Hey! I just played two games of Quantum Flux over the weekend. It was a lot of fun, and I figured I'd post some pictures and a quick write up.
My team was the Sisters of Battle I use for Warhammer
40k.
To make them feel like they were wearing Power Armor, I gave them all Flak Armor (2 pts, discards first Damage/Critical Damage dealt to them a game)
In retrospect I should have given them all Lucky (Re-roll 1 Dice a round) to represent their miracles, but hey, first game
lol.
All my models were medium sized, so they move 6" and have 3 health.
My Leader (Imagifier) got the Commanding Officer Leadship, which let her give the "Take Cover!" (+1 Defense), "Reposition!" (Move 3"), and "Get Yourself Together!" (Remove 1 Suppression) orders, which allow her to help out her team mates, as well as a standard Rifle (Attack 2).
My Stormbolter Girl (Bullet Tina) got a Machine Gun, which deals an extra +1 Suppression to everyone that you attack but cannot deal critical damage.
My Basic Bolter Sisters (Who I named Betsy and Annie) both got Rifles (Attack 2), and the Deadly Aim perk, which let me choose which critical effect was dealt each time they dealt a critical damage, instead of rolling.
And lastly, we had Julie with the flamer. She get's a Flamethrower (Attack 2, can't hit Medium or Long Range, and, oh yeah, gets +1 Attack Dice per Suppression on the enemy model), and Drop Troop. I was originally going to give her something else, but I thought it would be really cool to have her drop in and just roast someone.
My Army Trait was agile, though I didn't end up needing it. (Since I usually use this squad, except Julie, as Dominions, I figured that it would be fitting)
I went against the Euclidean Star Striders. I don't quite remember their upgrades, just that the basic troops had rifles, their second in command had a shotgun, and that their leader had dual pistols, which let her make two shots at Attack 1 at Short or Medium range. Since they weren't upgrade as much, they had 7 models to my 5.
Oh yeah. He also had a dog. Which was a Small model instead of a Medium sized model, so he moved real fast (8") but only had 2 health.
We were playing the Gather Supplies mission, where we each place three Supply Caches on the board, and try to Gather them. Each Supply Caches is worth 1 pt. You score it by taking a Gather Action while within base contact with it, which lets you pick it up, and either holding it until the end of the game or by moving it off the board.
Turn One:
I set up on the left side of the board, the Star Striders on the right.
I place Annie (Deadly Aim Rifle Woman) in the top of the lighthouse, giving her a really good shot on anyone near her. I initially forget to place my Flamethrower off the board and had her set up alongside my machine gunner by my Leader, so they could accompany her. I remember that I should have kept her off the board (Before I do anything major, but after I take the picture), and remove her. It's the second game we've played, and it's a new ability, so a mulligan was offered and taken
lol
In my leader phase, I move up to the closet objective, and my machine gunner grabs it.
The Rogue Trader and some Star Striders move into position by the bridge, and fires a few warning shots at my leader, dealing no damage, but suppressing her.
Annie Oakley takes a shot at a Star Strider on the bridge, and pelts her real good, dealing a critical damage. Now I am faced with a tough decision: Double Damage, Bleeding Out (1 Damage a round) or Hobbled (-2" to Move Speed)? Double Damage won't be a kill, so I go with Bleeding Out. At the very least, that's a wasted turn on a Recover Action, and if it isn't, the Damage will quickly add up.
His Machine Gunner and another Star Strider trek it up onto the hill, and fires a salvo at my machine gunner dealing her a three suppression, and cause her to use her Flak Armor.
Turn Two:
I win initiative, and I roll a 4 for my Julie (My Flamethrower Sister) To drop in. She does so outside of short range of any of his models, behind the hill. My leader takes a shot at a Star Strider, and completely misses.
The Rogue Trader moves to a Supply Cache, and picks it up.
Annie takes a shot at the Rogue Trader, and hits, but the Rogue Trader blocks it.
The Star Strider Machine Gunner hits my Stormbolter Sister, dealing one damage and another two Suppression.
Julie, my flamethrower Sister, then moves up onto the hill and gets a real nice shot on one of the Star Striders (Close Range, Out Flanked, +2 Attack Dice), and burns him alive. Now he's dead, and I don't have to worry about them any more.
Betsy gathers a supply cache, and another star strider grabs a supply cache in the middle of the board. It's anyone's game at this point. The injured Star Strider takes a Recover Action, and removes her suppression and ends her bleeding out.
Round Three:
Star Striders win initiative, their leader fires a few shots at Betsy, up close and personal, hitting with the first attack, but not damaging (Still giving a suppression though), and then hitting and dealing one damage and one suppression with the second.
I forget that I can order my Machine Gunner to move (in this case turn), so instead I take a pot shot at a star strider, to add some suppression tokens to him.
The Star Strider with a machine gun hops off the hill, to get into the cave in the side where there was a supply token.
The fire fight on the bridge continues, with most of use taking light damage and a ton of suppression. The cover helps offset the danger of the short range.
Annie shoots and hits, but deals no damage. Oh well, a hit is still suppression!
Round 4:
Star Striders win initiative, and the Rogue Trader takes two more shots at Betsy, the close range getting her a +1 on her Attack of a 1. Betsy does not survive.
My leader moves up to flank, and takes a shot at a star strider on the bridge, (Close Range, Flanking +2), killing one of the star striders.
They move a few of the supply caches off the board, including one that the dog got, and continue to fire shots at my surviving models. The machine gun suppresses mine, again, and she can't turn AND shoot, so she takes the Recover action to ditch the massive pile of Suppression that she built up. Now I know why there are a few upgrades to help deal with getting Suppressed.
The Star Strider with the shotgun on the bridge turned and fired, and the Shotgun (Attack 2, +1 Extra at Close Range, -1 At long Range) ended up with Five Attack Dice (2+1 for shotgun, +1 for close, +1 for height) and absolutely turned my leader (who was already wounded) into chunky salsa.
Julie moves down, and hits one of the star striders who had a suppression on him from Annie, burning him alive, but not quite killing him.
Round 5:
I win initiative, but it doesn't matter as much since my leader is dead. The rogue trader moves to a safe spot so Annie can't hit her, and then one of the star striders moves off the board. My machine gunner turns and shoots the nearly dead star strider, heavily suppressing him. He fires back, but doesn't quite kill my machine gunner.
My flamethrower moves into a better position, and unloads, now dealing 6 Attack Dice (2 for base, 1 for close range, 1 for outflanking, and 2 for the suppresion on the model), and burns him alive.
The game pretty much ends there, with us counting our score -- he wins by 2, since I only manage to hold the one that my machine gunner, Bullet Tina, is on.
In retrospect, I definitely made a huge mistake leaving Annie in the tower, since she never got a close range bonus and rarely got a flanking bonus, she was only shooting at a 3, which most of her targets had either due to cover or to range, and at least once they had both, for 4 defense dice.
I also needed to make better use of my Commanding Officer ability, and all, but overall had a lot of fun with this game! I definitely recommend it. I am thinking about a lot of different lists I could run, and different miniatures I could use. I definitely want to try out a more elite build, I am thinking maybe a Grey Knight with some Guardsmen? Or maybe a grey knight and two sisters... that might be too elite!