Wednesday, November 16, 2011

Sidalis IV: Smuggling Artifacts

I still haven't finished making my miniatures for the Qwik campaign that I intend to run for the Solo Tabletop Gaming Appreciation Month, but I did get some time to run a little game for my ongoing multi-system "War of Sidalis IV" campaign. This time, I used Flying Lead as the rules set for the battle.

During the War of Sidalis IV, one of the main priorities of both sides was securing the alien artifacts. NovaCorp would send autonomous transports guarded by small squads of soldiers to bring artifacts from research stations to their space ports or to armored bunkers. Once they learned of these operations, the Terraforce started to set up ambushes to stop them without destroying the artifacts.

The Forces
There are five NovaCorp soldiers, all of which are Q3+ C2, equipped with pulse rifles (C+2, long range, auto fire, move and shoot) and body armor. They have the Steady under Fire special rule. They should be deployed within one base distance from the vehicle.

The transport vehicle's stats are Q4+ C3 and it has the Short Move, Slow and Vehicle special rules. It is deployed on one board edge. Upon a successful activation it will keep moving towards the opposite edge of the board in a straight line. If doubled in combat, the vehicle is disabled and won't move anymore. If tripled in combat, the vehicle explodes, causing a C3 attack to all soldiers within one Long from the center of the vehicle. If the disabled vehicle has at least two soldiers in base contact with its sides, the three figures can activate as a group to perform a short move.

The Terraforce soldiers are organized in three fire teams of three men. All of them are Q4+ C2, equipped with kinetic rifles (C+2, long range, select fire, move and shoot) and body armor. There are six patches of woods in the board, and the location of each fire team is randomly determined after the NovaCorp are deployed. Each patch can have only one fire team.

Victory Conditions
The NovaCorp side wins if the transport vehicle leaves the board through the opposite side. The Terraforce wins if they prevent this from happening. If the transport explodes, both sides lose.

Battle report
This picture shows the board setup. I'm playing the NovaCorp soldiers against the automated Terraforce ambushers. [I decided to have the fire teams activating in order from closest to farthest from the vehicle. Each figure activates independently (using Dogui's activation procedure) but all figures of a fire team should be resolved before moving to the next one.]

The Terraforce won initiative and moved out of the woods firing. Their automatic bursts didn't do much against the transport but took one of the NovaCorp soldiers out of the fight. The NovaCorp forces moved forward and managed to suppress one Terraforce soldier and take another out of action.

The Terraforce disabled the transport with an aimed shot, so the NovaCorp soldiers moved to base contact, in order to start pushing it, suppressing one soldier and sending two others into hiding.

The Terraforce soldier who was laying prone after recovering from suppression took an aimed shot against a nearby NovaCorp soldier, causing a gory death. The horrific display caused the other soldiers to panic, starting to run from the battle.

After this, there was little point in going on, so the remaining two NovaCorp soldiers left the board. One of them fired one last aimed shot in an attempt to cause the vehicle to explode but failed. The Terraforce captured the transport vehicle winning the scenario.

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