BARD PAPER: MARI0005
Twist of Fate
This is intended to be a campaign for Striker II. The campaign
is set in the Thoezennt subsector in the Old Expanses sector. It is intended
to be fought in three distinct battles although it is possible to have
many more encounters depending on the choices made by the
contract is up for grabs. It looks like a boring garrison job on
the planet Nova Ryll(0330). The players should be a mercenary
unit of at least 2 companies and it is recommended to be a full battalion.
You may use a pre-designed unit "Harrel's Marauders" or bring
in your own unit if you if the players wish. If the Players
bring in a unit from scatch it should not exceed 100MCr-120 MCr in value.
It is suggested you look at Nova Ryll in the Path of Tears
Wen Clossar runs a investment/trading
company that started from a Coalition branch of Ling Standard.
After the virus hit the local branch took the money it had
and made some wise investments. The name didn't hurt either.
Ling Standard has found a new deposit of fissionables in The Mark.
unfortunately it is located very close to the disputed Southmark
border. Ling Standard could make a killing if they can keep the
mine open for another 6 months. The Mark has a weak armed forces
compared to the Southmark forces and has offered little assurance
of protecting the mine. Several sniper incidents and sabotage
have caused schedule delays and prompted
Ling Standard to lay out the money for protection. Ling Standard
has issued a contract
for a battalion size mercenary group to garrison the open mine.
Due to recent tensions between Southmark and The Mark. The contract
reads as follows:
- Ling Standard
- Mercenary group:
- _____________ ______________
- A garrison of least 1 mechanized battalion is required for the
mining operation in The Mark, Nova Ryll. The battalion will
be responsible for base security until the current
- Task Duration:
- Variable from 4 to 8 months.
- Coalition Mercenary Law-All Volumes
- Nova Ryll Law
- Ling Standard P+P's
- To Job-Provided by owner
- From Job-Provided by owner
- Standard Reparation Bond
- Special Notes:
- 100 KCr per week
- 60 million credit Bond in escrow upon successful conclusion.
Nova Ryll background
The Mercenaries are working in the country of The Mark.
It is a small /weak government that is currently going
through a political upheaval between two rival political
parties. So far it hasn't gotten to violence. To the south
of them is the Southmark empire.
The Southmark is a corrupt expansionistic country that
is deeply in debt. It desperately needs a large cash
boast to keep the economy (and current government) going.
The value of the fissionables just over the (disputed)
border is too much of a temptation. Due to the number of
of wars in the last 10 years a organization known as
the League of Marks was created to solve diplomatic
problems without conflict.
Referee's infomation (Optional for roleplaying)
As expected Ling Standard is not telling all. The mine
is actually a buried miltary depot for Imperial marines.
The actually make-up and usability is up to the referee ,but
rememeber even one grav tank can shift the balance of power.
Scenario one. The Race
Time of battle- First days of arrival
Background: The mercenary group just finished a tour in the
country of Eastmark, Nova Ryll.
They are approached by Mr. Clossar for a security operation
of about 6 months. They travel by ship to the port city of
Bastinque (city near starport) which is the capital. As the mercenaries unload it
is noticed by Southmark spies who report back the mercenaries
arrival. The Southmark decide to send in a raid to take
the mines' fissionables and high-tech mining equipment. As
a diversion they will also raid several nearby towns and
destroy the local garrisons. As the raid starts the mercenary
commander gets a frantic call from Mr Clossar who insists they
must move out and protect the base at all costs. Information
available to the players(if they look for it) will be :
- Some last messages from the mine when it was overrun
- Some recon from the Marks tiny airforce.
Note- the Marks military command will be in
- Some civilian radio traffic from surrounding towns.
Referee's notes. Scenario one is basically a meeting engagement.
The fog of war is vital to get a proper "feel" for this battle.
Xerox a copy of the map and tape it to cardboard. Put stickpins
on the map for the mercenaries and for contacts/enemy forces
as they come in. Only show the players the reports they give.
Do not show them all of the enemy units. You may use the
following chart to help determine what to show them:
Assuming they have put scout forces out ahead of the main
effort: (Give scout forces 50% greater movement speed-except
for aircraft/helos which will use normal speed)
1 Unit will be greatly underestimated (50 to 100%)
(battalions become companies or platoons)
2- Unit will be underestimated by 10-30%
3-4 Truth of unit spotted
5 Unit will be overestimated by 10-30%
6 Unit will be greatly overestimated by 50 to 100%
(platoons become battalions)
The Ref should have his own map with all the forces listed and
should update them every movement cycle.
- Players movement:
- Aircraft- 100 kilometers turn
- motorized- 10 k a turn road/ 3 k off road
- grab/helo - 50 K a turn
- riding- 4 K road/off-road
- foot-2 K road/ off-road
Small unit encounters: (scout forces)
Most small unit encounters will be recon forces. They
will probably not be played out on the table top, but
use the following charts to resolve the encounter:
D1 - force is ambushed roll 4+ to survive
D2-D3- meeting engagement roll higher than ref to survive
D4-D5 Enemy sighted without giving away position
D6- Enemy ambushed-ref should roll 5+ to survive and pull back
Scenario 2. The Siege.
Time of battle- Several months after arrival.
After the raid by Southmark
(which they will call a border dispute)they will pull
back their forces to give the illusion of complying
with the LOM wishes.
The players will have several weeks to prepare their
base. Unless the players are clueless they will realize
the future threat of Southmark military. If you wish to
have a role playing aspect
give the PC's some stories about saber rattling and
tensions between the 2 countries and the League of
Mark's attempt to solve them diplomatically. The Southmark
realizing the panic and weak resistance of The Mark will
decide to take over the Mark will a lightening strike
of military might. Political figures from Southmark will
secretly bribe Mr. Clossar to keep the mercenaries out
of the upcoming battle.
The Southmark will strike just north of the
mine heading for the starport and capital. A full division
of 13 battalions of tank/inf and 4 batts of arty. Southmark
will enjoy air superiority as well. Although they have a
"deal" with Mr. Clossar they will not trust the mercenary
group and will surround the mining operation with a battalion
of troops and arty delivered mines.
- 1 helo company.
- 1 Engineer batt.
- 5 tank batts (1 is reserve)
- 9 armored inf batts.
- 4 arty batts ( 1hvy) the 3 light artys will be assigned to
- 1 regiment will then consist of 3 inf 1 tank and 1 arty batt.
- 1 Antiaircraft batt. -12 tac missle carriers -150mm
- 1 regiment will be assigned to destroy the mercenary forces.
- After a brief bombardment (possible roll for surprise)
a secondary attack will occur from the north(1 inf batt)
- Then the full assault will occur from the south.
- 1 company of engineers with mine clearing gear will also
be assigned to the assault.
Scenario 3. The breakout:
Assuming the mercs survive scenario 2 the situation will
move into a siege situation. The invasion has slowed down
near the capital as the Mark forces put up a desperate
After 2 days a plea on the
radio will be heard from the prime minister of the Mark.
He will plea with the mercs that unless he has their help
his country will fall. He will offer 10MC and a 10,000
acre land grant if the mercs
can break out of the siege and destroy the division hqts
discovered to be about 30 km north of the mine.
Deployment of enemy forces:
The Southmark will have a inf batt. with a towed arty
battery to hold the siege forces. In addition one company
of tanks will be in reserve to deal with breakouts.
Within 5 mins. a flight of 3 attack helos will arrive and
2 additional batteries of arty will come on call. If the
players coordinate it with the Mark forces they may be
able to make the reserve forces committed for a battle
elsewhere. Roll a d6 for the helos- a 4,5,6 for success
and roll a d6 for the general support arty for each turn.
a 5 or 6 means they will have the support. Note that this
assumes that the attack it coordinated with a attack by
the Mark forces. If the players do not do that then the
forces will be dedicated to the attack. The infantry batt.
will be dug in and will have minefields scattered to the
front. There will be cleared lanes that are hidden from
the players. (possible chance of discovery/or info from
a prisoner). As the merc group travels north they should
run into rear area forces and some security platoons.
Just south of the headquarters they will run into
a ambush set up for them.
The Southmark will either set up in a reverse slope
defense behind a large hill, or a woods ambush depending
on the route the mercs take. Other scattered forces may
be encountered (up to company strength) and also may
reinforce this group. You can roll for this every 3 or 4 turns...
- 2 squadrons of attack helos- 3helos each.
- 1 squadrons of attack jets- 3 planes
- 2 batteries of 150mm arty support (3 fires of fascam)
- 1 antitank company of 12 lancer missle carries
- 1 scatch force:
- 3 abomination siege tanks
- 2 TL14 intrepid grav tanks
- 6 pararie fire TL8 tanks
- 1 company of infantry (motorized in trucks)
- 1 company of engineers- with minelayers and
mines, 2 bull dozers for tank ditches etc.
- 1 AA group (tac missiles)-4 vehicles(sim to adatts)
a 5 or 6 on a D6.
1-2 - A tank company of parire fire tanks (6 tanks)
3-4 A antitank battery of 4 lancer missle carriers
5- A motorized inf. company- 6 plts
6- A extra artillery battery of 4 150mm howizters
If the mercs defeat this force the headquaters will be
5 KM up the road. There is little resistance and the
Southmark attack will soon fold. If the referee desires
you could set up one last battle of the now retreating
Southmark forces trying to break thru the merc forces
on their way home.
To estimate what can be carried on a starship take the cubed
meters and use the following ratios:
The combat unit carries enough supplies for 1 day.
- Combat Ready- 2*
- Combat load- 1.5*
- Maximize space 1*
- food 3 days
- fuel 1 day
- ammo 1 day
Each man needs the following supplies per day:
Table of organizations:
- 45 kg.- moving and fighting
- Ammo(includes spares)
- 25 kg.- doing nothing
- 1 company-
- Harrels marauders
- Batt. HQS.
- 1* command APC-Elite
- 1* Communication Van
- 1* Security APC
- Support Compan
- 1* Hvy Battledress Squadron (TL 12- 2 platoons and APC's)-Elite
- 4 *Squads
- 1* Support Squad
- 1* Command Squad
- Heavy Arty platoon-exp.
- 3* SP MRL's (120mm mounted on apc chassis)TL 12
- 1* FDC (TL 12)
- 1* Electronics Van (Jammer radars etc)
- 1* Point Defense Vehicle.
- Scout Platoon-exp.
- 6* Scout biker squads(6 men ea.)
- Company A (1st Armored)-
- 3*Tank platoons (TL9 GND Tank Hunters ea.)-Vet.
- 3* Tanks
- 1*inf platoon (TL 9 GND apcs)-exp.
- 1* command tank-Elite
- Company B (Second Motorized)
- 1* Tank Platoon (3 landsharks)-exp. TL10
- 2* Inf Platoon with trucks-green.
- 1* Hvy weapons inf. Platoon with APC's-vet.(TL 11 TAC missiles)
- 4* squads (Bolters and TAC missles)
- 1* command stand
- 1* Support Platoon (4-100mm towed Horz.w/tks)-exp.
- 1* Command APC-Vet.
- Company C (Third Motorized)
- 1* Tank Platoon (3 landsharks)-exp. TL10
- 2* Inf Platoon with trucks-exp.
- 1* Hvy weapons inf. Platoon with APC's-vet.(TL 11 TAC missiles)
- 1* Support Platoon (4-100mm towed Horz.w/tks)-green
- 1* Command APC
- Logistic Train
- Local Trucks- 20 Trucks (5 tons ea.)
- Southmark Forces
- Armored battalion
- 3 Infantry companies
- 10* APC's with inf squad (Use Voltigeur APC)
- 1 Tank company
13* Prairie fire tanks
- 1 mortar platoon (100mm)- 4 tubes-towed
- 1 Scout platoon (armored cars)- use charina wheeled APC
- 1 Antitank coy (lancer missile carriers)
- 10* ATGM
- Tank Battalion
- 3 Tank companies
- 13* Prairie Fire tanks
- 1 infantry company
- 10* APC with inf.
- 1 Arty platoon (120mm horz. SP)
- 1 Scout Platoon (armored cars)
- 4* AC
Traveller is a registered trademark of Far Future Enterprises.
Portions of this material are Copyright ©1977-1996 Far Future Enterprises.
BARD Logo Copyright ©1996 by Lawrence C. Cox.