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BRIGHT HORIZON

UNE CAMPAGNE POUR TOMORROW'S WAR Par KOBAYACHIMARU

Auteur : KOBAYACHIMARU (http://chroniquesdufortbastiani.blogspot.com/)

Bright Horizon Campagne inter-club (26/02/2011) Bright Horizon est une colonie minière découverte et contrôlée par le consortium Omni Consumer Pleasure (OCP). Au fil des décades les colons (considérés comme des citoyens de seconde zone par OCP) s’indignèrent d’une gouvernance non démocratique (un vice-président d’OCP tient le rôle de gouverneur planétaire) et d’une insécurité grandissante (des bandes de pillards, descendant des premiers colons - des forçats sillonnent la planète). Afin de rétablir l’ordre et de maintenir la production, OCP fit appel à une société militaire privée, Unicorn Unlimited. Deux régiments furent dépêchés sur Bright Horizon. Connus pour avoir la détente facile les mercenaires de Unicorn Unlimited n’ont pas calmé les esprits. Ce qui était une insurrection se transforma en révolution. Les forces de défense planétaires (PDF) rejoignirent le Syndicat des mineurs de Bright Horizon dans le projet de renverser OCP et d’instaurer un gouvernement démocratique. L’Assemblée démocratique de Bright Horizon (qui regroupe notamment des représentants des PDF et du syndicat) décida de faire également appel à une armée privée pour soutenir les régiments de PDF : DropZoneAegis (DZA) envoya un de ses lightning regiment, le 7e, les fameux Helljumpers. Soutenus par les Helljumpers de DropZoneAegis (DZA) les forces de défense planétaire (PDF) bousculèrent les mercenaires de Unicorn Unlimited. Une contre-attaque surprise de ces derniers vise à reprendre l’initiative. Les flancs de l’offensive des PDF sont menacés. L’Assemblée démocratique décide d’envoyer les Helljumpers pour ralentir cette contre-attaque... Un des deux axes de pénétration de la contre-attaque de Unicorn Unlimited suit une route secondaire passant par une petite exploitation minière indépendante ; Caydon’s Hole. Ce point doit être défendu le plus longtemps possible. Deux autres cibles ont été identifiées par le Bureau Tactique : un véhicule de communication dont la capture permettrait de pénétrer le réseau tactique d’Unicorn Unlimited et ainsi de rendre nos mesures d’ECM plus efficaces (objectif STORM) ; un peloton d’artillerie autoportée qui peut écraser notre défense et qui doit être capturé ou éliminé (objectif ICE).

La campagne : Caydon’s Hole

Scénario 1 : Objective Ice ******************************************* Un convoi d’artillerie d’Unicorn doit se mettre en position pour écraser Caydon’s Hole . Les Helljumpers ont fait appel à la résistance locale pour les aider à organiser une embuscade. Les troupes d’UU doivent sortir par la route au sud de la carte. Les Helljumpers doivent les en empêcher en détruisant l’artillerie.

Les Helljumpers ont l’initiative le premier tour. Ils se placent dans cinq positions renforcées (+2D + 1D in conver) à au moins 20’’ de la zone de déploiement des Unicorns (un rectangle de 20 cm de long sur 10 de large centré sur la route). La carte fait 4’’x3’’.

HELLJUMPErS 1x HotDrop SQUAD (lieutenant Koppers - positive leader) Chaque Fireteam est équipée de lance-rockets légers (AP 2D ; AT(L) 2D). Il faut tester (TQ) avant chaque tir pour savoir s’il reste des lance-rockets (type LAW). 1x ATGM (AP 3D ; AT(H) 3D) + 1 crew (Weapon team) 1x Gauss SAW on tripod (AP 2D) + 1 crew (Weapon team) Les Helljumpers commencent hidden.

UNICORN 3x 4x 3x 1x

Artillery Vehicle (mvt 8/16 ; armor = Wolf ; no weapons) Unicorn Scout Vehicle (Wolf) Unicorn Maneuver Teams Unicorn Command Team (like Maneuver Team but the squad leader is a lieutnant).

Freedom fighters A partir du 2e tour un groupe de résistants arrive par un des Hot Spots (à placer au début de la partie) à chaque tour. On détermine le type de troupes sur la table ci-dessous. Détail des troupes 2

1d6 w/Small Arms + 1w/L Support (AP 1D)

3

1d6 w/Small Arms + 1 w/RPG + Leader

4

1d6 w/Small Arms & ROLL AGAIN

5

1d6 w/Small Arms + 1 w/RPG

6

1d6+2 w/Small Arms + 1w/L Support

7

1d6 w/Small Arms +Leader +1 L Support

8

1d6+2 w/Small Arms

9

1d6 w/Small Arms & ROLL AGAIN

10

1 w/L Support + 1 Leader

11

1d6 w/Small Arms +Leader +1 RPG

12

2d6 w/Small Arm + Leader

D

RPG 1-4

AP 2D ; AT(M) 2D

5-6

AP 3D ; AT(M) 3D

Scénario 2 : Objective Storm ************************************************* Prendre d’assaut le véhicule de communication afin de brouiller l’accès au réseau des mercenaires Unicorn. Assaut aéroporté mené par le lieutenant Spade et son squad. Il faut éliminer l’opposition et arriver au contact du véhicule de transmission. Il est possible de mobiliser une Heavy Battle Armor (mais qui ne pourra pas être utilisée pour la suite). Table Size: 3’ x 3’

HELLJUMPEr 1x HotDrop SQUAD (lieutenant Spade - positive leder) Chaque Fireteam est équipée de lance-rockets (AP 2D ; AT(L) 2D). Il faut tester (TQ) avant chaque tir pour savoir s’il reste des lance-rockets (LAW).

UNICORN 1x 2x 2x

Transmission Vehicle (mvt 8/16 ; armor = Wolf) son escorte : Unicorn Scout (Wolf) Unicorn Maneuver Teams

Les troupes d’Unicorn doivent tester (TQ) leur degré de réactivité ou risquer de ne rien faire le premier tour. Parasail Assaults are closer to the tradition of airmobile operations of the early 20th century. If a drop occurs prior to play, resolve unit placement during the Set Up Figures phase of the turn sequence as follows: Choose insertion point for each unit and roll a Troop Quality check. If the unit passes the check, place all its figures within 6" of the insertion point. If the unit fails its Troop Quality check, it has become scattered. Roll according to the table below with the appropriate dice and a scatter dice for each figure in the scattered unit:Tech level 2 – Scatter 1D10 from insertion point. Figures in a scattered unit may only React on the turn they arrive. Treat each scattered figure as a individual unit for purposes of Reaction Tests, fire, and defense unless they are in cohesion with another friendly unit. On the following turn, the unit’s activation must consist of moving all figures into cohesion with one another. Until cohesion is established with all combat effective figures in the scattered unit, it may only move to establish cohesion and fire as part of a Reaction or Round of Fire.

Scénario 3 : Caydon’s Hole ********************************************** Protéger le flanc de l’offensive.

Table Size: 4’ x 4’

omni mining syndicate Les Helljumpers sont déjà sur site, déployés dans les bâtiments avec les résistants qu’ils encadrent. 3x Workers Fireteams 1x Helljumper Squad (3 Fireteams commandé par le Lt. Oz, positive leader) 1x ATGM + 1 crew (weapon team) Au tour 2 arrivent par la route au sud : 1x Scorpion APC with one PDF squad inside (2 Fireteams); 1x Thor Heavy Battle Tank Au tour 3, Hot Drop de Battle Armors : 3x Battle Armors Si le véhicule de communication a été capturé alors à chaque tour on teste pour savoir si le réseau d’UU peut être brouillé : 1-2 sur 1d6 = brouillage jusqu’à la fin de la bataille.

Hot Drop Choose insertion point for each unit and roll a Troop Quality check. If the unit passes the check, place all its figures within 6" of the insertion point. If the unit fails its Troop Quality check, it has become scattered. Roll according to the table below with the appropriate dice and a scatter dice for each figure in the scattered unit: Tech level 2 – Scatter 1D10 from insertion point. Figures in a scattered unit may only React on the turn they arrive. Treat each scattered figure as a individual unit for purposes of Reaction Tests, fire, and defense unless they are in cohesion with another friendly unit. On the following turn, the unit’s activation must consist of moving all figures into cohesion with one another. Until cohesion is established with all combat effective figures in the scattered unit, it may only move to establish cohesion and fire as part of a Reaction or Round of Fire. If a drop occurs during play, follow the same method described above at the beginning of the turn the units are scheduled to arrive. Hot Drop or parasail units that arrive during play may do nothing in the turn in which they arrive other than establish their perimeter. They may not move unless forced to Pull Back. They may only React by returning fire.

OMS Victory Points

No U units exit the board by the end of turn 6 ..............................DECISIVE OMS VICTORY! Per U vehicle or half-strength + unit still on table at end of turn 6 (this counts destroyed/disabled vehicles)...................................5 pts Per U Soldier POW...........................................3 pts Per U Infantry Unit Reduced Below Half Strength................................................2 pts

UNICORn unlimited 2x Unicorn Heavy Battle Tank (Grizzly) 4x Unicorn Medium Tank (Bullfrog) 5x Unicorn Scout Vehicle (Wolf) 2x Unicorn Squad (6 Fireteams) 1x Terminal Air Controller : +2 (on GRID, laser designator) ; AP:10D / AT(H):8D Target on view + TQ check (if failed the air mission is now unavailable - no ammo). 1x Appui d’artillerie lourde si cette dernière n’a pas été détruite (peut être demandé par les squad leaders avec +1 on GRID). AP: 3D / AT(H): 2D de dommage et 3’’ de rayon par véhicule.

UNICORN Victory Points Per vehicle or half-strength+ unit that exits south edge of the table by end of turn 3 .................. 3 pts Per vehicle or half-strength+ unit that exits south edge of the table by end of turn 5 .................. 2 pts Per vehicle or half-strength+ unit that exits south edge of the table on turn 6 ...............................1 pt Per OMS Soldier POW ...............................................3 pts Per OMS Infantry Unit Reduced Below Half Strength...2 pts Per OMS Vehicle Disabled..................2 pts Per OMS Vehicle Destroyed................ 3 pts

Drop.Zone.Aegis (DZA) corp. HELLJUMPERs CONFIDENCE LEVEL ..................... High SUPPLY LEVEL ............................. Average OVERALL TECH LEVEL ................. 2 ON GRID? ................................... No BODY ARMOR ............................. Hard (+2D) TROOP QUALITY ......................... D10 MORAL ....................................... D10

HELLJUMPER’s organization HotDrop Fireteam 1x Fireteam Leader w/Gauss ACR 1x Rifleman w/Gauss ACR 1x Rifleman w/Gauss ACR 1x Grenadier w/Gauss ACR/UGL (Lt. Support + 1D) or 1x Gunner w/Gauss SAW (Lt. Support + 1D) HotDrop SQUAD 1x Squad Leader w/Gauss ACR 1x Medibot 3x HotDrop Fireteams HotDrop PLATOON 1x Platoon Leader w/Gauss ACR 1x Platoon Sergeant w/Gauss ACR 1x Radio/Tech w/Gauss ACR 3x Squads 4x Heavy Battle Armors 2x ATGM NOTES Smoke Grenades: TQ check to deploy. +1D Defense and -1D Firepower for one turn. Gauss ACR: › In Firepower Combat: +1 Firepower Die (For the entire unit, not per figure). › Ignore one Cover/Armor die claimed by the target unit.

omni mining syndicate planetary defense force (PDF) CONFIDENCE LEVEL ..................... Average SUPPLY LEVEL ............................. Average OVERALL TECH LEVEL ................. 2 ON GRID? ................................... No BODY ARMOR ............................. Partial (+1D) TROOP QUALITY ......................... D8 MORAL ....................................... D8

PDF organization PDF Fireteam 1x Fireteam Leader w/Assault Rifle 1x Rifleman w/Assault Rifle 1x Rifleman w/Assault Rifle 1x Grenadier w/Assault Rifle/UGL (Lt. Support + 1D) 1x Gunner w/SAW (Lt. Support + 1D) PDF SQUAD 1x Squad Leader w/Assault Rifle 2x PDF Fireteams PDF PLATOON 1x Platoon Leader w/Assault Rifle 1x Platoon Sergeant w/Assault Rifle 1x Radio/Tech w/Assault Rifle 1x Medic w/Assault Rifle 4x Squads 2x Heavy Weapon Teams (AP : Med. Support +2D ; AT(L) 3D) NOTES

Drop.Zone.Aegis (DZA) corp.

HELLJUMPER HEAVY BATTLE ARMOR Class : Light Type : Walker (Speed : 8’’/12’’) Basic TL : 2 Weapon TL : 2 Armor TL : 3 Sensor TL : 2 Front Armor : 2d8 Rear Armor : 1d8 - Main Gun : Fusion Gun (Light Energy Gun) AP:3D / AT(L):3D (Slow Firing Weapon) - Secondary Weapon : Twin HMG (Light Gun) AP:4D / AT:1Dy - Fire Support Heavy Battle Armor only : Main Gun : Medium Laser AT Gun (Medium) AP:4D / AT(M):3D Melee : +2D in melee (total 6D with HMG) Crew : 1 Attributes & Notes : Deathtrap An HBA may only fire one gun on a single activation (If it’s the fusion gun then : Slow Firing).

DEATHTRAP : When rolling for damage results, hits scored against vehicles with this unfortunate attribute receive a +1 die roll modifier. SLOW FIRING : Vehicles with a Slow Firing Weapon receive a -1 to all Reaction tests after the first during a turn. This modifier is cumulative with other Reaction modifiers. FUSION GUN : Energy Cannons ignore up to two dice of a target unit’s cover or armor. (Slow Firing) LASER GUN : Laser Cannons of all types receive a +1 die roll modifier when rolling on the Vehicle Damage Table.

omni mining syndicate sweat workers CONFIDENCE LEVEL ..................... Low SUPPLY LEVEL ............................. Low OVERALL TECH LEVEL ................. 2 ON GRID? ................................... No BODY ARMOR ............................. No TROOP QUALITY ......................... D6 MORAL ....................................... D8

sweat workers organization Workers Fireteam 1x Rifleman w/Assault Rifle 1x Rifleman w/Assault Rifle 1x Rifleman w/Assault Rifle 1x Rifleman w/Assault Rifle 1x Rifleman w/Assault Rifle Workers SQUAD 1x Squad Leader w/Assault Rifle 2x Workers Fireteams NOTES Irregulars : need a supervising unit or a leader (at 4’’) to be activated (if not roll a quality check).

UNICORN UNLIMITED (2U) 2U HEAVY BATTLE TANK (grizzly) Class : Heavy Type : Anti-Grav (Speed : 10’’/20’’) Basic TL : 2 Weapon TL : 3 Armor TL : 2 Sensor TL : 2 Front Armor : 4d12 Deck Armor : 2d8

Rear Armor : 3d10 Side Armor : 3d12

- Main Gun : Heavy Laser Gun AP:5D / AT(H):5D - Secondary Weapon : HMG (Improved MG) AP:4D Crew : 3 Attributes & Notes : Improved MG Safe Haven Detonation Field (TL3) Smoke

LASER : Laser Cannons of all types receive a +1 die roll modifier when rolling on the Vehicle Damage Table. In the case of some Heavy guns, this can be cumulative with the Heavy Hitter attribute. DETONATION FIELD : Detonation Fields are electro-magnetic fields that may cause ATGMs to detonate prematurely, compromising their stand-off distance and penetration. A Detonation Field’s Tech Level determines how effective it is against ATGMs. Subtract 1 die of Firepower from an ATGM attack for each TL of the vehicle’s DF. Thus, a TL 1 DF would subtract 1 Firepower die from an incoming ATGM and a TL 3 DF would subtract 3 dice. SAFE HAVEN : Some AFVs have are so trusted by their crews that no matter how badly they’re beaten about they’d rather stay safely inside them than risk exposing themselves on the battlefield. Crews of vehicles with this attribute receive a +1 Die Shift on Bail Out checks.

UNICORN UNLIMITED (2U) unicorn CONFIDENCE LEVEL ..................... High SUPPLY LEVEL ............................. Average OVERALL TECH LEVEL ................. 2 ON GRID? ................................... Yes BODY ARMOR ............................. Hard (+2D) TROOP QUALITY ......................... D8 MORAL ....................................... D10

unicorn organization UU Maneuver Fireteam 1x Fireteam Leader w/Laser ACR 1x Rifleman w/Laser ACR 1x Grenadier w/Laser ACR/UGL (Lt. Support + 1D) 1x Gunner w/Laser SAW (Lt. Support + 1D) UU Support Fireteam 1x Fireteam Leader w/Laser ACR 1x Rifleman w/Laser ACR 1x Rifleman w/Laser ACR 1x Gunner w/Missile Assault Weapon (AP: 3/AT:4(H)) UU SQUAD 1x Squad Leader w/Laser ACR 1x Medic w/Laser ACR 2x Maneuver Fireteams 1x Support Fireteam UU PLATOON 1x Platoon Leader w/Laser ACR 1x Platoon Sergeant w/Laser ACR 3x Squads NOTES Laser ACR: › In Firepower Combat: +1 Firepower Die (For the entire unit, not per figure). › Double Optimum Range for figures in the unit firing laser rifles or carbines. › In Close Combat: -1 die shift (from d10 to d8, from d8 to d6, etc.) in Troop Quality if laser weapons are used in Close Combat. This shift may not reduce a unit below an effective Troop Quality of d6.

UNICORN UNLIMITED (2U) 2U medium tank (bullfrog) Class : Medium Type : Anti-Grav (Speed : 10’’/20’’) Basic TL : 2 Weapon TL : 3 Armor TL : 2 Sensor TL : 2 Front Armor : 3d10 Deck Armor : 1d6

Rear Armor : 2d8 Side Armor : 2d10

- Main Gun : Medium Laser Gun AP:4D / AT(M):3D or AP:3D / AT(H):4D - Secondary Weapon : HMG (Improved MG) AP:4D Crew : 3+4 Attributes & Notes : Improved MG Safe Haven Detonation Field (TL3) Smoke

LASER : Laser Cannons of all types receive a +1 die roll modifier when rolling on the Vehicle Damage Table. In the case of some Heavy guns, this can be cumulative with the Heavy Hitter attribute. DETONATION FIELD : Detonation Fields are electro-magnetic fields that may cause ATGMs to detonate prematurely, compromising their stand-off distance and penetration. A Detonation Field’s Tech Level determines how effective it is against ATGMs. Subtract 1 die of Firepower from an ATGM attack for each TL of the vehicle’s DF. Thus, a TL 1 DF would subtract 1 Firepower die from an incoming ATGM and a TL 3 DF would subtract 3 dice. SAFE HAVEN : Some AFVs have are so trusted by their crews that no matter how badly they’re beaten about they’d rather stay safely inside them than risk exposing themselves on the battlefield. Crews of vehicles with this attribute receive a +1 Die Shift on Bail Out checks.

planetary defense force (PDF)

PDF HEAVY BATTLE TANK (thor) Class : Heavy Type : Tracked (Speed : 8’’/16’’) Basic TL : 2 Weapon TL : 2 Armor TL : 2 Sensor TL : 2 Front Armor : 4d12 Deck Armor : 2d6

Rear Armor : 3d8 Side Armor : 3d12

- Main Gun : 120mm Heavy Gun AP:4D / AT(H):5D - Secondary Weapon : HMG (Improved MG) AP:4D Crew : 3 Attributes & Notes : Improved MG Smoke

PDF APC (scorpion) Class : Medium Type : Tracked (Speed : 10’’/20’’) Basic TL : 2 Weapon TL : 2 Armor TL : 2 Sensor TL : 2 Front Armor : 3d8 Deck Armor : 1d6

Rear Armor : 1d8 Side Armor : 2d8

- Main Gun : 30mm Gun AP:4D / AT(L):2D - Secondary Weapon : MMG AP:3D Crew : 2+10 Attributes & Notes : Smoke

UNICORN UNLIMITED (2U) 2U scout (wolf) Class : Small Type : Anti-Grav (Speed : 12’’/24’’) Basic TL : 2 Weapon TL : 3 Armor TL : 2 Sensor TL : 2 Front Armor : 3d8 Deck Armor : 1d6

Rear Armor : 1d8 Side Armor : 1d8

- Main Gun : Light Laser Gun AP:4D / AT(L):2D Crew : 2+4 Attributes & Notes : Smoke

LASER : Laser Cannons of all types receive a +1 die roll modifier when rolling on the Vehicle Damage Table. In the case of some Heavy guns, this can be cumulative with the Heavy Hitter attribute.