Menu:

Plasma Ambush

Introduction

This scenario was originally planned as a Traveller scenario, and was played that way through playtesting. After finally tweaking the scenario the way I like it, I've brought it back "into the fold" and made it a Tuffliverse scenario (i.e. it is in the official" Stargrunt II universe).

Background

On the planet Freedholm, a UN brokered mineral rights policy is in place. The local government has been mining the planet's heavy metals for several years. The ESU argued that they, too, had a claim on the planet based on a small ESU colony that still exists on the planet's southern hemisphere (the planet, originally belonging to the NSL, was given it's sovereignty long before the deep iridium deposits were found).

For the last three years, the local government and the ESU have maintained a cordial working relationship. This began to collapse as the ESU moved more troops onto the planet. The locals were slow to react to the military build up.

Once they had achieved a quantitative superiority, the ESU used a minor territorial dispute to launch an attack on local forces. Centered within the invasion is a particularly rich deposit of iridium, necessary for warp core shielding on ESU ships.

The locals, however, were not entirely caught flat footed. They belatedly brought in reinforcements, using vast stores of cash to hire mercenaries. Understanding that they were behind in the quantity of troops, they made a conscious effort to move in qualitatively superior forces. To that end, they have hired large numbers of power armour troops and grav vehicles.

The scenario takes place two months into the invasion. Local militia forces have been retreating, albeit in a fairly orderly manner. In an attempt to swing the momentum of the battle, the Freedholmers' mercenaries attacked the city of Gossic, a major supply point for the ESU. This city, on the ESU flank in a supposedly quiet centre, caught the ESU with their pants down. They are now hurriedly rushing reinforcements to the area.

The mercenaries expected this, though. All along the approaches to the city, power armour commandos wait for the approaching ESU reinforcements...

Battleground

The scenario is played on a 6' x 4' table. Note that a bigger table is not all that necessary. The game was played in 15mm scale, however the regular Stargrunt II ground scale was used. A larger table may swing the advantage towards the ESU player, as it gives that player more maneouvring room and requires the Mercenary player to move further in order to win the battle.

The battleground can be set up in any way the players like. An area with lots of cover is best. This is the way the table was set up during the playtest sessions:

Plasma Ambush table layout

The blue area in the top right of the board is water; it can be replaced by any other form of terrain (such as swamp). The light green trees represent light woods. The dark trees represent dense woods. The brown shrubs are bushes that are light cover but block line of sight. Add other trees and bushes to taste. The dark line running from left to right through the board is a road.

The Mercenaries are allowed to set up anywhere on the left most 2/3 of the table. The ESU forces come onto the board following the road from the right hand side of the table.

Mercenary Briefing

Mission Outline

A major assault has occurred on the nearby city of Freedholm. Strike Force Gamma is to ambush any ESU military units attempting to come to the aid of the city defenders. The mission is a hit-and-run ambush, designed to slow down the entry of reinforcements.

Deployment

The Mercenaries may set up anywhere on the left 2/3 of the table. The ESU will be travelling along the road, from right to left, and will continue along the road unless stopped.

Primary Objective

The Mercenaries are to attack the ESU column. The column must be severely damaged. To do that, half the ESU's APCs must be destroyed.

As a secondary goal, the Mercenaries should try to take out all of the vehicles.

Regardless, more than half of the Mercenaries must survive the ambush and return to the city perimeter.

Mercenary Force Listing

Force: Mercenary Assault Force
Motivation: Low (mercenaries must survive to earn their paycheque)
Fatigue: Fresh
ADE (Hostile): None

7 Dummy Markers

1 Command Squad
Quality: Veteran 1
Strength: 1 commander, 3 troopers
Morale: Confident
Mobility: Normal (D6)
Armour: Heavy Power Armour (D12)
Sensors: Enhanced (D8)
Ranged Weapons: Plasma Guns (FP D6, Impact D12*)

1 Mercenary Squad
Quality: Regular 1
Strength: 1 squad leader, 3 troopers
Morale: Confident
Mobility: Normal (D6)
Armour: Heavy Power Armour (D12)
Sensors: Enhanced (D8)
Ranged Weapons: Plasma Guns (FP D6, Impact D12*)

2 Mercenary Squads
Quality: Regular 2
Strength: 1 squad leader, 3 troopers
Morale: Confident
Mobility: Normal (D6)
Armour: Heavy Power Armour (D12)
Sensors: Enhanced (D8)
Ranged Weapons: Plasma Guns (FP D6, Impact D12*)

2 Grav APC Battle Taxis
Quality: Regular 2
Morale: Confident
Crew: 2
Size: 3 (Medium)
Mobility: Grav
Infantry Capacity: 12
Armour: Front 3, Side 2
ECM: D8 (Enh)
Ranged Weapons: Multiple Launcher Pack (Firecon D8, Impact D8*)

*Impact is doubled for MAJOR hits on point targets.

ESU Briefing

Mission Outline

A major assault has begun on the nearby city of Freedholm. The enemy forces consist of an opposing local faction and high tech mercenaries. The mercenaries are being used to interdict reinforcements to the city. Reports suggest that they are armed with Power Armour and plasma guns.

The platoon is to race to the aid fo the beseiged city, all the time wary of ambushes by the enemy.

Deployment

The ESU enter the table from the right hand side (as per the battleground map) also known as the eastern edge. As per the ambush rules, the ESU force must specify the distance between its vehicles ahead of time. The vehicles must move along the road until the ambush is sprung. The vehicles must be no further than 24" apart.

Primary Objective

The main goal is to get to the city. To this end, the force's vehicles must survive.

Failing that, the force must damage the Mercenaries enough that the platoon's inability to get to the city will still have had a positive effect.

ESU Force Listing

Force: ESU Mechanized Platoon
Motivation: Medium
Fatigue: Fresh
ADE (Hostile): None

1 Command Squad
Quality: Veteran 2
Strength: 1 commander, 3 troopers
Morale: Confident
Mobility: Normal (D6)
Armour: Full Suit Light Armour (D8)
Sensors: Enhanced (D8)
Ranged Weapons: Advanced Assault Rifle (FP 2, Impact D10)

1 Infantry Squad
Quality: Veteran 2
Strength: 1 leader, 6 troopers, 1 support trooper
Morale: Confident
Mobility: Normal (D6)
Armour: Full Suit Light Armour (D8)
Sensors: Enhanced (D8)
Ranged Weapons: Advanced Assault Rifle (FP 2, Impact D10)
Support Weapons: Rotary Machine Gun (FP D10, Impact D10)
Infantry Rocket: 1 IAVR (FP D10, Impact D12*)

1 Infantry Squad
Quality: Regular 1
Strength: 1 leader, 6 troopers, 1 support trooper
Morale: Confident
Mobility: Normal (D6)
Armour: Full Suit Light Armour (D8)
Sensors: Enhanced (D8)
Ranged Weapons: Advanced Assault Rifle (FP 2, Impact D10)
Support Weapons: Rotary Machine Gun (FP D10, Impact D10)
Infantry Rocket: 1 IAVR (FP D10, Impact D12*)

1 Infantry Squad
Quality: Regular 2
Strength: 1 leader, 6 troopers, 1 support trooper
Morale: Confident
Mobility: Normal (D6)
Armour: Full Suit Light Armour (D8)
Sensors: Enhanced (D8)
Ranged Weapons: Advanced Assault Rifle (FP 2, Impact D10)
Support Weapons: Rotary Machine Gun (FP D10, Impact D10)
Infantry Rocket: 1 IAVR (FP D10, Impact D12*)

1 Infantry Squad
Quality: Regular 3
Strength: 1 leader, 6 troopers, 1 support trooper
Morale: Confident
Mobility: Normal (D6)
Armour: Full Suit Light Armour (D8)
Sensors: Enhanced (D8)
Ranged Weapons: Advanced Assault Rifle (FP 2, Impact D10)
Support Weapons: Rotary Machine Gun (FP D10, Impact D10)
Infantry Rocket: 1 IAVR (FP D10, Impact D12*)

4 Type 29 APCs
Quality: Regular 2
Morale: Confident
Crew: 3
Size: 3 (Medium)
Infantry Capacity: 12
Mobility: Fast Tracked
Armour: Front 3, Side 2
ECM: D8 (Enh)
Ranged Weapons: Gauss Support Cannon (GAC/2) (Firecon D8, Impact D12 x 2)
Multiple Launcher Pack (Firecon D8, Impact D8*)

*Impact is doubled for MAJOR hits on point targets.

Victory Conditions

The Mercenary player wins a minor victory if half of the ESU's APCs are destroyed and more than half of the Mercenary's power armour troops exit the table (off any table edge).

The Mercenary player wins a major victory if half of the ESU's APCs are destroyed, the other half are disabled or destroyed, and more than half of the Mercenary's power armour troops exit the table (off any board edge).

If all of the ESU's vehicles are disabled or destroyed, but the Mercenaries lose half or more of their power armour troops, the scenario is a draw.

If the ESU has less than half its vehicles disabled or destroyed, and the Mercenaries lose half or more of their power armour troops, the ESU player wins a major victory.

If none of the ESU's vehicles are destroyed, they win a major victory.

All other results are a minor victory for the ESU.

Special Rules

All of the house rules are in effect. In particular, the Ambush Rules must be used.

For playtesting purposes, the Simple Ambush rules were used, not the Complex Ambush rules.

Spotting by fire was not allowed as part of the scenario.

All ESU vehicles must start the game with a separation of no more than 24".