I (re)started the first game of the campaign finally. The scenario is called Docking Bay Access Port and the objective is to kill all the robot sentries and obviously survive! As well as the 6 Sentries, there are 3 poison gas leaks which cause life saving tests each time a figure activates, and any failures will cause a life point loss. Some of my crew have Hazard suits which help for this test.
I went with a 6 crew team (plus a Commander) of Explorers consisting of a Medical Officer, 2 Soldiers, Scientist, Chief Engineer and an Ace Pilot. All are armed with a sidearm and the soldiers and my commander have armour. My Commander also has a Teleporter and the rest have various Scanners, Stim shots and Med-patches. My crews "edge" is Nano-tech, which means each crew member automatically heals 1 life point a turn.
The Crew (all Alternative Armies figures) from left to right - Stery Robak - Soldier, Rice Mason - Medical Officer, Mani - Chief Engineer, Remy Bryante - Ace Pilot, Rivans - Soldier, Hami Hooni - Scientist, and in the front is the commander Fery Balhi

The Ancient Sentries - great models by GZG but I'm not sure about the colour scheme, maybe they need more weathering.


The Table - the crew started on the left side and the sentries on the right

Sentries spotted!

One sentries down but the other one is blocking the way. The blue dices represent lost life points and the pilot has suffered badly from the poison gas leaks despite his Hazard suit, which should have given him extra protection. Maybe it has a hole in it!

The commander uses his Teleporter to jump to a gas pipe leak to try and block it, but a Sentry is near by.

A few sentries have been killed but these two are a threat. The crew converges and lets rip with all their sidearms

Some great dice means both sentries are down and the crew is pretty healthy with the nano-tech keeping the damage from the posion gas to a minimum.

Meanwhile on the other side it is not going well and the commander is isolated. He has lost 3 out of his 5 lives and is one bad result away from dying!

Some of the crew rush to help their commander while the Chief Engineer uses his Hyper scanner to help close one of the gas leaks.

The situation - There is only one sentry left and the commander remembered he had a teleporter and jumped away from combat, with only 1 life remaining.

The Medical officer offers medical attention but the commander thinks the machete may be a little OTT.

With the commander healed, he and the rest of the crew surround the last sentry and slowly hack it down, and complete the scenario

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Game over! It was pretty tough and the constant rolling every turn for the poison gas effects made it hard. The sentries were tougher in hand to hand, and I didn't realise until later in the game that a crew member could freely move away from combat. The rules are pretty light compared to a lot of skirimish games I have played and there is a fair bit of dice rolling, but I like how it is an all in one game with 24 scenarios.