KILL ZONE
~ Near Future Skirmish Gaming~


Raid
by Martin Kure
~ Scenarios for Kill Zone, Combat Zone, or other urban combat games ~

The Game

This is a raid upon a defended area: Force A is guarding an area, and Raiders are seeking to destroy a building or fixture in the area.

The Forces

Any force types can be used with this scenario.

Each side should have an equal points value, and up to three squads per side.

Set up

Place terrain evenly across the entire table, the more the better. There should be no open killing zones of fire, just lots of obstacles. Although the map shown is a generic urban landscape, it can be fought using wasteland terrain just as effectively. You just need something to blow up.

Have a third party, or referee not playing in the game pick a location, building, or some other central location on the board, (a building works well). The location should be kept secret from the guards. Have the third party place the group/squad leader(s), of the guards within 10 inches of the objective. The guards can then place their squad/group within 12 inches of their leader(s).

Roll a D6 to see where each raider group will enter the board. (Each separate raider group has it's own die roll for random entry.) The raiders from that group must each enter the board from within 3" of the random die placement. With this set-up you could have the raiders entering stacked up on top of each other, or from complete opposite edges. The raiders measure their first movement from the edge of the board, as if they were just off of the table edge to start.

Raiders have the initative on the first game turn, and must go first. Roll for initiative as usual after turn 1.

The raiders must enter the objective, and spend at least two complete turns setting explosive charges, the raiders have one turn to get clear of the objective before detonation.

At the start of the next turn, before either side moves, the explosives detonate, destroying the objective building and every model inside it. Every model within 3 inches of the building take 4d6 damage, survivors become suppressed regardless of die roll result. ( Explosive charges are assumed to be on all raider models, or you can have a limited number of models that have explosive charges : These explosive charges cannot be used for any other purpose, than destruction of the objective.) At least one raider must exit the table alive, and unsuppresed to have the mission be successful.

Option: Roll 1d6 per charge placed. If the total of all explosions is less than 6, the target is not completely destroyed, although all effects are otherwise as above.

Victory Conditions.

Raiders

Mission completed : 10 points

Each guard killed : 1 point

Guards

Raiders unsuccesful in completing mission : 5 points

Each raider killed : 1 point


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Last Updated January 22, 2005 by Timothy N. Peterson