#RPGThursday – Introducing ‘The Crew” that’s adventuring Five Parsecs from Home (from @Modiphius)

Five Parsecs from Home: Solo Adventure Wargaming from Modiphius is clearly a set of miniatures wargaming rules. It is also a very tabletop role playing game-like campaign setting. Let’s meet “The Crew.”

“The Crew”

We met through…mutual protection in a hostile universe. We are best characterized as cut-throat outlaws.

Morphius (Leader)Mercenary human from a subjugated colony on an alien world motivated by survival

  • Reaction 1 / Speed 4″ / Combat Skill +1 / Toughness 4 / Savvy +0 / Luck +1 / XP 0
  • Military Rifle, Beam Pistol, AI-Companion

WedgeHuman technician from Tech Guild searching for romance

  • Reaction 1 / Speed 4″ / Combat Skill +0 / Toughness 3 / Savvy +2 / XP 0
  • Marksman’s Rifle w/Laser Sight, Handgun, Cyber Hand

MacNomad Human bureaucrat motivated by order

  • Reaction 1 / Speed 4″ / Combat Skill +0 / Toughness 3 / Savvy +0 / XP 0
  • Military Rifle, Scrap Pistol, Med Patch

DexHuman scoundrel from giant, overcrowded dystopian city seeking truth

  • Reaction 1 / Speed 6″ / Combat +0 / Toughness 3 / Savvy +0 / XP 0
  • Infantry Laser

“Whiskers”Ganger Feral alien seeking wealth

  • Reaction 2 / Speed 4″ / Combat Skill +0 / Toughness 3 / Savvy +0 / XP 0
  • Shotgun, Machine Pistol, Hazard Suit
  • In battle, “all enemy imposed penalties to Seize the Initiative rolls are ignored”
  • When making a Reaction Roll at the start of a battle round, if the dice score a single 1 it must be given to the Feral crew member

B0T5Standard Bot

  • Reaction 2 / Speed 4″ / Combat Skill +1 / Toughness 4 / Savvy +2
  • Scanner Bot (Gadget)
  • 6+ Armor Saving Throw

The Crew’s Ship

The Rusty Bucket, retired troop transport, 35 Cr debt, 35 Hull with Emergency Drives

The Crew “Shares”

  • Bank Account – 17 Credits
  • Story Points – 3
  • Patrons – 1
  • Rivals – 0
  • Rumors – 2
  • Quest Rumors – 2

The Legend Begins

As this is my first campaign, I set the Victory Conditions at “Complete 3 Questswith Normal difficulty and no House Rules specified. I roll 1d6 +1 for Story Points, getting 4 but adding another three from character creation (Story Point total = 7).

Campaign Turns in Five Parsecs from Home are executed in a very methodical manner; Step 1: Travel, Step 2: World, Step 3: Tabletop Battle, and Step 4: Post-Battle Sequences. Let’s see how The Crew starts out…

The Crew is not fleeing an invasion, and decides not to travel (skip Starship Travel Events). Instead, they will see what this world, Zahhuz, has to offer them.

New World Arrival

  1. Check for Rivals – NONE
  2. Dismiss Patrons – NO (Mac has a Patron The Crew will lean on)
  3. Check for Licensing Requirements – No license required
  4. World Traits – “Travel Restricted”: No more than one crew member may take the Explore option each campaign turn

World Steps

  1. Upkeep & Ship Repairs – Spend 1 Cr on Upkeep and make 3 Cr payment toward debt (13 Cr left in bank; debt 32 Cr)
  2. Assign & Resolve Crew Tasks – Morphius and Wedge will Trade, Mac will Find a Patron, Dex will Train, and Whiskers will Explore while B0T5 will Track. Morphius finds something with “A lot of blinking lights” (a Snooper Bot) while Wedge sells some Trade Goods for 4 Cr (17 Cr in bank); Dex earns 1 XP for training; Whiskers Got a Few Drinks but nothing else; Mac uses his contacts to Find a Patron; and while The Crew has no known rivals, B0T5 makes sure none are following the group.
  3. Determine Job Offers – The Patron is offering a Corporation job with a bonus of +3 Cr for Danger Pay that must be completed This Campaign Turn; the job comes with a Connections Benefit (Gain a Rumor), is a Hot Job that has a better chance of earning an enemy, but , if successful, will keep the crew Busy and employed by the Patron next campaign turn.
  4. Assign Equipment – Standard load-outs are used
  5. Resolve any Rumors – The Crew has 3x Rumors, rolling d6 gets 2 (less than 3) gains a Quest Rumor
  6. Choose Your Battle: This is a Patron Job


  1. Determine Deployment Conditions – This is a Small Encounter and B0T5 will sit it out
  2. Determine the Objective – The Patron Mission is to Deliver. Wedge is carrying the package.
  3. Determine the Enemy – The Crew is going up against 5 7 enemies (1x Specialist present) who are Criminal Elements-Anarchists (Stubborn: Ignore first casualty in a battle when making a Morale check); with Panic 1-2 / Speed 5″ / Combat Skill +0 / Toughness 3 / AI A (Aggressive) armed “2B” (Colony Rifle, 3x Military Rifle, Hand Laser, Infantry Laser with Specialist carrying Rattle Gun); each also carries a Blade.
  4. Set up the Battlefield – NEXT TIME!
Photo by RMN

Feature image courtesy Kotaku.au

RockyMountainNavy.com © 2007-2022 by Ian B is licensed under CC BY-SA 4.0

#Wargame Wednesday – Drive on Kiev campaign from Wing Leader: Blitz 1939-1942 (Wing Leader Expansion Nr. 1 by @LeeBWood fm @gmtgames, 2018)

To start off a new year of wargaming I pulled out my favorite air combat wargame series, Wing Leader by Lee Brimmicombe-Wood and published by GMT Games. I decided to do more than a one-off scenario and went back to the first campaign published, Drive on Kiev, in Wing Leader: Blitz, 1939-1942 – Wing Leader Expansion Nr. 1 (GMT Games, 2018). Drive on Kiev simulates the first three weeks of Operation Barbarossa and the operations of Fliegerkorps V. Each Campaign Game Turn represents three or four days. Each Campaign will result in at least six Raids with the Germans attacking and the possibility of up to four Soviet Raids if they choose to exercise the option.

As is well documented, the early days of Operation Barbarossa were very, very bad for the Red Air Force:

By the afternoon [22nd June] fresh masses of aircraft, summoned with desperate urgency from the flying fields of central Russia, began to appear over the battlefield, though “It was infanticide, they were floundering in tactically impossible formations.” By the time Stalin’s restrictions against sorties over German territory had been lifted, the Russian bomber force (which had largely escaped the first Luftwaffe strike, owning to its bases being farther from the frontier) took off obediently in accordance with an already outdated operational plan. Over 500 were shot down. On 23rd June, Lieutenant General Kopets, commander of the bomber group, committed suicide, and within a week General Rychagov, the commander of aviation on the northwestern front, was under sentence of death for “treasonable activity” (that is to say, having been defeated). In the first two days the Russians lost over 2,000 aircraft—a casualty rate without precedent. The (numerically) strongest air force in the world had been virtually eliminated in 48 hours.

Alan Clark, Barbarossa: The Russian-German Conflict 1941-45 (New York: Quill, 1965), pp. 49-50

How can we play the Drive on Kiev campaign if one side isn’t even present? Further historical study tells us that the Red Air Force, though severely mauled, was not totally beaten. The Red Air Force did resist, and the Drive on Kiev campaign shows us an example of that resistance. That said, designer Lee Brimmicombe-Wood is actually up-front in telling players that while Drive on Kiev is framed in the opening days of Operation Barbarossa, his real goal is to teach about the challenges of sortie generation in an extended campaign:

Air forces tend to rot away during operations. When demand for air support is high, routine maintenance is deferred, eventually taking aircraft out of service. Accidents rise and become the largest source of losses, while battle casualties drain strength. Eventually, an air force can do no more than maintain a low level of activity and needs to be withdrawn and rebuilt. This campaign depicts how Fliegerkorps V, despite ideal operating conditions, exhausted itself during the invasion.

“Sortie Generation,” Wing Leader: Blitz, p. 3

Mr. Brimmicombe-Wood doubles down on his depiction by bending history, especially as it pertains to Soviet planning:

In the game the Soviets get the ability to predict German activity and react accordingly. This is not historical. This is a handicap feature designed to allow the Soviet player to optimise his response to the Germans. The effect we wish to create is that of an increasingly exhausted German force facing a seemingly endless supply of Soviet flyers.

“Soviet Planning,” Wing Leader: Blitz, p. 3

Does knowing that the Drive on Kiev campaign in Wing Leader: Blitz is not strictly historical make it less interesting to play? I have to say no. Understanding that the German side is playing a game of attrition against a determined Soviet opposition actually makes the game very interesting and drives home the importance of campaign decisions regarding choosing targets and allocating for attack and defense. One could argue that the game is more interesting under these “artificial” conditions than in would be otherwise. While the operational situation may have some artificiality, at the tactical level the game shines with set up and scenario campaign special rules:

  • Only the Germans have a Ground Controlled Intercept (GCI) net (advantage Germans on defense)
  • Only the Germans have radios (advantage Germans)
  • German fighters use loose doctrine; Soviet fighters use Rigid (advantage Germans)
  • German fighters have tactical flexibility (advantage Germans)
  • To reflect Soviet desperation they have a Determination modifier in Cohesion Rolls (advantage Soviets)
  • Soviets can use ramming attacks—Taran (advantage Soviets?)
  • German fighters can use “Hunting from Cloud” (advantage Germans).

While tactically it may appear that the Germans have many advantages, the scenario set up also creates many Soviet challenges that, if a player is able to face and overcome, can create a very enjoyable experience. Facing those challenges and figuring out how to win (or at least how to lose the least) is the real charm of Wing Leader. Many aerial combat games tend to focus on the “nuts and bolts” of a dogfight, but Wing Leader approaches each battle at something more akin to a grand tactical perspective. Campaign Games like Drive on Kiev take that viewpoint up a level into operational planning. Taken together, it is yet another example of the versatility of Lee Brimmicombe-Wood’s design and another reason Wing Leader is one of my favorite wargames.

Courtesy GMT Games

Feature image: Soviet AF Polikarpov I 16 red 39 lies abandoned after a forced landing on a Russian field.

RockyMountainNavy.com © 2007-2022 by Ian B is licensed under CC BY-SA 4.0

“A people unused to restraint must be led; they will not be drove” (George Washington) – #Wargame #FirstImpressions of Washington’s Crossing (revolutiongames.us, 2012)

The introduction to David Hackett Fischer’s book Washington’s Crossing is simply titled “The Painting.” In the intro, Fischer describes the power of the famous painting of General George Washington crossing the Delaware River enroute to his raid on the Hessians at Trenton. The same picture is used on the cover of Washington’s Crossing: A Game of the Winter Campaign of 1776-1777 (Revolution Games, 2012). When I played my first game, I too recreated the famous raid; indeed, it took all of two turns to cross the river and raid Trenton. This left me off-guard because there were 40+ more turns to go before the end of the game. “What do I do now?” I asked.

“What do I do now?” The same question that George Washington pondered after Trenton.

Part of my answer is in the subtitle on the box – “A Game of the Winter Campaign of 1776-1777.” Although the famous river crossing will happen (sometime, somewhere) and the Battle of Trenton is bound to happen, Washington’s Crossing – the wargame – looks at the larger two-week campaign of which the Battle of Trenton was just one part. In this wargame version of Washington’s Crossing you fight the campaign, not just a single battle. Along the way, Washington’s Crossing delivers valuable insight into the role of leaders in these eighteenth century armies – one professional and another of commoners struggling to achieve independence.

The Designers Notes of Washington’s Crossing tells me the game system is mechanically derived from previous designs of Kevin Zucker and his operational Napoleonic games and Joseph Balkowski and his operational-level American Civil War games. I don’t own any of the games mentioned, so I had no pre-set expectation coming into Washington’s Crossing. When I first set up the game I got very worried –  every leader has an off-map track where the number of troops in their command is tracked. General Mercer? Seven-hundred fifty troops with a “100” marker in the 7-spot and a “10” marker in the 5-spot. General Rall at Trenton? He has a “1000” in the 1-spot, a “100” in the 2-spot, and a “10” in the 5-spot. Oh yeah, don’t forget to add that Fatigue Marker in the 2-spot! This game was quickly looking to be an exercise in accounting, not a “warGAME.”

Stepping through the Sequence of Play in Washington’s Crossing also seemed a constant look-up exercise. Roll for Weather. Roll for Raids. Track your Activations and roll for movement (and if crossing a Ferry roll again) and don’t forget to track your Fatigue. Roll for Reaction Movement. Combat is a roll for Surprise and then a roll for the combat results. Now you need do do some math for losses are expressed as percentages. Move those troop track markers!

Then, in the middle of the game, the enlistments in the American Army end. On the first turn of January 1st the American army must reorganize. Some leaders may totally disappear. It’s another accounting exercise!

All this accounting and die rolling in Washington’s Crossing makes the game – a piece of art.

This is a winter campaign; the weather can be fickle. It was for George Washington:

Once the men began to move, moreover, unforeseen delays occurred, mostly due to weather. It had been cold and clear throughout Christmas day, but around sunset, just as the American forces were setting out, the temperature rose and, paradoxically, conditions quickly fell apart. It began to rain. Hail followed. Snow came next, driven by keening winds that one soldier equated with “a perfect hurricane.” Either a nor’easter or an arctic front had struck – John Ferling, Almost a Miracle, p. 176.

Troops in Washington’s Crossing don’t act on their own; they need a leader. Leaders in turn must be inspired. Washington’s Crossing depends heavily on a “chain of command.” Command Leaders, like George Washington, have a Command Span and can activate other leaders. Using your Activation Points and ensuring your subordinate leaders are within the Command Span of a Command Leader is important if you want to move or fight. Indeed, it is the real key to the game. Even if you can get them to move, they may step lively – or not.

The second key mechanic in Washington’s Crossing is Fatigue. Troops move, they get Fatigue. Troops fight, they get Fatigue. The only way to reduce Fatigue is not fight and not move – each night.

Putting all this together is the art of war – Washington’s Crossing style. Best of all, it’s laid out in the Players Notes:

The keys to playing Washington’s Crossing are the proper use of Activation Points, the management of fatigue, and the use of maneuver to force the enemy to fight on unfavorable terms. On offense you need to make a plan, save some activation points and make sure your troops are well rested before jumping off. If a major victory is possible push your leaders to the maximum fatigue and spend activation points freely. On the other hand if part way through it is clear the plan is going to fail break it off and save fatigue and activation  points. On the defense choose your ground and try to move your troops as little as possible. Wait for your opponent to spend most of his activation points and become fatigued and then launch your counterattack. On both offense and defense a firm concept of what your maneuver is trying to accomplish is vital. If you play this system by moving your leaders every turn you will constantly be fatigued and short of activation points and will be unlikely to accomplish anything decisive.

Having just leaders in the map in Washington’s Crossing gives the game a very realistic feel. Intelligence (Set Up) tells me how many troops they started with, but how many do they have now? You might think you know, but you don’t really know until you commit.

Photo by RMN

As scary as all the tracks and markers may look like, the game mechanics of Washington’s Crossing actually play rather quickly. Indeed, the accounting exercise portion of the game quickly fades to the background as the core mechanics of Activations and Fatigue come to dominate your thinking and planning. Good Player Aids help here, especially the Washington’s Crossing % Loss Table that makes converting those percentage losses into whole numbers quick and easy – no calculator required!


If I have any complaint about Washington’s Crossing it is the map and counters. Like I already stated, this was a winter campaign. The Painting and other artwork of the period show a cold, white winter. Yet the map in Washington’s Crossing looks like early Fall with many warm earth tones. The counters in Washington’s Crossing are also small 1/2″ size; a challenge to this bifocal-wearing Grognard to read from a distance. That said, these complaints are minor and in the end it all works on the table.

When unboxing and setting up Washington’s Crossing I expected a game delivering to me the Battle of Trenton. In reality, Washington’s Crossing is so much more. It is a look at a short campaign in an era of warfare where what and when leaders act and the condition of your troops must be carefully managed as you maneuver across a wide battlespace.

It’s a shame that designer Roger Miller has yet to add any further volumes to this series. That said, in many ways Washington’s Crossing pairs well with a more recent game, Campaigns of 1777 (Strategy & Tactics Nr. 316, 2019) by Harold Buchanan, that covers the campaign around the Battle of Saratoga. Both games are similar in that they cover a campaign but each approaches it a bit differently. Regardless, Washington’s Crossing delivers a solid game system that can be foundation exploring many other campaigns of the American Revolution.

#Boardgame Campaign Check in – Scythe: The Rise of Fenris Expansion (@stonemaiergames, 2018) Episode 3

***WARNING – I am trying to write this entry as spoiler-free as possible but if you are playing, or plan on playing, Scythe: The Rise of Fenris Expansion then you may want to skip reading below.***

THE SATURDAY ROCKYMOUNTAINNAVY GAME NIGHT this week was (once again) a continuation of our Scythe: Rise of Fenris Expansion (Stonemaier Games, 2018) campaign. We are on Episode 3. RockyMountainNavy Jr. got the win and I learned a valuable lesson about Alliances.

I was playing Saxony/Militant which is strong on military power but short of cash. I was on the verge of getting my game engine going but was just a few coins short. When RockyMountainNavy Jr., playing Nordic/Industrial, offered me an Alliance I took it as it pays a fair amount of coinage.

S. T. U. P. I. D.

Although I gained the Nordic Swimmer ability he gained the Saxony Multiple Objectives ability. The next turns were ugly as he completed multiple Objective Cards. We also reached a point in the game where I really should attack him. Instead of breaking the Alliance and losing money in the final scoring I hesitated. That was my fatal mistake.

The Outcome of Episode 3 is the opening of Box A. Suffice it to say we all were very excited and thrilled with the reveal. As I mentioned before, at first I was disappointed in the “open at the end” approach to some of the new material. I am happy to report we are not disappointed but rather are excited to get on with the campaign. So it’s on to Episode 4 as we continue to discover the meaning of “Rise of Fenris.”

#RPGaDay 2017 – Which #RPG do you prefer for open-ended campaign play?

#RPGaDay August 14, 2017

pic514176#TravellerRPG, nee Cepheus Engine. No surprise if you have been following my #RPGaDay for 2017. But, not just any version or style of Traveller, but what Tales to Astound calls “Out-of-the-Box” Traveller. This version of Traveller depends on using Encounters as they were originally laid out in the 1977 Little Black Books – as tools for creating the setting, situation, and play. It wasn’t laid out for you in an adventure or campaign arc; the GM created it on-the-fly.

It’s true that such an approach is not exclusive to one game; indeed, I use this approach in my Edge of the Empire campaigns. More narrative-driven games, like FATE Core and FATE Accelerated actually use game mechanics to encourage this kind of on-the-fly creation. But no game does it as well as Classic Traveller does.

#RPGaDay 2017 – What is a good #RPG to play for about 10 sessions?

#RPGaDay August 9, 2017

Every RPG should be good for 10 sessions. Unfortunately, I don’t see many RPGs designed to support long-term gaming campaigns.


I grew up in the early days of Traveller RPG and I couldn’t afford all the adventures. Instead, I used the tools presented to me and made my own adventures. One adventure after another.

Unfortunately, what I see so many RPGs do is sell you “adventure campaigns” or “modules” and the like. Each of these products is usually one campaign arc, and often use the “three-act play” approach. Can one get 10 sessions out of them? Yes – if a few of the sessions are stretch out. My point is that what is usually sold as a campaign most times does not go out to 10 sessions.

This “short campaign” focus highlights to me a problem that the RPG gamespace – many games provide the means for world building and long-term adventuring but published adventures and campaigns work in an opposite manner with a campaign that can be started – and completed – is a reasonable (as in few) sittings. I recognize why companies do this; they need to see you more products and giving you one product that doesn’t depend on future sales is not necessarily a profitable strategy. Indeed, I think many gamers expect shorter games, especially if the RPG is based on a licensed RP. The source material is often “episodic” and the going-in assumptions often so not support long-term adventuring but rather the “adventure of the week.”

Now, before you all accuse me of doom-n-gloom, let me say that I am excited at what I see on the Net and Twitter and the like. There are many home-brew campaigns that are the foundation for long-term campaigning. Home-brew, like I have been doing for nearly 40 years.


#WargameWednesday “The Great Pacific War”

The Great Pacific War 1940-1944 by Don Baumgartner (Self Published, ISBN 9781493580569); Middletown, DE; Printed 15 May 2016.

As a long-time fan of the Admiralty Trilogy series of naval wargames, I religiously read The Naval SITREP. Issue #50 (April 2016) included a small half-page review of The Great Pacific War 1940-1944. Though not very well marketed as such, this is definitely an alternate history book. For a naval wargamer, it can be a sourcebook for scenarios or campaign inspiration.

The major historical point of departure is the death of Hitler during the Munich Crisis of 1939. Upon his death, the path towards war in Europe halts, allowing the author to explore a “what if” situation where the British Empire and Japan instead clash in the Far East. The story of these titanic naval battles are laid out in the book and each battle can easily be converted into a tactical scenario and gamed out.

Style-wise, the book could use a good editor and I encourage the author to get help laying the book out properly. Font selection should be reviewed because in my copy, all the 10’s digits are rendered as the letter “I” meaning we get “I4” guns. The maps could also use some work for they lack consistency in appearance or even orientation. Finally, tables and photos could use layout help.

Alternate history is hard. It is very easy to take historical reality, file off some serial numbers, rearrange letters, and say you have an alternate history (I’m looking at you, Mr. Turtledove. Naming the tank commander Morrel instead of Rommel? Really!) The problem in this book is that not enough changes. The author takes historical battles, moves them to to a different location (though often not that far from the original) and drops in a different set of combatants. Without needing to look too close between the lines, one can find the battles of Coral Sea, Midway, and night actions around The Slot off Guadalcanal. The result are battles not unlike what historically happened, but with the British generally substituted for the Americans.

It is easy to find a copy of Royal Navy Strategy in the Far East 1919-1939: Preparing for War Against Japan by Andrew Field (I used my public library privileges to search online databases and get my copy). Field lays out how the British thought they were going to fight, not how the Americans and Japanese eventually duked it out. There is enough difference between Field and Baumgartner that I (reluctantly) have to say that The Great Pacific War missed a golden opportunity. The British view of naval airpower was different than the US or Japan (for instance, see Geoffrey Till, “Adopting the aircraft carrier: The British, American, and Japanese case studies” in Military Innovation in the Interwar Period). Exploring those differences are what I find really intriguing and the stuff that makes for interesting games. Unfortunately, Baumgartner’s  The Great Pacific War does not delve down into this form of “what if.”

Is The Great Pacific War worth purchasing? For a serious naval wargamer its probably worth it, if for no other reason than scenario inspiration. The background and orders of battle would make good material for a convention game. But if one really wants to explore the “what if” of the British and Japanese fighting it out at sea, it may be better to look elsewhere.

#StarWars #EdgeoftheEmpire RPG – Nimble Cash Episode 1

So the RockyMountainNavy boys and I sat down this weekend for a real serious start of a new Fantasy Flight Games, Star Wars, Edge of the Empire RPG campaign. Having started – and quickly stopped – several previous campaigns we all made a commitment to making this adventure “for real.”

First up was character generation. The party is four adventurers; a Cornelian Human Smuggler/Charmer, a Wookie Hired Gun/Bodyguard, a Twilek Technician/Mechanic and a Drall Technician/Outlaw Tech. This is not a balanced party with two “techies.” Oh well, it is the characters they boys want! The group has a slightly modified YT-1300 Light Freighter named Nimble Cash.

The first session started in-res, with the ship carrying a “slightly” illegal cargo and being chased by a pair of TIE fighters. This encounter allowed each adventurer to participate in the combat sequence. Eventually, after a not-too-difficult time, the ship escaped.

Next encounter was with the groups nameless contact to deliver the cargo. The Charmer tried to use his natural, well, charm to get a better price. After a short social conflict sequence, he succeeded. The group got almost all the money they wanted. In lieu of some of the money, their contact gave them another job. A simple mail job to deliver a letter.

While preparing to leave, the inevitable “Imperial entanglements” arrived in the form of a Storm Trooper squad led by a Sergeant. Not having anything to hide, the group boarded the ship before events went sideways. In the course of the battle, each adventurer got a spotlight moment:

  • An enraged Wookie bashing the head of a Stormtrooper and knocking him out cold
  • The Drall with a Goo-Gun “gumming” up a trooper and letting the Mechanic dispatch him
  • The Charmer taking a glancing stun bolt, improvising a melee weapon, and tripping and falling in the middle of combat.

This was really a near no-prep session. Came off pretty well with an emphasis on the narrative dice. The RMN boys caught on quick, and grabbed at the opportunity to contribute to the story.

Tune in next week for the continuing adventures of the Nimble Cash.




Zhongli Quan Traveller/Tomorrow’s War Campaign – Week 4

This Mercenary Campaign uses Spica Publishing’s Outer Veil (OV) Traveller RPG setting for background.  The Campaign Game Resolution System is a combination of the Conflict chapter of Mongoose Publishing’s Traveller Hammer’s Slammers (HS) setting book and Tomorrow’s Campaign from Osprey Publishing/Ambush Alley GamesTomorrow’s War (TW). All combat actions are fought using Tomorrow’s War.

Basic Campaign Flow

The war is fought in weekly segments. Scenarios are either designated or created using Tomorrow’s War Mission Generator (TW 176). Victory Conditions generate Mission Result DMs that are used for monthly Conflict checks in accordance with theConflict chapter in Hammer’s Slammers (HS 182).

Click here for Campaign Background and Forces.

Click here for Week 1 First Strike scenario. For Weeks 2 & 3 see here.

Jane’s Dragons, a platoon of the mercenary Smith’s Wild Raiders, continues its fight across Zhongli Quan. The Loyalist government is still resisting. Depending on the battles in the past few weeks, the Citizen’s Movement resistance is growing stronger – or fading away. The next crucial test calls for stopping the sole Loyalist Armored Battalion before it fully mobilizes. Per their Mercenary Ticket, Smith’s Wild Raiders lead the fight, with Jane’s Dragons in the front.

Loyalist Heavy Tank (Courtesy thedonovan.com)

Week 4: Tin Shield

Scenario Information

  • Duration of Game: 6 Turns
  • Initiative: Raiders for first two turns. Test on following turns
  • Special Conditions
    • Due to generally rough terrain all vehicles are limited to TACTICAL speed only
    • See Familiar Terrain rules for Loyalist and Citizen’s Movement Militia in background
  • Fog of War: Generated by Reaction Tests
  • Table Size: 4′ x 4′; terrain should be mixed (clear and lightly wooded); no roads but maybe a few trails

Loyalist Mission

Your tank platoon must cross enemy-held territory to link up with other units in defense of the capital.

Loyalist Victory Points

  • Use Typical Victory Points for Regular Forces (TW 178) with the following additions
    • Per tank that exits board by game’s end: 5 pts
    • Per Gun Truck that exits board by games’s end: 3 pts
    • Per loaded Troop Carrier that exits board by game’s end: 2 pts

Loyalist Forces

  • Armored Platoon (See Background for basic attributes)
    • Set-up within 6″ of west end of board
    • 1x Heavy Tank with Leader
    • 4x Heavy Tank
  • Operational Momentum Points equals 2d6
  • If the cumulative Mission DM is -1 or -2, ADD 1x Infantry Squad to the Loyalist Force for 0 Operational Momentum Points
  • If the cumulative Mission DM is -3 or -4, ADD 1x Infantry Squad AND 1x Mechanized Infantry Squad with Troop Carrier for 0 Operational Momentum Points
  • If the cumulative Mission DM is -5 or -6,  ADD 3x Mechanized Infantry Squad with Troop Carrier  and Gun Truck to the Loyalist Force for 0 Operational  Momentum Points

Raiders Mission

The first elements of the mobilizing Loyalist Armored Battalion have left their garrison and are attempting to link up with the rest of the battalion. Jane’s Dragons is to ambush and destroy the armored units before they can link up and bolster the Capital’s defenses.

Raiders Forces

  • Jane’s Dragons Platoon (see background)
  • Operational Momentum Points
    • If cumulative Mission DM is negative, roll 2d6 – cumulative Mission DM
    • If cumulative Mission DM is 0 roll 2d6 unmodified
    • If cumulative Mission DM is +1 or +2, then Operational Momentum Points equals 2d6+2 +cumulative Mission DMs
    • If cumulative Mission DM is +3 or +4, then Operational Momentum Points equals 2d6+4  +cumulative Mission DMs
    • If cumulative Mission DM is +5 or +6, then Operational Momentum Points equals 2d6+6
  • Citizen’s Movement Militia variable quality based on cumulative Mission DM (remember to use modified TQ and Morale – if any – from Week 3)
    • If -6 or -5 then Morale -2 steps (minimum D6), Low Confidence
    •  If -4 or -3 then Morale -2 steps (minimum D6)
    • If -2 0r -1 then Morale -1 step (minimum D6)
    • If 0 then no effect
    • If cumulative Mission DM is positive then increase Troop Quality 1 step (maximum TQ8)

Raider Victory Points

  • Use Typical Victory Points for Regular Forces (TW 178) with the following additions
    • Tanks count as “Enemy AFV”
    • Gun Trucks count as “Enemy AFV” -1 pt
    • Troop Carriers count as “Enemy AFV” -2 pts
    • Points for Citizen Movement Militia losses are doubled

Mission Result (Used as Mission DM for HS 182-183)

  • Compare VPs
    • Wild Raiders 3:1 or better = Exceptional Success +2 DM
    • Wild Raiders 2:1 but less than 3:1 = Success +1 DM
    • Wild Raiders less than 2:1 but better than 1:1 = Partial Success +0 DM
    • Loyalist less than 2:1 but better than 1:1 = Partial Failure -0 DM
    • Loyalist 2:1 but less than 3:1 = Failure -1 DM
    • Loyalist 3:1 of better = Dismal Failure -2 DM

Zhongli Quan Traveller/Tomorrow’s War Campaign – Weeks 2 & 3

This Mercenary Campaign uses Spica Publishing’s Outer Veil (OV) Traveller RPG setting for background.  The Campaign Game Resolution System is a combination of the Conflict chapter of Mongoose Publishing’s Traveller Hammer’s Slammers (HS) setting book and Tomorrow’s Campaign from Osprey Publishing/Ambush Alley GamesTomorrow’s War (TW). All combat actions are fought using Tomorrow’s War.

Basic Campaign Flow

The war is fought in weekly segments. Scenarios are either designated or created using Tomorrow’s War Mission Generator (TW 176). Victory Conditions generate Mission Result DMs that are used for monthly Conflict checks in accordance with theConflict chapter in Hammer’s Slammers (HS 182).

Click here for Campaign Background and Forces.

Click here for Week 1 First Strike scenario.

After the initial attack on the mechanized infantry company compound, Jane’s Dragons conduct several weeks of limited combat missions. The emphasis is working with the Citizen’s Movement Militia and enhancing their confidence and training.

Resistance Fighters (Courtesy http://www.history.ucsb.edu)

Week 2 – Shared Blood

Mercenary player uses Jane’s Dragons. If the Mission DM from Week 1 was POSITIVE, the Loyalist player has an Infantry Battalion Platoon; if the Mission DM from Week 1 was NEGATIVE, the Loyalist player uses a Mechanized Infantry Platoon.

Generate a Random Mission using Tomorrow’s War Campaign (TW 173).  Operational Momentum Points for the Raiders/Loyalist player equals 2d6 plus/minus the Mission DM from Week 1. One Citizen’s Movement Fireteam (Resistance Cell) is added to Jane’s Dragons for 0 Operational Momentum Points.

Victory Points are accumulated per the After Action Sequence, Step 1: Operational Assessment, Victory Points (TW 178) with the following modifications:

  • VP for all Citizen’s Movement casualties are DOUBLED
  • For every turn the Citizen’s Movement Fireteam engages in combat: +2 pts
  • For every turn the Citizen’s Movement Fireteam does NOT engage in combat (except for Turn 1): -1 pt

Week 3 – Brothers in Arms

As Week 2 except for the following:

  • If Mission DM from Week 2 was POSITIVE then increase Citizen’s Movement Militia Troop Quality to D8
  • If cumulative Mission DM is POSITIVE, add second Citizen’s Movement Fireteam for no cost in Operational Momentum Points
  • If cumulative Mission DM is NEGATIVE, Jane’s Dragons must PAY first 2 Operational Momentum Points to add single Citizen’s Movement Fireteam
  • If Mission DM from Week 2 is NEGATIVE, reduce Citizen’s Movement Militia Morale to D8