[SGII] scenario QA
From: Roger Books <books@m...>
Date: Wed, 13 Oct 1999 17:01:20 -0400 (EDT)
Subject: [SGII] scenario QA
I'm setting up to run a SG scenario for some friends of mine, and
since it is the first SG we've tried I'd like some advice.
The "grand situation" is that an Imperial base on the planet Wampus III
has been searching for a small Rebel base for the past 3 months. There
have been numerous electronic emissions that have been investigated
but nothing has ever been there. The Rebels have been causing hate
and discontent.
The current situation. Yet another set of emissions has been detected,
this time in a swamp. A platoon of Stormtroopers has been dispatched
along with a Chicken Walker for support.
(Platoon Cmdr attached to squad of players choice)
3xLight Stormtrooper Squad:
8xtroopers, armed with blaster pistols (1, d8) and heavy armor (d10)
2xHeavy Stormtrooper Squad:
8xtroopers, armed with blaster rifles (2,d10) and heavy armor (d10)
1xAT-ST 2xClass 2 Support Blasters (Basic, 4d12 each) in turret, Level
2 armor.
All Stormtroopers are Veteran, officers vary between average and poor.
Motivation is medium.
2 Platoons of Rebels.
1st Platoon (CO/Major attached to squad of players choice, Platoon
Cmdr/Captain and Platoon Sgt also attached as player chooses)
2xHeavy Rebel Squads:
4xRebels, armed with blaster rifles (2,d10) and light armor (d6)
2xLight Rebel Squads:
4xRebels, blaster pistol (1,d8) and light armor (d6)
2nd Platoon (Platoon Cmdr/Captain and Platoon Sgt attached as player
chooses)
2xHeavy Rebel Squads:
4xRebels, armed with blaster rifles (2,d10) and light armor (d6)
2xLight Rebel Squads:
4xRebels, blaster pistol (1,d8) and light armor (d6)
Rebels vary between Green and Veteran, officers vary between average
and superior.
Since the rebels have advanced warning the may have up to 4 squads
IP in trenches. All Rebels may start out hidden and IP.
Motivation is high.
Since this is in a swamp there are going to be designated easily
passable paths. You can go off the path, but the walker will have
to make quality rolls not to sink if it does. Also, there will be
places in the water that I (as Ref) know about that are deep holes.
Quality rolls for all foot troops to not drown, the walker goes
away if it enters one of these.
Special information: The Rebels have an agent in the communications
section of the Empire. He has programmed the computer to tie up
communications but this won't last long. He is in process of emplacing
explosives to destroy the communications equipment. He gets to roll
his quality every turn, when his quality + turns > 9 things go boom.
Missions: The Imperial troops are on a recon in force mission, they
are to eliminate small enclaves of rebels if possible. They
have located the base behind the rebel troops.
The Rebels are attempting to stall the Imperial troops until
communications are cut, at which time those in the base can
(hopefully) escape without fear of the Imperial base
informing
the Star Destroyer on the other side of the planet.