wounded if they are heroes. If you manage 3 hits you scatter your opponent all over the place in a grusome way, or if the target is a hero, they go down instead. Certain situations, like cover or armour lets you roll a number of d6s to try to negate 1 or several hits.
The forceful attack by the pirate bosun knocks the captain back, but he's no worse for wear!
The guards loose one of their number as the bosun charges into close combat, braining the poor soldier.
..Alas, it takes only a few moments before return fire finds it's mark, knocking the guard out!
Things looks grim for the Unity peacekeepers, as the melee continues in the pirates favor..
After 8 turns with little indication in favor of either side, I decided to call it a draw, since the Unity managed to keep the cargo out of pirate hands, but took greater losses.
Spaceport Scum has a really inspiring way to handle characters, using a number of descriptive tags that either gives a dice bonus to some roll, or allow you to do something like flying, walking through walls or anything you can imagine really. You can put different conditions and limiters on these tags to further define how they work. non-standard weapons and equipment can be created using a similar system as well.
I've shared a few ideas I had that could work well in this system with Ivan, but overall I'm quite happy with the feel of the game, though I might tweak the pinning in my future games to make it less restrictive.
I hope you've liked this AAR/semi-review. :)
Next up will most likely be more Horizon Wars, as we turn to the battles between the SADU and NTC.
Til next time!