The Tulip and the Crescent
Overview
“The violent encounter that occurred in the Kolenkit neighborhood of Amsterdam was an archetype of the kind of combat that would come to be identified with the early intifada: A small unit of local authorities would be drawn into an ambush by heavily armed insurgents and then used to lure more police into a fire trap. The location was a known "no-go zone" for law enforcement prior to the intifada and was effectively an autonomous area ruled by Islamic radicals. The initial police response was completely unprepared for the hail of gunfire and RPGs they encountered and further casualties occurred. It was only when the special weapons and tactics team was released did the insurgents face an equal opposition. Even then, the goal was to retrieve wounded comrades and leave the combat zone, allowing the insurgents a base of operations and support.”
A History of the European Intifada by Manheim Frye
Scenario
An early morning emergency call to law enforcement drew two police patrols (four officers) to the Kolenkit neighborhood. At an intersection of the narrow streets between public housing complexes, the first car was rammed and the second trapped in place. Gunmen then sprayed the vehicles with automatic weapons fire, killing one officer and wounding the other three. The insurgents have prevented the officers from leaving their vehicles, creating the bait for the next ambush.Officers from the Dienst Speciale Interventies (DSI), the Netherlands counter-terrorist unit, are tasked with rescuing the police officers. These police/marines are much better equipped than the rank and file officers, armed with G36 assault rifles and protected by heavy armor. However, the DSI is still at a disadvantage when confronted by the insurgent's use of an RPG.
Kolenit Neighborhood Combat Zone
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
13 (12)
|
1d6+4
|
55%
|
3
|
Pistol 1d10
|
3,5,7,9
|
IS characters may opt to fire on fleeing ambushed police officers. However, ff the ambushed police officer is killed, the victory points will not be awarded to either force.
DSI Victory Points
- Rescue each ambushed police officer off the table, 100 pts
- Retrieve the body of a dead police officer, 50 pts
- Each insurgent wounded, killed, or forced to flee, 10 pts
- Each insurgent captured, 50 pts
DSI Setup & Rules
- DSI characters may enter from either the west, east, or both sides of the board.
- DSI characters may not allowed enter or fire into any of buildings.
- DSI characters may only use flash-bang grenades (see stats below).
IS Victory Points
- Each ambushed officer still in control, 100 pts
- Each body of a dead police officer still in IS control, 50 pts
- Each DSI officer wounded or killed, 25 pts
- Each DSI officer captured, 50 pts
- Insurgents may start anywhere on the board outside of buildings (and on rooftops).
- Insurgents may be hidden at the start of the game.
- Insurgents that fail a morale test and are forced to flee may retreat to inside a building and are removed from play (with points awarded to opponent).
Rooftop Combat
Insurgents on rooftops can travel to the ground level and vice versa. Each story of movement costs 3 AP. As all buildings in this scenario are four stories, going from ground floor to the rooftop takes four (4) combat phases (and vice versa). Figures can only enter and exit buildings and rooftops through designated doors on the ground floor and rooftop.
Players are reminded of the Elevated Spotting rule (page 57 of Section Sangin). Characters in an elevated position gain a +10% Spotting modifier for every story above ground level. For this scenario, the bonus is capped at 30% (characters on rooftops in this scenario gain a +30% Spotting modifier). Characters at ground level have a +10% modifier to Spotting an enemy on the rooftop that is standing up, although this bonus is negated if the rooftop character is kneeling or prone.
Stun Grenades
Stun grenades are explosive devices that generate a brilliant flash and a loud report (over 170 decibels) that temporarily overwhelms the senses of those within the effective area.
Range: 40m (20”)
Kill Radius: 5m (2.5”), 5” diameter
Damage Radius: 15m (7.5”), 15” diameter
Damage: KR Special/DR Special
PEN: 0
KR Special: As per Serious Wound Description for 5 Combat Phases
DR Special: As per Moderate Wound for 5 Combat Rounds
Stun grenades are much more potent when used in an enclosed space. All damage ratings go up a step when used indoors or within an enclosed space. Moderate Wounds are treated as Serious Wounds and Serious Wounds are treated as Critical Wounds. The duration of the effect (5 combat phases) remains the same.
Complications: News Crew
“The insurgents possesed a sophisticated understanding of media, particularly social media, and viewed it as a weapon. Fighters were given specific instructions to not harm news crews but to take them captive. These individuals would be treated as guests and given access to the insurgent leadership so long as they broadcast only what the insurgents allowed. One particularly grisly event the insurgents required filming is the beheading of captured police and soldiers.”
A History of the European Intifada by Manheim Frye
Although the combat zone is quarantined by law enforcement and the IS insurgents, a local news crew has managed to sneak through and may become a factor in the game. IS would like to capture such a valuable resource and the DSI wants to avoid giving the enemy hostages.
News Crew (Reporter, Cameraman, Soundman)
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
11 (10)
|
1d6+4
|
55%
|
3
|
n/a
|
4,6,8,10
|
At the start of each Combat Round after the first, roll a percentile die. If the rolls is 20% or less, the News Crew appears. If the News Crew does not appear, roll again at the start of the next Combat Round and add 20%. Continue until the News Crew appears or the game is concluded.
The news crew appears 18” + 1d6 inches from the center of the intersection (if that distance is off the board, place the news crew at the edge of the board). Use the grenade deviation table to determine the direction that the news crew comes from. The news crew enter the game on a rooftop or building. Briefings
"My brothers, we strike the first blow against the infidels today. We have ambushed a police patrol and allowed them to call for help. We will destroy the would-be rescuers and show this decadent city that they are powerless against us. Take prisoners if you can, but show no mercy."
Two insurgent cells are deployed at the player's desired locations on the board. One team has a RPG while the other team has a Suicide Bomber. Both teams desire to lure the DSI teams into the center of the board and then kill them before they can rescue the trapped policemen.
If a News Crew appears, the insurgents want to capture them.
Pistol: 32%, Rifle: 42%, Heavy Weapon: 16%, Spot: 100%, First Aid: 20%, Throw: 32%, FO: 16%
If a News Crew appears, the insurgents want to capture them.
Sword of Allah Cell [625 points]
Sheik Fadil Jalil Darzi (IS Leader) [115 points]
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
12 (11)
|
1d6+4
|
3
|
AK74
|
4, 6, 8, 10
|
Pistol: 48%, Rifle: 68%, Heavy Weapon: 36%, Spot: 100%, First Aid: 40%, Throw: 48%, FO: 66%
Mubin El-Hashem (Veteran Foreign Fighter, Sniper) [145 points]
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
15 (13)
|
1d10+4
|
3
|
3, 5, 7, 9
|
Pistol: 60%, Rifle: 100%, Heavy Weapon: 45%, Spot: 100%, First Aid: 20%, Throw: 60%, FO: 75%
Waqer Alfarsi (Average Foreign Fighter) [110 points]
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
18 (17)
|
1d6+4
|
3
|
2, 4, 6, 8
|
Pistol: 54%, Rifle: 74%, Heavy Weapon: 36%, Spot: 100%, First Aid: 20%, Throw: 54%, FO: 36%
Saiful Ali (Average) [60 points]
Body
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
15
|
3
|
2, 4, 6, 8
|
Pistol: 45%, Rifle: 55%, Heavy Weapon: 30%, Spot: 100%, First Aid: 20%, Throw: 45%, FO: 30%
Anwer Ajam (Average) [60 points]
Body
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
17
|
2, 4, 6, 8
|
Pistol: 51%, Rifle: 61%, Heavy Weapon: 34%, Spot: 100%, First Aid: 20%, Throw: 51%, FO: 34%
Fadi Ajam (Novice) [35 points]
Body
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
11
|
3
|
4, 6, 8, 10
|
Pistol: 22%, Rifle: 32%, Heavy Weapon: 11%, Spot: 100%, First Aid: 20%, Throw: 22%, FO: 11%
Nasir El-Mofty (Novice) [35 points]
Body
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
20
|
3
|
1, 3, 5, 7
|
Pistol: 40%, Rifle: 50%, Heavy Weapon: 20%, Spot: 100%, First Aid: 20%, Throw: 40%, FO: 20%
Adil Abd al-Aziz (Novice) [30 points]
Body
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
18
|
3
|
1, 3, 5, 7
|
Pistol: 36%, Rifle: 46%, Heavy Weapon: , Spot: 100%, First Aid: 20%, Throw: 32%, FO: 18%
Zahir Karim (Novice) [35 points]
Body
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
Pistol: 26%, Rifle: 36%, Heavy Weapon 13%, Spot: 100%, First Aid 20%, Throw 26%, FO 13%
Spear of Allah Cell [605 points]
Sheik Harith Akeem Amjad (IS Leader) [115 points]
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
15 (14)
|
1d6+4
|
3
|
AK74
|
3, 5, 7, 9
|
Pistol: 60%, Rifle: 80%, Heavy Weapon: 60%, Spot: 100%, First Aid: 40%, Throw: 60%, FO: 75%
Ahmed Taha Saqqaf (Veteran Foreign Fighter) [135 points]
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
16 (15)
|
1d6+4
|
3
|
2, 4, 6, 8
|
Pistol: 64%, Rifle: 74%, Heavy Weapon: 48%, Spot: 100%, First Aid: 20%, Throw: 64%, FO: 48%
Waqer Alfarsi (Average Foreign Fighter) [105 points]
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
18 (17)
|
1d6+4
|
3
|
2, 4, 6, 8
|
Pistol: 54%, Rifle: 74%, Heavy Weapon: 36%, Spot: 100%, First Aid: 20%, Throw: 54%, FO: 36%
Mufaddal Alfarsi (Average) [60 points]
Body
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
15
|
3
|
2, 4, 6, 8
|
Pistol: 45%, Rifle: 55%, Heavy Weapon: 30%, Spot: 100%, First Aid: 20%, Throw: 45%, FO: 30%
Kamal Adjad (Average) [60 points]
Body
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
11
|
3
|
4, 6, 8, 10
|
Pistol: 33%, Rifle: 43%, Heavy Weapon: 22%, Spot: 100%, First Aid: 20%, Throw: 33%, FO: 22%
Farooq Ahmad (Novice) [35 points]
Body
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
12
|
3
|
3, 5, 7, 9
|
Pistol: 24%, Rifle: 34%, Heavy Weapon: 12%, Spot: 100%, First Aid: 20%, Throw: 24%, FO: 12%
Rafiq Abdullah (Novice) [30 points]
Body
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
19
|
3
|
Rifle
|
1, 3, 5, 7
|
Pistol: 38%, Rifle: 48%, Heavy Weapon: 19%, Spot: 100%, First Aid: 20%, Throw: 38%, FO: 19%
Nashwa Boulos (Novice Suicide Bomber) [60 points]
Body
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
16
|
3
|
2, 4, 6, 8
|
DSI Briefing
"We're getting word of attacks on police from all over the city. Right now, we've got four policemen that were ambushed in the Kolenit housing development. One is dead and the rest are injured. The attackers appear to be armed with AK-style weapons and using military tactics. There are still civilians in those flats, so all targets must be identified as armed before you shoot and only stun grenades can be used and only in the streets. Stay out of the buildings. Now go and rescue those poor bastards."
Two teams of four officers each are deployed at the player's desired locations at the edge of the board. Their mission is to reach the center of the board and rescue the three wounded police officers still alive, and possibly retrieve the body of the fourth officer. The rescued police officers must be escorted to the edge of the board to successfully escape.
Section Alpha [605 points]
Lt. Robrecht Ananias (Elite Officer) [170 points]
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
16 (14)
|
1d10+4
|
G36C
|
3, 5, 7, 9
|
Pistol: 80%, Rifle: 90%, Heavy Weapon: 64%, Spot: 100%, First Aid: 40%, Throw: 80%, FO: 84%
1 Stun Grenade
Lambert Brinkerhoff (Elite Sharpshooter) [170 points]
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
17 (15)
|
1d10+4
|
2, 4, 6, 8
|
Pistol: 85%, Rifle: 115%, Heavy Weapon: 68%, Spot: 100%, First Aid: 40%, Throw: 85%, FO: 68%
1 Stun Grenade
Stefan Leeuwenhoek (Veteran Medic) [155 points]
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
17 (15)
|
1d10+4
|
MP5
|
2, 4, 6, 8
|
Pistol: 68%, Rifle: 78%, Heavy Weapon: 51%, Spot: 100%, First Aid: 80%, Throw: 68%, FO: 51%
Wibo Ariesen (Average Sharpshooter) [110 points]
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
14 (12)
|
1d10+4
|
G36C
|
3, 5, 7, 9
|
Pistol: 42%, Rifle: 72%, Heavy Weapon: 28%, Spot: 100%, First Aid: 40%, Throw: 42%, FO: 28%
Section Bravo [580 points]
Sgt. Aldert Erkens (Elite NCO) [150 points]
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
18 (16)
|
1d10+4
|
3
|
G36C
|
2, 4, 6, 8
|
Pistol: 90%, Rifle: 110%, Heavy Weapon: 72%, Spot: 100%, First Aid: 40%, Throw: 90%, FO: 82%
1 Stun Grenade
Rien Ramakers (Elite Sharpshooter) [160 points]
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
19 (17)
|
1d10+4
|
3
|
G36C
|
2, 4, 6, 8
|
Pistol: 95%, Rifle: 125%, Heavy Weapon: 76%, Spot: 100%, First Aid: 40%, Throw: 95%, FO: 76%
1 Stun Grenade
Boudewijn Aaldenberg (Veteran Sharpshooter) [130 points]
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
15 (13)
|
1d10+4
|
3
|
G36C
|
3, 5, 7, 9
|
Pistol: 60%, Rifle: 90%, Heavy Weapon: 45%, Spot: 100%, First Aid: 40%, Throw: 60%, FO: 45%
1 Stun Grenade
Felix Benscoter (Average Sharpshooter) [110 points]
Body
|
Armor
|
Morale
|
AP
|
Weapons
|
Combat Phases
|
16 (14)
|
1d10+4
|
3
|
G36C
|
3, 5, 7, 9
|
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