THE OFFICIAL WEBSITE OF THE HAMMER’S SLAMMERS
THE CRUCIBLE RULES SYSTEM HANDBOOK
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6mm Game by Tony Francis - June 2022
All photos by John Treadaway Click thumbnail to enlarge
Hammering Roche’s World
Enter: the Star Marines
A ship full of TA Starmarines was due to land
in Langerhaven, the planet’s only starport, with a
brief to end the fighting. If this happened,
Bonding Authority rules dictated that none of the
mercenary units would get their full campaign
bonus, only their basic fee. Hammer had
negotiated an outrageous completion clause
with the SoAM and he needed that money –
tanks cost a lot to repair and replace, and the
men and women of his regiment could
desperately use some R&R.
So Hammer had a plan. Gathering together the
bulk of his remaining tanks and combat cars, he
was going to go hell for leather for
Langerhaven’s starport and seize it to prevent
the TAS from touching down. Roche’s World had
a bizarre, shifting magnetic field caused by the
irregular orbits of its three solid nickel-iron
moons, which required any descending ships to
be guided down by a network of surface radar
stations positioned around the starport. If these
could be disabled, even temporarily, the TAS
ships would be stranded in orbit and Hammer
could finish the war and claim his completion
fee.
The problem was, he couldn’t just do it the easy
way and blow up the radars with a 20cm
powergun bolt – if he wanted to get off this
damnable planet, they needed to be kept intact
so that the Slammers’ own transports could get
them out of here afterwards. Each of the five
stations had to be seized and shut down (the
tech guys told him that they could literally just
walk in and throw the main circuit breakers...)
but they dare not damage anything if they
wanted to get off-world.