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Under The

Black Flag
An Ambush Alley Mini-Campaign
UNDER THE BLACK FLAG An Ambush Alley Scenario Pack

Notices: While every effort has been made to prepare an accurate, thorough and error-free
document, your comments and suggestions regarding improvements to this user‟s manual
are appreciated. Please forward suggestions and requests for clarification to
ambushalley@gmail.com

Copyright: Under the Black Flag © 2008 and Ambush Alley! ©2007 Ambush Alley Games. All rights
reserved. Reproduction of this work by any means without the written permission of the
publisher is expressly forbidden. All significant characters, names, places, items, art and
text herein are copyrighted by Ambush Alley Games.

This product is a work of fiction. Any similarity to actual people, organizations, places or
events is purely coincidental.

Images: Game photos @2008, Shawn Carpenter. All other images courtesy Department of
Defense public domain archives and collections unless otherwise noted.

Ambush Alley Games: Ambush Alley Games ©2006 Shawn Carpenter, Robby Carpenter, Peggy Carpenter

Publication History:

Publication Version Date

Under the Black Flag 1.0.1 June 14, 2008

This document was printed on October 2, 2008

Last Revised: October 10, 2008

Ambush Alley Games

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UNDER THE BLACK FLAG An Ambush Alley Scenario Pack

Table of Contents
INTRODUCTION: UNDER THE BLACK FLAG .......................................................................... 3
BACKGROUND BRIEFING: SCREWING IN THE LIGHTBULB ................................................. 4
SCENARIOS .............................................................................................................................. 7
A NOTE ON TROOP QUALITY & MORALE ....................................................................................................... 7
A NOTE ON VICTORY POINTS ....................................................................................................................... 7
SUGGESTED VICTORY POINT VALUES ........................................................................................................... 7
SCENARIO 1: NINJAS VS PIRATES ......................................................................................... 8
SCENARIO 2: WHO PRAYED HARDEST ................................................................................11
SCENARIO 3: RESURRECTION MEN .....................................................................................14
SCENARIO AFTERMATH.........................................................................................................17
IF FURY 3 BAILED OUT TOO SOON . . . ........................................................................................................ 17
IF SINBAD ESCAPES . . . ............................................................................................................................. 17
IF SINBAD IS KILLED . . . .............................................................................................................................. 17
IF SINBAD ESCAPES . . . ............................................................................................................................. 17
IF SINBAD IS KILLED . . . .............................................................................................................................. 17
IF SINBAD IS CAPTURED AND BRILL RECOVERS EVIDENCE FROM THE DEAD PIRATES . . . .............................. 18
NEW AND ALTERNATE RULES ..............................................................................................19
BUILDING CLEARING – ALTERNATE RULE .................................................................................................... 19
CLOSE ASSAULT W EAPONS – NEW RULE .................................................................................................. 19
HANDGUNS – NEW RULE ........................................................................................................................... 20

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A whole economy has emerged based on


INTRODUCTION: UNDER THE piracy and kidnapping. It is estimated that
over $5 million a year is taken in through the
BLACK FLAG sale of stolen goods and, predominately, the
ransom of kidnap victims from captured
yachts and commercial vessels.
Under the Black Flag is an Ambush Alley
mini-campaign pack. It contains three Recently, a Ukrainian freighter was
interlocking scenarios that can be played captured by Somali pirates. It‟s cargo: two
separately or as part of a narrative dozen T72 tanks bound for the Kenyan
campaign in which the outcome of each army!
scenario affects those that follow it.
So, while the scenarios that follow are
Under the Black Flag introduces the fictitious, they are not entirely fanciful.
fictitious international covert task force Somali pirates pose a real threat to
known as the Erinyes Corporation. Erinyes international security. In a simpler world, the
Corporation is comprised of hand-picked Furies would surely descend upon them . . .
Special Operations veterans from around
the world who undergo extensive training to Shawn Carpenter
forge them into a unified team that takes full Ambush Alley Games
advantage of their varying skills, techniques, 9/28/08
and operational approaches.

To maintain plausible deniability, Erinyes


Corporation is a licensed Private Military
Contractor (PMC), but it has the full
financial, technological, and logistical
support of the various nations contributing
soldiers to its ranks. Indeed, Erinyes fields a
force of “ordinary” contractors who take on
mundane contracts to provide further cover
for the organization‟s actual mission:
Internationally sanctioned black ops of the
most sensitive nature.

In Under the Black Flag, an Erinyes team


finds itself up to its collective neck in a truly
international problem: Piracy on the high
seas!

Rag-tag crews of pirates have been


operating off the Horn of Africa since the
collapse of civil government in Somalia led
to the dissolution of the rule of law.
Recently, the pirates have been showing
more operational coordination and have
succeeded in capturing larger and more
valuable shipping to sell or hold for ransom.

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The Wasp’s briefing room was brightly lit


BACKGROUND BRIEFING: and refreshingly air conditioned. Although
the room was equipped with a full suite of
SCREWING IN THE plasma screens and projectors, the three
Fury Team Leaders present were huddled
LIGHTBULB around Hendrick‟s Motorolla Tough Book
tablet PC.
Teague was dozing comfortably, lulled to At the moment, the tablet displayed a map
sleep by the familiar roar of the C-130‟s centered on the Horn of Africa. Hendrick
engines, when the plane‟s radioman nudged touched the screen with stylus and the
him. Teague opened one eye and stared up image transformed into a satellite photo of
balefully at the radioman who leaned closer small town, its streets and buildings splayed
to yell in his ear, “Sorry to trouble you, sir, haphazardly in a way that screamed “Third
but we‟ve been diverted.” World Hot Spot.”
“Diverted? Where?” Fury 3, his team of “Gentlemen, this is the Somali city of Eyl. As
Erinyes operators, were returning from I‟m sure you know, Eyl has become the
some tough training with the IDF and were center of the Somali piracy trade, at least
due a couple of weeks downtime. that part of it that deals with hostages.” His
Personally, he‟d rather do field work than stylus hopped around the map, highlighting
office work, but he knew that some of the five substantial structures. “Each of these
boys had their hearts set on letting off some buildings are used by different pirate crews
steam. Well, there‟s more than one way to as „hotels‟ for their involuntary guests. There
do that, he thought. are smaller buildings throughout the city that
are used for the same purpose. It is
“Baghdad.” interesting to note that three of the five
buildings I‟ve indicated are newly
“Baghdad?” Teague snorted, one eye still constructed – the pirates are investing in
closed. “What, it‟s getting too hot there for their infrastructure.”
Allshard and Desaix? They can‟t get any
help from the Fury Operative Army?” The Team leaders made vaguely amused
noises and leaned closer to study the
“Dunno, sir. All I know is Fury Actual said to positions of the buildings on the map.
tell you to have your team leave everything
but their personal weapons on the plane. “You may also know that our friends the
There‟ll be fresh gear waiting for you on the French,” Hendricks inclined his head
Wasp. He said he‟d explain once you were towards Team Leader Desaix, “Have
on board.” launched two commando raids in this area
in the last year to rescue French nationals
Teague‟s other eye snapped open. The from the pirates. They‟ve captured several
USS Wasp was a helicopter carrier usually pirates and developed a good
used for mounting major Marine landing understanding of the area you‟ll be
operations – if Fury Actual (Eugene operating in. Without their cooperation,
Hendrick, commander of Erinyes covert you‟d be going into this nearly blind.”
operations) was hitching a ride on her,
something big was going down! “Hurrah for the fucking frogs,” Team Leader
Allshard drawled, drawing out a friendly
****** smile from Desaix, “But what‟s the deal with
this operation? More hostages? Or have the

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pirates nicked something more dangerous Desaix shrugged again. “You tell the joke
than those Ukrainian tanks?” your way, I tell it mine.”
“Hostages.” Hendrick answered patiently.
Hendrick shook his head grimly. “There‟s
“Why don‟t we let their own damned people more to it than just one POI.” Fury Actual
get them out, then? We had the bloke who‟s brought up a different picture on the tablet‟s
been improving on the Iranian EFDs screen. This one showed a small freighter
cornered when you called us off! Four or and a yacht surrounded by circling
five more hours and we‟d had him in the speedboats. “This satellite photo is a week
bag!” old.” His finger touched the yacht,
highlighting it on the screen. “The Qaeda
“We don‟t want their own people getting operative was taken from this yacht.”
them out,” Hendrick said evenly, “We
believe one of the hostages is an extremely Teague pursed his lips in thought. “He was
high-placed Al Qaeda leader. We‟d rather rendezvousing with the freighter when the
have him in the bag than some local pirates snatched them both up?”
explosives guru.”
“It looks that way,” Hendrick agreed. “One
“Bollocks,” Allshard muttered under his crew took him and the crews of the yacht
breath. and freighter into Eyl while another
searched both vessels. They brought the
“Al Qaeda?” Teague shook his head slowly. yacht in but left the freighter anchored
“You‟d think those guys would know the offshore with picket of speed boats to guard
secret handshake to get by the pirates – or her.”
would have Get Out of Jail Free card at
least.” Allshard rolled his eyes. “So we have to
bring in the crewmen, too. Between the
“You‟d think,” Hendrick agreed. “But it yacht and the freighter, what‟s that make?
appears that the pirates are more interested Eighteen prisoners? And we need three
in cash that ideology or religion. There‟s a teams for that?”
delegation from the Islamic Courts in town
that plans to put them in a more spiritual Hendrick ignored Allshard‟s question and
state of mind in the morning, however. Our plunged on. “Within 24 hours the pirates
intention is that the hostages be long gone who conducted the search of the freighter
by then.” grew ill. Out of nine, six have already died.”

Team Leader Desaix rubbed his chin from Desaix gave a low whistle. “Let me guess,
one Team Leader to the other before hair falling out?”
turning his slow gaze on Hendrick.
Hendrick nodded. “It looks like radiation
“One Person of Interest, as you Americans poisoning – severe radiation poisoning. We
say, but three Teams?” The Frenchman suspect there is a „dirty bomb‟ aboard the
shrugged eloquently. “It is like one of those freighter. Part of your job tonight is to
jokes: How many Brits does it take to screw confirm that suspicion.”
in a light bulb?”
“We‟ll be boarding the freighter, then?”
“That‟s Polacks, you feckin‟ snail eater,”
Allshard snapped. “No. There‟s no way for you to do that
without getting caught on film by the press
boats circling the freighter like vultures. No,

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you‟ll be escorting a specialist in to examine


the sick pirates. He‟ll be able to tell the if the
problem is nuclear or biological in nature.”

Allshard tugged nervously at his collar. “And


if it‟s Biological?”

Hendrick smiled and clapped a hand on the


Brit‟s shoulder. “Then I hope you‟re all up on
your shots - mate!”

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SUGGESTED VICTORY POINT VALUES


SCENARIOS Victory points are listed for individual
scenarios, but the following list can be used
A NOTE ON TROOP QUALITY & as a general guideline for creating victory
points for your own scenarios.
MORALE
All Fury Operatives are considered to have Fury Operative Victory Points
a Troop Quality of Veteran (D10) and a D12
Morale unless otherwise stated in the Major Objective Completed = 5 pts
scenario. All Fury Operatives wear body Minor Objective Completed = 2 pts
Per Hot Spot Neutralized = 3 pts
armor.
No Fury Operative POWs at Game End
= 5 pts
Somali opposition Troop Quality and Morale Per POW Captured = 1 pt
will be described in each scenario. Per Pirate Unit Broken = 1 pt

A NOTE ON VICTORY POINTS Pirate Victory Points

Since Ambush Alley doesn‟t use point Major Objective Completed = 5 pts
Minor Objective Completed = 2 pts
balanced armies, the typical “let‟s beat each
Per Fury Operative Killed = 1 pt
other up and whoever has the most toys left Per POW Captured = 1 pt
standing wins” approach to matches really Per Civilian Killed by Fury Operatives
doesn‟t apply. = 1 pt
Per Fury Operative Vehicle Destroyed
Ambush Alley is a scenario driven game. = 5 pts
As such, the winner or loser of a match is These victory point values are only
determined by the Victory Points of the suggestions. Some scenarios may give the
scenario they are playing. Towards this end, same Victory Points completely different
each Ambush Alley scenario includes a list point values. You may decide that victory
of objectives or accomplishments that will point values should be adjusted up or down
garner one side or the other “victory points.” based on their relative importance in
scenarios you write yourself.
At the end of a game, victory points are
totaled for both sides and the difference
between those totals is used to determine
who (if anyone) won and by how wide a
margin:

Margin of Victory Table

Difference of 0-4 points = Indecisive


Difference of 5 to 9 points = Marginal
Difference of 10 to 14 points = Decisive
Different of 15+ points = Total

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Fury 3 Mission Objective


SCENARIO 1: NINJAS VS Fury 3‟s mission is simple. Make a feint for
the compound of one of Eyl‟s most
PIRATES prosperous “pirate kings” and pull as much
heat down upon them as possible.
“So explain to me again why we get stuck
waving our asses in the wind for a bunch of Once they‟ve stirred the hornet‟s nest
pirates to shoot off while those bitches in sufficiently, they are to withdraw to a pick-up
Fury 4 and 5 get all the glory? I thought you site a half-mile out of town.
were Hendrick‟s favorite!”
In game terms, this means that at least one
Teague shook his head and whispered into fireteam must move to a point within 6” of
his throat mic, “Allshard was pretty upset the pirate leader‟s compound, embroil
about getting pulled off that bomb guru in themselves in a firefight, and then exit the
Baghdad and Desaix‟ team specializes in table no sooner than turn 6.
escorts.”
If Fury 3 does bail out or is wiped out before
“Yeah, and we specialize in snatch and turn 6, the other two missions are aborted!
grabs, but some Limey whines like a bitch
and suddenly he‟s the A-Team.” Martin Pirate Mission Objective
sounded genuinely pissed off, Teague
thought, but then the former SEAL usually The pirate player‟s job is equally simple: Kill
did. or capture the invaders!

“What‟s with this „Limey‟ shit, Yank?”


Table Set-Up (2’x2’ 15mm, 4’x4’ 25mm)
Marlowe‟s snarl would have sounded
genuinely threatening to most listeners, but
Teague heard the smile in his voice. The
former SAS man loved giving Martin hell.

“Stand down, you two.” Banter was good for


keeping the team loose, but he didn‟t want
them too loose. “We‟ve got a job to do.”

“It should be an easy job at least.”

Teague tried to stop himself. Hernandez


had the weirdest sense of humor in Erinyes.
The question just came out anyway. “Why‟s
that, Aitch?”

“If you had the internet instead of cows


where you come from you‟d know: Ninjas
always kick pirate ass.” X: Pirate King‟s Compound
1 – 4: Pirate patrols
E: Entry and exit point Fury 3

GAME DURATION: 6+ Turns.

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1x Grenadier w/rifle & GL (Lt. Support)


1x SAW Gunner (Lt. Support)
Pirate Reinforcements
Pirate reinforcements arrive automatically at Pirate Force Composition
the beginning of each turn – there is no Four pirate security patrols are on the table
need to make a roll against the Insurgency at the start of the game. Each patrol
Level. consists of 6 gunmen with a Troop Quality
of D8 and Morale of D10.
To determine what forces arrive at the
beginning of each turn, roll on the table Pirate Security Patrols
below: 1 x Leader w/Small Arms
3 x Riflemen w/Small Arms
Die Roll Pirate Unit 1 x RPG Gunners w/RPG (Med. Support)
2 1d6 +2 w/Small Arms + 1w/L Support 1 x Machinegunner w/SAW (Lt. Support)
Weapon + Leader w/Small Arms
3 1d6 + 1 w/RPG (M Support) + Leader
w/Small Arms Fog of War
4 1d6 w/Small Arms + Leader w/Small The Fury Operative player draws one Fog of
Arms
1d6 + 1 w/RPG (M Support) + Leader War card at the beginning of the game and
5
w/Small Arms others are drawn according to the standard
6 1d6+2 w/Small Arms + Leader w/Small rules.
Arms
7 1d6 +2 w/Small Arms +1 L Support +
Leader w/Small Arms Fury Operative Victory
8 1d6+2 w/Small Arms + Leader w/Small
Arms
Points
9 1d6 + 3 w/Small Arms + Leader w/Small
Arms  No Fury Operative casualties/POWs: 5
10 1d6 + 1 w/L Support + Leader w/Small pts.
Arms
1d6 +2 w/Small Arms +Leader +1 M
 Surviving Fury 3 Operatives leave the
11
Support + Leader w/Small Arms board no sooner than Turn 6: 5 pts
12 2d6 w/Small Arms + Leader w/Small  Surviving Fury 3 Operatives leave the
Arms table on Turn 8: 10 pts
 Surviving Fury 3 Operatives leave the
Fury 3 Force Composition table on Turn 10: 15 pts
Like most Erinyes teams, Fury 3 consists of
two four man fireteams. Fury teams are Pirate Victory Points
always equipped with body armor,
suppressed weapons, and night vision  For each Fury Operative wounded or
devices. Fury teams are Stealthy units. KIA: 1 pt.
 For each Fury Operative POW: 2 pts.
Fireteam Alpha:  All Fury 3 Operatives slain/POW before
1x Team Leader (Teague) w/Small Arms Turn 6: VICTORY
1x Operator w/Small Arms  All Fury 3 Operatives slain/POW before
1x Grenadier w/rifle & GL (Lt. Support) Turn 8: 10 pts
1x SAW Gunner (Lt. Support)  All Fury 3 Operatives slain/POW before
Turn 10: 5 pts
Fireteam Alpha:
1x Fireteam Leader w/Small Arms
1x Operator w/Small Arms

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Special Rules
Night Fighting rules apply.

All Fury units are Stealthy. Fury 3 doesn’t


have suppressed weapons, but they are
equipped with night vision devices.

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mission. They must locate Sinbad and then


SCENARIO 2: WHO PRAYED escort him to a dust-off point outside Eyl.

HARDEST Most of the pirates‟ security forces should


be drawn off by Fury 3‟s noisy distraction,
but the hostage hotel‟s guards will probably
Fury 4‟s two fireteams were spread out in a be on the alert and trouble can always be
long line, concealed by the underbrush expected in a Somali street at night.
choking the gully that served as their
temporary hide. Eyl was plainly visible
through their night optics, its squat, blocky
Fury 4 Mission Objective
buildings jutting up like low mesas against Fury 4 must infiltrate the area by stealth,
the skyline. Most of the buildings were take the target building down, and exfiltrate
obviously old and ramshackle – several with the Al Qaeda prisoner, Sinbad.
were spanking new construction, though,
topped with brightly anodized aluminum Pirate Mission Objective
roofing. Business was good for some in this The pirates must prevent Fury 4 from
pirate town. reaching the hostage hotel, or, failing that,
stop them from “rescuing” the Al Qaeda
His team was champing at the bit, but operative, Sinbad.
Allshard was confident the lads would
deliver and the operation would go off GAME DURATION: 8 turns.
without a hitch. He checked is watch again.
Only a minute or two till Teague and Fury 3
started the action. Table Set-Up (2’x2’ 15mm, 4’x4’ 25mm)
“Capturing this bastard is going to answer a
lot of prayers back in Washington,”
whispered Hayes, the token Yank on his
team.

Allshard nodded in the dark. “Still, those


clerics from the Islamic Courts are probably
praying to get their hands on him, too. That
would bank a lot of credit with Qaeda.”

Gunfire rattled in the distance. Fury 3 was


engaged.

“Well,” Allshard flashed a wolfish grin, “I


guess we‟re about to find out who prayed
hardest.”

Mission Brief
Fury 4 must stealthily infiltrate Eyl and X: Hostage “hotel.” Sinbad is located in this building.
launch a surprise attack on the “hostage 1 - 3: Pirate Security Posts.
>>>: Direction of Fury 3‟s position
hotel” holding the Al Qaeda operative who F4: Fury 4 starts here. Fury 4 must exit here no later
has been codenamed “Sinbad” for this than Turn 8.

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Piracy Reinforcements Fury 4 Force Composition


The Insurgency Level is 4 for the purpose of Like most Erinyes teams, Fury 4 consists of
any related tests, but new reinforcements two four man fireteams. Fury 4 is equipped
automatically arrive at the end of each turn. with Close Combat Weapons (see New &
No die roll is required. Alternate Rules). Fury teams are always
equipped with body armor, suppressed
Any Reinforcements that do not spot or are weapons, and night vision devices. Fury
not engaged by Fury 4 will move 6” towards teams are Stealthy units.
Fury 3‟s position during the end phase of
the turn. If a unit never spots or engages Fireteam Alpha:
Fury 4, it will eventually move off the board 1x Team Leader (Allshard) w/Shotgun
and out of play. 3x Operators w/SMG

Once a reinforcement unit spots or is Fireteam Alpha:


engaged by Fury 4, it will remain on the 1x Fireteam Leader w/Shotgun
board and fight. 3x Operator w/Small Arms

To determine what sort of “reinforcements” Pirate Force Composition


arrive, roll 2d6 and consult the table below:
Three pirate security patrols are on the table
Die Roll PIrate Unit at the start of the game. Each patrol
1d6 w/Small Arms + 1 w/L Support consists of 6 gunmen with a Troop Quality
2
of D8 and Morale of D10.
3 1d6+2 w/Small Arms +1 w/L Support +1
w/M Support, +Leader w/Small Arms Pirate Security Patrols
4 1d6 w/Small Arms & ROLL AGAIN
1 x Leader w/Small Arms
5 1d6+2 w/Small Arms +1 w/L Support +1 4 x Riflemen w/Small Arms
w/M Support, +Leader w/Small Arms
1d6+2 w/Small Arms 1 x Machinegunner w/SAW (Lt. Support)
6
7 1d6+2 w/Small Arms +1 w/L Support +1
w/M Support, +Leader w/Small Arms Fog of War
8 1d6+2 w/Small Arms
The Fury Operative player draws one Fog of
9 1d6 w/Small Arms & ROLL AGAIN
War card at the beginning of the game and
10 1d6+2 w/Small Arms +1 w/L Support +1
w/M Support, +Leader w/Small Arms others are drawn according to the standard
11 1d6 w/Small Arms +Leader +1 M rules.
Support
12 2d6+2 w/Small Arms +1 w/L Support +1
w/M Support, +Leader w/Small Arms Fury Operative Victory
Points
Roll for Leaders: Roll 1d6 for Pirate units  No Pirates engage Fury 4 until Target
that do not have a leader. On a roll of 1, Building is reached: 3 pts
replace one of their figures with a leader.  Take down the Target Building: 5 pts
Otherwise they come on the board  Sinbad is killed: 5 pts
leaderless.
 Sinbad is captured alive: 5 pts
 Exit the board with Sinbad alive and in
Roll for Hot Spots: Roll to see which Hot
custody by game‟s end: 10 pts.
Spot each reinforcement unit arrives from. If
a roll on the table results in the arrival of  Exit the board by game‟s end: 3 pts.
multiple units, roll Hot Spots separately for  No Fury Operative KIAs/POWs at end of
each unit. game: 5 pts.

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Pirate Victory Points


 For each Fury Operative wounded or
KIA: 1 pt.
 For each Fury Operative POW: 2 pts.
 Fury 4 engaged before reaching Target
Building: 5 pts.
 Fury 4 never reaches Target Building:
VICTORY
 Sinbad is recaptured: 10 pts.
 Sinbad is killed or doesn‟t make it off the
table by game end: 5 pts.
 No Fury Operatives make it off the table
by game end: 15 pts.

Special Rules
Night Fighting rules apply.

All Fury units are Stealthy. Fury 3 has


suppressed weapons and they are
equipped with night vision devices. Fury 3 is
also equipped with close assault weapons
and building clearing gear. See New &
Alternate Rules for rules governing the use
of these items.

Optional Rules
 Use the alternative Building Clearing
Rules to take down the Target
Building.

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“I suppose we find the cemetery and try our


SCENARIO 3: hands as Resurrection Men. We can‟t go
back empty handed!”
RESURRECTION MEN “Resurrection Men?” Haruki asked from a
nearby shadow.
Desaix glanced at his watch and an instant
later gunfire broke out in the distance. Brill nodded towards the disembodied voice
Teague was right on time, as always. “Fury of the Japanese commando.
5, stand by for Go-Code in five.”
“It‟s an old slang term. It means “grave
The Frenchman leaned back more robbers.”
comfortably against the fender of a burned
out building that offered his fireteam a place
to rest and await their part in the mission. Mission Brief
Next to him was Dr. Vincent Brill, who Fury 5 must protect Dr. Brill while he
looked very uncomfortable in his body determines whether the Somali pirates died
armor and black-face. Desaix angled his of radiation poisoning or biological
head conspiratorially towards the doctor and contamination. This information is
put a hand on his shoulder. “Don‟t worry. absolutely vital to the mission, as it will
We know how to do our job. You‟ll be, how determine what should be done with the
do you English say it? Safe as houses.” small freighter anchored off shore.

“I‟m not worried about you. I‟m worried Unfortunately, Brill‟s suspicion that the men
about these men I have to examine.” might already be dead proves to be
prescient. When Fury 5 storms the pirate‟s
Desaix arched a brow. “You have the proper infirmary a terrified doctor informs them that
safety equipment . . . ?” the men have all died. Unfortunately for
them, but fortunately for Fury 5, pirates‟
“Of course,” Brill frowned at the apparent bodies have dumped in a ravine on the
impertinence of the question, but shrugged edge of town, not far away.
it off. “It‟s not that. I‟m worried there might
be no one left to examine. Judging by how Fury 5 must make their way from the
fast the first few went down, the remainder infirmary to the ravine and locate one of the
may well be dead before we get there.” dead pirates for Brill to examine. Once Brill
determines the broad cause of death for the
“So we examine their corpses,” Desaix pirates, the team will exfiltrate out of town.
shrugged. Might have ended up that way
anyway. Fury 5 Mission Objective
“It might not be that simple. The Moslems Fury 5 must make their way from the
bury their dead before sundown. The bodies infirmary to the ravine, which is much farther
of the men we need may already be from their extraction point, and try to find the
interred!” body of one of the pirates for Dr. Brill to
examine. Once Brill has gathered whatever
Desaix frowned. “If that is so, what do we data and samples he requires, the team
do?” must escort him off the board to reach the
extraction point.

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UNDER THE BLACK FLAG An Ambush Alley Scenario Pack

Pirate Mission Objective Pirate Reinforcements


The Pirate player must stop Fury 5 from
meeting its objectives, and, if possible, The Insurgency Level is 5. Roll at the
capture or kill them! beginning of each turn for reinforcements.

Table Set-Up (2’x2’ 15mm, 4’x4’ 25mm) To determine what sort of “reinforcements”
arrive, roll 2d6 and consult the table below:

Die Roll Pirate Unit


2 1d6 +2 w/Small Arms + 1w/L Support
Weapon + Leader w/Small Arms
3 1d6 + 1 w/RPG (M Support) + Leader
w/Small Arms
4 1d6 w/Small Arms + Leader w/Small
Arms
5 1d6 + 1 w/RPG (M Support) + Leader
w/Small Arms
6 1d6+2 w/Small Arms + Leader w/Small
Arms
7 1d6 +2 w/Small Arms +1 L Support +
Leader w/Small Arms
8 1d6+2 w/Small Arms + Leader w/Small
Arms
9 1d6 + 3 w/Small Arms + Leader w/Small
Arms
10 1d6 + 1 w/L Support + Leader w/Small
Arms
11 1d6 +2 w/Small Arms +Leader +1 M
Support + Leader w/Small Arms
12 2d6 w/Small Arms + Leader w/Small
F5: Fury 5 Starting point Arms
X: Pirate “cemetery.” Roll 1D3 to see how many
turns it takes to find the right corpse for Brill to
examine Roll for Leaders: Roll 1d6 for Pirate units
E: Exit to Fury 5 extrication point that do not have a leader. On a roll of 1,
1-5: Pirate security patrols replace one of their figures with a leader.
7: Pirate Technical Otherwise they come on the board
leaderless.
GAME DURATION: 8 Turns.
Roll for Hot Spots: Roll to see which Hot
Spot each reinforcement unit arrives from. If
a roll on the table results in the arrival of
multiple units, roll Hot Spots separately for
each unit.

Fury 5 Force Composition


Like most Erinyes teams, Fury 4 consists of
two four man fireteams. Fury 4 is equipped
with Close Combat Weapons (see New &
Alternate Rules). Fury teams are always
equipped with body armor, suppressed
weapons, and night vision devices. Fury
teams are Stealthy units.

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The scientist, Brill, is wearing body armor Pirate Victory Points


and has a handgun. His Troop Quality is D6
 All Fury Operatives are KIA/WIA/POW
and his Morale is D10.
before the end of Turn 8: Total Victory!
Fireteam Alpha:  Prevent Fury 5 from reaching
1 x Team Leader (Desaix) w/Shotgun “cemetery” in time to find a body before
3 x Operators w/SMG game end: 10 pts.
1 x Scientist (Brill) - Handgun  Per Fury Operative KIA/WIA: 1 pt.
 Per Fury Operative POW: 3 pts.
Fireteam Alpha:  Kill Brill: 5 pts.
1 x Fireteam Leader w/Shotgun  Capture Brill: 10 pts
3 x Operator w/Small Arms

Pirate Force Composition


Five pirate security patrols and a Technical
Special Rules
are on the table at the start of the game.
Each patrol/crew has a Troop Quality of D8 Night Fighting rules apply.
and Morale of D10.
All Fury units are Stealthy. Fury 3 has
Pirate Security Patrols suppressed weapons and they are
1 x Leader w/Small Arms equipped with night vision devices. Fury 3 is
4 x Riflemen w/Small Arms also equipped with close assault weapons
1 x Machinegunner w/SAW (Lt. Support) and building clearing gear. See New &
Alternate Rules for rules governing the use
Pirate Technical* of these items.
1 x Driver w/Small Arms
1 x Gunner with Heavy MG (3D Firepower)
1 x Assistant Gunner w/Small Arms

*If your model collection doesn‟t include a technical,


just throw in an extra security patrol in its place.

Fog of War
The Fury Operative player draws one Fog of
War card at the beginning of the game and
others are drawn according to the standard
rules.

Fury 5 Victory Points


 No Fury Operatives KIA/POW: 5 pts.
 Reach the “cemetery” by end of Turn 2:
5 pts
 Find Pirate body before end of game: 5
pts.
 Brill survives mission: 10 pts.
 Exit table no later than Turn 6: 5 pts.

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IF SINBAD IS KILLED . . .
SCENARIO AFTERMATH … And Brill was unable to test one of the
dead pirate’s bodies, the contents of the
So, what‟s the upshot of all this sound and
freighter is brought ashore the following
fury?
day.
The outcome of the campaign depends on
Two months later, after repeated demands
what the Erinyes Fury Teams were able to
that American and Russian anti-piracy
accomplish in each mission, some probable
patrols be removed from off the coast of
outcomes are:
Somalia, a freighter traveling under false
Liberian colors detonates a dirty bomb in
Seattle‟s Puget Sound.
IF FURY 3 BAILED OUT TOO SOON . . .
. . . Fury 4 & 5‟s missions are aborted. It‟s
too risky to gamble two Fury Teams in a IF SINBAD ESCAPES . . .
hotbed of pirates without the distraction in
… And Brill was able to test one of the
place.
dead pirate’s bodies, Sinbad is released
the next morning and secures the release of
The following morning “Sinbad” is released
his freighter and crew as well.
and continues his yachting holiday. The
small freighter is also released.
Once the freighter enters international
waters, it is destroyed by an airstrike by US
Three weeks later, a dirty bomb is
naval planes. Sinbad‟s yacht vanishes with
detonated in Karachi, plunging Pakistan into
all hands and Al Quaeda operations tumble
an anti-American and anti-Indian fury.
like dominos for the next six months.
If Fury 3 held out, though, the Fury 4 and 5
carry out their missions.
IF SINBAD IS KILLED . . .
… And Brill was able to test one of the
IF SINBAD ESCAPES . . . dead pirate’s bodies, the small freighter is
destroyed by a cruise missile as Somali
… And Brill was unable to test one of the
pirates begin to unload her the following
dead pirate’s bodies, Sinbad is released
morning.
the next morning and secures the release of
his freighter and crew as well. Somali
Eyl is enveloped in a cloud of radioactive
spokesmen announce that the dead
fall-out and the world decries the attack until
crewmen suffered from hemorrhagic fever
its attention moves elsewhere. Somali
and have been cremated.
piracy diminishes radically.
Three weeks later, a dirty bomb is
detonated in Karachi, plunging Pakistan into
an anti-American and anti-Indian fury.

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IF SINBAD IS CAPTURED AND BRILL


RECOVERS EVIDENCE FROM THE
DEAD PIRATES . . .
. . . The small freighter is destroyed by a
naval airstrike as soon as it enters
international waters and Al Qaeda
operations tumble like dominos for the
next six months.

International intelligence agencies are able


to put together enough information to trace
the source of the dirty bomb and determine
that more bombs are awaiting delivery. The
Furies have their hands full for the next
year!

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3. Determine which side had the most


NEW AND ALTERNATE RULES successes and compare the total
number of successes. Subtract the
lower number of successes from the
BUILDING CLEARING – ALTERNATE higher number. The difference indicates
how many casualties the player with the
RULE least number of rolled successes incurs.
Make Morale Checks as normal.
The following rules present an alternate and a. If the building clearing attempt is
more interactive method for clearing part of a hostage rescue, the
buildings. We suggest that these rules hostage becomes a casualty if
replace those presented in the original the Assaulting unit rolls more
Ambush Alley rulebook, but leave that than three “ones” during this
decision up to the players. process.
4. Continue this process until the
Use these rules when Regulars attempt to Defenders break, are wiped out, or the
storm a building occupied by Insurgents or Assault is called off by the attacker.
enter a building and which is determined to
require clearance. If the Defenders flee due to a Morale check,
they are taken as POW or killed at the
When Regulars enter a building and a roll assaulting player‟s choice.
against the scenario‟s Insurgency Level
indicates that it is occupied and must be If the Assault is called off, the assaulting
cleared, roll on the Reinforcement Table to force can be moved to a position within 6” of
determine the number and type of figures the building they were assaulting.
occupying the target building.
Bonus Dice for Building
To clear a building, follow these steps: Clearing
1. Determine the Assault and Defense dice Bonus Defense Dice –
of the forces involved: Body Armor: +1 Die
Defending a Building: +1 Die
Unit has Close Assault Weapons: +1 Die
a. Assault Dice: Total the number Night Assault – Defender has Night Vision,
of figures assaulting the building. Attacker doesn‟t: +2 Dice
Add any bonus dice for
preparation, special gear, etc. Bonus Assault Dice –
Each 3 Assault Team Members: +1 Die
One Turn Spent “Stacking:” +1 Die
b. Defense Dice: Total the number Trained Assault Unit: +1 Die
of defenders in the building. Add Unit has Close Assault Weapons: +1 Die
appropriate dice for Body Armor Unit has Special Clearing Gear: +2 Dice
or Close Assault Weapons. Add Night Assault – Attacker has Night Vision,
Defender doesn‟t: +2 Dice
an additional die for defending a
building. This is the total number
of Defense dice the unit holding
the building will throw. Note that
the defending player does not CLOSE ASSAULT WEAPONS – NEW
roll any extra dice for support
weapons.
RULE
2. Both players throw their dice and Close Assault weapons are weapons such
discard any dice lower than a 4. as shotguns and SMGs. They are very

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handy for use at close quarters or in


cramped, crowded conditions, but generally
lack the power and range of regular small
arms.

Units equipped with close assault weapons


have a definite advantage when fighting at
close range, but are at a disadvantage at
longer ranges. To reflect this, Close Assault
weapons throw an extra die at Optimum
range (the unit they belong to still receives
the single bonus die simply for firing at a
target in Optimum Range), but at longer
ranges they throw only one die and use a
Troop Quality Die of D6 regardless of the
Troop Quality of the unit firing them.

Figures armed with Close Assault Weapons


also throw an extra die in Close Combat.

HANDGUNS – NEW RULE


Like SMGs and Shotguns, handguns are
very, well, “handy” in close quarters. They
don‟t throw down the volume of fire that a
subgun or shotgun does, however, and so
are a little less effective.

A figure firing a handguns at a target in


Optimum Range receives a reduction of one
die type to its Troop Quality (i.e., a figure
with a Troop Quality of D8 would throw a D6
when using a handgun). Troop Quality
cannot be reduced below D6.

Handguns cannot fire effectively enough at


targets beyond Optimum Range to engage
them at all.

Handguns are very effective in Close


Combat, however, and figures using
handguns in Close Combat receive a bonus
Firepower die.

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