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Each fortnight of in-game time, your army can undertake one operation.

These operations,
mostly hit-and-run attacks, have been brought to your attention by your network of peasants.
They may be done in any order. Onward revolution!

Each fortnight:
1. Declare which Operation you wish to pursue.
2. Conduct Preparations for that operation.
a. Preparations consists of Scouting followed by Infiltration.
3. After Preparations are complete, the operation will be launched.
4. After the operation is over, the Spanish will have a chance to counterattack.
5. Begin a new fortnight.

Preparations:
Guerrillas arent interested in a fair fight; their only hope is to strike with surprise,
speed, and guile.
Two parts: first Scouting, then Infiltration.
Both are a group roll: one player leads, others may join in if they choose.
Players may only contribute to one Preparations roll per fortnight. That
means either Scouting or Infiltration, but not both!
Scouting means spending your days watching patrols through binoculars, listening
to local gossip, consulting musty blueprints, etc. A great Scouting roll will give the
resistance info about the operation, including the type of mission (Tactical Battle,
Dramatic Task, etc.), the strength of the opposition, and maybe some secrets.
Scouting can be rolled using Tracking, Streetwise or Investigate at -2.
Infiltration means spending your days bribing guards, crafting false identities, having
yourself smuggled inside a cargo container, etc. A great Infiltration roll will give the
guerrillas serious advantages when the operation begins, including Surprise rounds,
The Drop on your enemies, and more.
Infiltration can be rolled using Persuasion, Stealth, or Survival at -2.
After an operation has been Scouted, the group may continue on to Infiltration. Or,
they can back out of the operation--for now!--and end the fortnight prematurely.
Rumour has it the Guild is reinforcing some of their more important outposts,
so some operations may become more difficult over time.
That said, only a fool runs willingly into overwhelming opposition.
Once an Infiltration roll has been made, the guerrillas are committed and the
operation begins.

Other Notes:
Each fortnight, a wounded PC can make 2 Natural Healing rolls. If the character is
contributing to Preparations during this period, they get the Rough Travel and No
Medical Attention penalties (-4), in addition to Wound penalties and any others.
Anyone can skip Preparations and still take part in the operation itself.
One Unarmed Peasant is worth one Armed Soldado in Mass Battle.
Unarmed Peasants use the Citizen stats, Armed Soldados use the City Watch
You can hire mercenaries at a rate of $50 apiece. They will be Armed or Unarmed,
as the rest of your troops.
If you collect Intel as a mission reward, you can spend it to gain +2 on any one
Preparations roll (scouting or infiltration)
GM INFO FROM THIS POINT ON

Hand out the above rules sheets (above) to the players so they know whats going on.

Hand out the 7 Operations sheets (coloured pages, below).

As they Scout and the operation theyre interested in, give the group more information about
the mission, found below. Only give them the level of information warranted by their Scouting
roll.

At the end of each fortnight, the Spanish gain a possible Counter-Attack.


Roll 1d6. On a 5-6, the Spanish attack the resistances HQ.
Use Shane Henseleys Quick Combat Rules to resolve counter-attacks. (Free
online).
For each Wound suffered by a PC during the counter-attack, the resistance also
loses 50 troops in the defence of their HQ. You may also have them lose money, if
you want.

At the end of each fortnight, the Spanish reinforce +25 Troops at Nuevo Veracruz.
This is to give a sense of urgency to the whole proceedings.
Nuevo Veracruz (GM info)
Operation type: Mass Battle
Rewards:
1x Kings Ransom for looting the Guilds holdings at Nuevo Veracruz.
Resistance gains a permanent position in Sprith.
All players receive the Connections (Sprith Guerrillas) edge.
Nuevo Veracruzs harbour is captured and all ships seized. Players gain 1 ship of
their choice worth less than $50,000 gold. The Resistance gains a small fleet: 3
Sloops, 1 Hoy, and 1 Junk.
Opposition:
1,250 Armed Soldados (+25 per Fortnight)
1 WC general from elsewhere in the campaign. (I chose Padre Ies from The Red
Army.)
Veteran City Watch, d8 Knowledge (Battle)
Walls and guard towers: +2 Fortification bonus to defender.
If things look grim, the enemy general will retreat to the docks, allowing the players
army to reinforce 1 token from the townsfolk, but gaining the use of the harbours
ships. Medium artillery support (+2) from then on.
Scouting:
Failure:
Nothing is known, all rolls are done behind the screen.
Success:
Size of garrison, presence of WC General.
Presence of walls and fortifications.
Raise:
The possible artillery support of the ships is known.
Infiltration:
Failure:
The enemy general has been expecting you. This will be a pitched battle, shot
for shot, yard for bloody yard.
Success:
The enemy general heard rumours of your advance, but dismissed them.
Gain +2 surprise bonus; bonus bleeds off each round.
Raise:
The enemy general never knew what hit him. +4 surprise bonus; bonus
bleeds off each round.
Your spies were able to spike the forts cannons, opens the gates, and
smuggle most of your troops inside the walls for a devastating surprise attack.
Enemy general loses his Fortifications bonus.
Guns, Germans, and Steel (GM info)
Reward:
The Resistances troops become Armed Soldados, including any future troops.
If they win before Surprise bleeds, gain Intel and the Majors fine rapier (+1 dmg).
Opposition:
500 Armed Soldados
Major Von Ziegler: WC Veteran City Watch with d6 Knowledge (Battles)
If he loses 1/4 his troops, Major Ziegler will order the field carpeted with
explosive rockets.
ROCKETS: Ziegler rolls Shooting at -2 to direct the rocket attack (in
addition to any other penalties). A success hits his enemies, while a
failure hits his own side. Whichever side is hit, their morale roll for the
rest of the battle is made at -2.
If things are looking grim, Major Von Ziegler will lead the defence personally.
Brigadier Schliemann WC (Earth Mage)
Earth Mage wearing a particularly smart Hussiers uniform. Gets involved by
causing tremors, splitting the earth, whipping up dust clouds, etc.
Scouting:
Failure:
Nothing is known.
Battle tokens, battle rolls, etc. will all be kept behind the screen. The players
should have no real sense of how well theyre doing.
Success:
Operation type: Mass Battle.
Number of enemies (500 Armed Soldados).
Major Von Ziegler trained at the esteemed Messinghaus Military Academy,
but hes a recent arrival to Caribdus and has little field experience.
You spotted the Hessians practicing with artillery rockets.
Major Ziegler has intelligence you could use--if you can get to it before he has
a chance to burn it.
Raise:
Zieglers rolls will be made public and first.
The Hessian arms depot is receiving a large shipment of gunpowder this
month. If you can infiltrate the shipment, you might gain a serious advantage.
Infiltration:
Failure:
The Hessians were prepared for your attack, and they make a devastating
cavalry sortie in the opening moments. (Ziegler gains +2 in the first round.)
Success:
+2 surprise bonus, bleeds down with each round.
Raise:
+4 surprise bonus, bleeds down with each round.
With a Raise on both Prep rolls, the guerrillas spend a week intercepting,
infiltrating, and sabotaging the expected powder caravan. They mix lesser-
grade powder into the shot, meaning the bullets will underperform in battle.
Until Surprise bleeds out, guerrillas take half casualties (minimum 1).
Warm Wishes, Seor Baz! (GM info)
Operation type: Tactical Battle.
Reward: 1x Plunder!, Intel, and 100 troops.
Opposition:
Baz bought up two city blocks of his hometown, demolished everything, built a gaudy
manor (garish frescos of King Davids life story on every wall, chandeliers in the
guard towers, etc.), and built a damned CROCODILE MOAT around his compound to
keep the townies away.
8, 10, or 12 City Watch make up his home guard.
WC Major Kelly Sullivan (Veteran City Watch +WC), Bazs captain of the guard.
Carries an enchanted shillelagh (beating stick) and a 7-barrel musket.
Bazs Daughter is a nasty piece of work. Shes practising to become a fire mage, and
shes a little overenthusiastic. She boils and burns her serving girls for practice, and
will happily rain fire down from the upper-storey windows once the alarm has been
sounded. (Young Fire Mage with Bolt, Blast, etc).
Scouting:
Failure:
Nothing is known about the manor, guards, etc.
Success:
Inform them that there will be 8, 10, or 12 guards present, based on their
Infiltration roll.
Tell them there will be one or two WCs present, based on Infiltration roll.
Tell them about the crocodile moat.
Raise:
As above, but also...
Moat has a switch on the far side.
Seor Baz keeps a list of secrets to blackmail Guild officers with. If you can
get to his bedroom safe before he does, youll gain Intel for the next mission.
Infiltration:
Failure:
12 City Watch. Major Kelly and Seorita Baz are both present.
Drawbridge is up at the start, crocs are hungry.
Players begin 10 paces from the outside of the moat.
Success:
10 City Watch, 4 outside moat. Seorita Baz and Major Kelly are both
present.
Drawbridge is down at start, crocs are hungry.
Begin 6 paces from outside of drawbridge.
Surprise round to start, no Drop.
Raise:
8 City Watch, 2 outside the moat. Major Kelly is lured away by a letter
claiming his girl in Marsales is being unfaithful to him.
Drawbridge is down at start, crocs are always hungry.
Players begin 2 paces from the outside of the drawbridge.
Surprise round with The Drop on enemies within range.
Caravanas de Oro (GM info)
Operation Type: Chase (5 rounds).
Special notes: There are no Preparations for this operation. Instead, make one group
Stealth -2 or Survival -2 check to sneak up on the caravan.
Reward:
1x Plunder per wagon that gets knocked out of the chase.
FAILURE: The mission is aborted, and the Resistance loses 100 guerrillas as news spreads
of its failure.
Opposition:
This is a 5-round Chase.
After 5 rounds, the caravan will arrive at the high walls of Castillo de Juan de
Dios, and further pursuit will be impossible.
The goal is to knock as many wagons as possible out of the chase.
Wagons can be knocked out of the chase by killing at least 3 horses, or by
replacing the wagons driver and bringing them to a halt (Riding check).If a
driver is simply killed, the horses will continue to run.
A called shot (-4) to the hitch pin connecting the horses to the wagon can also
be attempted. Hitch pin has a Toughness of 8, and remember theres no Aces
or Crits against inanimate objects.
4 Wagons total.
Top Speed: Horse. Handling -1.
Each Wagon is pulled by 4 horses.
Each Wagon has three people: a driver (Sailor, riding d8, whip), and two
musketeers (City Watch).
The rear-most Wagon is also equipped with a Bowchaser cannon (grapeshot)
and 2 additional artillerymen (Sailors).
4 Caballeros on horseback (Veteran City Watch). Each Caballero is guarding
a Wagon, and goes on its same card.
Stealth Check (replaces Preparations):
Failure:
As you come crashing through the underbrush, youre certain the caravan has
heard you coming from a mile away. Attaaack! (Enemies get +2 to first
Maneuvering rolls.)
Success:
You ride swiftly to the outer trails of Mercy Canyon, from which you can
launch your attack on the passing caravan. Youre certain they arent
expecting you. Attaaack! (Players get +2 to first Maneuvering rolls.)
Raise:
You ride swiftly to the outer trails of Mercy Canyon, then you fan out and
prepare to hit the caravan from both sides. Attaaack! (Players get +2 to first
two Maneuver checks.)
The Red Army (GM info)
Operation Type: Social Conflict.
Reward:
Troops: 100x Success over the Padre.
3-4 Successes: A sympathetic Ugak houndmaster offers to train his terrible animals
for war. Enemies generals take -1 on Morale checks during Mass Battles.
5-6 Successes: The Ugaks are so inspired that they tear Padre Ies and his
entourage to pieces, and offer their belongings to the cause. Gain 1x Pillage!
Opposition:
Padre Ies has a 1d8+2 in Persuasion, but is not a WC.
He has prepared three arguments to woo the Ugaks:
The Half-Ugaks are a proud, warrior race who has been reduced to hunting
and trapping for a meagre existence. The Guild will give them weapons to
carry, enemies to kill, and a purpose in life.
The Half-Ugaks worship false and fickle gods. Jesus welcomes all his
children, and offers even the poorest a life of eternal prosperity after death.
Joining the Spanish will not only give you purpose in this life, but salvation in
the next.
The Guild will soon crush these minor guerrillas and establish a harsher
control over Sprith. When that happens, they will reward those who fought for
them, and punish those who turned away.
FAILURE: The Spanish Trade Guild gains 100x Padre Iess Successes over the
players. Theyll bolster the troops at Nuevo Veracruz, after the Guild arms them.
Scouting:
Failure:
All aspects of the operation are a mystery. Padre Iess skill, and the
outcomes of each roll, are unknown. (Roll behind the screen.)
Success:
Operation Type (Social Conflict).
Padre Ies is a charismatic, persuasive speaker. But hes not a Wild Card.
The Half-Ugaks are a simple, hotheaded people. Appeals to their warrior
spirit may be effective.
Raise:
Last month, a group of Half-Ugak hunters unknowingly crossed a stream into
Spanish-owned land. The Spanish lord paid the Guild to quietly round up and
execute the trappers, and youve got the correspondence to prove it.
Infiltration Levels:
Failure:
Your party gets lost on the way to the village, and when you arrive Padre Ies
is already handing out baubles and crosses. -2 to your first argument.
Success:
You find a shortcut to the village, arrive first, and when Padre Ies shows up
hes completely unprepared for this opposition. Gain +2 to your first argument.
Raise:
As success, and one of your spies manages to replace the Padres coffee
thermos with something a little stronger. He becomes confused, losing his +2
Charisma.
Mazmorra de las Viudas. (GM info)
Operation Type: Dramatic Task/Tactical Battle
Reward:
Troops: 200 + 50 per Success beyond 4.
Intel, if 4 Successes are achieve before the alarm is sounded.
SECRET: This tower was once the home to an old Grand Mage of Ograpog. Once
the operation has begun, a PC can roll Notice at -2 to find a waterlogged spellbook!
Opposition:
Dramatic Task: 4 Successes required in 4 turns to spring the base 200 prisoners.
Lockpicking, Repair, or Strength to break open the jail cells.
All checks are at -2.
Once the alarm is sounded (after Surprise round, if any), 1d6 Soldados rush onto the
scene each round.
FAILURE: The mission is aborted, and the Resistance loses 100 guerrillas as news
spreads of its failure.
Scouting:
Failure:
All aspects of the mission are kept secret. The players are not told how many
successes they need, what the penalties for the rolls are, how well theyre
doing, or how long they have left.
Success:
Operation Type (Dramatic Task). Dramatic Task type (Lockpicking, Repair,
Strength).
Some soldados will likely trickle in as you break open the jail cells.
Raise:
All mechanical aspects of the operation will be known. Plus, inform them that
a Notice roll might reward them with extra treasure.
Infiltration:
Failure:
No Surprise round. Begin the heist with 1d6 Soldados in play.
Success:
1 Surprise round: players start On Hold.
1d6 Soldados are in play.
Raise:
No Soldados in play for the first round.
All players begin On Hold.
Monasterio de Alto Amaro (GM info)
Operation Type: Mass Battle.
Rewards:
Treasure (1xPlunder!)
+2 on all Quick Combat rolls for future counter-attacks.
SECRET: (If Raise on Infiltration and victory before Surprise bleeds, gain Intel).
Opposition:
300 Armed Soldados.
0 or 1 WC Sargentos.
Coronel Martin (Extra): d8 Knowledge (Battles)
Scouting:
Failure:
All aspects of mission are a surprise, and Mass Battle is done behind screen.
Success:
Operation Type (Mass Battle).
Number of troops (300 Armed).
Enemy has a Terrain advantage of +2.
Raise:
Coronel Martins Knowledge (Battle) skill.
A Wild Card sargent may be present to act against you.
There is a secret goat trail up the back of the mountain. Enemys terrain
advantage is negated if Infiltration is at least a Success.
Infiltration:
Failure:
No surprise advantage.
1 WC Sargento present.
No secret goat trail possible.
Success:
+2 surprise advantage; bonus bleeds off each round.
1 WC Sargento (Veteran City Watch) present.
Raise:
+4 surprise advantage (bleeds off).
No WC Sargento present.
Coronel Martin doesnt have time to burn his orders. If players win before
Surprise bleeds off completely, gain Intel.

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