A Gear Krieg Scenario by Scott Lynch


"Well, isn't it just like the Germans to go and pull a dirty trick like that when we've got such a nice dirty trick of our own politely laid out for them."

  • Lieutenant RN William Coffey, H.M.S. Whitworth

    "This is quite possibly the most foolish thing that has ever happened to a vessel of the Kriegsmarine."

  • Captain Joachim Kappel, Raider Z-99


    Battlefield
    Location: South Atlantic, 1941
    Conditions: Overcast
    Time of Day: Early Evening


    German Order of Battle
  • 1 x 8.8 cm Naval Gun Installation
  • 3 x PzKpf IV Aust B "Loki" Walker
  • 3 x Wehrmacht Rifle Squad


    British Order of Battle
  • 2 x 6 Lb Naval Gun Installation
  • 2 x Vickers Heavy Machinegun Installation
  • 3 x MVIIIA Cavalier Walker
  • 4 x Royal Marine Rifle Section

  • Morale
    All British units are Qualified.

    All German units are Qualified.


    Terrain and Setup
    The map should describe a body of water with two large oceangoing vessels of roughly equal size directly alongside one another. The fore and aft decks of each should be fairly open, and each should have a large superstructure amidships. The two vessels should be 1 MU apart. Use this as a guide.

    The 6-Lb gun installations should be set in the middle of the the forward deck and the middle of the aft deck on the British vessel. The 8.8 cm installation should be set in the center of the German ship, in a special traverse mount which will allow it to fire at any point on the British ship. The HMG installations should be set somewhere atop the superstructure of the British vessel. Players are free to set up their remaining units as they see fit on their own ships.

    This scenario would be ideal for the "Tactical Scale" rules used in Heavy Gear. To sum up:

  • Each MU equals 10 meters rather than 50.
  • Each turn equals 6 seconds rather than 30.
  • Movement rates remain unchanged.
  • Weapon range bands and sight bands are multiplied by 5.
  • Units are not allowed extra actions.

    Alternately, you can abstract things even further, and simply assume that the entire engagement is fought at Short range.


  • Mission Briefing

    The Royal Navy special-mission ship H.M.S. Whitworth, disguised as a merchant vessel, has stumbled upon the German commerce raider Z-99, also disguised as a merchant ship. The two vessels have closed to short range, and each has revealed its array of hidden weapons and its complement of Walkers. A pitched melee is about to erupt on the decks of two ships adrift in the silver-gray nothingness of the South Atlantic.

    This scenario is Medium Mission Priority for both sides.


    Mission Objectives
    The objective for each side is to destroy the forces belonging to the other and capture its ship by having at least one functioning unit aboard after all enemy resistance is destroyed.


    Designer's Notes
    Unusual environmental conditions are one of my favorite scenario elements, and it doesn't get much more unusual than this. The German TV outweighs the British by 30 points, but the British have 11 units to the 7 German. If players still wish a more perfect TV parity, add either another Royal Marine Rifle Section or another MVIIIA Cavalier Walker to the British order of battle.

    The TV ratings for the gun emplacements have been calculated as though their Maneuver Multipliers were for a rating of -3, which is the defense penalty suffered by stationary targets. It seems to make sense.


    Special Scenario Considerations

  • Moving From Ship to Ship
    Infantry units may travel between ships by moving to the edge of their own deck and casting grapples. Doing so requires an action (which can be purchased with a Command Point). They may cross to the other ship on their next movement at a cost of 1 MP.

    Walkers that attempt to jump the gap between ships must succeed in a Driving roll against a threshold of 2. For any Walker that doesn't succeed, roll a single die. On an even result, the Walker lands clumsily and suffers Light Structural Damage. On an odd result, the Walker plunges through the gap and is lost.

  • Gun Emplacements
    Gun Emplacements should be considered stationaryfor all attack and defense purposes.


    Variations

  • Rough Seas
    If both players agree, the sea may be rough when the battle between the two vessels breaks out. All attacks against targets on the same ship are made with a -1 modifier. All attacks against targets on another ship are made with a -2 modifier.

    Walkers attempting to jump between ships must succeed against a Threshold of 4 to avoid the risk of damage or falling, as described above.

    Infantry moving between ships must spend 2 MP to do so. Command Points may not be spent to purchase extra actions for a crossing Infantry unit.

    At the beginning of Turn 4 of the Rough Seas variation, one of the players should roll a die. If the result is an odd number, it begins to rain.

  • Rocket Packs
    If both players agree, they may each equip one of their Infantry units with rocket packs. These devices give the Infantry an MP rating of 4 for each jump. Infantry may not be fired at while using jump movement. Rocket Infantry may cross from ship to ship automatically.


    6- Lb. Naval Gun Installation
    Size: 4
    Armor: 6/12/18
    Maneuver: NA
    Sensors: None
    Fire Control: -2
    Crew: 4
    Move: NA
    Deployment Range: NA
    Communications: None
    Threat Value: 39
    Perks and Flaws:

    Exposed Crew
    Exposed Fire Control

    Weapon
    6 Lb Gun
    Arc
    T
    S
    4
    M
    8
    L
    16
    Ex
    32
    Acc
    0
    DM
    x9
    #
    1
    Ammo
    50


    8.8 cm Naval Gun Installation
    Size: 4
    Armor: 7/14/21
    Maneuver: NA
    Sensors: None
    Fire Control: -2
    Crew: 6
    Move: NA
    Deployment Range: NA
    Communications: None
    Threat Value: 141
    Perks and Flaws:

    Exposed Crew
    Exposed Fire Control

    Weapon
    8.8 cm KWK Gun
    Arc
    T
    S
    7
    M
    14
    L
    28
    Ex
    56
    Acc
    0
    DM
    x16
    #
    1
    Ammo
    60


    Vickers Heavy Machinegun Installation
    Size: 3
    Armor: 3/6/9
    Maneuver: NA
    Sensors: None
    Fire Control: -2
    Crew: 2
    Move: NA
    Deployment Range: NA
    Communications: None
    Threat Value: 7
    Perks and Flaws:

    Exposed Crew
    Exposed Fire Control

    Weapon
    Vickers HMG
    Arc
    T
    S
    1
    M
    2
    L
    4
    Ex
    8
    Acc
    0
    DM
    x4
    #
    1
    Ammo
    1200 ROF2, AI


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