From: Nick and Laurel Caldwell <clcaldwell@k...>
Date: Mon, 25 Aug 1997 20:50:54 -0400
Subject: Re: SGII Scenarios? -- Long Post!
> At 01:46 PM 7/11/97 +0200, M.J.Elliott@uk22p.bull.co.uk wrote:
> scenarios for Stargrunt II. The idea would be to collect them from
> Any takers?
Finally got this together! Enjoy! Nick Caldwell clcaldwell@primary.net
RESCUE MISSION
STORYLINE
Several days ago, a VTOL transport carrying a VIP was shot down behind enemy
lines. Intelligence was lucky enough to stumble onto the location of the
impromptu prison facility where the VIP is being interrogated. The attacking
player is in command of an elite strike force sent to rescue the prisoner.
The prison facility is actually a small supply depot that was quickly
converted for the occasion. The guards are former supply clerks. They were not
that thrilled with the assignment to guard the VIP and were relieved when a
hover jeep arrived this morning to transport the prisoner back to HQ.
Unfortunately, the arrival of the jeep was noticed by other eyes, deductions
were made, and now things have definitely taken a turn for the worse for the
erstwhile clerks...
ATTACKER OOB
Suggested Mission Motivation: High All are armored in Light Power Armor (d10)
All except specialty troopers are armed with Assault rifle with Grenade
Launcher (Fire Power 3, Impact d10)
Command Unit Commander, EW trooper, 2 troopers
Assault Unit
4 troopers
1 specialty trooper with Flame-thrower
Support Unit
4 troopers
1 specialty trooper with arm-mounted SAW (FP d10, Imp d10)
DEFENDER OOB Suggested Mission motivation: low
VIP Prisoner in basic battledress (d4)
Prison Command Unit Prison Commander, EW trooper, 2 guards Partial light Armor
(d6) Pistols (FP 1, Imp d6)
SAW Team 2 troopers in Partial light armor (d6) SAW (FP d8, Imp d10) NOTE:
This unit follows the rules for crew served weapons on page 30 of the
rulebook, except that a fire control dice is not used. Either trooper may fire
the weapon, but to move it requires both.
Parade Team 7 troopers, all with partial light armor (d6) 6 troopers have
Assault rifles (FP 2, Imp d10) 1 specialty trooper has Infantry Plasma Gun (FP
d6, Imp d12)
Heavy infantry unit
4 troopers in full-suit armor (d8) and Gauss rifles with GL (FP
3, Imp d12)
Hover Jeep
Size 1 vehicle, d6 armor (open-topped)
Mounted SAW (FP d8, Imp d10, Basic Fire control d6)
SETUP Terrain should be fairly dense with respect to woods. The prison
consists of one or two buildings and maybe a guard tower for the SAW. There is
a parade ground in front of the building where the Parade Team starts the
game. The prisoner is locked in a room in one of the buildings (building
should be secretly noted before play begins). The defender sets up first.
Defenders may not set up in position except for the SAW team. The prison
command unit and the heavy infantry unit may start the game hidden in one of
the prison buildings. The Parade Team is currently being inspected. Place the
troops in two columns of 3 troops each and place the commander amongst his men
("This rifle is filthy, soldier! KP for a week!). Due to the surprise nature
of the attack, all defender units must take a reorganize action as their first
action. Figures may be repositioned as normal during this action. Defender
units are a mix of quality and leadership. Try one green, one veteran and the
rest regular and one leadership 1, one leadership 3, and the rest 2. These may
be randomly placed or placed by the defending player.
The attacking player's units are placed according to the
high-altitude
insertion rules on page 51. Attacker units are mostley regular troops. One
unit may be veteran. Leadership values may be randomly assigned from a mix of
all values, or may be from a mix of just 1s and 2s.
SPECIAL RULES A successful interrogation of any of the defenders capture
during the game will reveal where the VIP is being kept. The search and
freeing of the prisoner (described below) must still be conducted.
VICTORY CONDITIONS If at any time one player routes all of the other side's
units then that player has won. Otherwise, the attacking player may win by
freeing the prisoner. First, the attacker must locate the prisoner by entering
a building and spending one action searching the building. If the prisoner is
found, spend a second action (reorganize) to free the prisoner and make him
part of the occupying unit. Now that unit must exit the board on the side
furthest from the prison building to win the game. The prisoner must be alive
to win (wounded is
OK)!
VARIATIONS
Changing the mission motivation, troop quality, and/or
leadership values has a tremendous effect on the outcome of the battle. Allow
the defender two command detonated mines to place (hidden, of course) during
his setup. Allow the attacker a transport VTOL to be called in to transport
the freed
VIP off-table.
Make the hover jeep an AFV with heavier armor. Replace one of the attackers PA
squads with a sniper who has infiltrated to cause confusion prior to the main
attack. The inspection in the parade ground gives him the perfect opportunity
to strike!