Bright Horizon Finalwtroops

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    Freedom Fighters having just destroyed a Unicorn MBT.

    A 5150: Star ArmyMini-CampaignBy David Vallet -http://chroniquesdufortbastiani.blogspot.com/

    http://store.twohourwargames.com/5150-star-5150.html

    Bright Horizon is a mining colony discoveredand settled by the Omni Consumer Pleasure(OCP) consortium. OCP has a long history oftreating Bright Horizon as a fiefdom. Theplanetary governor, always an OCP employee,

    rules by decree rather than consent and this,coupled with an upsurge in banditry in thecolonys outlying sectors, has inexorably led todisaffection and demonstration among thesettler population.

    Wishing to nip any thought of revolt in the bud,OCP flew in two mercenary regiments.However here OCPs market research failed asthe contractor, Unicorn Unlimited, has a welldeserved reputation for heavy handednessand brutality. Rather than smothering the flameof revolt, Unicorns goons fanned the flame into

    a firestorm.

    As clashes between Unicorn forces andmembers of the United Mine Workers of BrightHorizon (UMBH) increased, units of thePlanetary Defense Forces (PDF) joined thefighting. The commander of the PDF, GeneralJuma, was, as all of her predecessors hadbeen, a mid level employee of OCP. Howeverthe rank and file of the PDF were drawn fromthe same population as the UMBH and ratherthan side with the Unicorn off worlders, thePDF mutinied against Juma and joined theirkin in the rebellion.

    The political arm of the joint UMBH and PDFforces soon styled itself the DemocraticAssembly of Bright Horizon (DABH). One ofthe first official acts of the DABH congress wasto collect funds for, and to contract, a

    mercenary force to counter Unicorn, DropZone Aegis (DZA) accepted the contract and

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    dispatched the famous Helljumpersof the 7th

    Regiment to Bright Horizon.

    Stiffened by the Helljumpers, rebel forcesmade slow but steady headway against OCPforces. However this success was illusory asOCP had been merely fighting a holding action

    as fresh forces were gathered to strike at theflanks of the PDF offensive. The Helljumperswere quickly rerouted in a bid to halt thiscounter offensive.

    The small mining facility of Caydons Hope liesdirectly in the path of the OCP counteroffensive and it is here that rebel forces havechosen to make their stand. The facility is to beheld as long as possible.

    As part of this action Rebel command hasidentified two targets of opportunity:

    A communication vehicle whosecapture would impair Unicornelectronic countermeasures (objectiveSTORM).

    A platoon of artillery tractors, whosecapture or elimination will slowmovement of UU heavy artillery assets(objective ICE).

    Scenario 1: Objective Storm

    A squad of Helljumpersled by LieutenantSpade have to storm the Unicorn Unlimitedcommunication vehicle in order to scramblethe mercenaries network.

    The Helljumpers must eliminate the oppositionand get in contact with the comms vehicle tosucceed.

    The Helljumpers player divides his troops infour PEF that enter from sections 2, 4, 6 and /or 8. The Unicorn Unlimited troops aredeployed around their vehicle in section 5.

    The Helljumpersare active in the first round.Unicorn Unlimited is surprised the first roundand doesnt move (but can react)

    Unicorn Unlimited troops must leave by road tothe north or south.

    HELLJUMPERS

    Lieutenant Spades HotDrop Squad:

    1x Squad Leader with Laser Rifle (REP 5)

    1x Medibot (Medic)

    1x ATGM Team with 2 operators

    3x HotDrop Fireteams. Each Fireteam has oneLAW.

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    UNICORN

    1x Com Vehicle (mvt 8/16 ; armor = Wolf ; noweapons)

    2x Unicorn Scout Vehicles (Wolf)

    1x Unicorn Maneuver Team

    1x Unicorn Command Team (like ManeuverTeam but the squad leader is a lieutenant).

    Once per game the Command Team can call aBombing Run (instead of moving).

    Calling a Bombing Run TABLE

    (Taken versus REP)

    PASS2D6 PASS1D6 PASS0D6

    Roll on theBombing Runtable (p. 62)with 3d6.

    Roll on theBombing Runtable (p. 62)with 2d6.

    NoResponse.Try next turn.

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    Scenario 2 : Objective IceA convoy of Unicorn artillery is moving intoposition to crush Caydon's Hole. The

    Helljumpershave asked the local resistance tocoordinate an ambush.

    Unicorn Unlimited troops must leave the mapby the south road. The Helljumpers mustdestroy the artillery.

    HELLJUMPERS

    The Helljumpers player divides his troop intofour PEFs, positioning them in sections 7, 8and / or 9.

    Lieutenant Koppers HotDrop Squad :

    1x Squad Leader with Laser Rifle (REP 5)

    1x Medibot (Medic)

    1x ATGM Team with 2 crew

    3x HotDrop Fireteams

    Each Fireteam has one LAW.

    UNICORN

    Unicorn forces are divided into three PEFsand enter through sections 1, 2 and / or 3.

    3x Artillery Vehicles (mvt 8/16; armor = Wolf ;no weapons)

    4x Unicorn Scout Vehicles (Wolf)

    3x Unicorn Maneuver Teams

    1x Unicorn Command Team (like ManeuverTeam but the squad leader is a lieutenant).

    The Once per game the Command Team cancall a Bombing Run (instead of moving).

    Calling a Bombing Run TABLE

    (Taken versus REP)

    PASS2D6 PASS1D6 PASS0D6

    Roll on theBombing Runtable (p. 62)

    Roll on theBombing Runtable (p. 62)

    NoResponse.Try next turn.

    with 3d6. with 2d6.

    FREEDOMFIGHTERSStarting on round two Resistance groups canappear according to the rules forreinforcements (p.59, Investment Level = 4).They appear following the Reinforcement Entrytable (p. 63).

    REINFORCEMENTS

    # PASS 2D6 PASS 1D6

    1 2 x Squads + RocketLauncher Team

    2 x Squads

    2 2 x Squads with LAW Squad

    3 Squad with LAW Squad

    4 Squad None

    5 Squad None

    6 None None

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    Scenario 3:Caydons Hole

    The Helljumpersmust protect the flank of theoffensive and therefore prevent the Unicorn

    Unlimited troops from leaving by sections 7, 8and 9.

    HELLJUMPERS &FREEDOM FIGHTERS

    Helljumpers and Freedom Fighters are dividedinto five PEFs. They are positioned in thevarious buildings of the mining facilities ofCaydon's Hole (sections 4, 5 and 6).

    Troops are hidden: nobody can fire at thesetroops until getting within 12 and in LOS ofthem or until they fire or move.

    Lieutenant Ozs HotDrop Reinforced Squad :

    1x Squad Leader with Laser Rifle (REP 5)

    1x Medibot (Medic)

    1x ATGM Team with 2 operators

    3x HotDrop Fireteams. Each Fireteam has oneLAW.

    3x Worker Fireteams

    PDF Reinforcements enter on turn 2 fromthe section 8 road.

    1x Scorpion APC with one PDF squad inside(2 Fireteams);

    1x Thor Heavy Battle Tank.

    Three Hell jumper Heavy Battle Armor aredropped on turn 3 :Choose an insertion point for each Armor androll on the Insertion TABLE.

    If the communication vehicle wasnt

    destroyed (Objective STORM) then theelectronic countermeasures make insertionmore difficult: REP-1 on the Insertion Table.

    UNICORN

    Unicorn forces are divided into three PEFsand enter through sections 1, 2 and / or 3.

    2x Unicorn Heavy Battle Tanks (Grizzly)

    4x Unicorn Medium Tanks (Bullfrog)

    5x Unicorn Scout Vehicles (Wolf)

    1x Unicorn Platoon

    Once per game the Command Team can call aBombing Run (instead of moving).

    Calling a Bombing Run TABLE

    (Taken versus REP)

    PASS2D6 PASS1D6 PASS0D6

    Roll on theBombing Runtable (p. 62)with 3d6.

    Roll on theBombing Runtable (p. 62)with 2d6.

    No Response.Try next turn.

    The Platoon Leader can call a Mortar FireMission if in LOS (as per the rules p. 60).

    If Objective ICE Mission was a Helljumper success,no fire missions are available.

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    BAD DESIGN : +1 to weapon impact when rolling on the Penetration Table.

    SLOW FIRING : Vehicles with a Slow Firing Weapon can only shoot whenactive (not in reaction).

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    POINT DEFENSE : Micro lasers and electro-magnetic fields may causeATGMs and Rockets to detonate prematurely. Roll 1d6: 1-3 the rocket isdetroyed before hitting the AFV.

    TRUSTY GEAR : Some AFVs are heavily trusted by their crews. Roll 3d6 for

    the Clank Test.

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