s
CENARIOS SCENARIO ONE (2 PLAYERS)
Badger Hunt
B
The vital offensive to the North is about to begin. The critical observation points on board 3 (the five hilltop hexes) must be taken without delay before Green's Long Range Artillery can move into range and have a field day.
3 ED
6
ATTACKER: TAN
MORALE:
8
S E T U P : Tan sets up second and moves first. All units must set up on full edge hexes.
When 7 units are eliminated: When 15 units are eliminated:
9 10
On Board 6 between road and north edge:
x2
x1
x2
x2 On small border board E between road and east edge of board D:
On Board 6 between south road and river on west:
x2
x1
x1
x1
x2
x1
x1
x1
On small border board E between the road and east edge of Board 6:
x3 DEFENDER:
x1
x2
GREEN
x2 MORALE:
7
S E T U P : Green sets up first, and moves When 6 units are eliminated: second. The defender may set up anywhere on When 10 units are eliminated: board 3, but only on full hexes. Anywhere on Board 3:
x3
x6 GAME LENGTH: 6 Turns
8 9
On Board 6 north of the lake within 4 full hexes of Board 3:
x2
x4
x2
V I C T O R Y C O N D I T I O N S : Tan must have 1 undisrupted unit on one hilltop hex of each of the three hilltops by the end of Turn 6 or lose. 1
SCENARIO TWO (2 PLAYERS)
A City Too Far
A
This is how it started, long before the Slammers were called in. It had been a sleepy little war; the kind that was better at keeping the government in power than winning battles. Then some hotshot general wanted to use all of his shiny new paratroopers. A week later the city was in ruins and everyone started aiming for real.
F
4 C E
MORALE:
ATTACKER: TAN
7
S E T UP: Tan moves and fires first. The attacker must paradrop all troops on Turn One. The paradropped units may move and fire on the same turn. Must land as paratroops on Turn One:
x16 DEFENDER: GREEN
MORALE:
7
S E T U P : Green sets up first and moves second. The defender must place 1 unit in each of the 14 hexes of the large city. Green may not move or fire on Turn One unless Close Assaulted or fired upon. Must have 1 unit in each hex of the large city on Board 4:
x2
GAME LENGTH: 7 Turns
x2
x6
x4
VICTORY CONDITIONS: Winner is player who exclusively occupies the most hexes of the large city on Board 4. The occupiying units may be disrupted.
2
SCENARIO THREE (2 PLAYERS)
Hangman We in the Phenix Moirots Mercenaries are sympathetic towards rebels by nature. If we liked governments we'd still be with some planetary force. Occasionally, though, the rebels don't deserve any sympathy. Our two platoons have been assigned to a rather grimly satisfying job. Just ahead are several cadres of religious militia. Behind us is a series of towns they "purified" for their faith. It was pretty ugly, especially the children; I like children. Their propaganda broadcasts swear their soldiers never surrender... good. 1
MORALE:
ATTACKER: RED
A
B
5 F
4 c E
7
S E T U P : Set up anywhere on Board 1. Move first. Anywhere on Board 1:
x12
x6
DEFENDER: GREEN
x1 w/gas
MORALE:
9
S E T U P : Green sets up first on board 4 in town hexes and moves second. On Board 4 in town hexes:
The Infantry units are actually Militia. Their Defense, Attack, Movement, and Range Factors are the same as regular Infantry, but Militia is eliminated if a disrupt result is rolled.
GAME LENGTH: 5 Turns
The Armored Personnel Carriers are actually buses. Reduce the APC's defense strength to 1. Buses may be disrupted.
x16
x10 V I C T O R Y C O N D I T I O N S : Red must eliminate all Green units by end of turn 5 and suffer less than 5 losses.
3
SCENARIO FOUR (2 PLAYERS)
Last Grasp Sometimes, if you eliminate a part of a problem the rest goes away by itself. When the other side's mercenaries set up they left one vulnerable point, but it wasn't a very important one. Colonel Hammer is now staging a sham assault on the too obvious trap. As he guessed, all the mercenary armor would rush in to be at the kill. Now, all we have to do is hurry in and clean up the infantry they left behind and just sit here between them and their supplies. Just one very painful thrust and things will get a lot quieter. It's hard to hurt a tank with your bare hands.
ATTACKER:
MORALE:
BLUE
A
B
4
3
F
E
6
S E T U P : Blue sets up first on any whole hexes of board 4. Blue moves first. On any whole hexes of Board 6:
x8
OR
x10
x6 w/ECM
MORALE:
DEFENDER: RED
x10
7
S E T U P : Set up anywhere on Board 3. Red moves second. Anywhere on Board 3:
x16 G A M E L E N G T H : 5 Turns
VICTORY C O N D I T I O N S : Blue must eliminate all Red defenders by end of Turn Five.
4
SCENARIO FIVE (2 or 3 PLAYERS)
Slammers There is tremendous amount of destructive capability in one tank. One platoon could literally level a mountain, if it's a small mountain. That's why it's so unusual for Colonel Hammer to assign more than a few platoons to one assault. When our platoon was sent to support another company, I suspected things were going to be rough. My suspicions were confirmed when I realized there wasn't a planetary unit in sight, just Slammers. The Colonel always said when he wants something important done, we do it ourselves. 6
ATTACKER: BLUE
MORALE:
A
B
5
3 C
E
F
8
S E T U P : Blue sets up first on Board 5. Blue moves first. Anywhere on Board 5:
x24
x16
OR
DEFENDER: GREEN
x22
x14w/ECM
MORALE:
8
S E T U P : On Board 3, Green sets and moves second. Anywhere on Board 3:
x5
x16
x10
x6
MORALE:
DEFENDER: TAN S E T U P : On Board 6, Tan sets up and moves third. Anywhere on Board 6:
x12
x8
x8
x4
8 GAME LENGTH: 6 Turns VICTORY CONDITIONS: Player who accumulates the most victory points by the end of turn 6 is the winner. Victory points are equal to the cost of units found on the design your own scenario section of the rules.
S P E C I A L R U L E S : In the 3 player game, one player controls the Blue units, the second player controls the Green forces, and the third player controls the Tan forces. Only in the 3 player game, Blue may not add destroyed Green and Tan units together for victory point determination. Blue may only move a maximum of 20 units onto either board 6 or 3. In the 2 player version, one player controls Blue, and the other player controls, moves, and fires both Green and Tan forces. The Blue player may add together eliminated Green and Tan forces in determining his victory point total. 5
SCENARIO SIX (SOLITAIRE)
Snipers The Major was swearing under his breath in an obscure dialect of his native French. Even before he started we all knew this was going to be a bad one. When he finally started the briefing his voice rang with sarcasm. 'It seems,' he spat out, 'our employers can't keep the road to their capital clear. We've been ordered to take whatever forces available and clear out an unknown number of rebels from an unknown number of positions and armed with unknown weapons. 'It appears, gentlemen,' he finished, 'about all we do know is that we only have a few hours to get them all.' I always hate it when the Major calls us gentlemen. It invariably means that some good men are going to die.
6 D
MORALE:
ATTACKER: BLUE
7
S E T U P : Blue enters on the south edge of Board 6. Only Blue moves. South edge of Board 6:
x3
x6
x6
DEFENDER: GREEN
M O R A L E : There is no Morale Factor. All Green units are regular infantry and never disrupt.
S E T U P : In each forest hex on Board 4 entered by a Blue unit roll 1 die: If a 1-4 is rolled no partisans found. If a 5 is rolled 1 Infantry unit is found. If a 6 is rolled 2 Infantry units are found.
S P E C I A L R U L E S : Each forest hex on Board 6 must be entered by Blue and any infantry units encountered eliminated. Use the blank side of the rubble counters only to show which forest hexes have been entered. The Mercenaries must actually enter a forest hex to discover if any partisan infantry is hiding there. Ignore rubble results on the Combat Results Table. All combat is Close Assaults. Green units may not move.
GAME LENGTH: 6 Turns
VICTORY CONDITIONS:
The Mercen-
aries must enter all forest hexes and eliminate all partisan infantry units by the end of turn 6.
6
SCENARIO SEVEN (2 PLAYERS)
Mass Assault The final battle of a war always seems to be the bloodiest. Maybe the generals figure they won't be needing the men anymore. It was true on the world we now approached; perhaps the most vicious fighting between the religious factions on Serenity (some name, huh) occurred the day before the Slammers landed with a contract to end the war. The problem was both sides knew whoever controlled the capital would probably be recognized as the real government. The only way for the rebels to succeed was to hold part of the capital when the ships landed tomorrow. Otherwise, the Slammers won't meddle in purely internal matters, like mass executions.
A
1
2 C E
ATTACKER: TAN
MORALE:
S E T U P : Tan sets up on any complete hexes of Board 2. The attacker sets up and moves second.
When 6 units are lost When 12 units are lost When 18 units are lost
6 7 8 9
Any complete hexes of Board 2:
x4
x12
x8
MORALE:
DEFENDER: GREEN
7
S E T UP: Green sets up in city hexes of Board 1. The defender sets up and moves first. City hexes of Board 1:
x4
GAME LENGTH: 4 Turns
x4
x4
x2
VICTORY CONDITIONS: Tan wins by having at least one undisrupted unit in any city hex at the end of turn 4. In any other case, Green wins.
7
SCENARIO EIGHT (2 PLAYERS)
Break Out
A
Sometimes Col. Barthe made the mistake of believing our employers. There wasn't supposed to be two whole divisions on the peninsula, so there was no reason to send more than a couple of platoons from the Compagnie de Barthe. Then, the satellite observers began screaming about a force 50 times our number rolling towards us from the south. The order came through to find a weak spot and break out to the north. We had been actively obeying the order for about twenty minutes when it was received.
ATTACKER:
& RED S E T U P : Green and Red set up second and move first; Green on Board 2 south of all river hexes, Red on Board 6,7 hexes south of Board 1. GREEN
MORALE:
1
3 C
6
2 ED
7
Board 2 south of all river hexes:
GREEN x10
x8
x6
x6
x8
x8
On Board 6, 7 hexes south of Board 1:
RED x4
DEFENDER: TAN
MORALE:
7
S E T U P : Tan sets up first on Board 1 and Board 3. The defender moves second. Anywhere on Boards 1 and 3:
x6 x4 x12 x10 x2 GAME LENGTH: 8 Turns V I C T O R Y C O N D I T I O N S : Red and Green must get as many units as possible off the north edge of Boards 1 and 3 by the end of turn 8: draw If 19 or less units get off decisive defeat 25-29 units for Red & Green. 30-34 Marginal victory for Red & Green. If 20-24 units get off board marginal defeat 35 or more . . . decisive victory for Red & Green. for Red & Green. 8
The Better Part Of Valor The Major once gave us a speech on how much it cost to replace one combat tank. I was glad to hear it wasn't cost effective for me to get killed. It was one lesson I've always taken to heart. If the battle needs fighting my company will slug it out with the best. If the men and tanks are being wasted... well, let's just call it a strategic withdrawal.
5
4
THERE ARE NO EDGE PIECES NEEDED FOR THIS SCENARIO.
ATTACKER: GREEN & RED
MORALE:
S E T U P : Green sets up first anywhere on Board 5 and moves first. Red sets up on west edge of Board 5. Units are placed on board at start of Turn One.
When 6 units are lost 8 When 12 units are lost 9 NOTE: Mercenary Morale is different: See Special Rules below.
7
Anywhere on Board 5:
GREEN x2
x2
x8
x3
x3
x3
Set up on west edge of Board 5:
x2
x2
RED
DEFENDER: TAN
MORALE:
7
S E T U P : Sets up on city hexes of Board 4. City Hexes of Board 4:
x2
GAME LENGTH: 6 Turns
x1
x6
x2
x2 VICTORY CONDITIONS: Player with most undisrupted units in city hexes on Board 5 at the end of Turn Six will be declared the winner.
S P E C I A L R U L E S Regardless of losses to mercenary units, Morale stays 7 for undisrupted units. However, all mercenaries may desert if any single rally roll for any single disrupted mercenary unit exceeds a certain number. The more Mercenary units that are destroyed, the lower this number is according to the chart below: After 1 mercenary unit is eliminated all Mercenaries will desert if any one disrupted mercenary unit rolls a 9 or more during his roll to rally. After 2 mercenary units are eliminated all Mercenaries will desert if any one disrupted mercenary unit rolls a rally roll of 8 or more. After 3 mercenary units are eliminated all Mercenaries will desert if any one disrupted mercenary unit rolls a rally roll of 7 or more. If desertion occurs, immediately remove from the board all mercenaries including ones participating in Close Assault. 9
Holding Out to Payday It's harder to get paid if the men who hired you are the prisoners of the enemy. That's why Colonel Hammer was so upset when he heard the enemy was mounting a drive on the capital. The Colonel was never one to like losing by default. It looks bad and it feels lousy. It would be nice, he added casually, if we could hold on until payday.
ATTACKER: T A N & RED
SCENARIO TEN (2 PLAYERS)
2
3
4
5
6
THERE ARE NO EDGE PIECES NEEDED FOR THIS SCENARIO.
MORALE:
7
S E T U P : Tan Paradrops onto Board 4 on Turn One. Red sets up second anywhere on Board 6. Tan and Red move first. Paradrops onto Board 4
TAN x2
x10
x2
x12
x10
x12
Anywhere on Board 6:
RED
DEFENDER: BLUE & GREEN
x2
x3
7
MORALE:
S E T U P : See various troop displays. Blue and Green move second. Anywhere on Board 4 before Tan Paradrops:
GREEN x4 Anywhere on Board 3 before Tan Paradrops:
GREEN x10
x6
x2
x2
Enter Board 2 on south road during Turn One:
BLUE x2
x4
x6 10
x3
w/gas
Continued on next page
Enter Board 5 on south road during Turn One:
GREEN
GAME LENGTH: 16 Turns VICTORY CONDITIONS: A Red unit S P E C I A L R U L E S : Defenders Blue & Green must occupy the easternmost city hex on board 4 may not leave the board they start on or entered on or before turn 16 to win. on until one unit of the Red attacker has exited that board to the west.
Traditional Objectives To the Slammers a bridge is more of an obstruction on the nice clear rivers than anything else. Unfortunately, the locals still used wheeled transport and unless we wanted to fight the rest of the war with just two mercenary regiments, we needed that bridge. A real traditional objective, but it's hard to be nostalgic during a Close Assault.
SCENARIO ELEVEN (2 PLAYERS)
2
3
4
THERE ARE NO EDGE PIECES NEEDED FOR THIS SCENARIO.
MORALE:
ATTACKER: B L U E & R E D
7
S E T U P : Set up BLUE on first full hexes on the west edge of Board 2. Set up RED on the first full hexes on the east edge of Board 3. West edge of Board 2:
BLUE x5 East edge Board 3:
x10
x4
RED x3
x4
x10
DEFENDER: TAN & GREEN
x1 MORALE:
7
S E T U P : TAN: Set up On Board 3 at least 5 hexes from east edge of board. GREEN: Anywhere on Board 4. On Board 3:
TAN: x2 Anywhere on Board 4:
x1
x8
x3
x1w/gas
x2w/gas
GREEN:
x2
x3
x6
x3 11
x1w/gas x2w/gas Continued on next page
G A M E L E N G T H : Until Victory Conditions V I C T O R Y C O N D I T I O N S : Player with are met. first mercenary counter on the bridge is winner. S P E C I A L R U L E S : Red sets up both Red and Green units. Blue sets up Blue and Tan units. Tan and Green belong to the same army; they are trying to prevent Blue and Red from capturing the bridge on Board 4. Blue Player controls, moves, and fires the Tan forces. The Red player controls, moves, and fires the Green forces. Green and Tan cannot fight each other, but can stack together (no more than three units per hex). Red and Blue can fight each other. Roll a die to see which side moves first (highest roller decides). Tan and Green must be set up before Blue and Red enter board. Green units are moved on the same turn that Red moves and Tan units are moved on the same turn that Blue moves.
Religious War
SCENARIO TWELVE (2 PLAYERS)
A consortium of churches has hired the Slammers to be the peackeepers in a religious war. There is no question we can keep the two sides apart once we get there. Unfortunately, right now there is only a small advance party of mixed mercenary forces watching the bigger faction try to simplify our job . . . by wiping out all the 'heretics' before we arrive.
A
4C
1
3
6
ED
ATTACKER: GREEN MORALE: 7 S E T U P : Green sets up on south edge of Board 6. The attacker sets up second and moves first. South edge of Board 6:
x12
x10
x14
x14
x4
DEFENDER: TAN, BLUE & RED
x4
x4
x2
x2
S E T U P : Tan, Blue, and Red set up first and move second. The Defender sets up anywhere on Boards 1 and 4, 5 hexes north of Boards 3 and 6.
M O R A L E : TAN: 6 RED & BLUE: 8
Any TAN unit that fails its Rally roll is eliminated. If RED loses 3 units all Red units will leave. Immediately remove remaining Red units from play.
If BLUE loses 3 units, all Blue units will leave. Immediately remove remaining Blue units from play. Anywhere on Boards 1 and 4:
RED
BLUE
x6 x1 Anywhere on Boards 1 and 4:
x1
x2
x6
TAN x4
x10
GAME LENGTH: 14 Turns
x4
x4
x4
x6
VICTORY CONDITIONS: Green wins if it can eliminate all Tan units (the heretics). Tan wins if it has 1 unit left after 14 turns. 12
Everybody Wants A Piece of the Action SCENARIO THIRTEEN (3 PLAYERS) Normally the Slammers get called in to supress a rebellion, or sometimes to be one. Here the revolution was over. Rumor has it that there is an accountant named Peabody who wrote our contract. It seems the former government owed corporations and governments on every world in the cluster. Several of them were concerned about getting their money back. Hammer's Slammers is probably the galaxy's most impressive bill collector, but even we may not be enough to reposses an entire continent... particularly when we aren't the only mercenaries trying to collect.
1
6
A
B
2
3 C
5
4
F
E D
ATTACKER: Tan S E T U P : Tan sets up first on various boards (see troop displays) before the game starts and moves third. Anywhere on Board 1:
Board 2:
MORALE:
Board 3:
Board 4:
8
Board 5:
Any Board:
x1
x2
x2
x2
x2
x4
x4
x1
x1
x1
x1
x2
x2
x6
x1
x2
x1 This force can be split between the other forces or placed on the board together.
Continued on next page
x1 13
Everybody Wants A Piece of the Action SCENARIO THIRTEEN (3 PLAYERS)
SIDE 2: RED
MORALE:
8
S E T U P : Roll a dice to see which board Red enters (on any outer edge). Red moves first and enters on Turn One. Roll die for Board:
x4
x6
SIDE 3: B L U E
x10
MORALE:
8
S E T U P : Roll a dice to see which board Blue enters (on any outer edge). Blue moves second and enters on Turn One. NOTE: If RED and BLUE roll the same board for their set up, re-roll die. Roll die for Board:
x3
x10
x5
x1
GAME LENGTH: 10 Turns V I C T O R Y C O N D I T I O N S : Winner is playerwith largest number ofvictory points which can only be recieved by occupying and garrisoning city hexes. Each city hex of a totally garrisoned city is worth 1 victory point. Each city hex must be garrisoned with at least one unit. A player must garrison every city hex in a city to count that given city as owned.
14
Spice Madness First come, first served—if you can keep it. Four ounces of Geri-spice was worth as much as the entire regiment was paid for a week of nasty duty. Ten ounces would buy a shiny new tank. The funny little critters who produce the spice make about fifty ounces a year—tops. Yesterday the ship carrying an entire continent's production simply blew up over the middle of nowhere. The spice was packed in titanium steel containers and probably survived. One is careful to securely pack something three thousand times more valuable than gold. Intelligence figures the containers are spread all over hell and gone a few miles ahead. In the morning we'll begin searching, but the intelligence boys must be right. Why else would there be at least one other mercenary force and the cream of two planet's armies camped within a few Klics of here. It's going to be a long day.
SCENARIO FOURTEEN (4 PLAYERS)
4
2
5
6
i
3
THERE ARE NO EDGE PIECES NEEDED FOR THIS SCENARIO. G A M E L E N G T H : until all spices have been recovered from Board 2.
VICTORY CONDITIONS: Player with the most spices is considered the winner. S E T U P : Set up one inverted rubble counter on each of the swamp hexes on Board 2. These will represent the scattered containers of Geri-spice.
Player Order of Play: Each side may purchase 300 points worth of units (see Design your own Scenario section of the Rules). Players are each given a board to start on according to chart below: 1. TAN: Board 6 2. GREEN: Board 5 3. BLUE: Board 3* 4. RED: Board 4* * BLUE and RED may only have a maximum of 4 combat cars each.
SPECIAL RULES: 1. It costs one movement factor to pick up the Spice Containers. 2. Spice Counters do not count towards stacking. 3. All Morale rolls are desperation. Morale level of all troops is 6. Morale does not have to be purchased. 4. Combat can only occur on Board 2. You can't shoot units on the other boards. Units on other boards can shoot into Board 2. Half hexes on the cut are considered to be Board 2. 5. A spice counter moved onto your board is considered safe. If a unit carrying a spice counter is eliminated, the spice counter is not destroyed. 6. Opponents may not move onto your board. 7. Conventional APC's and Conventional Armored Cars can go into swamps and lakes (amphibious for this scenario only). 8. You may use gas, ECM, and paratroopers. 15
U
NIT IDENTIFICATION CHART
HAMMER'S SLAMMERS (BLUE) All Units are on hover vehicles except for Dismounted Infantry. Front Back
Hover Tanks
Combat Cars
Dismounted Infantry
Mounted Infantry
Self-Propelled Artillery
MERCENARY UNITS (RED) All units are hover vehicles except for Dismounted Infantry, Large Guns, Small Guns, and Howitzers. Front Back
Hover Tanks
Combat Cars
Small Gun
Howitzer
Dismounted Infantry
Mounted Infantry
Self-Propelled Artillery
Large Gun
Self Propelled Calliope
CONVENTIONAL UNITS (TAN & GREEN)
All units are tracked or wheeled vehicles except for Infantry, Large Guns, Small Guns, Howitzers, and Calliopes.
Tracked Tanks
Armored Cars
Small Gun
Howitzer
Infantry
Armored Personnel Carrier
Self-Propelled Artillery
Calliope
GAME MARKERS
Turn Marker
Fortress
Rubble
Rubble 16
Large Gun
Self Propelled Calliope