1x Pirate Leader with pistol and sword. (1 leader die)
1x Pirate with pistol and sword.
1x Pirate with nonautomatic shotgun (slug and shot selectable).
I'll do another play test soon with military forces-- the activation system makes military forces very different (and faster with greater numbers on the table). I'll also do a Pirate vs. Military scenario... I expect there to be a fair balance between the disorganized but fast and high-personal initiative pirates and the slow but steady, armored and organized soldiers. I hope also that this will bold well for even more varied forces (such as aliens).
For perspective, I see a baseline military squad as follows:
1 Sergeant (Has Command dice and Leader dice)
2x fire teams
-1xCpl (has leader die)
With all having less initiative (less personal activation dice) then the pirates but the leader and command dice meaning that they can put effort into coordinated actions while the pirates all act in essentially random order (though they are more likely to act individually in any one turn).
Of course a poorly trained force with low experience would have neither the pirate's personal initiative or the military's leadership and organization, while an elite force would have both to some degree (the 1-10 stat basis and having several stats play a function in activation and leadership allows a fair degree of granularity).
Hopefully even a platoon's worth of pirates will be playable, but we'll see-- regardless the system is really aimed at a handful of figures a side-- a la XCom. Admittedly this AAR is somewhat below the aims of the system in that it is two very simple AND small forces. Ideally if everyone has the same stats (excepting leader dice) and simple weapons and equipment (no SF weaponry or armor) then you'll be playing with more models on a bigger field, while a small game like this will be more interesting with more detail in each piece…
Anyway, onto the AAR:
|GZG figures on Khurasan terrain. The pirates at the top of the picture we'll call Ravagers, the pirates at the bottom we'll call Scavengers. Presumably they've met somewhere on an abandoned installation or ship...|
|As neither side is In Contact, the leaders roll to activate their whole group and the Ravagers win, sending their shotgun down the flank while the others move out into light cover to engage the Scavengers.|