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©1994-2024 Bill Armintrout
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The Relief of Pardoona Mission

by Steve Thurston

Scale

25mm

Rules

The Sword and The Flame, 20th Anniversary Edition

Length

12 turns

Players

2

Forces

French & Martian Colonial Gendarmerie Troops

Beseiged Force:

  • Dr. Belmondo & 3 Civilian Archeology Students
  • Lt. Duvalle & 13 French Foreign Legion Troopers

Relief Force

  • Col. Francois Derrier (Overall Command of Relief Force)
  • Capt. DuPuis & Sgt. LeBuef with 8 French Foreign Legionnaires
  • Sgt. Pusse (French Commander) & Sgt. Oompha (Martian NCO) with 18 Martian Colonial Gendarmerie Troopers
  • Sgt. Valdone (French Commander) & Sgt. Moorkan (Martian NCO) with 18 Martian Colonial Gendarmerie Troopers
  • The Iron Duke - Arachnoidal Combat Perambulator. An Ironclad Walker crewed by Lt. Barrone with 1 Crewman.

Martian Rebellion Troops

  • Overall Commander with 4 Bodyguards
  • Leader & 19 Sword Armed Religious Fanatics
  • Leader & 19 Sword Armed Religious Fanatics
  • Leader & 19 Sword Armed Religious Fanatics
  • Leader & 19 Sword Armed Religious Fanatics
  • Leader & 19 Sword Armed Religious Fanatics
  • Leader & 19 Sword Armed Religious Fanatics
  • Leader & 19 Sword Armed Religious Fanatics
  • Leader & 19 Sword Armed Religious Fanatics
  • Leader & 19 Sword Armed Religious Fanatics
  • Leader & 9 Rifle Armed City-State Militia
  • Leader & 9 Rifle Armed City-State Militia

Situation
In 1892, the Colonial Forces of Earth were claiming and occupying Martian territory at a frenzied rate. Imperial Governors and Managers, eager to please earthbound Governments and Corporate Owners, were increasingly viewed by Martian locals as conducting campaigns of economic pillage, and plunder of vital native resources. At the same time, Earth-based Scientific and Religious Organizations continued to export researchers and missionaries, who were seen locally as harbingers of the destruction of native Martian religious and ethnic beliefs, in steadily growing numbers. The Scramble for Mars was on.

This foreign, unwelcome, and aggressive campaign of occupation alarmed many of the non-aligned Martian city-states as well as presented an opportunity to fanatical religious groups within the Imperial Colonies.

One charismatic Martian religious leader, Oomor Parmon Fatalla, known to Martian Imperial Forces as the “Mullah d’Morte”, raised a large mixed army in the French-controlled Pharmada Region, composed of religious fanatics and allied levies from nearby city-states. Fatalla called on the faithful of Mars to bring on a Cleansing – a purge of the unbelievers. The initial targets of this army were the many individual Land Owners, Missions, and Archaeological Sites supported by the French Government in the Area.

As reports grew of attacks on French citizens in the Pharmada Region, the French District Commander ordered the recall of all French citizens to the French-controlled city of Pharmooria, the headquarters of the district government and military. Rather than send out a large force to recall civilians, the French commander relied on speed and firepower, and sent a large number of small units out to quickly round up and return the threatened civilians. Unfortunately, this tactic failed dramatically. Not only were the civilians threatened, but Fatalla's forces were able to draw the French forces in and then pin them in place along with their civilian charges. By allowing the escape of small numbers of runners from the besieged forces, the rebels were able to create a string of battles of escalating force sizes, at the locations of their choosing.

Scenario Description:

This scenario involves a small group of French Archeologists who had been withdrawn from their dig site by a Company of French Foreign Legionnaires. During the return trip to Pharmooria, the recall force was ambushed, their transport shot down, and the survivors were forced to beat a hasty retreat. They managed to fallback to the abandoned Pardoona Mission where they were able to set up a simple defense, and send runners for assistance from the district military commander. Several Martian units have taken up blocking positions to prevent the legionnaires and their charges from withdrawing but have not taken up an active attack.

At the start of the scenario, a small relief column led by Colonel Derrier has entered the valley containing Pardoona Mission and the besieged troops. His orders are to:

  1. link up with the Legionnaires, and
  2. withdraw his troops and civilian charges to safety where they can be loaded onto transport ships headed for Pharmooria

Victory Conditions:

French: All Troops (including all Wounded) and the French Archeologists must be removed from the table at Point A or in defensive formations behind the withdrawal staging area (dashed line) on the Set Up Map, and be disengaged from all attacking troops by the end of any turn before game end. This will allow the transports to safely move up and remove French citizens.

Martians: Prevent the French from meeting their victory conditions. If you can't pin the French to this area, there will be no follow-on battle.

Set-Up
Scenario map

Beseiged Force Starting Location – Manning the Mission Walls and/or Buildings.

Relief Force Starting Location – All troops enter the board at the Road Entrance, located at Point A on the Map. The lead unit may perform a full distance movement phase from point A, prior to the start of the game. As room permits, follow-on forces will also enter from point A.

Martian Starting Location – Three (3) of the units listed above may start the game anywhere on the table except,

  • Within 24" of the French Road Entry Point A
  • Within 12" of the Mission Walls

If the units are located in appropriate terrain, they may start the game hidden and prone. The remainder of the Martian units arrive at a variable location and time (see Special Rules).

Special Rules

TSATF Classification. Foreign Legionnaires fight/move as European Rifles (i.e. British). French Archeologists fight/move as European Pistols (i.e. British). Martian City-State Militia fight/move as Egyptian Rifles. Martian Religious Fanatics fight/move as Dervish Swords.

Wounds. Use the TSATF Wounding Rules –

  • French – Leave no wounded behind, or pay the morale consequences as the savages carve your friends into little pieces.
  • Martian – Provide no care for wounded during the scenario, so wounds are equivalent of Kills.

Martian Fanatic Sword Skill – The cult of Mullah d'Morte emphasizes the traditional berserker sword skills of primitive Mars. Therefore, all fanatics and their leaders always fight in melee at +1 greater skill than their standard Dervish Sword counterparts.

Martian Follow-On Units – When attempting to bring on off-board troops, each unit becomes available depending on the table below:

Turn #Troops Available on:
16 on 1d6 roll
25-6 on 1d6 roll
34-6 on 1d6 roll
43-6 on 1d6 roll
52-6 on 1d6 roll
6Automatic

Once units become available, they must roll (1d10) for their entry point as indicated on the Set-up Map.

Home Brew Ironclad Rules

Crew
There are two men on the Iron Duke, the pilot/commander and the gunner. The gunner may turn the vehicle in place for shot placement, but is not qualified to move the vehicle in the event the pilot is killed.
Movement
The Ironclad uses 3d6 for Movement in all Terrain, but discards the highest die.
Armor
The Iron Duke is always considered a minimum of a Class 3 Target Type for Ranged Fire purposes.
Weapons
The Ironclad is armed with both a Machine Gun and a Quick-Firing Cannon. Both use the Cannon and Machine Gun Charts in The Sword and The Flame. Only one weapon system may be used during a turn. The Machine Gun may be fired by the Gunner alone (uses 1d6 to Fire), or by both crewmen when the vehicle is stationary (uses 2d6 to Fire). The cannon requires both crewmen and may only be used on turns the Iron Duke is stationary (uses 4d6 to Fire). Normal Malfunction rules apply to the Iron Duke's Weapon Systems.
Hit Points
The Iron Duke has 4 Hit Points. After taking a second point of damage, one of the crew has been killed (Special or Leader Card is the Pilot/Commander). Machine Gun Fire power is reduced accordingly and the Cannon may not be used.
Melee
The Iron Duke may not start or intentionally join a Melee. However, if attacked it defends itself with a +4 Melee Modifier.

Recommended Figures

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Commander's BodyguardsStock #CDL-14
Fanatic Unit LeadersStock #CDL-3
FanaticsStock #CDS-1,2,3,4,5,6,7,8,9,and/or 10
City Militia LeadersStock #CDL-2
City Militia TroopersStock #CDM-4,7,9,10,and/or 12