|AN ONGOING NEWSLETTER||March 2003|
When lead starts to fly, you always feel alone: You desperately seek ANYONE, friend or foe. It's often the same way looking for fellow gamers: On occasion, you have to game solo or not at all. This is a solo scenario for those days where you just have to game.
Ministry troops are on a sweep through gang area, in order to intimidate the gangs and keep them subdued for a while. To do so, they must search out the gangs and teach them a sharp lesson.
If only the locals would stay out of the way...
Pick as many troopers as you like. Personally, I kept it to one squad of 5. Select twice as many gangers as you have troopers. I didn't bother with points. I used one of my standard trooper squads (elite leader; veteran sub-leader; 4 veteran troopers) and selected the first 10 ganger figures I picked up. Rate them all average and armed and armoured as seen. There may never be more than this number of gangers on the table at any time.
At the beginning of each turn roll twice as many D6 as you had troopers at the start of the game, e.g. if you started with 6 troopers, roll 12 D6. Any 6's indicate a contact. Randomly identify which trooper has made the contact by any convenient method (like rolling dice).
Once the number of new contacts for this turn has been established, initiative for both sides is determined.
Instead of rolling by squads, roll for each figure (leader adds 2, sub-leader adds 1). This is a good reason to keep the numbers of figures low.
Roll 1D6 for each trooper, each new contact and for each contact already active on the table. (All contacts are average). Any ties between contacts and troopers are decided in the contacts' favour. Ties between figures on the same side are re-rolled.
New contacts are not placed on the table until their own turn so that troopers have no prior warning of their location. Randomly identify which trooper has made the contact by any convenient method (like rolling dice). New contacts are placed 10" from the trooper identified as the contact maker and with that trooper within their LOS. It must not be any nearer to any other trooper than the contactor. If this is impossible, the contact is lost and the figure is not placed.
Once the figure has been placed, roll D6:
At this time, troopers do not know if a contact is a civilian or a ganger. See "Recognition of Civilians" below. On the turn that a ganger is placed, it will attempt to shoot at the nearest trooper. Gangers always fire bursts if possible. After firing, gangers can move out of the LOS of troopers or drop down or both. On subsequent turns, a D6 is rolled to determine a contacts actions:
Civilians starting a second or subsequent move on the table dice as above to ascertain its actions.
A civilian spending one complete move from "Compulsory Actions" phase to "Action" phase without being fired on, is removed from play.
A civilian ending a turn more than 10" from any trooper and out of LOS of any trooper, is removed from play.
RECOGNITION OF CIVILIANS
Troopers with an unidentified contact in their LOS roll D6 to see if they recognise it as a civilian or ganger: A contact that has fired is already identified as a ganger.
A trooper can inform other troopers whether a contact is a civilian or not if he has made a correct ID or if he has himself been informed by another trooper.
Leaders inform anyone within 6"
Sub-leaders inform anyone within 4"
Troopers and heroes inform anyone within 2"
The game should last for a designated number of turns. By the end of the final turn, all surviving troopers must have already exited the board, from an area specified before the start of the game.