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Campagne Bright Horizon

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    BRIGHT HORIZON

    UNE CAMPAGNE POUR

    TOMORROW'S WAR

    Par KOBAYACHIMARU

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

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    Bright HorizonCampagne inter-club (26/02/2011)

    Bright Horizon est une colonie minire dcouverte et contrle par le consortium Omni

    Consumer Pleasure (OCP). Au fil des dcades les colons (considrs comme des

    citoyens de seconde zone par OCP) sindignrent dune gouvernance non dmocratique

    (un vice-prsident dOCP tient le rle de gouverneur plantaire) et dune inscurit

    grandissante (des bandes de pillards, descendant des premiers colons - des forats -

    sillonnent la plante).

    Afin de rtablir lordre et de maintenir la production, OCP fit appel une socit militaire

    prive, Unicorn Unlimited. Deux rgiments furent dpchs sur Bright Horizon.

    Connus pour avoir la dtente facile les mercenaires de Unicorn Unlimited nont pas calmles esprits.

    Ce qui tait une insurrection se transforma en rvolution. Les forces de dfense

    plantaires (PDF) rejoignirent le Syndicat des mineurs de Bright Horizon dans le projet de

    renverser OCP et dinstaurer un gouvernement dmocratique.

    LAssemble dmocratique de Bright Horizon (qui regroupe notamment des reprsentants

    des PDF et du syndicat) dcida de faire galement appel une arme prive pour

    soutenir les rgiments 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 dfense plantaire

    (PDF) bousculrent les mercenaires de Unicorn Unlimited.

    Une contre-attaque surprise de ces derniers vise reprendre linitiative. Les flancs de

    loffensive des PDF sont menacs. LAssemble dmocratique dcide denvoyer les

    Helljumpers pour ralentir cette contre-attaque...

    Un des deux axes de pntration de la contre-attaque de Unicorn Unlimited suit une route

    secondaire passant par une petite exploitation minire indpendante ; Caydons Hole. Ce

    point doit tre dfendu le plus longtemps possible. Deux autres cibles ont t identifies

    par le Bureau Tactique : un vhicule de communication dont la capture permettrait de

    pntrer le rseau tactique dUnicorn Unlimited et ainsi de rendre nos mesures dECM

    plus efficaces (objectif STORM) ; un peloton dartillerie autoporte qui peut craser notre

    dfense et qui doit tre captur ou limin (objectif ICE).

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    La campagne : Caydons Hole

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    Scnario 1 : Objective Ice*******************************************

    Un convoi dartillerie dUnicorn doit se mettre en position pour craser Caydons Hole . Les

    Helljumpers ont fait appel la rsistance locale pour les aider organiser une

    embuscade.

    Les troupes dUU doivent sortir par la route au sud de la carte. Les Helljumpers doivent les

    en empcher en dtruisant lartillerie.

    Les Helljumpers ont linitiative le

    premier tour. Ils se placent dans

    cinq positions renforces (+2D

    + 1D in conver) au moins 20

    de la zone de dploiement des

    Unicorns (un rectangle de 20

    cm de long sur 10 de large

    centr sur la route).

    La carte fait 4x3.

    HELLJUMPErS

    1x HotDrop SQUAD (lieutenant Koppers - positive leader)Chaque Fireteam est quipe de lance-rockets lgers (AP 2D ; AT(L) 2D). Il faut tester(TQ) avant chaque tir pour savoir sil 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 Artillery Vehicle (mvt 8/16 ; armor = Wolf ; no weapons)

    4x Unicorn Scout Vehicle (Wolf)3x Unicorn Maneuver Teams1x Unicorn Command Team (like Maneuver Team but the squad leader is a lieutnant).

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    Freedom fighters

    A partir du 2e tour un groupe de rsistants arrive par un des Hot Spots ( placer au dbutde la partie) chaque tour. On dtermine le type de troupes sur la table ci-dessous.

    Dtail 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

    61d6+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

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    Scnario 2 : Objective Storm*************************************************Prendre dassaut le vhicule de communication afin de brouiller laccs au rseau des

    mercenaires Unicorn.

    Assaut aroport men par le lieutenant Spade et son squad. Il faut liminer loppositionet arriver au contact du vhicule de transmission. Il est possible de mobiliser une Heavy

    Battle Armor (mais qui ne pourra pas tre utilise pour la suite).

    Table Size: 3 x 3

    HELLJUMPEr

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

    UNICORN

    1x Transmission Vehicle (mvt 8/16 ; armor = Wolf)son escorte :

    2x Unicorn Scout (Wolf)2x Unicorn Maneuver Teams

    Les troupes dUnicorn doivent tester (TQ) leur degr de ractivit ou risquer de ne rienfaire 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 sequenceas follows:Choose insertion point for each unit and roll a Troop Quality check. If the unit passes the check, place all itsfigures 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 theappropriate dice and a scatter dice for each figure in the scattered unit:Tech level 2 Scatter 1D10 frominsertion point.Figures in a scattered unit may only React on the turn they arrive. Treat each scattered figure as a individualunit for purposes of Reaction Tests, fire, and defense unless they are in cohesion with another friendly unit.

    On the following turn, the units activation must consist of moving all figures into cohesion withone another. Until cohesion is established with all combat effective figures in the scattered unit, it may onlymove to establish cohesion and fire as part of a Reaction or Round of Fire.

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    Scnario 3 : Caydons Hole**********************************************Protger le flanc de loffensive.

    Table Size: 4 x 4

    omni mining syndicate

    Les Helljumpers sont dj sur site, dploys dans les btiments avec les rsistants quils

    encadrent.

    3x Workers Fireteams

    1x Helljumper Squad (3 Fireteams command 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 vhicule de communication a t captur alors chaque tour on teste pour savoirsi le rseau dUU peut tre brouill : 1-2 sur 1d6 = brouillage jusqu la fin de la bataille.

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    Hot DropChoose insertion point for each unit and roll a Troop Quality check. If the unit passes the check, place all itsfigures 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 theappropriate dice and a scatter dice for each figure in the scattered unit: Tech level 2 Scatter 1D10 frominsertion point.Figures in a scattered unit may only React on the turn they arrive. Treat each scattered figure as a individualunit for purposes of Reaction Tests, fire, and defense unless they are in cohesion with another friendly unit.On the following turn, the units activation must consist of moving all figures into cohesion withone another. Until cohesion is established with all combat effective figures in the scattered unit, it may onlymove 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 unitsare scheduled to arrive. Hot Drop or parasail units that arrive during play may do nothing in the turn in whichthey arrive other than establish their perimeter. They may not move unless forced to Pull Back. They mayonly React by returning fire.

    OMS Victory PointsNo 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 ptsPer U Soldier POW...........................................3 ptsPer 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 dartillerie lourde si cette dernire na pas t dtruite (peut tre demand parles squad leaders avec +1 on GRID). AP: 3D / AT(H): 2D de dommage et 3 de rayon parvhicule.

    UNICORN Victory Points

    Per vehicle or half-strength+ unit that exits south edge of the table by end of turn 3 .................. 3 ptsPer vehicle or half-strength+ unit that exits south edge of the table by end of turn 5 .................. 2 ptsPer vehicle or half-strength+ unit that exits south edge of the table on turn 6 ...............................1 ptPer OMS Soldier POW ...............................................3 pts

    Per OMS Infantry Unit Reduced Below Half Strength...2 ptsPer OMS Vehicle Disabled..................2 ptsPer OMS Vehicle Destroyed................ 3 pts

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    DEATHTRAP : When rolling for damage results, hits scored against vehicleswith this unfortunate attribute receive a +1 die roll modifier.

    SLOW FIRING : Vehicles with a Slow Firing Weapon receive a -1 to allReaction tests after the first during a turn. This modifier is cumulative withother Reaction modifiers.

    FUSION GUN : Energy Cannons ignore up to two dice of a target unitscover or armor. (Slow Firing)

    LASER GUN : Laser Cannons of all types receive a +1 die roll modifier whenrolling on the Vehicle Damage Table.

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

    DETONATION FIELD : Detonation Fields are electro-magnetic fields that maycause ATGMs to detonate prematurely, compromising their stand-off distance

    and penetration.A Detonation Fields Tech Level determines how effective it is against ATGMs.Subtract 1 die of Firepower from an ATGM attack for each TL of the vehiclesDF. Thus, a TL 1 DF would subtract 1 Firepower die from an incoming ATGMand a TL 3 DF would subtract 3 dice.

    SAFE HAVEN : Some AFVs have are so trusted by their crews that no matterhow badly theyre beaten about theyd rather stay safely inside them than riskexposing themselves on the battlefield. Crews of vehicles with this attributereceive a +1 Die Shift on Bail Out checks.

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

    DETONATION FIELD : Detonation Fields are electro-magnetic fields that maycause ATGMs to detonate prematurely, compromising their stand-off distance

    and penetration.A Detonation Fields Tech Level determines how effective it is against ATGMs.Subtract 1 die of Firepower from an ATGM attack for each TL of the vehiclesDF. Thus, a TL 1 DF would subtract 1 Firepower die from an incoming ATGMand a TL 3 DF would subtract 3 dice.

    SAFE HAVEN : Some AFVs have are so trusted by their crews that no matterhow badly theyre beaten about theyd rather stay safely inside them than riskexposing themselves on the battlefield. Crews of vehicles with this attributereceive a +1 Die Shift on Bail Out checks.

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


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