OK, Escenario suggestions:
1. MECHS
I will let someone define this one.
We have 4 mechs, 2 ASF and we can count on indirect long range fire from the Striker and LRM scorpions.
Opposition: turrets (green), 1D6+2 scorpions (green) and roll 1D6 for mech (competent): 1-2: no mechs, 3-6: 3 light mechs (1 locust + 2 commandos)
Opposition starts near the gates and in reserve inside the complex (half of their forces).
NOte: 4 Scorpions (green) + competent mechs (centurion, 2 commandos 1 locust) cost the same as our forces inclusing the 3 LRM vehicles (scorpions + striker). 220. Feel free to add or substract from that as you please. It is suggested that we have the upper hand here, either by location of the enemies or because we have the upper hand in equipment.
Objective: blast the turrets so the karnov can land for the extraction. Intro will be done by high altitude drop, so that is not the problem.
Similar escenario design to that of the HBS prison break
Potential complications:
- The enemy also has a medium mech, like a Centurion.
- a few medium fighters appear in the radar
- a vehicle lance appears o the edge of the map. 1: hover, 2-3: wheeled, 4-5: armor, 6: VTOL // 1 artillery, 2-5 direct fire units, 6 other.
- landslide due to the rains!
2. PRISON INFANTRY OPS
Run a RPG session or a small scale askirmish game.
Think about a favela-like prison: Guards look more like military types on a warzone than blue cops on a stroll.
Escenario: heavy construction area (the interior of buildings. some open spaces if you want to play in the patios of the prison as well. CQB oriented. Short firing lines. The guards start spread around the map in groups of 2-5 with a few concentrations of 7 (squad) in certain areas. There are around 50 of them.
It is assumed that the drop was successful.
They have a map of the faciluty so know where the party is located.
Our Forces. 30 jump infantry (regular), 7 italian engineers (veteran). leader: Cornelia Ryan.
Opposition: prison guards. armed like the paratroopers. They can be competent or green. Roll 1D6 each time a group of guards is encountered. 1-4 green, 5-6 regular. the guards move randomly and move to the sound of gunfire if they are near enough (30 cm in a regular 6x4 table). Guards are not interested in dying for a cause, so will retreat if facing insurmountable odds. Opposition is armed with stun batons, rifles and
The mission: Must be in and out in 12 rounds max or complications start to spring up. If there was no enemies in sight it would take 4 rounds to go to Cara's location and 4 more to go back. In whatever method you are using to count time (minutes, combat rounds, actual game hours...). Tempos assume the engineers blow all the doors at the first try and there are no complications in the way in or out.
Possible complications:
1- all the prisoner rooms are opened and "civilians" sprawl into the area. More than a few have small weapons with them. Most of them do not care about the soldiers, though.
2- a crack contention SWAT team (veterans or elite) is mobilized to intercept the raiders.
3- a light mech intercept the party on the way out
4- the prisoner is not where it was supposed to be
5- the prisoner opposes heavy resistance (has a competent squad with her)
6- another party tries to flee alongside the troopers
7- 2 bands take the confusion to square it out between themselves and the party is caught in the crossfire.
8- ...
being a BT prison, obviously the priso0ners have access to regular weaponry if not to body armor.
PLaying it in 40k.
- Use veteran imperial guards for the engineers
- use regular imperial guard for the jump infantry and prison guards.