STORM the CASTLE.Cdr
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STORM THE CASTLE! BACKGROUND SET-UP Besides the constant strain of dealing with the Rach A game-board area of 4’x6’is recommended for this along their shared border, the Terran Federation is a frequent scenario. target of pirates and rogue military units. With an abundance The game-board will need several structures to represent of non-aligned planets spread throughout Federation space, the various walls and hardened areas used in this scenario. trying to root out these miscreants is a non-stop job that Refer to the map for building placement (see p.2) for typically falls to the Legion's lesser-known units. approximate size and elevation levels. The area around the facility has been cleared of any Castor III nearby ground cover, with only a few low-level hills to The United Terran Federation provide any protection. 9 February 2274 DEPLOYMENT Castor III is an independent world located in Federation The Defenders deploy .rst, placing their models space approximately 15 Light Years from Sol. The ocean world anywhere in Zone A while the Attackers will deploy in Zone B has several small continents scattered across the face of the using standard deployment rules. planet, with most of the population living in the southern The Defender will need to add three additional cards to hemisphere due to the massive hurricanes that frequent the the Draw Deck for the three turret“squads”detailed in the north. Special Rules & Force Group Sections. These will deploy as SyRaM has invested heavily in the world, establishing a normal, allowing the Defender to designate each turret’s large research facility on the planet focused on developing placement on the game-board. new nano-tech construction techniques. Protecting the The Defenders may deploy infantry models into the facility was a small mercenary unit, Rigel's Regents. Their infantry pillboxes. commander, Colonel Rigel Davis, had recently traveled off- planet to Argonne to pick up supplies and spare parts and it OBJECTIVE(S) was there when he learned of the companies' mutiny, Attacker: (Primary) Capture or destroy all of the following the killing of his second in command. defender’s turrets. (Secondary) Destroy all of the defending Seizing the central facility, the remnants of the Regents models. have taken several scientists and local citizens as hostages, Defender: (Primary) Destroy all of the attackers infantry demanding safe passage off-world in exchange for their lives. before losing all three of the control blockhouses. Negotiations have stretched out over the last two months (Secondary) Destroy all of the attacking models. and time has run out for a peaceful solution. SPECIAL RULES MISSION BRIEFING The SyRaM facility was working on enhancing nano- Infuriated by the desertion of the Regents on Castor III, construction techniques far beyond what is found in the executives at SyRaM have used their considerable common Deployable NanoTech Barriers. Downloadable in0uence in the Federation to pressure the Terran schematics would program these new nanites to quickly government in launching a raid to recover the research deploy various structures and complex devices in the facility and hopefully, rescue the personnel being used as fraction of the time it would take engineers to build using human shields. normal construction techniques. Additionally, locally sourced The Terrans have tasked the 111th Legion,“The Chosen materials can be used, saving on transportation space. 1s”to recapture the facility. While not a front line unit, the The Regents have taken this technology and put it to 111th was deemed capable of handling what was left of a good use to prepare for an eventual attack, though they had mercenary command that even in the best of times was planned on SyRaM trying to use local militia or at worst case, considered“rag-tag.”UTF commanders felt the mission was another security team, not the full force of a Terran Legion! very low risk—an underestimation that would prove costly. Upon landing, the Terrans immediately sent out their = Turrets are grouped into three seperate“squads,”each attached air-wing to scout the area, discovering that the controlled by a seperate control blockhouse (C1-C3). C1 Regents had heavily forti.ed the facility in anticipation of an controls turrets 1-3, C2 turrets 7-10, and C3 turrets 4-6. Each attack. Protecting several sections of the station were 40-foot control blockhouse/turret“squad”will receive an activation tall walls, supported by a series of armored turrets and card in the Draw Deck once play begins with 1 AP per turret pillboxes—turrets which promptly destroyed the circling (see Force Group list for combat details). aircraft, removing any hope of air superiority in the upcoming engagement. The only advantage left to the Legion at this = Infantry Pillboxes: There are also several infantry point were superior numbers, numbers that will be needed to pillboxes that may be used by them for protection and as “storm the castle!” .ring positions. 1 STORM THE CASTLE! = For purposes of this scenario, the hardened added for the support model. The attacking infantry will blockhouses and pillboxes may not be destroyed but may be receive a (+1) SM for each additional support model (limit 5) captured! currently in B2B contact with the structure. Turrets areModel State: Stationary . = Infantry models inside a pillbox are also subject to = To capture an unoccupied control blockhouse, an ranged-attacks but receive a (-2) SM for Heavy Cover to any infantry model must .rst move“inside”through an indicated ranged Combat Roll, adding the structures AV to their own “door” using the Mount/Dismount Action to enter and when determining a .nal MoS for the attack. remain there until the end of the following turn. Once Infantry models inside a pillbox may .re out with no captured, any turrets it controls may not .re for the additional penalty to their attack. remainder of the game. Up to two infantry models may occupy the interior of a control blockhouse (or pillbox). FORCE GROUPS If occupied by one or more enemy infantry models, a Defender - Independent Command control blockhouse (or pillbox) must .rst be cleared. Infantry Rigel’s Regents inside a control blockhouse may not be targeted by a ranged attack and may only be targeted by other infantry trying to Squad 1: (Attack) TVP 2962 (CP: 1) enter. Once inside, any infantry inside are unable to“shoot” x1 Centurion out (control blockhouse only). x1 Rhino x1 Assassin = To clear a control blockhouse (or pillbox) one or more x1 Sabertooth infantry models must be in B2B contact with the structure Squad 2: (Attack) TVP 996 (CP: 1) and initiate a Close-Combat attack. The defending infantry x2 Hunter inside the structure receives a (+2) SM to their Combat Roll x2 Chieftain for Heavy Cover. Squad 3: (Infantry) TVP 492 (CP: 1) If occupied by two infantry models, a (+1) SM is also x12 Light Infantry w/AT E1 C1 E1 PB4 1 E4 PB1 7 E1 2 E2 E1 PB6 8 3 E1 C2 E4 PB2 ABE1 4 9 E1 E2 PB7 5 E1 10 E4 PB3 PB5 E1 C3 E1 6 2 STORM THE CASTLE! Squad 4-6: (Turrets) TVP 948 (CP: 0) ODIN ARMORED TURRET x2 Odin Armored Turret []DAMAGE TRACK 0 1 2 3 x2 Hailstorm Armored Turret MOVE - - - - x4 Dragon Fangs Armored Turret ARMOR 8 7 5 4 x2 Birdshot Unarmored Turret CLOSE- COMBAT - - - - Total Force Group TVP: 5398 DAMAGE CONTROL - - 2 0 []WEAPONS MEDIUM PBG 6/6 5/5 3/3 2/2 x2 (T/T),RNG (6), BLITZ, OVERDRIVE, RAVAGE Attacker- The United Terran Federation 111th Legion, “The Chosen 1s” []SPECIAL [TV: 115] THE CHOSEN HARD Squad 1: (Attack) TVP 2460 (CP: 1) x1 Ronin x2 Falcon HAILSTORM ARMORED TURRET x1 Starhawk V []DAMAGE TRACK 0 1 2 3 x1 Talon MOVE - - - - Squad 2: (Mech Infantry) TVP 430 (CP: 1) ARMOR 8 7 5 4 x5 Heavy Infantry w/Rie CLOSE- COMBAT - - - - x2 Wombat DAMAGE CONTROL - - 2 0 Squad 3: (Fire Support) TVP 1834 (CP: 1) []WEAPONS x4 Raptor MEDIUM MRAC 6/3 5/2 4/1 3/1 x1 Talon x2 (T/T),RNG (12), LTD AMMO, MIN RNG (1) Squad 4: (Mech Infantry) TVP 414 (CP: 1) 111 x5 Heavy Infantry w/Rie []SPECIAL [TV: 100] x2 Tsukai HARD Squad 5: (Specialist) TVP 231 (CP: 1) x3 Heavy Infantry w/Rie x1 Wombat DRAGON FANGS ARMORED TURRET []DAMAGE TRACK 0 1 2 3 Total Force Group TVP: 5369 MOVE - - - - ARMOR 8 7 5 4 CLOSE- COMBAT - - - - DAMAGE CONTROL - - 2 0 []WEAPONS MEDIUM MAC 5/2 4/2 3/1 3/1 x2 (T/T),RNG (12), AMMO, BLASTER 1, STRIKE []SPECIAL [TV: 101] HARD BIRDSHOT UNARMORED TURRET []DAMAGE TRACK 0 1 2 MOVE - - - ARMOR 4 3 2 CLOSE- COMBAT - - - DAMAGE CONTROL - - 1 []WEAPONS MEDIUM GM 5/5 4/4 3/3 x2 (T/T),RNG (16), LTD AMMO, MIN RNG (14), SHOCK []SPECIAL [TV: 57] SOFT, TAG 3.