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CENARIOS
SCENARIO ONE
(2 PLAYERS)

Badger Hunt

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

ATTACKER: TAN

MORALE:

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:

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

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.

4 C
E

MORALE:

ATTACKER: TAN

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:

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.

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

5
F

4 c
E

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:

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.

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

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

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.

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:

3 C

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:

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

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.

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.

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

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.

SCENARIO EIGHT
(2 PLAYERS)

Break Out

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:

3 C

2
ED

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:

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.

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.

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:

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)

THERE ARE NO EDGE PIECES NEEDED


FOR THIS SCENARIO.

MORALE:

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

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)

THERE ARE NO EDGE PIECES NEEDED


FOR THIS SCENARIO.

MORALE:

ATTACKER: B L U E & R E D

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:

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.

4C

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.

3 C

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:

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:

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:

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 servedif 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
yeartops. 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)

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

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

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