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Bright Horizon Finalwtroops
Bright Horizon Finalwtroops
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Stiffened by the Helljumpers, rebel forces made slow but steady headway against OCP forces. However this success was illusory as OCP had been merely fighting a holding action as fresh forces were gathered to strike at the flanks of the PDF offensive. The Helljumpers were quickly rerouted in a bid to halt this counter offensive. The small mining facility of Caydons Hope lies directly in the path of the OCP counter offensive and it is here that rebel forces have chosen to make their stand. The facility is to be held as long as possible.
A platoon of artillery tractors, whose capture or elimination will slow movement of UU heavy artillery assets (objective ICE).
As part of this action Rebel command has identified two targets of opportunity: A communication vehicle whose capture would impair Unicorn electronic countermeasures (objective STORM).
HELLJUMPERS
Lieutenant Spades HotDrop Squad: 1x Squad Leader with Laser Rifle (REP 5) 1x Medibot (Medic) 1x ATGM Team with 2 operators 3x HotDrop Fireteams. Each Fireteam has one LAW.
UNICORN
1x Com Vehicle (mvt 8/16 ; armor = Wolf ; no weapons) 2x Unicorn Scout Vehicles (Wolf) 1x Unicorn Maneuver Team 1x Unicorn Command Team (like Maneuver Team but the squad leader is a lieutenant). Once per game the Command Team can call a Bombing Run (instead of moving).
PASS 1D6
Roll on the Bombing Run table (p. 62) with 2d6.
PASS 0D6
No Response. Try next turn.
FREEDOM FIGHTERS
Starting on round two Resistance groups can appear according to the rules for reinforcements (p.59, Investment Level = 4). They appear following the Reinforcement Entry table (p. 63).
HELLJUMPERS
The Helljumpers player divides his troop into four PEFs, positioning them in sections 7, 8 and / or 9. Lieutenant Koppers HotDrop Squad : 1x Squad Leader with Laser Rifle (REP 5) 1x Medibot (Medic) 1x ATGM Team with 2 crew 3x HotDrop Fireteams Each Fireteam has one LAW.
REINFORCEMENTS
# 1 2 3 4 PASS 2D6 2 x Squads + Rocket Launcher Team 2 x Squads with LAW Squad with LAW Squad Squad None PASS 1D6 2 x Squads Squad Squad None None None
UNICORN
Unicorn forces are divided into three PEFs and enter through sections 1, 2 and / or 3. 3x Artillery Vehicles (mvt 8/16; armor = Wolf ; no weapons) 4x Unicorn Scout Vehicles (Wolf) 3x Unicorn Maneuver Teams 1x Unicorn Command Team (like Maneuver Team but the squad leader is a lieutenant). The Once per game the Command Team can call a Bombing Run (instead of moving).
5 6
PASS 1D6
Roll on the Bombing Run table (p. 62)
PASS 0D6
No Response. Try next turn.
UNICORN
Unicorn forces are divided into three PEFs and enter through sections 1, 2 and / or 3. 2x Unicorn Heavy Battle Tanks (Grizzly) 4x Unicorn Medium Tanks (Bullfrog) 5x Unicorn Scout Vehicles (Wolf) 1x Unicorn Platoon Once per game the Command Team can call a Bombing Run (instead of moving).
PASS 2D6
Roll on the Bombing Run table (p. 62) with 3d6.
PASS 1D6
Roll on the Bombing Run table (p. 62) with 2d6.
PASS 0D6
No Response. Try next turn.
PDF Reinforcements enter on turn 2 from the section 8 road. 1x Scorpion APC with one PDF squad inside (2 Fireteams); 1x Thor Heavy Battle Tank.
The Platoon Leader can call a Mortar Fire Mission if in LOS (as per the rules p. 60).
If Objective ICE Mission was a Helljumper success, no fire missions are available.
Three Hell jumper Heavy Battle Armor are dropped on turn 3 : Choose an insertion point for each Armor and roll on the Insertion TABLE. If the communication vehicle wasnt destroyed (Objective STORM) then the electronic countermeasures make insertion more difficult: REP-1 on the Insertion Table.
HELLJUMPERs organization
HotDrop Fireteam 1x Fireteam Leader wIth Laser Rifle 1x Rifleman wIth Laser Rifle 1x Rifleman wIth Laser Rifle 1x Grenadier wIth Laser Rifle and Grenade Launcher or 1x Gunner with Laser SAW HotDrop SQUAD 1x Squad Leader wIth Laser Rifle (REP 5) 1x Medibot (Medic) 3x HotDrop Fireteams HotDrop PLATOON 1x Platoon Leader wIth Laser Rifle (REP 5) 1x Platoon Sergeant wIth Laser Rifle (REP 5) 1x Radio/Tech wIth Laser Rifle 3x Squads 4x Heavy Battle Armors 2x ATGM Teams (Anti-Air Launcher) with 2 crews. NOTES Agile - Able to fire without penalty when Fast Moving. Fast - Normal movement is 10".
PDF organization
PDF Fireteam 1x Fireteam Leader with Assault Rifle 1x Rifleman with Assault Rifle 1x Rifleman with Assault Rifle 1x Grenadier with Assault Rifle and LAW 1x Gunner with SAW PDF SQUAD 1x Squad Leader with Assault Rifle (REP 4) 2x PDF Fireteams SUPPORT WEAPON TEAMS 1 x Heavy Machine Gun Team (Crew: 3) 1 x Rocket Laucher Team (Crew: 2) PDF PLATOON 1x Platoon Leader with Assault Rifle (REP 4) 1x Platoon Sergeant with Assault Rifle (REP 4) 1x Radio/Tech with Assault Rifle 1x Medic with Assault Rifle 4x Squads 2x Heavy Weapon Teams (one of each) NOTES
- Main Gun : Fusion Gun (Beam, Small, p. 85) (Slow Firing Weapon) - Secondary Weapon : HMG (p.85) - Fire Support Heavy Battle Armor only : Main Gun : Plasma Gun (p. 85) Secondary Weapon : Fusion Gun (Beam, Small, p. 85) Attributes & Notes : Bad Design, Slow Firing. An HBA may only fire one gun on a single activation (If its the fusion gun then : Slow Firing).
BAD DESIGN : +1 to weapon impact when rolling on the Penetration Table. SLOW FIRING : Vehicles with a Slow Firing Weapon can only shoot when active (not in reaction).
- Main Gun : Heavy Laser Gun (Beam, Heavy, p. 85) - Secondary Weapon : HMG (p. 85) Attributes & Notes : Trusty Gear Point Defense
POINT DEFENSE : Micro lasers and electro-magnetic fields may cause ATGMs and Rockets to detonate prematurely. Roll 1d6: 1-3 the rocket is detroyed before hitting the AFV. TRUSTY GEAR : Some AFVs are heavily trusted by their crews. Roll 3d6 for the Clank Test.
unicorn organization
UU Maneuver Fireteam 1x Fireteam Leader wIth Laser Rifle 1x Rifleman wIth Laser Rifle 1x Grenadier wIth Laser Rifle and Grenade Launcher 1x Gunner with Laser SAW UU Support Fireteam 1x Fireteam Leader wIth Laser Rifle 1x Rifleman wIth Laser Rifle 1x Rifleman wIth Laser Rifle 1x ATGM Team (Anti-Air Launcher) with 2 crews. UU SQUAD 1x Squad Leader wIth Laser Rifle (REP 5) 1x Medic wIth Laser Rifle 2x Maneuver Fireteams 1x Support Fireteam UU PLATOON 1x Platoon Leader wIth Laser Rifle (REP 5) 1x Platoon Sergeant wIth Laser Rifle (REP 5) 2x Squads NOTES
- Main Gun : Medium Laser Gun (Beam, Medium, p. 91) or Heavy Laser Gun (Beam, Heavy, p. 85) - Secondary Weapon : HMG (p. 85) Attributes & Notes : Trusty Gear Point Defense
POINT DEFENSE : Micro lasers and electro-magnetic fields may cause ATGMs and Rockets to detonate prematurely. Roll 1d6: 1-3 the rocket is detroyed. TRUSTY GEAR : Some AFVs are heavily trusted by their crews. Roll 3d6 for the Clank Test.
- Main Gun : 120mm Heavy Gun (5 circle / 1 vehicle : SB 6 - HB 5 - EXO 4 - BTA 3) - Secondary Weapon : HMG (p. 85) Attributes & Notes : -
- Main Gun : 30mm Gun (Projectile, Small, p. 82) - Secondary Weapon : HMG (p. 85) Attributes & Notes : -
- Main Gun : Light Laser Gun (Beam, Small, p. 85) or Rocket Launcher (p. 85)