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USE ME 15mm Science Fiction

Free Scenario

This simple scenario gives you a start in playing the


USE ME game and designing your own scenarios.

Print Out and Use


Permission is given to reproduce this file for any use.

Scenario Forces Special Rules and Unique Conditions

This simple stand alone scenario makes use of the two Ion Age setting There are no special rules in this scenario.
forces outlined in the free Example Forces Rosters PDF which you will
have gotten along with this document. You will need to print out the However if you feel that one side of the other is at a disadvantage or a
two rosters (League of Canlaster, League of Yordan) and have the new player needs an extra edge then provide that force with the
needed miniatures (or an approximation of them) along with the USE following one use only Off Table Support Option. One set of High Level
ME rules, some D6 dice, a ruler in inches and the gods of fortune on your Air Support as per page 13 of the booklet.
side!

Force A belongs to player one and is the League of Yordan forces as Solo Play Option
outlined in the example roster. Force B belongs to player two and is the
League of Canlaster forces as outlined in the example roster. This scenario is ideally suited to be played solo. Take Force A as the
‘Attacker’ and Force B as the ‘Defender’ and use the booklet’s solo rules
Set Up and Map accordingly.

On the bottom right of this page is the map for this scenario. Set up your
standard four by two foot table and arrange the hills and a few random Designers Notes
clumps of trees and rocks as per the map. Force A begins inside the
white area marked, Force B begins inside the white area marked. Set up This is one of the six scenarios that was used during the testing of the
details are up to the players inside each area. Turn One begins as normal. USE ME mechanics before publication. It is the simplest of them but it
can be a real challenge for players. Here are a few pointers.

Scenario Objectives and Victory Conditions Both forces are essentially balanced. Not that their points costs match,
oh no, but the more mobile one is the attacker and the tougher one the
The League of Yordan has dispatched a couple of mustermen squads in defender which suits them both.
armoured personal carriers escorted by three rugged and mobile tanks
to clear the way into the city of Pelegan Prime on Ullswater III. This The Canlaster troops do not have the armour or firepower of their
must be done before Yordist drop ships bring in the main landing force Yordist foes but since their mission is to cross the playing area they can
outside the city. Unfortunately the League of Canlaster occupies choose either to advance to rifle range using their tanks as cover for the
Pelegan Prime in force and has placed several small units around the APC’s and then deploy and sweep the power armoured knights away.
city to block such scouting attacks. One of these forces composed of six Or they can make a run for the table edge and guard their APC’s from
squads of highly trained power armoured Retained Knights blocks the Yordist fire. We found the second option quicker but riskier.
Canlaster route to the vast city.
As defenders the knights of Yordan do not have nor do they need the
The League of Yordan will win the game if they are able to cross the mobility of the enemy. To stop the Canlasters from passing they will
playing area and exist the opposite short table edge without losing more need to either ‘alpha strike’ one part of the enemy and hope to inflict the
than 50% of their force dead. The League of Canlaster prevails if they 50% casualties or to spread their six small squads out across the line of
prevent this or inflict more than 50% casualties on the Yordist scum. the table to block an advance but risk a breakthrough. We found that the
concentrated fire option worked better as breaking the line was easier if
the three tanks were used on one knights squad.

© 2010

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