Hellfire: Angels

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ANGELS
a Hellfire scenario by Matthew Hartley
Arizab Teb, philosopher and atheist, grinned broadly at his attendants before turning to face the crowd. Thousands strong, they were to hear him denounce the Theocracy and all its works. The crowd hushed, he filled his lungs for the tirade. Then one , then two, then many in the crowd pointed skyward and gasped. Arizab's eyes followed the crowds. Men with wings! He could see hundreds of the Heavenly Host floating down through the air. But no Cherubin these, they were Angels with guns! The Wings of Righteous Redemption: You command an elite airborne battalion , fanatically loyal to the Theocracy. Your mission is to capture the heretic Arizab Teb and whisk him of for "reinduction". If this proves impossible, assassination is (just) acceptable. Civilian losses should be kept to the minimum. The Wings are four companies of six bases each wearing flak armour and carrying energy weapons. They are equipped with jetpacks with built-in holographic projectors (giving them the angel appearance - no effect on play but it looks good). Additionally you have two support sections of three bases each, again with flak armour and jetpacks, and armed with crew served energy weapons. The force can be considered well organised and all have personal com-links. Reaction: 4,3,3,3,3,2,2,1 (21 points) Troops can be dropped by company or section anywhere on the table. However troops landing in the marsh and water effectively render themselves hors d'combat and should be removed from play. To land troops, the player should place a marker on the desired location for the company or section and role a D12 (cloakface) to determine direction of deviation and d6-1 to determine the distance of deviation. The first action of all bases in the same group must be to move within 2" of other bases in the same group. Jetpacks are discarded on landing. Arizab can only be captured by a bases which wins a round of close combat against his base. At any time the player can request the evacuation aircraft. These are each capable of carrying up to twelve bases. they are unarmed and count as lightly armed vehicles They are VTOL capably and can take off with one turns delay, however anything within 1/2" of the craft at take off or landing is destroyed. Due to the nature of the terrain the craft can only in a clear area immediately to the north of the village. Reaction: 5,5,4,4,3,2,2,1 (26 points) The Wings player goes first, with the landing of his troops. Arizab and His Forces:

http://www.blease.pwp.blueyonder.co.uk/WG.hellfire.scn.angel.html

16/08/2012

Hellfire: Angels

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As Arizab Teb - infamous philosopher and atheist - you are well aware that the Theocracy might make attempts on your life. Consequently you have hired security - ostensibly to deal with crowd control. Your aim is to leave the area by one of the land routes, preferably alive. Your personal retinue consists of three bases (one clearly marked as you), wearing flak armour and carrying mixed weaponry. Reaction: 3,3,3,2,1,2,1,2 (17 points) At your disposal are four wheeled vehicles (each as a separate group) capable of carrying three bases. They have light armour and crew served projectile weapons. Reaction: 5,5,3,2,1,2,1,2 (21 points) Additionally you have security forces. Eight groups of three bases each, with flak armour and projectile weapons. Reaction: 3,2,3,2,2,1,2,1 (16 points) Arizab must be located on the small hill to the north of the village, all other troops can be set up as desired. The Crowd: They are one group of thirty bases of citizens, who start the game opposite the hill facing Arizab. They are unarmed and unarmoured, and when the firing starts they will panic and move D4-1" in a random direction (use the D12 clock-face again ) each turn. Infantry cannot move in or through the crowd and vehicles can only move at two inches per turn. Line of sight cannot be drawn to and base within the crowd. Terrain: The table comprises of a small village about one foot south of the centre point of the table. Tow foot north of this is the hill where Arizab is addressing the crowd. The landing area is approximatley six inches square and is immediately north of the village. The western and northern edges are sea and the coast varies between six and twelves inches from the table edge. A river runs from the west coast (mid-point) across the table. Three roads exit the village to the south (one central, the others off to the aadjacent corners. Tow roads enter the village from the north crossing the river at fords and both leading to towards Arizab's hill. The rest of the table is cover bt 33% marshy areas and 25% hills. The river and sea are impassable (except at the fords), and the hills count as cover and are impassable to vehicles. Back to Hellfire Scenarios Page Back to Hellfire Homepage

http://www.blease.pwp.blueyonder.co.uk/WG.hellfire.scn.angel.html

16/08/2012