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  • Hearts of Iron III




Search And Rescue: Company of Augmented Space Marines (SARCASM)

The war is not going well.
The aliens recently broke through Imperial Starfleet defenses, resulting in a raiding ship capturing a key fleet logistics base.
Your ship is the closest to the scene, and your Marine company (Penal Battalion) tasked to rescue the survivors and eliminate the raiders.
Shortly after obtaining orbit at the planet, your Commander detects additional raider ships in close approach to the world.

Your commander modifies the mission.
New orders - Take a dispatch boat to the surface with several teams of Marines, load the craft with survivors and one team of Marines,
then rendezvous with the mother ship for emergency departure. The soldiers remaining on the planet will deploy to defend the logistics site
till relief arrives (promised to be ...soon).
===================================================================
Overview
Each player controls one five member team of Marines, tasked with finding survivors of the attack and getting them aboard the rescue craft.
Once the craft is full, it departs with the survivors and one team of Marines, while the remainder of the soldiers entrench on the planet.
To motivate the troops, the team who rescues the greatest number of survivors will be the one returning to orbit and subsequent escape.
The other teams have the honor of remaining dirt side and defending the base (till they run out of ammo, anyway).

Components
Map
Actually just a list of named locations on the rescue site where survivors congregate.
However, each location is far enough from each other that the Marines can only reach one during a given turn and return
to the dispatch boat to refresh battle suit life support.

Team Composition
A list of the members of each team and their equipment.


Example of a Marine.

Rescued Roster
A list of how many survivors each team rescued.

Bait Trap
Six Aliens, with randomly selected Armor and Weapon values.

Game Sequence
Each turn the GM follows the following phases in order:


a. Beacon Update
b. Outfit Teams
c. Destination Selection
d. Patrol Resolution
e. Victory Determination​


Beacon Update
a. The GM rolls a d6 for new Stragglers, and 2d6 for their Location.
b. The GM increases the number of survivors at the rolled Location by the Straggler value.​


Outfit Teams
a. Each player sets the Encumbrance level for each soldier in his team.
a.1. A Space Marine can have up to six points of Encumbrance.
a.2. Encumbrance is the sum of the Armor and Weapons points for the Marine.
a.3. A Space Marine can have up to four points of Armor.
a.4. A Space Marine can have up to five points of Weapons.​


b. Each player sets the Firing Order for his or her team. (who shoots first, then second, and so on.)

c. The player selects a Stance for their group, either Hostile or Benign. (You are in a Penal Battalion of the
Space Marines. Not exactly a high trust social organization).

d. Finally, the player selects either Focused (number) or Normal as their Tactic.

Destination Selection
a. Each player selects the destination Location for their team (you may select the Dispatch Boat as a destination).

b. As an alternative, players may select Ambush (Team) as their location.

c. The player with the fewest Rescued (In case of ties, select randomly) selects a Location for the Bait Trap
(You may NOT select the Dispatch Boat as a location for the Bait Trap).

Teams selecting the Dispatch Boat as Location.
Remove all wounds from team members.

Ambush (Team)
a. In this event, the GM rolls a die.

b. On an even result, the Target team avoids the ambush and no further action needed.

c. Otherwise, conduct combat between the teams.

d. The winner gets the survivors accompanying the Target team.


Patrol Resolution
The GM places the player teams and the Bait Trap on their specified Locations.
a. If only one team is at a location, return the team and the survivors located there to the Dispatch Boat
and update the Rescued Roster. This also applies if all teams there have a Benign stance. In this case, divide the
Survivors equally among the teams, with odd remainders assigned randomly.

b. If one team is at a location with the Bait Trap, fighting between the marines and the alien pack goes on till one or both sides are eliminated.
If the marines win, follow condition a. If the aliens win, return the marines to the Dispatch Boat, remove the survivors and the Bait Trap from the map.

c. If multiple teams are at a location (consider the Bait Trap as a team), first return the Benign Stance teams to the Dispatch Boat.
Next, fighting between the Hostile Stance teams continues till at most one team remains. If a marine team wins, follow condition a.
If the aliens win, remove the survivors and the Bait Trap from the map.


Victory Determination
a. The turn the last slot on the Rescued Roster fills, the Dispatch boat departs.

b. The team who rescues the greatest number of survivors will be the ones returning to orbit and subsequent escape,
um, providing security for the evacuees during retrograde operations.

c. The other ground pounders can enjoy the impending visit of the avenging aliens.​

Fighting Rules
Combat is in a number of rounds repeated till no more than one team remains.
Combat Round
a. Stamina - Roll for each teammate with wounds. A die result less than or equal to the wound number results in the withdrawal of the team member.

b. Select the lowest Fire Priority numbered marine who hasn’t fired yet from a random team, as the Shooter.

c. Select a random opposing marine as the Target.

d. Roll a d6.

e. If the result is a five or a six, roll a number of d6 equal to the Weapons value of the Shooter.

f. For each result that is greater than the Armor for the Target, give the Target one more wound.

g. If a target receive a wound from the shooter this round, roll a d6. If the result is less than or equal to the
number of wounds the Target has, the Target is out of the fight, even if they have not fired yet this round.

h. If any marines remain who haven’t fired, return to step b. Otherwise Combat is over.


Focused
a. Players who select Focused(number) as their tactic gain the advantage of multiple shooters on one target, at the risk of delay in firing.

b. When the team is selected to fire, roll a d6.

c. If the result is greater than the Focused(number), then that many team members will all fire (provided they have not yet shot),
in priority order at a single random target. Otherwise, the team skips its chance to fire till the next time they are selected.

d. Note that Withdrawn team members that have not fired may NOT take part in Focused Fire.


Order Format
Destination
Stance
Tactic

Member One Name
Armor
Weapon

Member Two Name
Armor
Weapon

Member Three Name
Armor
Weapon

Member Four Name
Armor
Weapon

Member Five Name
Armor
Weapon


Team Order Example:

Industrial
Hostile
Normal

Zeb
A2
W4

Dorothy
A3
W3

Sam
A4
W2

Patience
A1
W5

Rob
A3
W3

Current Map

Current Team Composistion

Current Rescue Roster
 
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