Stage IV. The Swarm

Just over 24 hours after Tango Company's crash, the full Zerg Swarm reaches Rock Ridge. Retreat is out of the question – long-range sensors are reporting a second wave of Zerg, themselves only about six days off, which would no doubt intercept any ships trying to leave the system. There's something about this rock that's got them interested, and Dominion Command says to hold it at all costs. The Megaera has signaled for reinforcements, and three more Battlecruisers are en route, but the closest is at least two weeks away.

The defense of the LV-427 Habitat can be played out using the Mass Combat rules, with the forces and stats below, or it can be extrapolated (see Quick and Dirty). The Zerg have a clear (possibly overwhelming) numeric advantage, balanced somewhat by factors in the Terrans' favor provided by the LV-427 habitat, the terraforming reactor, and Rock Ridge itself. Thus, the Terrans can hold out for a while if they remain in the fortified habitat, but they'll eventually be dislodged; the best they can hope for is to hold out long enough for the PCs to determine what's bringing the Zerg and put a stop to it (see Stage V).


Terran Forces

Habitat, Fortified
1 Command Center (TS (20); C3I, F): (20)
5 AA Missile Turrets (TS (16); (Air)): (80)
5 Bunkers (w/ Squad) (TS (12); (Cv, F)): (60)
10 Sentries Guns (TS (4); (Cv, F)): (40)
4 SCV Units (TS (4); Eng): (16)
Total TS: 21

Bravo & Kilo Companies
2 Tracked APCs (TS 4; Arm, F): 8
8 Powered Infantry Squads (TS 8; (Air, Arm), F): 64
1 PI Command Squad (TS 8; (Air, Arm), C3I, F): 8
Total TS: 80

Delta Company
4 Banshees (TS (30); Air): (120)
6 Wraiths (TS (40); Air): (240)
Total TS: 36

Echo Company
1 Ghost Recon (TS (20); (Air, Arm), C3I, F, Rec): (20)

Golf Company
5 Diamondbacks (TS 4; Arm, Cv, F, Rec): 20
5 Goliaths (TS 8; (Air), Arm, Cv, F): 40
Total TS: 60

Lima Company
5 Siege Tanks (TS 20; Arm, Art, F): 100

Romeo Company
5 Reaper Squads (TS 6; (Arm, Eng), Cv, Rec): 30

Sierra Company
8 Powered Infantry Squads (TS 8; (Air, Arm), F): 64

Tango & Uniform Companies
2 Powered Infantry Squads (TS 8; (Air, Arm), F): 16

Victor Company
6 Vikings (TS 20; Arm, F, Air or Cv) : 120

Maximum Possible Terran Force
• Total TS: 21 + 80 + 36 + 2 + 60 + 100 + 30 + 64 + 16 + 120 = 529
• Air TS: (80) + (72) + (360) + (20) + 64 + (16) + 120 = 734
• Arm TS: 8 + (72) + (20) + 60 + 100 + (30) + (64) + (16) + 120 = 490
• Art TS: 100
• Cv TS: 60 + 30 + 120 = 210
• Eng TS: (16) + 30 = 46
• Fire TS: (120) + 80 + (20) + 60 + 100 + 64 + (16) + 120 = 580
• Rec TS: (20) + 20 + 30 = 70

Defense Bonuses
• Rock Ridge Station (Improvised-but-Sturdy Mountaintop Fortifications): +8
• Terraforming Reactor (see Weather Control in Stage II): +2


Zerg Forces

500 Zerglings (TS 1; Cv, Rec): 500
100 Banelings (TS 1; Cv, (Arm)): 100
100 Hydralisks (TS 2; (Air), F): 200
100 Roachs (TS 2; Cv, F, (Eng, Arm)): 200
10 Ultralisks (TS 30; Arm, Art): 300

50 Mutalisks (TS 10; Air): 500
20 Guardians (TS (20); Air, Art): (400)
10 Brood Lords (TS (50); Art): (500)
100 Scourges (TS (10); (Air)): (1000)
20 Overlords (TS (10); C3I, Recon, T5): (200)

Total Zerg Forces
• Total TS: 1300 + 500 + 210 = 2010
• Air TS: (200) + 500 + (400) + (1000) = 2100
• Arm TS: (100) + (200) + 300 = 600
• Art TS: 300 + (400) + (500) = 1200
• Cv TS: 800
• Eng TS: 200
• Fire TS: 200
• Rec TS: 500 + (200) = 700


The Battle

• Turn Length: 4 hours.
• Relative TS: 3:1 Zerg, +6
• Relative Air TS: 2:1 Zerg, +1
• Relative Arm TS: 1:1
• Relative Art TS: 3:1 Zerg, +2
• Relative Eng TS: 3:1 Zerg, +2
• Relative Fire TS: 2:1 Terran, +1
• Defense Bonus (Rock Ridge Station): Terran, +8
• Incidental Bonus (Terraforming Reactor): Terran, +2
Total Net Modifier: +0


Quick and Dirty

If the GM and/or players don't wish to game out the siege of LV-427, use the following progression instead. Assume both sides have all relevant skills (Administration, Intelligence Analysis & Strategy) at level 16.

Turn 1 (Hour 4)
• Terrans: Deliberate Defense (+2 strategy mod).
• Zerg: Deliberate Attack (+2 strategy mod; -4 to Terran DB).

Outcome - Zerg win by 4.
• Terrans: -20% casualties.
• Zerg: -10% casualties, +2 PB.


Turn 2 (Hour 8)
• Terrans: Deliberate Defense (+2 strategy mod).
• Zerg: Deliberate Attack (+2 strategy mod; -4 to Terran DB); +2 PB.

Outcome - Zerg win by 6.
• Terrans: -20% casualties (-40% total).
• Zerg: -10% casualties (-20% total), +2 PB (+4 total).


Turn 3 (Hour 12)
• Terrans: Deliberate Defense (+2 strategy mod).
• Zerg: Deliberate Attack (+2 strategy mod; -4 to Terran DB); +4 PB.

Outcome - Zerg win by 8.
• Terrans: -25% casualties (-65% total).
• Zerg: -5% casualties (-25% total); +2 PB (+6 total).


Turn 4 (Hour 16)
• Terrans: Deliberate Defense (+2 strategy mod).
• Zerg: Deliberate Attack (+2 strategy mod; -4 to Terran DB); +6 PB.

Outcome - Zerg win by 10.
• Terrans: -30% casualties (-95% total).
• Zerg: -5% casualties (-30% total); +2 PB (+8 total).


At this point, the Terran command is broken, the habitat is overrun, and any attempt to escape will have to be played out (see Narrow Escape in Stage V).

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