Babylon's Burning is a near future skirmish game currently (at the time of writing) under development by Hetzerdog Development. Our gaming group is part of the playtesting team for these rules.
Briefing
The Sirius Hypernetics Corporation's owns a supply depot in a barren part of the city. This supply depot is perfectly hidden in the remains of a once proud factory.
Just prior to the beginning of the scenario, this factory was overrun by a local fanatically religious cult. The cult leader learned of the secret depot and of it's precious content which consists of 5 crates of not quite legally obtained sophisticated devices of a competitor of SHC.
The outpost's guard was quickly overrun but managed to alarm the cooperation's task force.
The Cult headquarters was observed by the police as it is well known that the Cult is involved in several illegal operations. When the observers saw a great host of Cultist leave the headquarters they followed them but due to a car breakdown they lost them. A SWAT team was ordered to storm the headquarters and find out about the detination of the Cult Force. The SWAT team found documents which indicate where the host is heading.
Another SWAT Team is quickly alarmed and ordered to capture the leader of the Cult Force as well as some responsible person of the SHC, the latter one to learn more about the "not quite legally obtained sophisticated devices".
Forces
SWAT (Bernd)
500
Officer, Assault Rifle; Heavy Handgun, ARM 2, Veteran, Secure Com Link; HE Grenade (2);
687.5
Subtotal
280
N.C.O., Sawn-off Shotgun; Long Edged Weapon, ARM 3, Veteran, Riot Shield; Visor; Secure Com Link;
260
Trooper, Sawn-off Shotgun; Long Edged Weapon, ARM 3, Veteran, Riot Shield; Visor;
260
Trooper, Sawn-off Shotgun; Long Edged Weapon, ARM 3, Veteran, Riot Shield; Visor;
260
Trooper, Sawn-off Shotgun; Long Edged Weapon, ARM 3, Veteran, Riot Shield; Visor;
260
Trooper, Sawn-off Shotgun; Long Edged Weapon, ARM 3, Veteran, Riot Shield; Visor;
1650
Subtotal
280
N.C.O., Semi-Automatic Rifle, ARM 1, Green, Secure Com Link; HE Grenade
210
Trooper, Semi-Automatic Rifle, ARM 1, Green
210
Trooper, Semi-Automatic Rifle, ARM 1, Green
210
Trooper, Semi-Automatic Rifle, ARM 1, Green
210
Trooper, Semi-Automatic Rifle, ARM 1, Green
325
Trooper, LMG; Handgun, ARM 1, Green
1083.75
Subtotal
3315
Total
Cooperation Task Force (Volker)
390
Officer, Assault Rifle; Long Edged Weapon, ARM 2, regular
495
Sniper, Sniper Rifle; Scope; 2x Flash Grenade; Handgun, ARM 0, regular, Shades; Comms-Link
265
NCO, Pump Action Shotgun; Long Edged Weapon, ARM 2, regular, Comms-Link; shades; gasmask
225
Trooper, Pump Action Shotgun, ARM 2, regular, shades
275
Trooper, Assault Rifle, ARM 2, regular, shades
280
Trooper, Assault Rifle, ARM 2, regular, gas mask
335
Trooper, LMG; Handgun, ARM 2, regular
200
NCO, Machine Pistol; Long edged Weapon, ARM 1, regular
210
Trooper, Semi-Automatic Rifle, ARM 1, regular
210
Trooper, Semi-Automatic Rifle, ARM 1, regular
210
Trooper, Semi-Automatic Rifle, ARM 1, regular
400
Trooper, Grenade Launcher; 3x HE Grenade; Handgun, ARM 1, regular
3495
Total
Cult (Matthias)
405
Officer, Autoshotgun, ARM 3, Green
303.75
Subtotal
260
Trooper, 2 MP's, ARM 2, Green
260
Trooper, 2 MP's, ARM 2, Green
260
Trooper, 2 MP's, ARM 2, Green
250
Trooper, 1 MP, 1 Heavy Handgun, ARM 2, Green
130
Trooper, Chainsaw, ARM 2, Green
680
Trooper, SEMI-AUTOMATIC GL, ARM 2, Green, 2xHE GRENADE, STUN GRENADE, FLASH GRENADE, WP GRENADE,SMOKE GRENADE, CS GAS GRENADE, NERVE GAS GRENADE
1185
Subtotal
220
Trooper, Shotgun, ARM 2, Green
220
Trooper, Shotgun, ARM 2, Green
295
Trooper, Flamer, ARM 2, Green
270
Trooper, Assaultrifle, ARM 2, Green
270
Trooper, Assaultrifle, ARM 2, Green
791.25
Subtotal
220
Trooper, Semi-Automatic-Rifle, ARM 2, Green
220
Trooper, Semi-Automatic-Rifle, ARM 2, Green
220
Trooper, Semi-Automatic-Rifle, ARM 2, Green
220
Trooper, Semi-Automatic-Rifle, ARM 2, Green
320
Trooper, Autocannon, ARM 2, Green
900
Subtotal
410
Sniper, Sniper-Rifle, ARM 3, Green, Scope
307.5
Subtotal
2487.5
Total
Special Rules
Taking a crate costs 1 Action. Shooting is not possible while holding a crate, as well as running. In Melee the crate will be dropped down automatically.
The crate can be dropped whenever a player wants with no action point to be spent.
Victory Conditions
- Cult
- 3 VP for every crate carried from the battlefield (the opposing edge of the battlefield)
- SWAT Team
- 4 VP for every enemy Leader taken captive
- Cooperation's Task Force
- 3 VP for every crate seized and carried from the battlefield
- -3 VP for every crate carried away by the Cult
Deployment
The battle takes place in a ruined part of the city where the historical part meets with the modern:
Cult
The cult deploys on the perimeter of the factory with the crates in the corner of the board.
SWAT Team
When the SWAT team arrives is unknown. Every turn, roll a D6. The first turn you need 6, the second a 5 and so on. The first action has to be a move / run action (measure from table edge).
SHC's Task Force
Deploys to the opposite of the cult force within 8" of the table edge on the street
Turn 1
Police:
Bernd rolls a 6 for his SWAT: it may advance the first turn! The police SWAT team enters the table but due to their equipment they are not able to shoot. The officer and Milita advances. Only one Soldier is able to shoot and he misses.
SHC:
The SHC force advances: The task force in opposite to the cult, the militia in the direction of the cross-way.
The officer takes cover behind the tank while the sniper enters the building on the right.
Cult:
The Grenade Launcher Squad moves and goes in overwatch. Knowing no fear, the Autogun squad moves toward the waiting SHC force and unleashes fire at them and the Police squad. Unfortunatly not a single bullet hits. The Flamer squad moves and goes in overwatch. Aiming directly into his enemies eye, the sniper pushes the trigger… well he should do some more training.
Turn 2
Police:
The Militia runs in direction of the SHCs area in order to find the Officer. The N.C.O. throws his 'nade and causes havoc among the SHCs milita: 3 are dead when the smoke fades. The Officer runs and then misses.
SHC:
The officer issues a new order to the remaining Militias. The Task Force Machinegunner supresses some Cultists.
Running up to the first floor and catching his breath the sniper isn't able to hit anything. The Militia shoots at the Police Milita and kill one of their numbers while wounding another.
Cult:
The Grenade Launcher Squad moves, the Grenade Launcher equipped trooper fires his weapon. The HE-Grenade hits and 3 Task Force guys go down. The sniper kills the SHCs Militia grenade launcher. The rest of the troops move and fire but hit nothing but dust.
Turn 3
Police:
The Officer runs and shoots but hits nothing. The SWAT runs towards the Cultists and shoot their shotguns but hit nothing at all. The untrained Militias hit everything but their intended targets.
SHC:
The Militia shoots at the Police Militia and attacks them in close combat but the enemy only suffers a light wound. Running from one cover to another, the Task Force is shot by the Cultist Grenadelauncher squad which was on overwatch. Fortunatly they reach their destination unharmed. They in turn shoot and inflict 2 wounds. The Officer issues new orders to the Task Force. This time the sniper is more succesful and pics out 2 Police Mititias.
Cult:
The Flamer Squad moves toward the Police SWAT team and slaughters 4 of them. Running forward, the autogun squad hits nothing. The sniper does not hit the last SWAT policemen.
Turn 4
Police:
The Officer fires like crazy due to his killed comrades, killing 2 of the Cults flamer squad and the Cult's sniper!!!
SHC:
Killing one Police Militia and one Cult Flamer, the sniper does a good job. The Task force kills one Autogun Squadmember and nearly the Grenade Launcher! The Officer takes command of the Task force and afterwards goes into overwatch.
Cult:
The Flamer Squad kills the last Police SWAT-team member. The rest of the force does not hit anything. The Grenade Thrower squad goes into overwatch.
Turn 5
Police:
One of the Militias manages to kill a SHC Militia but the other does not manage to kill his oponent in hand to hand combat. The Officer advances in the direction of the sniper.
SHC:
The Sniper shoots at and kills the last soldier of the Cults Flamer Squad. The Taskforce's machinegunner mows down the Cults Grenade Launcher and the N.C.O. The other soldiers manage to kill the Cult's chainsaw freak.
Cult:
The Grenade Squad survivors put down their crates and shoot with their mp's. Unfortunately they do no harm. The last Autogun Squadmember doesn't inflict any damage.
Turn 6
Police:
The Officer takes command of the Militia Squad.
SHC:
The remaining Militita Solodier attacks his opponend but gets killed in his attempt. The sniper kills one Cop and then sucessfuly throws a Flashbang: The Cop Officer is entierly blinded. The Officer kills one Cultist.
Cult:
The last Autogun Squad Member pulls the trigger of his semiautomatic rifel as fast as he can and kills three members of SHC's Task Force. The other cultists pick up the crates and resume their way to the table edge.
Turn 7
Police:
The last Milita goes on overwatch.
SHC:
The sniper kills 2 Cultists, leaving just 1 on the battlefield. The Officer kills the last one and goes on overwatch.
Cult:
- totally anihilated -
Turn 8
Police:
The last Soldier remains on overwatch, the Officer still revovers from the flashbang.
SHC:
The sniper climbs down the ladder. The Officer remains on overwatch.
Cult:
- totally anihilated -
Turn 9
Police:
The Officer throws a last desperate grenande, kills the sniper but wounding his mate and killing himself!!!
SHC:
The Officer remaines on overwatch.
Cult:
- totally anihilated -
Turn 10
Police:
- totally anihilated -
SHC:
The Officer kills the last enemy with a full automatic burst of his assault rifle! VICTORY!!!
Cult:
- totally anihilated -
Aftermath
Victory for SHC due to total anihilation of all enemies!
















