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7/29/2019 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.