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 TravellerHammer’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).
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
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 TravellerHammer’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).
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.
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
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 TravellerHammer’s Slammers (HS) setting book and Tomorrow’s Campaign from Osprey Publishing/Ambush Alley Games Tomorrow’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 the Conflict chapter in Hammer’s Slammers (HS 182).
Jane’s Dragons leads the first attack after landing. The target is a mechanized infantry company compound. As the Loyalist unit is still mobilizing, limited opposition is expected.
Duration of Game: 8 Turns
Initiative: Wild Raiders for Turn 1 and 2; test thereafter
Special Conditions: Night
Fog of War: Generated normally by Reaction Tests
Table Size: 2’x2’
Garrison Layout: Central HQ/Admin Bldg (Average Bldg -6D/Decent Construction D8, command bunker in basement) surrounded by 3x Platoon Barracks (single story Weak Bldgs – 3D, Shoddy Construction D6); central motorpool with 3x vehicle sheds (Weak Bldgs – 6D, Shoddy Construction D6) with each shed housing 1x Jeep, 4x Troop Carriers, 1x Gun Truck. Garrison surrounded by barbed wire fence (no cover) with 4x guard towers (light fortification with searchlights at one level above ground) and ECP with Guard Shack (light fortification).
Hotspots: All placed within 3” of barracks buildings
Wild Raiders Mission
Objective is to Overrun Mechanized Infantry Company Headquarters. Destroy C2 and vehicles. The garrison will likely have a security force patrolling the perimeter with additional forces on call from barracks. All vehicles will likely be in their vehicle sheds.
Operational Momentum Points: 2d6-2 (Recently landed, still organizing; not yet fully linked up with Citizen’s Movements forces)
Rules of Engagement: Citizen’s Movement desires to minimize casualties to Loyalist military forces in effort to draw them away from the Loyalist.
Victory Points
HQ Command Bunker Destroyed (At least 3x Merc soldiers spend complete turn in bunker – unpinned – with no movement or combat): 10 pts
Per Loyalist jeep destroyed/immobilized: 2 pts
Per Loyalist troop carrier destroyed/immobilized: 3 pts
Per Loyalist gun truck destroyed/immobilized: 5 pts
**All vehicles in a shed are destroyed if at least 3x Merc soldiers spend complete turn inside shed – unpinned- with no movement and no combat **
Per Loyalist infantry killed or seriously wounded: -1 pt
Loyalist Mechanized Infantry Company
Objective is to defend HQ and protect vehicles; battalion is mobilizing and will be a vital part of suppressing enemy forces by acting as a rapid response counterinsurgency force.
Operational Momentum Points: 0
Security Force
1x Platoon on Guard Duty (5x Fireteams)
Secretly Roll 1d6. If 5+ then 1x Gun Truck out of shed on security (deploys as a hidden unit)
Starting Turn 3, roll 1d6. Result is number of additional Loyalist Fireteams ready for action. For each fireteam roll for random hotspot location. Maximum fireteams placed in play by this means is 10
Victory Points
Per Mercenary Killed or Seriously wounded: 3 pts
Per undamaged Jeep at end of game: 1 pt
Per undamaged Troop Carrier at end of game: 2 pts
Per undamaged Gun Truck at end of game: 3 pts
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
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 TravellerHammer’s Slammers (HS) setting book and Tomorrow’s Campaign from Osprey Publishing/Ambush Alley Games Tomorrow’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 the Conflict chapter in Hammer’s Slammers (HS 182).
Background
Zhongli Quan is a Frontier World (Aningan 0327/OuterVeil); a world that is relatively newly colonized and far from the Core Worlds. The planet is Size 7 (11,200km diameter, gravity .9 Earth-standard) that is 50% water with a thin atmosphere. The temperate climate resulted in a garden world with a complex biosphere making it a good agricultural producer, but the low technology (Traveller TL5/Tomorrow’s War TL1) and government (Self-Perpetuating Oligarchy) restricts industrialization (Low Tech, Non-Industrial) of the 9 million inhabitants. (OV 90-92,118)
Megacorporation TYC is the major supporter of the Zhongli Quan government, based mostly on a shared Chinese-Russian cultural heritage. More recently, Barnard Conglomerate covertly explored the Asteroid Belt and discovered it is of good quality (+2 Belt Quality, OV 118). The presence of an FNH Scout Base on Zhongli Quan means Barnard cannot just belt without anyone on the planet knowing, and early negotiations broke down over profit sharing. Looking to sign a belting agreement with a more friendly government, Barnard started supporting Citizen’s Movement, a small political party dedicated to overthrowing the reigning government controlled by the Loyalist Party. Barnard is now impatient and pushed Citizen’s Movement to rebel, though they are woefully lacking in strength compared to the government (Citizen’s Movement: 4; Loyalist: 9). The Capital is divided, and the military (composed of one active duty infantry battalion and two reserve battalions –one armor and one mechanized infantry) remains loyal to the government. The Loyalist Party believes their greater political strength, and a combination of a loyal military force fighting on familiar terrain is sufficient to crush Citizen’s Movement. Barnard hired Smith’s Wild Raiders, a Good Quality mercenary unit, to turn the tide against the Loyalist government. (All political background generated using HS 176-179)
Military Forces
Smith’s Wild Raiders
Your unit is a Platoon of Smith’s Wild Raiders (Good Merc Unit, DM+2, Cost 2 – HS 180), a Mercenary Striker Battalion equipped at TL 9 (Tomorrow’s War TL2). The Mercenary Ticket is for a Striker Elimination mission for a period of no longer than 7 weeks. The target for the unit is the Loyalist reserve battalions; the ticket calls for the elimination of the units before they can mobilize or, failing that, their destruction in the field. Once those units have been eliminated, the Raiders will spearhead the Citizen’s Movement attack on the Capital.
Smith’s Wild Raiders General Attributes
Troop Quality/Morale: Veteran (D8), Good Morale (D10)
Confidence Level: High
Supply Quality Level: Normal
Overall Tech Level: 2
On Grid? Yes
Body Armor: TL2, Hard (2D)
Your Platoon is nominally designated as 3rd Platoon, Gamma Company. Colloquially known as Jane’s Dragons, it is made up of the following personnel (internal assets):
Jane’s Dragons
1x Platoon HQ Squad
3x Rifle Squads
Platoon HQ
Lt Jane Dragoon (Leadership +1)
SFC Dynx (Leadership +1)
PFC (Comms Operator)
Rifle Squad (x3)
SSG (Squad Leader)
3x Rifle Fireteams
Rifle Fireteam
SGT (Fire Team Leader)
2x Riflemen
2x Auto Riflemen (SAW) TL2 TST, Lt AP:1
2x Grenadier (TacMissile) TL2 TacMsl, Med AP: 2/AT:1 (L)
The platoon can call on the following external assets using Operational Momentum Points (OMP):
Weapons Squad
SSG (Squad Leader)
ATGM Team – (x2 soldiers) – 6 Operational Momentum Points
TL2 ATGM (4D, Negates ERA, Performs Deck Attack)
Heavy Wpns Team (x2 soldiers each) – 3 Operational Momentum Points
Radio Jamming Team – 4 (Vehicle mounted; driver, 1x Technician, 2x Security)
Recon Drone – 6 (Stealthy; cannot be tracked by Loyalist Air Defense)
Citizen’s Movement Fireteam – 1
Citizen’s Movement Technical – 3
Citizen’s Movement Militia (CMM)
Citizen’s Movement fields the equivalent of an irregular battalion of troops (Tomorrow’s War Irregular TL1) although they usually deploy in Fireteam-sized units (known as Resistance Cells). These cells occasionally are supported by a Technical (though the design varies, they are often referred to as the Green Snake). The Citizen’s Movement military arm is led by Jeng Shipung, formerly a member of the Central Military Commission but ousted from the Loyalist Party after advocating reforms. General Jeng has a skill of Tactics (Military)-3.
Citizen’s Movement Irregular Infantry General Attributes
Troop Quality/Morale: Untrained/Green (D6), Good Morale (D10)
Confidence Level: Confident
Supply Quality Level: Poor
Overall Tech Level: 1
On Grid? No
Body Armor: N/A
Attributes: Indigenous Scout when attached to Raider unit
CMM Fireteam/Resistance Cell
Squad Leader
3x Rifleman
1x Gunner w/ SAW (TL1, LT. AP: 1)
Green Snake (Qing She) Technical
TL1, Soft-Skinned, Wheeled Vehicle
Firepower: GPMG (TL1 Med AP:2)
Armor (F/S/R/D): 1D6/1D6/1D6/1D6
Crew: 1+3
Attributes: TL1 Armor, No Sensors (-1 to Reaction Rolls), Technical
Loyalist People’s Army (LPA)
The Loyalist army consists of an active duty infantry battalion that nominally guards the Capital. There are two other battalions – one armor and one mechanized infantry – in a reserve status. Generally speaking, the active duty battalion is considered politically reliable and trained. It is historically used for crowd control; hence its Despised attribute. The reserve battalions are of a lesser quality, with the costly armored battalion being the least trained, motivated, and supplied. Plans call for the mechanized infantry battalion to be fully activated in 2 weeks whereas the armor battalion will take 5 weeks to activate. All the forces are equipped to the level of a Tomorrow’s War TL1 Regular standard. Due to the thin atmosphere there is no Aerospace Force. The overall commander of the Loyalist Army is Bo Xilang. General Bo has a skill of Tactics (Military)-1 as he owes his position more to being a political sycophant of the ruling council than an effective military leader.
The Loyalist Army has the advantage of familiar terrain. All sighting/hiding related checks are made using one TQ higher quality. FOr example, a TQ 8 Infantry Battalion team with tries to go into hiding (TW 80). The unit rolls as if it is TQ 1o. Note: The familiar terrain advantage also applies to Citizen’s Movement Militia.
Loyalist Infantry Battalion General Attributes
Troop Quality/Morale: Trained/Moderately Experienced (D8), Average Morale (D8)
Confidence Level: Confident
Supply Quality Level: Normal
Overall Tech Level: 1
On Grid? No
Body Armor: TL1, Jack/Lt Body (1D)
Attributes: Despised
Typical Squad:
Leader (Leadership per Leadership Rating Table, TW 174, with -1 DM)
2x Fireteams
LPA Infantry Fireteam
Team Leader
3x Riflemen
1x Support Wpn (TL1 TST, Lt AP:1)
Loyalist Mechanized Infantry Battalion General Attributes
Troop Quality/Morale: Trained/Low Experience (D6), Average Morale (D8)
Confidence Level: Confident
Supply Quality Level: Normal
Overall Tech Level: 1
On Grid? No
Body Armor: TL1, Jack/Lt Body (1D)
Typical Squad:
Leader (Leadership per Leadership Rating Table, TW 174, with -1 DM)
8x Rifleman
1x Support Wpn (TL1 TST, Lt AP:1)
Red Fox (Hong Hu) Troop Carrier
TL1, Soft-Skinned, Wheeled Vehicle
Firepower: GPMG (TL1 Med AP:2)
Armor (F/S/R/D): 2D6/2D6/2D6/1D6
Crew: 1+12
Attributes: TL1 Armor, TL1 Sensors
Red Hawk (Hong Ying) Gun Truck
TL1, Soft Skinned, Wheeled Vehicle
Firepower: 75mm Fixed Main Gun (TL1 TST, AP:3/AT:3(M))
Limited Traverse ( +/-15 degrees from front facing)