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While every effort has been made to prepare an accurate, thorough and error-free document, your comments and suggestions regarding improvements to this users manual are appreciated. Please forward suggestions and requests for clarification to ambushalley@gmail.com Operation Dark Star 2008 Rebel Minis and Ambush Alley Games. Produced for Rebel Minis under exclusive license from Ambush Alley Games. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. 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 Shawn Carpenter and Ambush Alley Games. This product is a work of fiction. Any similarity to actual people, organizations, places or events is purely coincidental.
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Ambush Alley Games: Ambush Alley Games 2006 Shawn Carpenter, Robby Carpenter, David Dark Paw
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Publication History: Publication Operation Dark Star This document was printed on Last Revised: June 9, 2008 Version 1.1.0 Date April 10, 2008 June 11, 2008
Table of Contents
ABOUT OPERATION DARK STAR ........................................................................................... 3
INTRODUCTION ............................................................................................................................................ 3 TROOP QUALITY AND MORALE ..................................................................................................................... 3 FOG OF W AR AND ASSET CARDS ................................................................................................................. 3 VICTORY POINTS ......................................................................................................................................... 3
SCENARIO 1: DONT BOTHER KNOCKING ............................................................................. 4 SCENARIO 2: THE HOT GATE ................................................................................................. 7 SCENARIO 3: THE SMALL THINGS WILL KILL YOU .............................................................. 9
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VICTORY POINTS
At the end of each scenario, victory points are totaled for each side 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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Mission Brief
The Professor is being held in a building in a crowded neighborhood on the edge of Sadr City, one of the poorest and most densely populated districts in Baghdad. It is also an area notorious for its anti-coalition inclinations. A Task Force Black special response team has been tasked with rescuing him. Recent UAV surveillance reveals that the neighborhood they will be operating in is strangely quiet, almost deserted, so civilian casualties shouldnt be an issue. The strike force must quickly infiltrate the neighborhood, rapidly neutralize resistance in the target building, and secure the hostage for either helicopter or ground evacuation.
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E: Entry point for TF Black T: Target Builidng 1 4: Starting positions for Terrorist Security teams 1 through 4
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Special Rules
Clearing the Target Building Use the standard House Clearing rules in Ambush Alley. On any result calling for a casualty check, roll a D6. On a roll of 1 or 2, the Professor was killed during the rescue attempt, but was able to pass his information on to a Task Force Black operative before expiring.
TF Black Survivors Keep track of what figures survived the scenario these are the only figures that will be available to the TF Black player in the next scenario!
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TF Black player may decide which figures he wishes to stay behind and hold off the reinforcements and which he wishes to send on the dispersal unit raid. Any figures sent to raid the dispersal unit are removed from the table for use in the next scenario. The remaining figures may be set up within the marked deployment area as the TF Black player desires. The blocking force must prevent as many reinforcements from pursuing the raiding team for 5 turns.
Mission Brief
The TF Black team must split into two groups, one of which will remain behind to hold off the terrorist reinforcements while the other locates the dispersal unit and destroys it. Only TF Black team members who survived the first scenario are available for play. The
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Terrorists prepare to rush the Ahriman Gate.
Terrorist Reinforcements
To represent the waves of reinforcements assaulting the gates, each time six Terrorist casualties are taken off the board, re-form them as a new Assault Team that enters in the Terrorist Entry Zone at the beginning of the next turn.
Special Rules
Over-Extended Operation TF Blacks combat load-out reflects the surgical nature of their normal operations. They do not carry more ammunition than they think theyll need for a mission. As a result, the prolonged firefight at Ahrimans Gate may leave the defenders in short supply. To reflect this, reduce their Troop Quality die by one type each time a TF Black rolls a 1 on a Reaction Test. TF Black Troop Quality may not be reduced below D6.
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Mission Brief
The clock is running down. The dispersal unit must be destroyed before the viral compound is fully converted into aerosol form. It is protected by three security teams and the terrorists command cell. The TF Black assault team must reach the dispersal unit, destroy it and neutralize the viral mixture before the Terrorists can launch a biological attack. Failure to do so will result in mass casualties.
E: Entry Point for TF Black teams and Terrorist Reinforcements X: Dispersal Unit 1: Terrorist Command Cell 2 4: Terrorist Veteran Assault Teams 2 through 4
TF Black Operatives infiltrate the area near the viral dispersal unit.
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Special Rules
Planting Charges To destroy the dispersal unit, a TF Black fireteam must spend a turn in contact with it. Once the charges are set, the cache is automatically destroyed if the unit that sets them moves away. If the unit is engaged in close combat, forced to Fall Back or seek cover due to casualties, it cannot complete setting the charges and must try again on its next turn. Terrorist Reinforcements As the Terrorists take casualties, they may replace them with figures that were able to exit the table through the Ahriman Gate in the previous scenario. If no terrorists made it off the board, the Terrorist player receives no reinforcements. At the end of each turn, the Terrorist player may recycle any casualty figures as reinforcements. Reinforcements appear in the entry zone marked on the map. The Terrorist player may only receive as many reinforcement figures as he was able to get through the gates in the previous scenario.
As the sun lowers, members of the terrorist command cell stand guard over a van containing the dispersal unit.
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