A Chaos Campaign Guide to … The Silver Hawk Irregulars

Historical Overview

In the first half of 3151, the border between the newly reformed Free Worlds League and the Wolf Empire was strangely quiet… Rumours of huge troop redeployments in the Wolf Empire started to emerge and then the news that the Wolf Empire had penetrated Fortress Republic and invaded Terra. The new Captain-General of the Free Worlds League, Nikol Marik (Hallas-Hughes), decided that caution was better than action, and that it was not in the FWL best interest to antagonise the Wolf Empire with any sort of military action… but not everyone in the FWL agreed with her.

On April 16 3151, Count Gavin Stewart, launched a full invasion of his ancestral home-world of Stewart, once the capital of the Silver Hawks coalition. His stated goal, to establish a base of operations for further strikes into the Wolf Empire. His true goal, to retake all of the former Silver Hawks worlds and re-establish the coalition! The tip of the spear for this crusade were the Gryphon Regiment of the newly reformed Silver Hawks Irregulars.

This is their story…

The Silver Hawk Irregulars – A New Hope

In 3137, then Captain General Anson Marik raised a reborn Silver Hawk Irregulars to defend against the Lyran Commonwealths Operation HAMMERFALL. The Irregulars suffered tragedy at the hand of Clan Wolf, allied with the Lyrans, when Clan Wolf executed troops from the Silver Hawks who tried to surrender during the invasion of Stewart.

In 3146, Colonel Lucus Cameron-Witherspoon lobbied the new Captain General Thadius Marik to expand the Silver Hawk Irregulars. Thadius granted his request, and increased the force to a full reinforced Regiment, and broke off one Battalion to form a separate sister command based in the Covenant Worlds (a loose coalition of worlds formed by Thadius Marik from the abandoned Republic Worlds). The large command was renamed the Gryphons, and the smaller command was renamed the Falcons, the Silver Hawks were reborn.

The Gryphon Regiment’s primary base of operations is on New Hope, with additional facilities on Alkes.

1 January 3151

Colour Scheme

The new Silver Hawk Irregulars use a green and white colour scheme (pg 119 EA).

WHAT IS CHAOS CAMPAIGN?

Chaos Campaign is an abstract system which allows two players (or a player and GM) to design a CAMPAIGN FORCE for a faction of their choice in a particular era. The players fight a campaign of several battles, each battle is not fought with the entire campaign force by with a fraction of the campaign force called the EXPECTED TRACK FORCE which is usually about 1/3d of the campaign force. Each of these battles is referred to as a TRACK. During each track the players forces will achieve OBJECTIVES and earn WARCHEST POINTS. After each battle the players will need to use WarChest points to buy SUPPORT POINTS to pay to REPAIR AND REARM. The eventual campaign winner is usually the player with the highest WarChest Point total.

Silver Hawks Irregulars Campaign

In this campaign the player or group of players will be controlling the forces of the Gryphon Regiment, against a GM who will control the forces of the Wolf Empire.

As a Player vs GM campaign, it is only necessary for the players to track WarChest Points, while the GM will control opposing forces.

The player will play though a series of Tracks from the invasion of Stewart on the 16th of April 3151 until the final battles on Kalidasa in April 3152.

New Missions will be added over then next few weeks

Force Creation

Players/GM may decide on the exact nature of how they determine the TO&E of the Gryphon Regiment, either through choosing units using the RAT in Empire Alone (EA) or rolling randomly.

As a veteran company, skills for each pilot should be rolled randomly on the skill generation table in Total War (or all skills may be set to Piloting 4/Gunnery 3. Each company of troops includes one commanding officer (Major 1st Company, Captain 2nd/3rd Company) with an Elite level of experience (or skills may be set to Piloting 3/Gunnery 2). Force commanders may be assigned Special Pilot abilities (Elite – 1 x 1pt SPA and 1 x 2pt SPA).

Colonel Lucas Cameron-Witherspoon leads the Gryphon’s Command Company (1st Company, 1st Battalion) and has a skill level of Heroic (Piloting 2/Gunnery 1). He pilots a BattleMaster BLR-6C, and has the following Special Pilot Abilities: Human TRO (Mech) (1pt SPA), Iron Will (2pt SPA), Tactical Genius (3pt SPA).

Force Composition

For the purposes of the campaign, players need only generate the TO&E for 1st Battalion.

1st Battalion is the tip of the spear, the primary combat operations battalion which leads most operations.

1st Battalion’s TO&E consists of:

  • 1 Heavy Battalion of BattleMechs (3 Companies of 12 BattleMechs, 1 Command Company 1L Assault/2L Heavy, 1 Fire Company 2L Heavy/1L Medium, 1 Recon Company 2L Medium/1L Light)
  • 1 Squadron of AeroSpace Fighters* (3 Flights of 2 AeroSpace Fighters)
  • 2 Medium Battalions of Combat Vehicles (6 Companies: 2 Heavy/Medium Tank Companies, 2 Transport and Logistics Companies, 2 VTOL/Scout Vehicle Companies)
  • 2 Battalions of Conventional Infantry (6 Companies of 4 Platoons: 2 Companies of Mechanised/Motorises, 2 Companies of Jump, 2 Companies of Foot [with 3 Special Operations Platoons of AntiMech trained Foot or Jump infantry])
  • 1 Battalion of Battle Armour (3 Companies of 4 Squads)
  • 1 Company of Artillery*
  • DropShips (6 Hannibal Class [Infantry/Vehicle], Aurora [Battle Armour], Gorgon (AeroSpace), 2 Union (3055 BattleMechs), 1 Aurora [BattleMechs], 1 Hamilcar [BattleMechs]), 1 Union [Cargo])
  • JumpShips (1 StarLord [6 Capacity], 2 Invaders [3 Capacity]).

[*] Players may choose to abstract AeroSpace and Artillery assets with BattleField Support Points.

2nd Battalion is a security and combat reserve battalion (Training Level Veteran 1 Company, Regular 2 Companies). Its role is to defend DropShips and supply lines, and also acts as a reserve to replace units lost from 1st Battalion. (When a player pays Support Points for a new unit, they are drawn from this unit).

3rd Battalion is a garrison and training Battalion (Training Level Veteran 1 Company, Regular 1 Company, Green 1 Company). It is responsible for defending the Gryphons primary barracks on New Hope and Alkes, as well as training new recruits. It also acts as a 2nd reserve units replacing units in the 2nd Battalion.

If players wish to they may go further and determine the complete regimental TO&E.

Heavy BattleMech Regiment – 3 Battalions, each Battalion has three Companies of 12 BattleMechs. The average tonnage of each Battalion should be heavy (60-75 tons) although each company may contain different classes of BattleMechs e.g 1st Company contains a Command Lance of Assault and 2 Lances of Heavy, 2nd Company Contains 2 lances of Heavy and a lance of Medium, 3rd Company contains 2 Lances of Medium and 1 recon Lance of Light ‘Mechs).

Medium AeroSpace Fighter Wing – 18 Aerospace fighters arranged in 3 Squadrons of 6 AeroSpace Fighters (3 Flights of 2). Each Squadron is linked to one Battalion.

2 Medium Combat Vehicle Regiments – Total of 6 Battalions each of 3 Companies (216 Vehicles). 2 Combat Vehicle Battalions Support each BattleMech Battalion. Combat Vehicle Companies tend to be Heavy/Medium fire support companies, or Medium/Light scout Companies. They also include all the units required to transport the Regiments BattleArmour and conventional infantry.

2 Conventional Infantry Regiment – Each Regiment contains 3 Battalions or 3 Companies. Each Company consists of 4 Platoons. There is a mix of 1 Mechanised or Motorised Company, 1 Jump Company and 1 Foot Company (with 1 Special Operations Company of AntiMech trained Foot or Jump infantry in the 1st Company, 1st Battalion). Each BattleMech Battalion is supported by 2 Battalions of Conventional Infantry

BattleArmour Regiment – Each Regiment contains 3 Battalions or 3 Companies. Each Company consists of 4 Squads of BattleArmour (each with 4 suits). Each Battalion of BattleArmour supports one Battalion of BattleMechs.

Artillery Battalion – Each Battalion Consists of 3 Companies. Each BattleMech Battalion is supported by one company of Artillery. Artillery Units may consist of mobile artillery vehicles and Mechanised Infantry with towed Artillery pieces.

AeroSpace Transport – Each Battalion is supported by various JumpShips and DropShips for transport of units and logistical supplies/ordinance.

FORMATIONS (OPTIONAL)

Players may opt to place each of their Lances/Stars/Level II’s into a specific formation using the rules in either Campaign Operations (CO pg. 60), The Clan Invasion Box and the Battle of Tukayyid.

These formations only work if those units are fielded together as one force. If players wish to later change the formations they must expend SP to do so.

Special Command Abilities (Optional)

The 1st Battalion of the Gryphon Regiment had the following Special Command Abilities: Forcing the initiative (pg. 85 CO), Tactical Specialisation/Attack (pg. 87 CO)

Quirks (Optional)

BattleMechs and Vehicles may have additional Quirks which can effect them in Chaos Campaign.

  • Easy to maintain – Very easy to repair with lots of spare parts these units cost 10% less SP to repair
  • Hard to maintain – It’s difficult to find the parts and make repairs to these units. They cost 10% extra SP to repair.
  • Ubiquitous – These units are very common and cost 10% less SP to buy.
  • Bad Reputation – No one wants to buy these units and so when sold they sell at 10% less SP.
  • Bad Reputation – Very popular units so when sold they sell at 10% more SP.
  • Quick Reload – These units cost half the SP cost to reload.

WarChest System

Each force is awarded 1000 WarChest Points (WP). These are an abstract method of representing the forces resources, costs and reputation. WarChest points can also be used to purchase Support Points to Repair and Rearm units.

WARCHEST DEBT

If a player ever reaches 0 WP they are in WarChest Debt. There force may no longer convert WarChest Points to Support Points (e.g. to Repair and Rearm). They may take on new missions but they will continue to go into negative WP. Players can sell/scrap units to increase their WP.

Equipment Rating and BASE FORCE SIZE MULTIPLIER

The Gryphon Regiment has an Equipment Rating of A (86-100% Standard equipment).

The 1st Battalion has a Base Force Size Multiplier of x6 when converting WarChest Points to Support Points.

For full details of repair and rearm costs consult Campaign Ops or use the below guide:

https://comstar.home.blog/2020/12/06/a-chaos-campaign-guide-to/


Part 1 – Into Foreign Waters

MISSION – Precautionary Measures

Situation

  • Hills north of Glencoe
  • Stewart
  • Wolf Empire
  • April 16 3151

On April 16 3151, a fleet of JumpShips arrived at a pirate point in the Stewart system. Count Gavin Stewart had returned home, leading the forces of the 1st Battalion of the Gryphon Regiment of the Silver Hawk Irregulars. The assault force landed on the continent of Highland just outside the capital of Glencoe. The Gryphon AeroSpace fighters gained immediate air superiority, unchallenged by any Wolf Empire AeroSpace Fighters. When the Gryphon’s entered the city, the garrison complex was abandoned, the Wolves had gone to ground. Colonel Lucas Cameron ordered a search using VTOL and hover vehicles, and picked up the scent of the Wolf pack in the hills to the north of Glencoe. 2nd Company was sent to intercept them, but the wolf is most dangerous when cornered.

Game Setup

This Scenario takes place on 4 map sheets (using Grasslands: Rolling hills). The Attacker enters the map from the southern edge. The Defender starts the game deployed anywhere within 8 hexes of the Center of the map.

Attacker (Gryphon 2Nd Company, 1st Battalion)

The attaching force consists of 12 BattleMechs from the 2nd Company, 1st Battalion. The player may also include up to 1 Company (4 squads) of BattleArmour if they can be carried by BattleMechs.

Defender (Solahma Wolf Garrison and Militia)

The defending force is 75% of the attacking forces BV and consists of at least 2 Stars of 5 BattleMechs plus militia combat vehicles, battle armour, and conventional infantry. The Wolf garrison and militia units are Regular, with a Veteran force commander (Star Commander).

WarChest

Track Cost: 100 WP

Options:

+100 “It’s a trap”: The Defender deploys 100% of the attachers BV and may place 50% of units in hidden deployment.

+100 “It’s raining again”: The Moderate Rain weather condition is in effect (TacOps AR pg 57). Add several Level 0 water/mud hexes to the map (6 hexes per map sheet).

-100 “Air Superiority”: At the Start of Turn 6 Deploy 1 Wing of 2 Medium AeroSpace Fighters OR gain 6 BSP to spend on Light Strike or Light Strafe.

-100 “Armoured Cavalry”: Deploy 1 Lance of Combat Vehicles from the Northern Map edge in turn 1. This force must be either Medium/Light VTOL’s or Hover Combat Vehicles (these may also transport the Battle Armour).

Objectives

Take then down – Destroy/Cripple 25% off the opposing Force [100]

Drive the Nail – Destroy/Cripple 50% off the opposing Force [100].

Bring the Pain – Destroy/Cripple 75% of the opposite Force [100]

Cut off the Head – Destroy/Cripple the enemy commander [100]

Stop them! – Less than 25% of the opposing force escapes the map [100]

Preserve the force – 75% of the Attacker force should be function and not Truly Destroyed or Crippled [100]

Special Rules

Honorable Death – The force commander Star Captain is an honourable and old Wolf warrior. They will accept any Zellbrigen challenge by any ‘Mech of equal or lower tonnage (honor level 3). If they lose and survive they will accept being taken as Bondsmen. If Zellbrigen is broken, all Wolf forces will fight to the death.

Forced Withdrawal – Both forces follow forced withdrawal rules.

Retreat – The Wolf Forces will retreat when they lose 50% or more (by BV) of their force. They will attempt to retreat from the northern map edge. Any forces that retreat can be added to the forces in the next scenario.

Surrender – The Wolf Forces will surrender when they lose 75% or more of their force (by BV). Any warriors may become bondsmen. Roll 1D6, on a 1-3 they become Bondsmen and will join the Attackers force, 4-5 they are Bondsmen but serve in a non-combat role, 6 they refuse to co-operate or ask for Bondsref.

Salvage – If the attacker controls the battlefield they may salvage any unit which is not truly destroyed.


Mission – A TESTAMENT of Loyalty

Situation

  • Corean Enterprises Facility
  • Stewart
  • Silver Hawks Coalition (Former Wolf Empire)
  • 26 June 3151

Captain Trenton Marik, acting on behalf of Nikol Marik, travelled to Stewart to try and convince Count Stewart and the Gryphons to return to the FWL space and prevent all out war with the Wolf Empire. He failed. On 18 June as he was about to leave, several JumpShips appeared at a pirate point and immediately released DropShips. Their transponders showed them to belong to the First Nova Cat Provisionals and Beta Strike Cluster, both from the Clan Protectorate. Count Gavin Stewart, was confused as to why these allies of the Free Worlds League had arrived unannounced at a pirate point. As the Clan Protectorate Forces deployed from their DropShips they signaled their intentions.

“We are no longer just Clan Warriors of the Clan Protectorate, we are now Clan Warriors of the IlClan, and we declare a trial of possession for this world in the IlKhan’s name!”

Game Setup

This Scenario takes place on 4 map sheets. The Attacker enters the map from the southern edge. The Defender starts the game deployed anywhere within 6 hexes of the Corean Enterprises Facility. The Defender should arrange a series of large heavy and medium buildings on the northern map sheets to represent the Corean Enterprises Facility.

Attacker (Clan Protectorate, 1st Nova Cat Provisionals, Clan Sea Fox Beta Strike ClusTer “Blue Furies”)

The attacking force is 100% of the defending forces BV and consists of at least 3 of 5 BattleMechs plus Battle Armour, one Heavy (Battle) Star from the First Nova Cat Provisionals and 2 Medium (Striker) Stars from Beta Strike Cluster “Blue Furies’. All Attacker forces are Veteran and are led by Star Colonel Veto (Elite Gunnery 2/Piloting 3, SPA’s Stand Aside (1 SPA), Blood Stalker (2 SPA) in an Ebon Jaguar H. [Optional] Beta Strike Cluster has the Sharp Shooter Special Command Ability.

Defender (Gryphon 1st Company, 1st Battalion)

The defending force consists of 12 BattleMechs from the 1st Company, 1st Battalion. The player may also include up to 1 Company (4 squads) of BattleArmour if they can be carried by BattleMechs.

The defenders can also add Captain Trenton Marik in his RFL-7N2 RIFLEMAN [MODIFIED] HABEAS CORPUS.

At the start of turn 5, Count Gavin Stewart took to the field in his BattleMaster BLR-5M, to rally the troops against the assault as they began to falter.

WarChest

Track Cost: 100 WP

Options:

-100 “Danger Close”: The Defender deploys 2 off-table artillery piece, OR gains 12 BSPs of artillery. Only hexes on the Southern Maps may be targetted by artillery.

-100 “Air Superiority”: At the Start of Turn 6 Deploy 1 Wing of 2 Medium AeroSpace Fighters OR gain 6 BSP to spend on Light Strike or Light Strafe.

-100 “Armoured Cavalry”: Deploy 1 Lance of Heavy/Medium vehicles from the Battalions Combat Vehicle Armour Company.

+100 “It’s raining again”: The Moderate Rain weather condition is in effect (TacOps AR pg 57). Add several Level 0 water/mud hexes to the map (6 hexes per map sheet).

Objectives

Take then down – Destroy/Cripple 25% off the opposing Force [100]

Drive the Nail – Destroy/Cripple 50% off the opposing Force [100].

Fall back – Exit at least 25% of units by BV from the Northern Map Edge [100]

Tactical Withdrawal – Exit at least 50% of units by BV from the Northern Map Edge [100]

Preserve the force – Exit at least 75% of units by BV from the Northern Map Edge [100]

The Count is Out – Ensure Count Gavin Stewart Survives. [100]

Special Rules

Honorable Death – The force commander Star Colonel Veto will accept any Zellbrigen challenge by any ‘Mech of equal or lower tonnage (honor level 3), unless the Gryphons have used Artillery or AeroSpace units. Star Colonel Veto (if alive) will issue a challenge to Count Gavin Stewart when he enters the field.

Retreat – The Clan Protect will retreat when they lose 75% or more (by BV) of their force. They will attempt to retreat from the southern map edge.

Forced Withdrawal – Both forces follow forced withdrawal rules.

Tactical Withdrawal – at the start of turn 5, or if the Gryphon forces lose 50% of their force by BV, they must withdraw (as if in Forced Withdrawal from the northern map edge [while Count Gavin Stewarts BattleMaster is operational as is attacking the enemy forces, the Defending force may ignore Tactical Withdrawal]. If a unit is in Forced Withdrawal it still must withdraw even if the Count’s BattleMaster is on the field.

The Count is Out – Count Gavin Stewart takes to the field in his BattleMaster BLR-5M at the start of turn 5. The Count must make an attack every turn vs a Clan Protectorate Unit or Tactical Withdrawal (above) goes into effect. Any Clan BattleMech in range will attack the Count (unless he is engaged in a Zellbrigen challenge). If the Counts BattleMech is destoyed (he ignores Forced Withdrawal), a SAR team is dispatched. If a SAR unit ends its turn adjacent to his BattleMech they may pick up the Count and then exit the map. SAR units will not be fired upon while there is a friendly BattleMech at a closer range to any Attacker than the SAR unit (at a closer range).

Search and Rescue – The Defender nominated a lance of 4 VTOL/Hover vehicles as SAR units. They may enter the battlefield from the northern edge after the Counts BattleMaster is destroyed, or any other MechWarriors need to be rescued.

Salvage – The Gryphons may not salvage or recover any equipment lost during this battle.

Outcome

Count Gavin Stewart was grievously wounded in the battle, but his provocation has caused the Clan Protectorate forces to over-extend themselves. The Corean Enterprises Facility was a poisoned chalice, as it had been stripped of all useful materials and equipment by the Wolf Empire on their way to Terra. Seeing that their attack against Stewart were for nothing and with Captain Trenton Marik’s Company of 1st Guards arriving, the Clan Protectorate forces were forced to retreat from Stewart.


Mission – A new Coalition

Situation

  • Nagayan Mountain Mines
  • Helm
  • Wolf Empire
  • 7 August 3151

After their success in defending Stewart from the Clan Protectorate, the Gryphons launched their next phase. The 2nd Battalion was despatched to Amity, where they found the planet virtually defenseless. Two points of Wolf Empire AeroSpace fighters and a few Solahma infantry units were all that defended the world and were quickly dispatched.

The second target, Helm, contained a significant Wolf Empire garrison, and was the site of an atrocity against the Silver Hawk Irregulars when in 3138, the invading clan Wolf forces (working with the Lyran’s as part of Operation HAMMERFALL) had executed many of the forces from the surrendering Silver Hawks in cold blood! The invasion of Helm and destruction of the Wolf Garrison was personal!

As the Gryphons landed and approach Helmstown, the Wolf Garrison made a fighting withdrawal into the Nagayan Mountains, to make their stand in the old mines.

Game Setup

Upcoming

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