THE OFFICIAL WEBSITE OF THE HAMMER’S SLAMMERS THE CRUCIBLE RULES SYSTEM HANDBOOK
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6mm Game by Tony Francis - June 2022
Zaporoskiye recce unit move through the town Guardforce lighter vehicles guarding a radar dome Guardforce lighter vehicles Infantry bunker and Hellcat A lone defensive Blower
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.