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  AN ONGOING NEWSLETTER July 2008


Raid on Rathlin
An 'Anti Replicant League' scenario (#1)
by Thomas Todd

Just off the north-west coast of Ireland is the small island of Rathlin. It was to be destroyed.

Rathlin had been acquired by the R.I.P. for use as a Replicant repair and storage facility.

Its destruction would severely hamper the upcoming Replicant revolt, so it was targeted by the ARL for destruction.

The Playing Surface and Special Rules

Rathlin is a barren island, strewn wilh large rocks, but not much greenery. I used a 4' x 4' table, although you could increase the size as you wish.

At one end of the table is a high chain link fenced compound. Within the compound is the target building along with some other buildings, lorries etc.

The gate is closed and will need to be opened with wire-cutters (rules for use of these are to be found in the Combat Zone Battlebook pg.28)

The ARL team will begin hidden behind some large rocks within 20 cm of one end of the board.

Between the ARL start position and the compound should be a number of large rocks behind which the ARL can seek to approach undetected and find cover.

Guarding the approach to the compound is a single sentry gun armed with a machine gun, and two Military 5000 class replicants armed with assault rifles.

The two replicants must begin within 10cm of the gate and are operated according to the sentry rules in the “Rescue” scenario on pgs.14-16 of the Combat Zone Battle book.

The sentry gun can be positioned wherever the replicant player wishes but not more than 20cm from the chain link fence.(Rules for Sentry Guns are found on pg.28 of the Combat Zone Battlebook.)

The ARL are required to destroy the target building in accordance with the “Hit and Run” rules on pg.7 of the Battlebook.

The raid takes place at night but both sides are equipped with night vision systems.

Forces

ARL

Hero - Elite quality, ablative armour, heavy pistol, auto shotgun, 3 frag Grenades, tazer.

ARL cell

  • Leader Elite quality, flak jacket, very heavy pistol, knife, tazer
  • Sub leader Veteran quality, flak jacket, auto shotgun, knife, first aid kit, tazer
  • 3 cell members Veteran quality, flak jacket, auto shotgun, knife, tazer
  • 1 cell member Veteran quality, flak jacket, assault cannon, tazer
    • The whole group have comm units.
    • Four frag grenades and two sets of wire cutters are also available to the group.

Replicants

Sentries

  • 2 Military 5000 Close assault Replicants with assault Rifles
  • 1 Sentry Gun with Machine Gun

Reinforcements*

  • 2 Military 5000 Close Assault Replicants with assault Rifles
  • 1 Military 5000 Close Assault Replicant with Autocannon

* These reinforcements are introduced once the alarm is raised by the sentries according to the Combat Zone Battlebook “Rescue” scenario, pg.15 - 16

Victory Conditions

The ARL are victorious if they destroy the target building and mange to get more than half of their initial figures back off their end of the board.

The Replicants are victorious if they can prevent the target building from being destroyed.

The game is a draw if the ARL manage to destroy the target building but fail to get more than half of their initial figures back of the board.

Since replicants from this installation were to be used in securing the Docklands area of Derry the destruction of this installation will help determine replicant forces in a future scenario.

Forces

ARL

Hero - Elite quality, ablative armour, heavy pistol, auto shotgun, 3 frag Grenades, tazer.

ARL cell

  • Leader Elite quality, flak jacket, very heavy pistol, knife, tazer
  • Sub leader Veteran quality, flak jacket, auto shotgun, knife, first aid kit, tazer
  • 3 cell members Veteran quality, flak jacket, auto shotgun, knife, tazer
  • 1 cell member Veteran quality, flak jacket, assault cannon, tazer
    • The whole group have comm units.
    • Four frag grenades and two sets of wire cutters are also available to the group.

Replicants

Sentries

  • 2 Military 5000 Close assault Replicants with assault Rifles
  • 1 Sentry Gun with Machine Gun

Reinforcements*

  • 2 Military 5000 Close Assault Replicants with assault Rifles
  • 1 Military 5000 Close Assault Replicant with Autocannon

* These reinforcements are introduced once the alarm is raised by the sentries according to the Combat Zone Battlebook “Rescue” scenario, pg.15 - 16

Victory Conditions

The ARL are victorious if they destroy the target building and mange to get more than half of their initial figures back off their end of the board.

The Replicants are victorious if they can prevent the target building from being destroyed.

The game is a draw if the ARL manage to destroy the target building but fail to get more than half of their initial figures back of the board.


SCENARIOS

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