Two thousand years ago, a prince of the Old World called Sversk the Conqueror set sail with an army of his loyal followers into what any would still consider today to be certain death. Yet, where all others in history near and far perished, Sversk’s band triumphed over the implacable Maelstrom, and settled in the New World, forming a new society apart from the old, founding an empire that would last over one thousand years, which only drew its last breath when Sversk’s tale, the story of the ancestors of the Nauk, faded from living memory, to history, to legend. Now, a new army of ambition, also seeking a new future, returns across the same sea to whence their ancestors came, be they Nauk, Vitelian, Sosalian, or even of a race born solely of the New World. The Aurora Legion, as it is called, do not seek new lands, but to gather money, men, materiel, to gain strength without peer so that they can gain victory for their ultimate cause: to topple the Old Order that controls their world, and free its people that they may bring forth the Future that is Utopia. They are not yet more than five thousand, yet they were once not even one hundred six years past, and though many have been wounded or perished, their sacrifice will not be in vain. Each step taken is one towards the final battle, one that many of them may not see the result of, but they fight nevertheless. Most hope to see that battle. Many see service with the Legion as an honor and a privilege above any other cause that may be fought for as warriors. Some simply have no other place to go.The conflict they venture to now is a war of a greater power against a smaller, the continental Caelussian Federation against the much smaller but still defiant Kingdom of Petrekora. Some might assume a tale of aiding the underdog- but Petrekora is reactionary, and the Federation far more akin to a state of the future than one run by a king with aristocracy. What is more, the Federation is paying handsomely, and in these times where expansion is limited by lack of coin, the Aurora Legion will not pass up any chance to feast upon silver, for the sake of readying for the Dawn of the New Era… -----
>>6400196E
December, 1928, Roxalania, Audaxio Isles Capital, Boveda PrincezaDespite it being the dead of winter, the port city of Roxalania’s crown jewels, its great islands of the Audaxio, never suffered from unpleasant climes, neither bearing the unending bludgeoning of exhausting heat like those lands near Velekam’s girdle, nor suffering from days more frigid than an invigorating morning rain shower. In times of peace, those who sought to escape the chill of the north would escape here to bask in the breeze and gentle sun, pretty youths would tan and rarely burn, and chase each other about without caring what happened the next day, even if they had to keep an appointment. The same climate as Petrekora to the west, though the people there were far, far different despite that. Those days of lazy pleasure were banished, however, and any indolent sloths sent fleeing with the risk of Petrekoran long range raids in the opening days of the war. Those no longer came, but only because they had finally been sufficiently prepared against.Yet the air of wariness was broken by the arrival of foreign mercenaries, who found the new environment quaint compared to where they had come from, where true seasons were well known, and the unease of the locals amusing, as they took to the sands of the shore in their leisure time just like it was the Winter vacationing season once more, though they were disappointed by the limited offerings, expecting shaved ice to diversify their diets beyond the utilitarian rations that were the norm, dense enough to keep their energy up in demanding times but never joyous to eat, as their Futurist doctrine put practicality of foodstuff above anything else…something that chafed plenty but never enough to object to the overall sensibility of too loudly.These mercenaries were the Aurora Legion, and as few of them spoke the local language, they either wandered the society like they were exploring a forest, or were busying themselves in the comfortable routine of their encampment, shoved in a grassy plain on the rockier shores of the city outskirts between thousands of other mercenary units, absolutely none of them with the moral superiority the Legion could claim- though Colonel Schwarzehand did not claim that so readily as his fellows did.
Colonel Jeno Schwarzehand, commander of the Aurora Legion’s 1st Battalion, was a weathered, scarred, sagging sack of Imperial irritability, not respected for his attitude but for his veterancy, and though he did not look it, strength of will and air of authority. There were a hundred bad things to say about him and his history, and none hesitated to voice those things near him, for he seldom cared as long as his orders were followed. They often were, for no matter if he was a fat middle aged lecher of an Emrean War veteran who gave praise like he was being forced to vomit it up, he knew well enough to not steer those under him wrong nor treat them any harsher than what he saw as equal to what he could tolerate- save for matters of meals. There were doubts as to how Utopian he could really be in his beliefs, for such a senior member of the Legion, but it was said his exile from the Reich in the first place was from his beliefs in the first place; and thus he had been part of the cause whilst many of the Legion were but children.“This really everybody?” Schwarzehand grumbled, casting a tired and testy glance over the line of leaders stood before him. “Seems like we’re thin for fighters.”“The call only went out this morning, Colonel,” his aide du camp Lieutenant Foulk said, trying to beggar patience. Schwarzehand was short of such a precious good concerning this special operation’s planning. “Many haven’t collected their own volunteers yet. The rest will come in over the next few days before it is time.”“Maybe by then we’ll get the whole story from the Feddies about what exactly this bunch’ll do away from the rest of the Legion.” Schwarzehand paced up and down the line, inspecting the assembled again as a few others walked from the tents of the field camps to the edge of the field. “They ain’t even told the Legato, I bet, even though they said they told the Commander. Alga ain’t seen fit to stop by in a timely manner himself.” Schwarzehand paused in his pacing and blew his nostrils out in a powerful, heavy snort. “Nuts to this. Foulk, get this bunch processed in the ops tent. If it ain’t ready yet, boot out whoever’s there, told ‘em we needed it clear five minutes ago. I’m gonna go wake up the commanding officer for this. Proper officer oughta have been here before their CO, let alone their troops…”Schwarzehand waved his hand impatiently before stomping off. What the commander for this operation was doing out of the Legion camp entirely, who could say.
Lieutenant Foulk led the lot of you who had arrived off the field again, and towards one of four large meeting tents, the assembly areas for company briefings thus far only used for organizing exercise maneuvers and training days. The last group that had used the place had left it an unapologetic mess- a loan to one of the other mercenary groups the Legion was to land alongside in the larger operation approaching. A table lighter left behind told as much a story as the lingering smell of scorched tobacco.“Now then…I’m afraid there’s little more to tell than the information you were already basing volunteering for.” Foulk said as he gathered the remaining papers and detritus into a pile on one end of the table. “Double pay rate, separate infiltration from the main landings. The most that is said is that the Petrekorans managed to seize something, or have something delivered, that the Federation does not want them having and that they hopefully do not know the significance of. We’re to simultaneously to the initial landings on Roxolani Grand, at an old airfield. The Petrekorans already evacuated everything off of it in the initial preparatory aerial attacks, so there’s little difficulty expected in seizing it. Federation Paramarines will secure the field, and then we’ll set up command over the place as our base for what’s to come. The Paramarines won’t do anything more; the Federation believes lingering presence from them may betray the significance of our objective, which we will draw far less attention to. So they’re dumping mercenaries there and hoping that’s circumspect enough, and that they haven’t figured out what they really have. Any further queries, we have plenty of time to handle. Now, let’s have you all processed again…”-----Welcome, to Dusklight Aurora. This is an infantry company level tactics skirmish, and you will be playing as lower officers of the Aurora Legion, an ideological band of mercenaries, though a rather unusual one, considering they consider their selfless cause to be their ultimate goal, rather than survival or wealth.This is continuing off of the Revolutionary Man line of quests. If you're unfamiliar with them but still want to participate, don't feel compelled to dig deeply, as I've tried to keep this accessible and self-contained without needing a large amount of knowledge. Though I'll be adding supplementals in this opening post for purposes of trying to keep on base.Firstly, you'll need to enter your character information, the process on doing that attached here.
The Aurora Legion is made up of plenty of sorts- most militaries of this setting, of course, do not commonly recruit females, but the Legion is not picky as long as there is commitment and loyalty to the cause Though granted, they still only make up one in ten of the total personnel. Each company has its own qualities and flexibility, though they are of limited size. At a certain point, if too many people are from the same one, I'll have to cut things off, but I expect that to be a difficult point to reach.
Additionally, there are support roles and support equipment to consider. If you would rather not be the frontline beat stick, there's room to take on alternative tasks.
Generally, the Aurora Legion uses relatively standard weaponry, but as each trooper has a certain motivation to be better equipped, plenty have their own weapons outside of the norm. For the purposes of rules, however, these builds represent the practical, doctrinal squad builds to be found. A unit cannot have multiple sorts of squad weapons loadouts, in case that is not clear. Weapon and Equipment loads are spread over the entire unit.
Finally, we have the actual mechanical execution. This has been very helpfully reviewed some already, but it is rather rough. I expect there to be things I have to adjust or tweak, but we'll get to that when we get to that.
For the purposes of easing the unfamiliar into this setting, I've also made this supplemental .pdf. It's a lot, I know, but the setting has grown quite a bit too. If there's any general questions, of course, I'd be happy to answer them as well. Also, not to be the fun police, but I would appreciate respect towards my setting if you're going to play in it. I'm frankly not going to snap all this work over my knee just for a laugh.Now, to reiterate, to sign in, you'll need to enter your:>Name/Nomme de Guerre: (I would prefer this not to be some sort of joke or meme)>Nation of Origin: (Maps and country/peoples summaries are provided)>Physical Description: So I can properly draw out your portrait. Facial features, build, general disposition, the works. The Legion is pretty loose with uniforms depending on the company, so I can accommodate certain individualities.>Service History:You don't have to be too specific about this. If you need some help or foreknowledge, I can make suggestions to slot you in to the desired degree.>Vice Record:Adds some color to your officer. Pobody's nerfect and all that. Few seeking to upheave the Old Order is going to have not gotten into trouble somehow, even if they did it for a noble cause. However...it is not unacceptable to lack a Vice Record, either.>Rank:You'll need one of these to decide your initial unit size and veterancy and such.>Company + Unit Trait:As listed here: >>6400201>Unit Equipment:As per >>6400202 and >>6400203Weapons, and Equipment Slot A annd Equipment Slot BSo you should in summary have:>Name/Nomme de Guerre: >Nation of Origin: >Physical Description: >Service History:>Vice Record:>Rank:>Company + Unit Trait:>Unit Equipment:In your entry. Anything extra, of course, is good if you want to fluff things out.I'll be waiting on entrants for four days, and after that, we will begin. If you show up after or want to join later, I will have allowances for that, so don't worry too much about hurrying in if you don't have time. When we start, I'll be processing turns and updating turns every two days.
In another time, I'd just put all the supplementals in a singular pdf, but we can't do that anymore, it seems...
Only one more after this, never fear.Though if you really want to speedrun setting context in four days, the base story is here:https://suptg.thisisnotatrueending.com/qstarchive.html?searchall=revolutionary+man
And this is the end of supplementary material. For now. Phew.Again, if you're absolutely lost, or absolutely not lost but still seeking guidance, feel free to ask. We have some days still to make ready.
>>6400202The support options also belong to a company?
>>6400209>Name/Nomme de Guerre:Studente di Storia as Nomme de Guerre. Does not mention his name, but his younger fraternal twin brother happens to be a politically savvy mayor of a small inland village which happened to be in hands of their family for generations before they ‘gave up’ their noble privileges like many very minor nobles in the area suddenly did, with many of them having members who happen to join up with the legion at a similar time, including people who happen to be members of the local militia (more like a levy of old). This information has been slipped by others. He will ignore it if mentioned.>Nation of Origin:Sea Vitelian>Physical Description:Mid 20’s. Above average height. Lanky frame. Almost no fat even though he cleans out his ration tin. Thin face. Pale skinned, light eyed and haired compared to the average Sea Vitelian. Always has a light stubble, but tends to shave when possible. Keeps the moustache and trims it to old military standards. Wears a long trenchcoat like officers wore in the great war. Looks a lot like it actually came from someone who served in the war. Probably gifted by a family member. Wears an officers sword on his waist and an old revolver on the other side. The sword is a modest replica piece, but reasonably knows how to use it. Always has a thin sad light smile on his face.>Service History:Studied military history and was a local militia leader before joining up. Never saw actual combat before joining up at most some minor anti-banditry actions. Has a small collection of military textbooks and a few biographical books written by soldiers through history.>Vice Record:Often gets blackout drunk after battle, but always found fresh in the morning in a foxhole he dug while reading a book. Always acts like a true good noble officer otherwise. Those who really know him know it’s an act. He’s a quiet person who tends to recluse himself if he hadn’t had the chance to drink and dig his hole to hide from all the demons in his head and flee into the stories of the past. Probably a coward by nature who trained himself to be brave due to family duty and upbringing. Tends to freeze up when being spoken to by a pretty woman. >Rank:Tenente >Company + Unit Trait:5th company of 2nd BattalionOld blood Honor>Unit Equipment:All standard rifle compliments for all squadsCommand + coordination for the A slot.Supply support rigging for the B slot.
>>6400244Extra:The Studente di Storia took a few lessons about warfare from all his studies. His three main pillars are:The first: Supply is always never enough in war. Rectify it as much as possible.The second: Messy communication leads to disaster. We don’t want disaster.The third: First liners tend to die at a higher degree. Better to supply and help coordinate the first liners so we don’t die ourselves. Help attack when needed to not be looked unfavourable upon.Was offered the position of Tenente due to his brothers politicking. Finds it unearned. Republican in nature for one of very minor nobility.His intended playstyle is to spread out his squads amongst the blobs formed by other players and act purely as support for where needed. Will also attack when that extra push is needed or gaps in the line need to be filled. I type this out since I don’t know if I can always respond fast due to working irregular hours and these would be his actions always.If I made mistakes while making my character Tanq please mention it.
>>6400209>Name/Nomme de Guerre: Silvio de Pastori. Does not hide his name, though has attempted to be called “Pastore Lupo” among his men, to insignificant success (and non insignificant personal embarrassment). Great accomplishments are needed for a personal title, and no man chooses his own.>Nation of Origin: Hill Vitelian>Physical Description: Young, around twenty. A tall man of lean muscle. Brown hair, green eyes, relaxed smile. Makes significant effort to look presentable to others, maintained uniform, straight posture, clean shaven, and, when possible, well bathed. Staying in one place, unmoving, is quite difficult for him.>Service History:He had no combat experience before the Aurora training. He led many hunts on his family estate. Had a minor part in a skirmish against bandits. Took part in insignificant fencing and marksmanship competitions. As records go, he is no fighter to speak of. The Aurora Legion was an escape, and with it’s promise of a greater future as an excuse, to others, and himself.>Vice Record:Brave thrill seeker, uncharitably called an adrenaline addict, or even bloodthirsty. His training record carried black marks for disobedience, refusing to retreat at times, engaging when he shouldn’t. Beating this behavior out of him has proven only marginally effective. For him, it is a vice he struggles resist. He finds shame in it, and in front of others, he justifies his actions as brave, as fervor for a good cause. So far, his lack of significant failure, and leading from the front, has kept, at least his own men, relatively content.>Rank:Tenente>Company + Unit Trait:5th company of 2nd BattalionNew Money Manifest - Blood Anointment>Unit Equipment:Submachinegun AssaultBlood Anointment - Slot AMedical Support Kit - Slot B>Extra:Got his position due to throwing himself into training. Many nobles were less eagre or built for service. He is both happy with and grateful for the opportunity. Playstyle is to go in as much as possible, get hurt in the process and hopefully mutually heal up any damage with another unit of similar playstyle. Will only retreat when out of ammo, his unit is near routing, or when about to be cut off from the main force. For other future players, another frontliner with medkit would be great for mutual healing. (I beg.)If any mistakes are present, (or if the concept is weird or does not fit), do tell, it will be corrected.
>>6400209>Name/Nomme de Guerre: Edouard Rosseau (born Edouard Saint Clair)>Nation of Origin: Emrean (Couronne Arc-En-Ciel)>Physical Description: Late 30s of average height, clean-shaven with fiery red hair and blue eyes. Still wears his Liberation War-era uniform and medals, with the Red Flower armband worn but well maintained. Prefers wearing a kepi to the more common Legion beret.>Service History:Enlisting in the Emrean Army for the final years of the Liberation War, he took part in the grand counteroffensive against the Reich, culminating in the bloodbath of Karadenstohn of which his survival he attributes to the Judge's grace alone. With the exile of the Emrean Revolutionaries he would move to newly independent Felbach, serving in that state's army in the Northern Wars for most of a decade before joining the Legion.>Vice Record: None, if infamous for being piously observant of Cathedra rites and rituals. Half-jokingly nicknamed "Saint Edouard" by his men. Occasionally has nightmares from his Liberation War days, with a particular revulsion of incendiary weapons.>Rank: Sottotenente>Company + Unit Trait: 5th Company, 1st Battalion, Chronicle of Red Saints>Unit Equipment:-Heavy Weapon Specialist -Light Armour (Default)-Light Support Gun>ExtraBorn to a pious family of academics, Edouard was exposed to the theories of Ange from an early age. To him, bringing forth the Dawn is not just mere mortal ambition, but a divine mission from the Judge Himself to bring Order to a fallen world. That, and to avenge all the Revolutionaries who gave their lives in the Liberation War only to be scorned by those they had fought for.Excellent work as always tanq, let's bring the Dawn to the Old World.
Ok ok, Third times the charm. I keep reading over this and finding details I outta add or change.>>6400209>Name/Nomme de Guerre: Etto>Nation of Origin: Trelani>Physical Description: pic relatedVery Big. Very Tall. Son of a Nief'yem mother and Pohja/Sea Vitelian Father. Will gleefully correct you if you call him one, by saying he's another. (Say he's Nief'yem, he'll say he's Pohja or Vitelian, say he's Vitelian, he'll say he's Pohja or Nief'yem, ect)This game can be avoided by just calling him a Mosshead, which he'll frown about but begrudgingly accept.Calling him a Mesharet will start a yelling match at minimum.>Service History:Was recruited in 1924 at the age of 17 (lied about his age). One of the many young men who was pulled away from the old traditions of home by the radical fervor and revolutionary promise of Futurism. Now at only 21, he has survived many brutal battles with the 5th Company and has been elevated due to his combat prowess despite his young age. He fights for the glory of the Legion and the "Brotherhood of Mankind". Will go on endlessly about his ideals if asked. >Vice Record:Serial Molester. Is known to be very grabby and engauge in hugs, petting, and other unwanted physical contact. Is known to do this to people regardless of gender. He swears it's all above board and stems from a gregarious nature, rather than any sort of perversion. The men and few women under his command seem not to mind, and he is known to be very soft-hearted among those who work directly with him. Once got in trouble for "feeling up" a wealthy landowner's sister after "breaking up" what he thought was a "lover's quarrel". The misunderstanding led to him being ambushed and beaten to near death in retaliation by hired thugs. Miraculously, he quickly recovered, nearly overnight, leaving no scars on his body. >Rank:Sergente di Platone>Company + Unit Trait:5th Company: Assault CompanyDawn-Lit Lance - Can move through enemy to other side on successful attack.>Unit Equipment:Submachinegun AssultLight Armor, Standard Bearer>Extra Wants to have a huge family, just like the Legato di Legione. Is less sure if he wants to settle down with a Nief'yem bride due to cultural reasons, despite being Nief'yem himself and his love for wide-hipped, fat-bottomed women.
>>6400209>Name/Nomme de Guerre: Bertram "Maus" Holzmann. Sometimes called Bertie Maus, which he doesn't particularly mind. The nomme de guerre Maus comes from his quiet and soft-spoken nature, which doesn't particularly mean he's meek as one. Many a man has felt the vicious mouse bite of one of his comments, especially made worse by the soft way he delivers it. That is, if they deserve such a comment.>Nation of Origin: Fealinnese>Physical Description: Standing at around 180 cm, Bertram could be described as a thin and lean man, not boasting a muscular frame, his build something more befitting of a man who has spent countless days and weeks in the wilderness, often surviving on carefully prepacked rations and dried food and roots. His face is long and thin, with two deep-set green eyes nestled over high cheekbones. Slightly longer light brown hair is tied into a pony tail behind his head, while his thin mouth is often stretched into a slight grin. A moustache with a goatee adorns his face, the cheek shaved of any hair. He's around 30 years old.>Service History:Bertram was raised in a small woodlands adjacent clan. Of a quieter and introspective nature, he spent most of his younger days hunting and foraging in the forest with his father, growing familiar with the handling of hunting rifles and spending long days and nights surrounded by the forest. During his youth, Fealinn became independent and militarist, Bertram being one of the many young men that joined up with the army, be it from glory-seeking ambitions or pressure from their martial society to join up. In his case, the second one. He took part in the occupation of Holherezh and spent some years foraging and patrolling in its wilderness. After a time, he grew dissatisfied with the course of the occupation and the suffocating martial culture of the clans, resulting in his desertion to the Legion, who he became acquainted with during some of his patrols. After joining up, he would spend his quiet moments on missions studying the teachings of Utopianism, always carrying a miniature version of The Forthcoming Dawn in his front pocket. The promise of the One Class, devoid of the limitations of ones clan, made him dedicate himself to the cause of the Legion and his free-spirited interpretation of the Ange's teachings. Under the Rays of the Dawn, all men are brothers and one clan. He would fight in all of the battles the Legion waged after '25.
>>6400312>Vice Record:While the reason for him joining the Legion is claimed to be a dissatisfaction with the Fealinnese tribal structure and militarism, the issue might run deeper than that. While he never outright admitted it, it is often rumoured that Bertram killed a higher stationed officer, a man from a rival clan back home who sent him and his comrades into a fruitless fight because of a matter of petty tribal squabbles. After being one of the rare ones that returned, he snuck into his tent and slit his throat. Quiet as a mouse. After that, he deserted. He oft thinks that it's one of his greatest sins, falling into the same tribal mentality as so many in his society.>Rank:Sergente di Platone>Company + Unit Trait:2nd Company, Glass Third Eye>Unit Equipment:Weapon - Standard ComplementEquip Slot A - Camo CloakEquip Slot B - Light Rigging
>>6400229They're demonstrations of particular roles, not units in and of themselves. Hence why they have the uniforms on of the companies they're part of.>>6400244>>6400245The Student is now registered. One can only wonder if his new name is as much of a mouthful as his old.Seems good to me!Frankly I expect myself to make way more mistakes than anybody.>>6400271Welcome to the club, De Pastori. Concept's all good. Experimental builds are definitely something I don't want to punish- there's probably going to be rules iteration before we even begin, but hopefully in no way that's disruptive. After all, the enemy's infinitely flexible for balance.>>6400284Another frontier for the Saint. A frog across from the pond.Hopefully not fated to suffer the same destiny as other aspiring Saints in a Saintless time.>>6400288A one name sort has entered the fray. Easy to remember. Unlike his stone soup ethnicity. Perhaps the real family was the Legion we made along the way.>>6400312>>6400315The Maus is in the Haus. The pioneer of shorts.Pretty early comer for a Fealinn man. Few have such privilege- hope his luck lasts.ID cards will be on the way, though probably tomorrow rather than today. I'm rather flattered by the effort put in, I was a bit afraid that I was asking for too much, but I see you all can rise to my unreasonable demands for paperwork. Not that I'm going to shame people who want to keep it simple either, but I'd better repay such investment properly.
>>6400375Take how much time you want Tanq.Let's hope this time around my character won't have to be botted.I do also hope some people take some heavy weapon support slots and that the companies get nicely filled out an all be much beloved.
>>6400196Are there planes and air support?
>>6400375>A one name sort has entered the fray. More because I forgot to give him one than anything else, really.So, since I refuse to do a 4th upload, if you can think of a last name for our mega mutt over here, feel free to give it to him.>Easy to remember. Unlike his stone soup ethnicity.If you think it's bad now, don't ask him what his maternal grandfather was....You won't get a straight answer, cause he isn't sure either.But, I'm sure you can guess by looking at him.
>>6400396Not playable ones, no, all the players are boots on the ground.
>>6400209>Name/Nomme de Guerre: Nomme de Guerre- Iliyana Luce>Nation of Origin: Sosaldt, born in Twaryi>Physical Description: Stands at about 170cm with a lean build, not able to build up a significant amount of muscle or fat due to a troubled upbringing in the red dusts. Iliyana has very pale skin but almost every part of it is wrapped with dark freckles in a contrast she does not find flattering personally. She keeps her black hair long enough to wear in a single braid that reaches down just past the back of neck, which leaves a clear view of her longer, pointed ears. She wears no jewelry or piercings on her ears, preferring them to remain untouched. Any careless sort that wishes to examine her ears more closely may do so at the cost of their offending digit.>Service History:Worked as a smuggler for hire for any Sosaldt gang with money to spare. Her experience before the Legion often saw her driving a blacked out truck through the night and having skirmishes with opportunistic bandits during the day. She has not participated in direct frontlines combat so far, but her knack for adapting to unexpected circumstances is recognized among her comrades in 6th company>Vice Record:Maintaining focus was paramount to survival on the smugglers routes in Sosaldt, and it remains a need on campaign with the Legion. Iliyana has many times had to fall back to using civilian or military grade stimulants to keep sharp during extended supply runs and patrols. When on leave or during simple duties she struggles to avoid a dependency on these substances, and her often foul moods during the morning hours of the day are a symptom of the success she has had so far in keeping such chemical "help" for only dire situations.>Rank:Sergente di Platone x2 Squads of 10 Base, Base Combat Dice Upgraded one tier>Company + Unit Trait:6th Company: Wild Card CompanyWaste Wench Charmer- +1 Squads Base>Unit Equipment:Weapon Load: Standard Complement, +1 All, +1 Screen, 4 base AmmunitionEquipment Slot 1: C+C Support Kit- May provide a reroll with +1 for combat dice for a friendly unit withing two tiles per turn.Equipment Slot 2: Harzwohlkan Long Shots, +3 AP vs Armored, +1 vs FortifiedExtra: Is rumored to be nocturnal due to her famous bitchiness during the morning hours, while her more calm and casual personality comes out as she feels safer during the night. She likes to sing songs her mother taught her to calm herself in the dark, and can almost always be heard at night softly singing to herself during watches or other duties. Is known to bite.
>>6400201Can you explain infiltration to me? From what I see it allows you to enter an enemy's tile, is there more to it?Why is this a trait that 2nd Company has a support slot dedicated to, when they are described as "more focused on screening, evasion, and reconnaissance" and "have an inherent aversion to close combat fighting and any battle that is too claustrophobic"? If there's nothing else to this, it looks like unless you tailor the "averse to CQC" scout snipers into CQC assault troops, 2nd Company commanders just have a wasted support slot.On that note, How does Scouting work? Do you just automatically see everything in a certain range? What range can the Scout action see out to?Medical Support Kit doesn't have a listed range. Can you use it map wide, or if not, what is its range?Does using the Medical Support Kit to restore casualties cost an action, or is it free (at the limit of once per turn)?What are screen rolls and when do they occur?
>>6400209>Name: Alexandra Ebner>Nation of Origin: Imperial (Dhegyar)>Physical Description:In her late 20s, Alexandra is spare, clearly favors a Dhegyar parent, and wears her dark hair in a single braid. Is partial to a slightly faded red scarf, donning it even when the weather doesn't call for such garments; claims it as her way of "showing the colors". She is, however, not quite so vain (or dedicated) as to wear this rather bright garment in combat. >Service History:Ebner enlisted in the Legion during Northern Wars, rising to the rank of an NCO and being placed in charge of a section of scouts and marksmen by the time of the assault on Nuvole Blu. Partial to the wide open outdoors in her leisure time, Alexandra was subjected to double indignity of a year spent garrisoning a stony island, followed by months of underground fighting. To say she was not especially enthused would be a gross understatement. That said, the change of scenery has done much to return her otherwise easygoing attitude and good humor.>Vice Record:Not especially forthcoming about her past, Alexandra does maintain the airs of a hardened Revolutionary exile, and has on occasions hinted towards being sought by Imperial authorities in connection to a string of extremist incidents, including several bombings and an attempted assassination of a local Grossreich official. Inconsistencies in her (however sparse) retelling of these events and credible rumors of decidedly non-ideological criminality have led to whispers regarding the "hardened revolutionary" facade being just that, cynically hiding an altogether anti-social disposition.>Rank: Sergente di Platone>Company + Unit Trait: 2nd Company, Glass Third Eye>Unit Equipment: Weapon Load - Standard Complement;Equipment Slot A - Camouflage Cloak;Equipment Slot B - Marksman Kit;
>>6400210Trelani mossheads follow Vitelian (Italian) naming conventions?
>>6400209There are already a couple of Sea Vitelians, but since I can't play a group of mole men then this is the next idea I had for a support/mortar group. Hopefully a name like Alfredo isn't too jokey.>Name/Nomme de Guerre:Alfredo "Rossi" BellucciMost people call him Rossi or Rossi Bellucci. Rossi being a reverse nickname, at odds with a popular white sauce invented by a famous chef with the same name.If you asked him where the name came from, he would tell you it refers to the blood that he spills when someone crosses him but if you meet someone who knew him in his younger years, they would tell you that Alfredo doesn't mind if a woman is having her time of the month... That is how he has ensured he doesn't have any brats running around>Nation of Origin:Sea Vitalian>Physical Description:Browned skinned, bleached hair (mostly salt bleached), average build and height, blue eyes.I picture him like a sun-leathered surfer dude. Athletic, blonde hair, leather creased face. Middle aged (e.g. like an uncle figure to the younger nobles that he is leading)>Service History:A non-noble, veteran household guard and former naval gunner for House di Maros. He followed his charge, the young heir Arlo di Maros (who with Tanq's permission is his assistant platoon leader) into the Legion to serve as both his protector and tactical mentor. Leveraging years of experience in ship-to-ship cannon fire against pirates and smugglers, Alfredo's reputation earns him the begrudging respect of the younger aristocrats, whom he strategically keeps in rear-line communication and artillery roles to foster their leadership skills away from the direct carnage of the trenches.>Vice Record:An addiction to Tutto MareHe likes his women like he likes his meat bloodyIf you meet someone who knew him in his younger years, they would tell you that Alfredo used to be a bit of a pirate himself, before turning over a new leaf with the di Maros family.>Rank:Tenente>Company + Unit Trait:2nd BattalionOld Blood Honor>Unit Equipment:Heavy Weapons Specialist(Mandatory:) MortarCommand and CoordinationPotentially could have a higher number of noble women in his platoon, as part of the C&C and artillery (as the gunners, not the loaders most likely)Intention is to be an optimised support platoon that moves slowly but provides buffs to nearby units (e.g. the ones between them and the actual enemy, since our CQC sucks)Let me know if I've missed anything of got anything wrong.
>>6400628Tanq can you please clarify if "Old Blood Honor" provide a bonus only if my unit is "Attacking" and not "Supporting"?I'm thinking that generally my unit will be adding its +6 support bonus to some other attacking unit most of the time... so it might not be worth it. Maybe.Also can you clarify what is meant by adjacent unit with regards to "New Dawn Disciple". Is it referring to all friendly units in the same square, or all friendly units in an adjacent square? Or both? And that the +1 is for combat rolls?Keystone says it is the same square, so I'm assuming "same square" for New Dawn Disciple as well? Just tossing up between the two choices.
>Nomme de Guerre:Aurora >OriginHill Vitelian >Physical Description:Early 20s, probably. Lanky frame, anxious and gloomy demeanour, long and tied back hair. Slightly obsessed with maintaining good appearances and manners, drilled in by childhood tutors. Quiet, light footed, often sneaks up on people by accident. >Service HistoryDaughter of minor rural nobility, heiress not by birth but by the untimely ends of those ahead of her. One of the few of her company who has actually shot and killed someone, though she refuses to elaborate. Lacks the connections and social skills to be platoon leader, but raised up by a relative stranger to actually train troops.>Vice RecordsClearly traumatised by some past incident, Aurora is an extremely strict by the book drill master to the point of compulsion and possibly paranoia. Her platoon leader is obviously using her as a socially expendable hatchet woman to give unpleasant orders, devise harsh, if necessary, training exercises and even fill out paperwork. She herself is aware of this on some level, but simply cannot ease up. Trusted, respected, definitely not liked.>Rank Sottotenente>Finances 8 (!), and (relatively) frugal with it.>Company + Unit Traits5th Company of 2nd BatallionNew Dawn Disciple >Equipment Standard Complement Heavy Machine Gun MedicalReporting for muster, sir!
Was at work last night, around now.>>6400514>Can you explain infiltration to me? From what I see it allows you to enter an enemy's tile, is there more to it?Much more. It's not just their tile, but their Zone of Control, which extends further out depending on their tag. I suppose I should illustrate it more directly.Also, since it seems like I hadn't predicted the eventuality somehow, if ZOCs overlap and you're trying to infiltrate through both, you do have to roll against everybody whose ZOC you're trying to pass through. Though, support rolls can be made to help infiltration- distractions tend to help movements.>Why is this a trait that 2nd Company has a support slot dedicated to, when they are described as "more focused on screening, evasion, and reconnaissance" and "have an inherent aversion to close combat fighting and any battle that is too claustrophobic"? Their deal is slipping through lines, not breaking them. Also, they're much less likely to get caught unawares, since Infiltration rolls have to be made even against units that you can't see, if you blunder into their Zone of Control.>On that note, How does Scouting work? Do you just automatically see everything in a certain range? What range can the Scout action see out to?Up to four tiles from where you take the action, obstructed by terrain features and dependent on elevation tier. Any enemy unobstructed and two tiles away is automatically spotted, unless they're obstructed in some way such as being in close terrain like forests or urban terrain or behind a hill or something.>Medical Support Kit doesn't have a listed range. Can you use it map wide, or if not, what is its range?Adjacent units only, so basically people in the same square.>Does using the Medical Support Kit to restore casualties cost an action, or is it free (at the limit of once per turn)?It was changed to a Misc roll to tune it down, but it is still a Support action.>What are screen rolls and when do they occur?CQC and Screen are target types. Basically referring to an enemy in close terrain and one in the open in a loose formation. They don't have specific rolls, rather, units have bonuses against certain target types.I figured this was enough uncovered ground to warrant visual aid. I'm sure this isn't covering everything I'll have missed or neglected, but it's good to get this stuff out of the way before first contact...
>>6400445Never fear, a Bat Ear is here. Welcome aboard.It is not unreasonable to have such a reaction to ear touching. It's seen as a very intimate, even sexual thing to grope a Twaryian's ears, and even trying to grope a male Twaryian's ears is seen by them as you saying you see them as a woman. Which is not usually appreciated by them. The insular nature of Twaryian culture means that not many people actually know this.>>6400553Welcome aboard, unafraid to show a controversial name, to say the least. How funny that somebody who prefers the sun keeps rather much in the dark.>>6400628The Team Unc.>(who with Tanq's permission is his assistant platoon leader)Completely acceptable. I'd say everybody can dictate who their assistants are in their command structure- though the Company authorities are pretty set in stone.>>6400905Whose legion is it? My Legion, of course. Checked in.Though to be clear, Heavy Weapons do require the Specialist loadout. I'll presume you're fine with that, I guess I didn't actually state the restriction.>>6400605>Trelani mossheads follow Vitelian (Italian) naming conventions?Trelan is a rather "modern" place compared to most mountainfolk rural settlements, and the effects of prior empires have made them rather Vitelianized. There's still plenty of old style naming conventions (Hebrew) but the culture at large has significant outside influence, including injection into the naming pool. >>6400677>can you please clarify if "Old Blood Honor" provide a bonus only if my unit is "Attacking" and not "Supporting"?As written it's "other friendlies attacking," so I'll deem that it still applies if you're giving support.>Also can you clarify what is meant by adjacent unit with regards to "New Dawn Disciple". Is it referring to all friendly units in the same square, or all friendly units in an adjacent square? Or both? And that the +1 is for combat rolls?I think at some point writing it I hadn't quite had the tile positions idea set, so it should be "adjacent" which would basically cast an imaginary tile that you're the center of, so you don't have weird stuff like optimally straddling corners to be in four squares. And the +1 is for combat rolls, yeah.>Keystone says it is the same square, so I'm assuming "same square" for New Dawn Disciple as well?Same adjacency, yes.
>>6400998>unafraid to show a controversial nameThe lack of divestment from such a "reactionary" name (or it being a deliberately chosen nom de guerre) probably isn't helping the rumors.
>>6400209>Name: Lucio "Fortunato" Fabiani>Nation of Origin: Trelan (Nief'yem)>Physical Description:Green-haired, broad shouldered, forgettable face except for a long scar running across his left cheek and a missing earlobe, both from the same near miss>Service History:Lucio has been with the Aurora Legion, charging ahead in the frontlines, almost since the beginning. While his prodigious debts played a part in his decision, he is a true believer in the Coming Dawn. He took to the Arditi-inspired lessons of the unit's veterans like fish to water, and his fearlessness (some would say recklessness) quickly rectified his initial lack of experience.>Vice Record:An inveterate gambler, Lucio believes that the unluckier he is at cards, the more luck he banks for when it counts. His perpetual inability to hold on any amount of money and large amount of near misses over the years have only strengthened his belief.>Rank: Sergente di Platone- x2 Squads of 10 Base, Base Combat Dice Upgraded one tier>Company + Unit Trait: 1st Company: Elite Line CompanyOld Wars Warrior- Upgrade base combat dice one tier.>Unit Equipment: Weapon: Submachinegun Assault, +3 CQC, -2 Screen, -1 Support, 3 Base AmmunitionEquipment Slot A+B: Heavy Armor- On combat dice failure, take three less damage. Artillery Fire does -2 damage.
>>6400209>Nomme de Guerre: C. Taktstrich, "Takt" for short, don't ask about his first name.>Nation of Origin: Fealinnese>Physical Description: Mid 20s, light skinned and blond, usually wears a combat helmet but will otherwise wear a cover, and always wears smoked sunglasses or biker goggles when other people are around, he also covers his lower face in combat, though he's conventionally handsome. On the taller side of average, and speaks Vitellian with a pronounced Imperial accent. Keeps his uniforms pristine, when he can.>Service History:He's clearly spent most of his adult life in the military, either in Fealinn or the Grossreich, but he'll only ever admit to what's on his official record (4 years service in Fealinn's border patrol (or the equivalent, a gendarme, I don't remember enough about its politics or current situation to say) and a just under 2 year run as a mercenary in Naukland (or somewhere that would make more sense if that doesn't). >Vice Record:Several demerits for excessive force from his time in the border patrol.Likes jokes about superiors getting fragged, whether he's making them or not. Has crashed several vehicles, both in the patrol and as a mercenary. He had to leave the former because of his love of racing and penchant for fiery wrecks. >Rank:Sottotenente>Company + Unit Trait:1st Company, Adventurer's Legacy>Unit Equipment:2x Standard1x SMG Assault1x Automatic Rifle SupportI hope I did that right, I'll clarify anything that needs it.
>>6401059Little header, the weapons you pick, you pick for all your squads, so it's either standard, SMG Assault or Automatic Rifle Support.
>>6400988So is Screen +attack against enemies in the open then?Can you explain the Harzwohlkan Chaingun? Is it a weapon loadout of its own that you can pick if you are 6th company, is it a support slot, or is it some kind of modifier? Also, it says -1 Ammunition, what is this in relation to? There isn't a base Ammunition stat unless it's meant to be a modifier on the loadout you choose, in which case you would have to pick Heavy Weapon spec with it because it's a team weapon and then you only have 1 Ammo, is that how it is?
>>6401026Another greenie, it seems. Let's hope those debts haven't gotten worse, even though it takes a persistent collector to chase across an ocean that is sometimes blocked off for decades at minimum.>>6401059Naukland is an odd one, but not impossible, but they more subcontract than hire on for their own purposes, since they don't have hostile neighbors. "Mercenary employed by Naukland" implies spook stuff, basically, if you're cool with that, since they try to frame themselves as the authority of the continent.As mentioned per >>6401163, weapon load the same across the whole unit. Which isn't really how a platoon or a section would necessarily operate but it makes calculations and generation much much easier.>>6401216>So is Screen +attack against enemies in the open then?Basically- though the tag of the enemy will always be displayed next to them on the map (so long as they've been identified, at least).>Can you explain the Harzwohlkan Chaingun? Is it a weapon loadout of its own that you can pick if you are 6th company, is it a support slot, or is it some kind of modifier? Also, it says -1 Ammunition, what is this in relation to? There isn't a base Ammunition stat unless it's meant to be a modifier on the loadout you choose, in which case you would have to pick Heavy Weapon spec with it because it's a team weapon and then you only have 1 Ammo, is that how it is?That's my mistake, it was supposed to be changed but I guess it wasn't, it's meant to be a Weapon Load akin to a Automatic Support alternate but with better stats and 2 base ammunition, from some time where the base was 3 across all or something like that. Sorry about the confusion.
>>6401277How does Dust Bitten work? Is it stacking (-2, then -4, then -6) -2 per attempt in a turn and resets on the next turn? Is it stacking -2 per attempt not resetting at all over the course of the whole skirmish? Is it pure -2 flat on every attempt you try?
>>6401277>Naukland is an odd one, but not impossibleWhere would make more sense? Sostaldt? Somewhere to run as a merc that wouldn't raise red flags. I'm not averse to implications of spook stuff but maybe not that obvious. >As mentioned per >>6401163, weapon load the same across the whole unit. Standard for the whole unit then.
>>6401291-2 for each reroll stacking, per mission. It resets on a new mission start. Only for rerolls, though- it doesn't fuck over your normal rolls.>>6401328>Where would make more sense? Sostaldt? Somewhere to run as a merc that wouldn't raise red flags. I'm not averse to implications of spook stuff but maybe not that obvious.Sosaldt would be the place, yeah. There's plenty of continental, even intercontinental discrete interests in Sosaldt due to it being such a lawless place, and as such it's the prime place to go to get one's hands dirty...
To clarify, do heavy weapons occupy an equipment slot or are they just an additional trait?
>>6401424Heavy Weapons do occupy an equipment slot, yes, and taking them requires the Heavy Support Weapon Load.
>>6401431How does that work with 1st company, which has no free support slots but seems to have heavy weapons in their company composition?
>>6401435>How does that work with 1st company, which has no free support slots but seems to have heavy weapons in their company composition?If you really want to make it work, you could take the Adventurer's Legacy trait to swap the heavy armor for light armor and free up a slot, which is technically what their company heavy weapons teams do despite having identical troop icons to the rest.There's also just a level of this operation being something that doesn't involve primary company organization. Hence why there's not a hard limit on who and what type of heavy support can be brought.And honestly they're really not meant to be the guys to build a dedicated heavy support unit with anyways. The battlesuit is really supposed to be their exclusive thing in this skirmish.
>>6400209>Name/Nomme de Guerre:Klara Weisskopf>Nation of Origin: Sosaldt (Sosalian)>Physical Description:An amply fair complexion, moderate length dark red hair tied into a ponytail that goes to her upper back, thin side bangs that go just past her ears, about 5'10". Her face is somewhat thin, with teal eyes. Young, with a somewhat warm and oddly polite disposition for a Sosaldtian. A small smattering of freckles on the cheeks. Likes to wear a wedge cap, which is about the only thing of hers that has survived since her early days in Sosaldt, and in good condition.>Service History:Never shot a gun before fighting off some ne'er do wells with grandfather's 'graciously borrowed' rifle, and turned out to have a knack for it. Was involved in faction struggles as a mercenary, and participated in Alpha 2.>Vice Record:Very little self control when it comes to money, and tends to gamble excessively, followed by reckless spending on clothes and fancy tools and gun mods, which often don't last long and land her in debt.Demonstrates poor long term planning in regards to her life. Initially fled debt collectors in Strossvald to seek a life of thrills in Sosaldt, and maybe making it big with the perfect job, much to the dismay of her friends and family back home.Klara swears she will return with piles of money bags and a swarthy rifle to replace grandpa's she almost won big with.>Rank:Sergente di Platone>Company + Unit Trait:6th CompanyWaste Wench Charmer>Unit Equipment:Harzwohlkan ChaingunHarzwohlkan Long ShotsSupply Support RiggingExtra:Looking for a man that's "financially stable". Oddly has trouble locking one down for very long.Contrary to many in the Sosaldtian wastes, finds she gets her way more often with a smile and a how do you do than a rancorous self interest.
>>6400209Okay, reading this not at 3 AM made things make a lot more sense and I've answered most of my own questions, but let me know if I mess anything up.>Name/Nomme de Guerre: Alessandro Pietro di Granesta. Usually goes by Alesso Pietro. Despite very much wanting to separate himself from a certain past humiliation, he doesn't feel a need to completely hide his identity or full name, only to put the incident behind him and make something of himself.>Nation of Origin: Sea Vitelian>Physical Description: In his mid 20s, overall medium build, slightly on the short side but with well toned muscles from working as a fisherman. Brown eyes and medium length curly black hair which is usually slicked back with copious amounts of styling grease.>Service History:Coming from a very minor aristocratic family, intended to become an officer in the Vitelian army and made it most of the way through officer's academy before being forced to leave due to an unfortunate and humiliating situation. Proceeded to spend some time bouncing between coastal towns working as a humble fisherman, gaining life experience while hoping to let time heal his damaged reputation. >Vice Record:Was previously a notoriously lecherous womanizer. Had a tendency to hit on anything with a heartbeat, usually in the most crass and inappropriate way possible with corresponding hopeless chances of success. This trait led to the biggest mistake of his life: shortly before graduation from the officer's academy, one of his rarely successful attempts at a hookup resulted in him being caught in bed with, apparently, the academy commandant's daughter. Unfortunately this was only half of his great mistake that night, as it was subsequently revealed that the commandant did not actually have a daughter...only a rather androgynous teenage son. Forced to leave the academy by the commandant's rage and the mockery of his peers, he somewhat learned his lesson and was more conservative around women in the following years. However, as his confidence as an officer in the Legion grows and some of his personal confidence returns with it, perhaps too does some of his past lecherous behavior...>Rank:Tenente>Company + Unit Trait:2nd Company - Glass Third Eye>Unit Equipment:Heavy Weapon SpecialistSlot A: Camo CloakSlot B: Heavy Machine Gun
>>6401779>Extra:Has virtually no interest in politics or ideology; is perfectly happy to help the Legion pursue their Utopian future or whatever it is as long as it provides him a second chance to serve as a military officer and make something of himself. However he is paranoid of his past embarrassment and failure to join the Vitelian army being dredged up, and as such he tries to avoid fraternizing too heavily with Vitelian ex-army types and ended up volunteering to fill an empty position in 2nd Company, hoping the language barrier might do him some good in this case. He's since picked up enough New Nauk to be able to socialize with his own men to a reasonable degree (and realize how often they enjoy making fun of his skin tone), but the recent attachment of the 2nd Battalion companies has left him nervous, as many of its minor noble members likely moved in the same circles he used to...
>>6401770More debts, good thing the Legion fobs off collections fairly well- or at least, 6th Company's captain does, out of necessity. That swarthy gun seems to have been found, unless it's on loan.>>6401779All things considered at least somebody appreciated his art. I'm sure he appreciates the factoid of the author of the Forthcoming Dawn, Anton Ange, supposedly being so inclined, but whether this is hidden truth or unfounded slander depends entirely on who is spoken to, considering how it's most repeated by decidedly reactionary sorts.As a side note, the composition by company is:1st Company: II2nd Company: III5th Company: II6th Company: II4th and 5th of 2nd: IIIIIt should be 3rd really but whatever everything's still in a reorg mess diagetically anywaysAn idea was to have the actual operations commander reflect who's the initial majority volunteers, so depending on any remainder, this could turn out quite unexpectedly.Tenente: IIIISottotenete: IIISergente di Platone: IIIIIIAnd proportional as far as officers and senior enlisted go. Well, "enlisted," meaning something different with mercenaries and when the appointment structure is semi-democratized anyways, but you get it. At well over 350 soldiers this is practically a reinforced company in and of itself. Good to have that scale figured...As far as getting moving again, we'll be starting up the day after tomorrow, on the 23rd, but I'll still be accepting sign-ons. It's just that we'll be getting proper into things at that point.
Is it okay to sign on as a "reservist"? In other words, make a sheet but not participate immediately? I won't have the time or access to play for a couple weeks.
>>6401940Yeah that's fine, though it'd also be just fine if you wait until you're free and join then, since I'm not going to be closing signups anyways. Whatever's more convenient.
>>6401929>>6401770I have been informed that Alpha 2 may not have happened yet in-universe, I thought it did because Sosaldt is displayed as one entity. If it hasn't I guess we can just strike that from my Service Record.
>>6400209>Name/Nomme de Guerre:Adrien "Leclerq Il Fulmine" Valcour di Serrata>Nation of Origin:Emrean-Vitelian (Jumelles) >Physical Description:Early 20's, Standing above the average height (about 6 foot 1). He's built lean rather then bulky more like a fencer than a brawler. A sharply defined face with mid to high cheekbones and a straight nose. A thin pale scar running across the bridge of his nose and cheeks defines the middle part of his face. Striking eyes of dark grey with a blue tint and dark brown, nearly black, hair. Hair is worn slightly longer on top, often pushed back but falls loose in the field. He has a slight light olive complexion. He always sports a smug smirk and a face scarf or bandana of the legions colors in combat.>Service History:Born in Jumelle where Emrean passion met Vitelian romance, Adrien was educated in military academies. Despite being talented in leading men from the front, shock assaults and breach tactics, commissions were sparse at his moment of graduation until he received an offer from the Captain of the 5th Company amongst others. Already having sympathies with Utopian ideology even if not exactly a hardliner himself.>Vice Record:Despite still looking plenty good with his scar and generally being nice it is true that Adrien has a bit too much fun grabbing the softer parts of female personnel across the Legion. Though he ensures to get consent from them most of the time he justifies it by calling it "motivation". It's also the reason why he probably has the scar across his nose for he got it by making too many advances to a lady who already had a suitor. Although the suitor probably didn't get off as easily in a fencing match. After that incident he mostly tries to avoid women who are already in a relationship.>Rank:Tenente>Company + Unit Trait:5th Company + Blood Anointment>Unit Equipment:Submachinegun Assault, Light Armor and Medical Support Kit
>>6402003When Richter was with the Silver Lances fighting in Solstad, he asked his companions about their service histories, and a few of them described their time fighting in Vitelia etc. Also the Reich paratrooper quest had us fighting against Vitelian revolutionaries in Halmeggia.In this quest’s timeline (which is a prequel), the Vitelia civil war is yet to occur. And Hell Gitt and other characters are still alive). So at this stage Richter might not have even joined the academy yet. Probably still playing war games in his bedroom like a nerd.
>>6402003>>6402023>So at this stage Richter might not have even joined the academy yet. Probably still playing war games in his bedroom like a nerd.He's 19 right about now, give or take, since his birthday is 1911. So he should be in there, I think.The real question to me is if he was hit with The Major's Super Soldier Conditioning Ray yet.
>>6400209>Name:Birger Kristian Sivertsen>Nation of Origin:Sosaldt, Born in Naukland>Physical Description:192cm, in his late 40s, built not quite like a brick shithouse but not too far off from it. Pale in nature but sunbitten skin. Short, black and pepper hair with a large toothbrush mustache. Smokes like a chimney, somehow still in good shape.>Service History:Is actually an educated economist, radicalized himself against monarchies and autocrats of all types. Went over to Sosaldt when he couldn’t find a job after getting his degree, quickly found himself with a gun and, after a decade, his own command. At some point got delusion with the seemingly unchanging nature of Sosaldt and joined up with the legion with his own cadre.>Vice Record:Highly opinionated and short of temper, he is known to ‘blow up’ on those he finds disagreeable in the moment. He is not physically violent however, and will seek redress after cooling off if he thinks he was in the wrong.>Rank:Sergente di Platone>Company + Unit Trait6th CompanyWaste Wench Charmer>Unit EquipmentWeapons: Standard ComplementSupport A: C+C Support KitSupport B: Supply Support Rigging-Lets see how this works out, eh?
>>6400209>Name/Nomme de Guerre:Emmanuel 'Louis' Cialdini.Son of a disowned and impoverished minor nobleman and an Emrean émigré that fled the protectorate. His middle name, Louis, was his maternal grandfather's name and he carries it to honor his part Emrean heritage. He uses it interchangeably with his formal given name.>Nation of Origin:Hill Vitelian/Emrean, born and raised in Vitelia.>Physical Description:Overwhelmingly Vitelian in appearance, but he inherited his blue eyes from his mother. Muscular, square build that tells of both backbreaking field work and a life of soldiery and a chiselled jaw that you could break knuckles on. Tall, almost pushing 6'5 (198cm) and bald (he claims it's for aestheticism, few have tried to contradict him openly) with a thick, blond handlebar moustache, he always carries a rather intense looking facial expression and an overtly dry, serious aura seems to irradiate out of him because of it, though he is far from serious at all times. He also seems to move with uncanny silence for someone of his size and build. When questioned how he does it, he denies he's 'sneaking' and says he can quite clearly hear his own footsteps wherever he goes and that others are simply not attentive enough.>Service History:Left his family farm at the age of 16 to join the then newly begun Emrean War of Liberation, against his mother's wishes. Successfully managed to reach Emre without being apprehended or killed by the forces of the Grossreich and spent three years fighting with the forces of the Revolutionaries. After being wounded in an ambush, he quit the war and returned home, but he was never quite at ease with life as a civilian after that.Fought for Vitelia during the Gilician uprising, but was captured during a raid and imprisoned until the end of the war. Returned home after the war's conclusion, again finding it very difficult to readjust to civilian life.Tired of almost twelve years of monotony, when the Legion arrived in Vitelia after it's peacekeeping mission in Holherezh, Louis (now 37 years old) was one of the first in line to sign on to this up-and-coming force to get away from a life he felt he no longer belonged to.>Vice Record:Thievery and looting, pickpocketing especially. Starting as a (rather poor) pickpocket as he was traveling to Emre, it eventually developed into a skill, later a hobby and eventually into a vice. Have often disengaged from combat or disobeyed orders to attempt to score as much loot as possible from a battlefield.Having mellowed out somewhat from his kleptomaniac past with age, Louis claims to be 'completely capable of reining himself in around comrades'. Even so, small things like pocket watches, razors and a not-so-insignificant amounts of loose change have mysteriously gone missing from 1st company when left unattended.>Rank:Sottotenente>Company + Unit Trait:1st Company, Old Wars Warrior>Unit Equipment:A/B: NULL (Heavy Armour), Standard complement weaponry
>>6402003I didn't even catch that lmao. Guess I've been in the pasta zone too long. But yeah, it's currently the end of 1928, and Alpha 2 happens in the Sping of 1933. >>6402006Alack, another Emrean with a name the size of a novel.Taken on.>>6402116Educated economist. Doesn't have quite the right black font on white paper with texture. Held in scorn and cannot find employment. Bucks the system. He'll tell you all about his morning routine.The Revolution doesn't know what it's got now.>>6402139Huge Man approaching. I imagine he was poor at pickpocketing because the one thing being huge doesn't give you is dextrous digits for small spaces.Onboard.I should get around to setting everything up now, shouldn't I...
>>6400905>>6400998> Heavy Weapons resistance take the HW Specialist complement Ah heck. No, I’d prefer otherwise, boss. If possible, pls swap me out for C&C Support plus Medical.Sorry for checking the thread again right under the wire. HW Specialists are just too slow and with too little ammunition for my tastes.
>>6402174Just to check there's still time for changing loadouts after the mission briefing if needed?
>>6402182>>6402197Changing before deployment is perfectly fine yeah.And it won't have to stick for the duration either, there'll be opportunity to change between missions.
>>6400209>Name/Nomme de Guerre:Guido Antonelli Messe>Nation of Origin: Vitelia (Sea Vitelian)>Physical Description:Tall and buff strongman. Very defined and bulging muscle made for swimming. Bleached haired and often wears sunglasses when the sun is out and about. Soft hazelnut eye color and well defined nose. Despite being 36 years old, he ensures to keep to a mostly healthy lifestyle to keep up despite the scars life throws at him.>Service History:Was a bit of a "roughouser" in his younger years. Aligning his service to gangs before being arrested on a job gone wrong. He was given the choice of joining the Arditi unit or be in a jail. Ironically the Vitelian Royal Army is where he first came into contact with Utopists. When the Emrean War was over he stayed a bit longer in the military before realizing that despite his need of discipline he needed slightly more freedom and leave from worsening command. After the Gilician debacle he finally departed from the Vitelian Royal Army. After a period of drifting amongst sailors and a complicated love with an Halmeggian noble he would join up with the original startup of the Aurora Legion.>Vice Record:A gambler and a molester. Gets handsy in grappling training with women of other companies although his lessons are still very instructive backed by years of being on the battlefield.>Rank:Sergente di Platone>Company + Unit Trait:1st Company: Elite Line Company>Unit Equipment: Submachine Gun Assault
1st Company's description says they have 1 squad fewer, then their traits say their squads are 2 guys smaller. Are these both true?
Aurora Legion Special DetachmentFrom 1st Battalion (308 Legionaires)>1st Company (48 Legionaires)C. Taktstrich (Fealinnese): Sottotenente, 1st Coy, 1st Battalion (Adventurer's Legacy), Standard Rifle (Light Armour, ??? Slot B)Emmanuel 'Louis' Cialdini (Hill Vitelian/Emrean): Sottotenente, 1st Coy, 1st Battalion (Old Wars Warrior), Standard Rifle (Heavy Armor)Lucio "Fortunato" Fabiani(Trelan (Nief'yem)): Sergente de Platone, 1st Coy, 1st Battalion (Old Wars Warrior), Submachine Gun Assault (Heavy Armor)Guido Antonelli Messe (Sea Vitelian ): Sergente di Platone: Sergente de Platone, 1st Coy, 1st Battalion (No Trait Picked?), Submachine Gun Assault (Heavy Armor)>2nd Company (80 Legionaires)Alessandro Pietro di Granesta (Sea Vitelian): Tenente, 2nd Coy, 1st Battalion (Glass Third Eye), Heavy Weapon Specialist (Camo Cloak, Heavy Machine Gun)Bertram "Maus" Holzmann (Fealinnese): Sergente de Platone, 2nd Coy, 1st Battalion (Glass Third Eye), Standard Rifle (Camo Cloak, Light Rigging)Alexandra Ebner (Imperial (Dhegyar)): Sergente de Platone, 2nd Coy, 1st Battalion (Glass Third Eye), Standard Rifle (Camo Cloak, Marksman Kit)>5th Company (90 Legionaires)Adrien "Leclerq Il Fulmine" Valcour di Serrata (Emrean-Vitelian (Jumelles)): Tenente, 5th Coy, 1st Battalion (Blood Anointment), Submachine Gun Assault (Light Armor, Medical Support Kit)Edouard Rosseau (Emrean): Sottotenente, 5th Coy, 1st Battalion (Chronicle of Red Saints), Heavy Weapons Specialist (Light Armor, Light Support Gun)Etto (Trelani): Sergente de Platone 5th Coy, 1st Battalion (Dawn-Lit Lance), Submachine Gun Assault (Light Armor, Standard Bearer)>6th Company (90 Legionaires)Klara Weisskopf (Sosaldt (Sosalian)): Sergente de Platone, 6th Coy, 1st Battalion (Waste Wench Charmer), Harzwohlkan Chaingun (Harzwohlkan Long Shots, Supply)Iliyana Luce (Sosaldt, born in Twaryi): Sergente de Platone, 6th Coy, 1st Battalion (Waste Wench Charmer), Standard Rifle (Command, Harzwohlkan Long Shots)Birger Kristian Sivertsen (Sosaldt, Born in Naukland): Sergente de Platone, 6th Coy, 1st Battalion (Waste Wench Charmer), Standard Rifle (Command, Supply)From 2nd Battalion (180 Legionaires)>5th Company (180 Legionaires)Studente di Storia (Sea Vitelian): Tenente, 5th Coy, 2nd Battalion (Old Blood Honor), Standard Rifle (Command, Supply,)Silvio de Pastori (Hill Vitelian): Tenente, 5th Coy, 2nd Battalion (New Money Manifest), Submachine Gun Assault (Blood Anointment, Medical Support Kit)Alfredo "Rossi" Bellucci (Sea Vitalian): Tenente, 5th Coy, 2nd Battalion (Old Blood Honor), Heavy Weapons Specialist (Command, Mortar)Aurora (Hill Vitelian): Sottotenente, 5th Coy, 2nd Battalion (New Dawn Disciple), Standard Rifle (Command, Medical)Total 488 Legionaires ...Not all my own work, but damn it took some time to assemble this thing. Probably plenty of good datapoints here you can draw many conclusions from, but right now I just want to post this without further delay.
>>6400203the heavy weapons specialist squad is woefully undergunnedall the servants (I would assume three at least) need SMGs and carbines, there must be at least one designated marksman on counter-sniping and suppression duty (crew-served weapons are prime targets for snipers and assault teams)there also need to be at least two assault riflemen so that the squad has integral automatic rifle fire while the crew served weapon is moved from place to place either on attack or defense
>>6402311>>6402311More to the point, is a Sergente of 1st Company immediately hit with -2 to all rolls for being on 1 squad?Does a unit on an edge or corner count as being in all adjoining tiles when determining move and targeting?
>>6402316SL: Carbine + pistol3x weapons specialist: 1 carbine, 2 smg2x automatic riflemen1x sniper3x riflemen also carry ammo for the cswsplit into two fireteams ft1: 3x ws, 1x ar, 1x rifle, fireteam leader is a heavy weapon specialistft2: 1x SL, 1x ar, 2x rifle, 1x snipermaneuver occurs as standard bounding overwatchwhen emplaced, ft2 sets up an ammo dump slash command post slash casualty control point with the SL and two riflemen (acting as cormen, couriers, ammo bearers) and detaches their automatic rifleman + sniper into a flank cover position for ft1
>>6402330oh and when I say carbine I mean the 11mm slug jobbiesgotta have something to deal with armored assaulters and that thing looks like it packs quite the wallop
>>6402311>>6402326>1st Company's description says they have 1 squad fewer, then their traits say their squads are 2 guys smaller. Are these both true?Nah, only the latter. There's a few things that I didn't catch like that, but to be clear it's smaller squads, not less of them, or else the 1-squad integrity rules would be real thorny quick.>Does a unit on an edge or corner count as being in all adjoining tiles when determining move and targeting?Not really, or else the absolute best location to be in at all times would be on a four tile intersection. It might get a bit messy, especially in regards to a tile technically being divided nine ways, but I think the best way to do it would be based on gut feeling on if it looks and feels right instead of trying to break out the laser pointer and bubble level to see if one particular angle is legitimate based on rules as written.>>6402315Appreciated and noted. Things turned out more balanced than I thought they would, honestly.>>6402316>>6402330>>6402335>the heavy weapons specialist squad is woefully undergunnedOkay look.I can see you've put a lot of thought into this but I hope you understand that I'm not changing anything related to TO&E at the eleventh hour, especially in regards to extremely granular simulation interactions that are mechanically abstracted down to single action declarations and dice rolls for the sake of preserving sanity. The effortpost is acknowledged but any changes are outside of the scope of anything I have planned for this thread. What I'm primarily concerned about amendments-wise is mechanical function and balance, not ideal on paper squad compositions.
>>6402343that's fine, of course!current heavy weapons squads are weak to assaulters, and that's just how it's gonna be
>>6402343>>6402315Updated list accounting for 1st Company not getting -1 squads per platoon:Aurora Legion Special DetachmentFrom 1st Battalion (340 Legionaires)>1st Company (80 Legionaires)C. Taktstrich (Fealinnese): Sottotenente, 1st Coy, 1st Battalion (Adventurer's Legacy), Standard Rifle (Light Armour, ??? Slot B)Emmanuel 'Louis' Cialdini (Hill Vitelian/Emrean): Sottotenente, 1st Coy, 1st Battalion (Old Wars Warrior), Standard Rifle (Heavy Armor)Lucio "Fortunato" Fabiani(Trelan (Nief'yem)): Sergente de Platone, 1st Coy, 1st Battalion (Old Wars Warrior), Submachine Gun Assault (Heavy Armor)Guido Antonelli Messe (Sea Vitelian ): Sergente di Platone: Sergente de Platone, 1st Coy, 1st Battalion (No Trait Picked?), Submachine Gun Assault (Heavy Armor)>2nd Company (80 Legionaires)Alessandro Pietro di Granesta (Sea Vitelian): Tenente, 2nd Coy, 1st Battalion (Glass Third Eye), Heavy Weapon Specialist (Camo Cloak, Heavy Machine Gun)Bertram "Maus" Holzmann (Fealinnese): Sergente de Platone, 2nd Coy, 1st Battalion (Glass Third Eye), Standard Rifle (Camo Cloak, Light Rigging)Alexandra Ebner (Imperial (Dhegyar)): Sergente de Platone, 2nd Coy, 1st Battalion (Glass Third Eye), Standard Rifle (Camo Cloak, Marksman Kit)>5th Company (90 Legionaires)Adrien "Leclerq Il Fulmine" Valcour di Serrata (Emrean-Vitelian (Jumelles)): Tenente, 5th Coy, 1st Battalion (Blood Anointment), Submachine Gun Assault (Light Armor, Medical Support Kit)Edouard Rosseau (Emrean): Sottotenente, 5th Coy, 1st Battalion (Chronicle of Red Saints), Heavy Weapons Specialist (Light Armor, Light Support Gun)Etto (Trelani): Sergente de Platone 5th Coy, 1st Battalion (Dawn-Lit Lance), Submachine Gun Assault (Light Armor, Standard Bearer)>6th Company (90 Legionaires)Klara Weisskopf (Sosaldt (Sosalian)): Sergente de Platone, 6th Coy, 1st Battalion (Waste Wench Charmer), Harzwohlkan Chaingun (Harzwohlkan Long Shots, Supply)Iliyana Luce (Sosaldt, born in Twaryi): Sergente de Platone, 6th Coy, 1st Battalion (Waste Wench Charmer), Standard Rifle (Command, Harzwohlkan Long Shots)Birger Kristian Sivertsen (Sosaldt, Born in Naukland): Sergente de Platone, 6th Coy, 1st Battalion (Waste Wench Charmer), Standard Rifle (Command, Supply)From 2nd Battalion (180 Legionaires)>5th Company (180 Legionaires)Studente di Storia (Sea Vitelian): Tenente, 5th Coy, 2nd Battalion (Old Blood Honor), Standard Rifle (Command, Supply,)Silvio de Pastori (Hill Vitelian): Tenente, 5th Coy, 2nd Battalion (New Money Manifest), Submachine Gun Assault (Blood Anointment, Medical Support Kit)Alfredo "Rossi" Bellucci (Sea Vitalian): Tenente, 5th Coy, 2nd Battalion (Old Blood Honor), Heavy Weapons Specialist (Command, Mortar)Aurora (Hill Vitelian): Sottotenente, 5th Coy, 2nd Battalion (New Dawn Disciple), Standard Rifle (Command, Medical)Total 520 Legionaires
>>6402343I realize I got way too far into the weedsin my understanding of >>6400204 , mechanically the proposed changes would probably mean that the heavy weapons squad gains Fortified after one turn of sitting in one place and would be able to engage in Harrassing fireagain, no intention to impose here, maybe something to consider for future campaigns or not as you see fit
With the clarification to 1st Coy I have some thoughts regarding balance:1st Coy is very strong, with some issuew regarding flexibility (although theyre not that bad). Heavy Armor is good enough for both the support slots and easily compensates for the slightly reduced squad sizes, and the traits for this company is powerful. Combined with base veteran status and the capability to buff that up two whole tiers if you want that makes for some very sturdy and killy squads.Id suggest adding some maluses to heavy armor and lean into the company being inflexible. Maybe some large maluses to infiltration and withdrawal, a malus to support and possibly a slight malus to screening attacks?2nd Coy is a strong company without any downsides. The cloak is fine, good even, although the fact that it takes up a slot reduces the flexibility of the company and allows the other companies that arent 1st Coy to have a place. All 3 traits are imo solid, and its a bit of a shame we only see 1 trait used. Despite the description they could make for excellent assault squads, especially with their ability to infiltrate close and have 4 squad veterans.Strong, but I wouldnt change anything.5th Company is probably the weakest company base, but their light armor seems useful enough, they have a bit of flexibility and their traits are cool. Mostly though theyre just outshined by 1st and 2nd coy. I dont think they need to be changed as much as 1st Coy needs to be tuned down.6th Coy is not the strongest but not the weakest company, probably sharing the middle of the pack with 2nd battalion. They got some cool extra molemen kit, good flexibility with both support slots open. Their reroll trait is really ass though, if it works like I think it works: if the -2 is applied immediately then its barely ever worth using this thing once assuming you are rerolling a d10, and its basically never worth using it more than once per mission. With a -2 if you roll a 1 on a d10 then the reroll will only break even on a 3, be worse if you roll lower. At -4, assuming you roll a 1 you break even *only* if you roll 5. Some clarification/reworking of that trait is needed I think. The extra squad trait goes well with the 2 squad + vet option and its no surprise to see that its what people are using, although its hardly OP if we compare it to 1st or 2nd Coy who get veterancy for free. The improved loot trait could be good but its hard to tell.2nd battalion is pretty good. Trained combat dice isnt much worse than regular and is actually more consistent for good and ill. You're also well compensated for the reduction in quality, and have the best flexibility. I dont think their traits are the best in the world but theyre fine. Wouldnt change anything about them.1st Company really stands out among the pack though, as I said. Just woof.
>>6402367Ive also been correctly reminded that I glossed over 5th Companies saving grace, which is their blood anointment trait. Stacking, semi-permanent (presumably lasting out the mission) +1s to combat dice might be very busted, depending on how many casualties are suffered during the mission and how easy the casualties are to replace. The fact that you need to take casualties to get the bonus though is a dampener, as in order to get the biggest bonus you'd need to spend who knows how many turns getting machine gunned and taking casualties, meaning you arent doing damage or moving forward.It might be a really busted trait, or it might just be strong depending on how much we get punished for taking casualties. If its really busted then thats obv a problem too.
>>6402362to balance these out you might consider a penalty to combat rolls while on the move (that is on any turn where they are somewhere they were not in the previous turn) since the csw isn't immediately availableand/or decreased infantry ammo load to reflect the need to carry ammo for the csw (not sure how this would work though since I am unclear on what constitutes a combat load for a regular infantry unit)
>>6402257>>6400209>>6402347>Trait:Old Wars Warrior
>>64023845th coy are clearly intended to be something like the Arditi - infiltration specialists, bunker busters, trench clearing appreciators; relatively high casualties are to be expected in the course of normal operations
If I attack an enemy that has engaged a friendly, can said friendly choose to support my attack rather than directly attack the enemy?
>>6402362>>6402385Support squads are already completely fine, they are more efficient in combat than regular squads at the cost of having to do so as a support action and are worse in engagements of their own initiative. There's a reason we have so many people picking them.
>>6402399I think I'll shut up and enjoy the show now
Much as I hate to say it I may not have locked in tight enough yesterday so I may need another day of prep. I'll try my best to have something ready late today, but worst case scenario I'll have to delay til tomorrow on Friday morning.>>6402257>>6402389Missed you, not missing now.Makes a whole four-unit of first company brick shithouses now. One wonders how much longer old farts like you can abuse their bodies, or perhaps, if you can even die.>>6402367It's true that 1st Company people are incredibly deadly- the infiltration thing sounds good because, honestly, they're probably at their best facetanking anyways, so it wouldn't be a total kneecapping.There's a few modifications I'm considering already. Like Regulars having 2d5 instead of 1d10 for a bit smoother of a skill transition, even if a d5 isn't an actual shape of a dice that isn't an identity crisis. >>6402396>If I attack an enemy that has engaged a friendly, can said friendly choose to support my attack rather than directly attack the enemy?I'd say no, since being engaged basically means being locked in an active firefight with particular attention. You can still attack the enemy, but somebody distracted already is going to be focused on keeping themselves in order instead of helping your end, basically.>>6401059>>6401328Forgot to say for you, the Adventurer's Legacy means you have a Support Slot freed up from switching from heavy to light armor. I only noticed now when organizing all the information, so if I could grab that from you it'd be swell.
Nomme de Guerre: FoglNation of Origin: SosaldtPhysical Description: Wiry with angular features, aside from a bulbous nose and Nauk-y brows. Black eyes, close-cut dark brown hair. Light facial scarring, missing the top half of his right ear. Tan, even after all the years out of the Sosaldtian sun. Service History: Early history obscured by lack of records, varied allegiance, and liberal use of aliases. Service with the Aurora Legion began a year after its formation, best summarized as distinctive and capricious. Vice Record: Nothing worth mentioning recently -- a man should be over childish things at 43 -- he just gets a little homesick... for months at a time. In his youth he'd go AWOL until his heart was full again, then reenlist under a new name or backdoor himself with the help of friends. Nowadays he has to bring along a squad or so for training purposes. Which is less fun, but he's a man now. He still comes back with a new name, though. It's tradition. Rank: SergenteCompany + Unit Trait: Ghost StepUnit Equipment: Camo Cloak, Miasma Bombs
>>6402431Forgot Submachinegun Assault.
>>6400209>Name/Nomme de Guerre: Vladimir Smirnov>Nation of Origin: Solsaldtian (Twaryian-nuak?)>Physical Description: Muscular, flaming red hair, curly, actual bat ears (as opposed to knife eared)Speaks New Nuak (and a Caelussian dialect. No ideas which one, QM choice)Has a cigarette basically stuck to his lips 24/7 >Service History:Born and raised in Twaryi and like any patriotic son joined the military. On his green unit’s first raid across the border to Ellowie they were commanded to commit genocide on a small farming community. They didn’t want to slaughter women and children (even if they were technically “heretics”) so they ended up killing their CO in order to desert across to Solstad, where they basically robbed other bandits or worked as mercs until getting recruited by the Legion. They have a preference for explosives/demolitions as a lot of the bandit armor they dealt with in the wastes were pretty vulnerable to a well placed grenade.>Vice Record: Likes to see things burn, bit if a pyromaniac. To the point where his squad mates think it is weird.Likes to smoke, literally anything (cigarettes, cigars, blackflower etc). Always is smoking something, spends all his money on it.>RankSergente>Company + Unit Trait: 6th CompanyWaste Wench Charmer>Unit Equipment:Submachinegun Assualtx2 Incendiary Kit? Is the incendiary kit a permanent +2? It doesn’t say “per use” like one of the other specialist items. Is it ok if I double up on it for +4 or is that abusive? I’m hoping it is acceptable as it makes them a one trick pony (eg no med kit, no resupply, no command re-roll…). If not acceptable then probably grab the Grenadier kit.Intending it to be a close assault/anti armor/anti fortification unit. Not much good for anything else.
>>6400628>>6402448>>6402452May I ask how many characters you intend to play this game? Feels like it goes against the spirit of the whole thing if we're going to have one man playing half the characters from nine different IPs.
>>6402455Uo-oh, samefag got busted. Good catch anon.
>>6400988Given that Infiltration is a move, not an action, it appears that any move across a ZoC simply becomes an infil. Are the two terms functionally interchangeable, or are there cases where I must firmly declare one or the other?
Cateline de Murso>Name/Nomme de Guerre: La Laie du Bâtard, mostly just La Laie>Nation of Origin:Sosaldtian Dusty of Emeran Descent>Physical Description:Freckled redhead. Green eyes, tousled short bob.>Service History: One of the many illegitimate daughters of a disgraced Emrean small noble that fled to Sosaldt. Roving mercenary upbringing until the band got wiped out, then enlistment into the Aurora Legion.>Vice Record:Extortion, larceny, piracy, arson, everything that can be done on the edge between a mercenary band and criminal gang.>Rank: Sergente>Company + Unit Trait: 6th Company Wild CardMole Market - Dust Bitten >Unit Equipment: Weapon Loadout: Submachinegun Assault Equipment Slot A: MedicalEquipment Slot B: Light Rigging
>Name/Nomme de Guerre:Tristano Lovato>Nation of Origin:Sea Vitelian>Physical Description:Dusky skin with sandy blonde hair cut short to fit into the 1st Company helmets. Blue eyes, clean shaven and with a scar adorning his right cheek from where a lucky piece of shrapnel caught him. Slightly above average height and relatively muscular as one would need to be lugging around that heavy armor. Age 28.>Service History:Bored of civilian life and seeking adventure Tristano joined the Aurora Legion in 1926 when the Legion was stationed in Vitelia and has fought in every conflict the Legion has been part of since then. Distinguished himself during the Northern Wars and was transferred up to 1st Company and has been part of it ever since.>Vice Record:Tristano developed a smoking habit during his time in the Legion that he hasn't been quite able to shake. It's not uncommon to see him with a cigarette in his mouth after being stuck in his helmet for so long during combat. He also has a tendency to do more than a little looting of anything he deems valuable in enemy territory the Legion occupies. Some would call it a case of kleptomania, but Tristano calls it "Investing in my retirement" as he sends most of his gains back home to his parents. Let's pray that Petrekora hides their valuables.>Rank:Sergente di Platone>Company + Unit Trait:1st CompanyFirst and Fiercest>Unit Equipment:Weapon: Standard ComplementEquipment A+B: Heavy Armor
>>6402452>>6402455I would appreciate sticking to one character, yes. If you want to do takebacks on your character because you don't like your build just declare your intent to retire them and I'll allow a resubmission. Within reason. But I do have to be strict when it comes to increasing the workload somewhere.>>6402508>Given that Infiltration is a move, not an action, it appears that any move across a ZoC simply becomes an infil. Are the two terms functionally interchangeable, or are there cases where I must firmly declare one or the other?Interchangeable, yes. Moving into ZoC is auto-infiltration as you say.>>6402431As long as we keep you away from representing sandwiches things should be fine.>>6402674Name shortened is Cat. Actual name meaning is Sow. Women, am I right.>>6402690These Revolutionaries have bad habits of redistributing wealth inappropriately. So long as it's for the future, though.Alright, gonna get set into pushing out an actual progression and vote point now...
>>6400209>Name/Nomme de Guerre:Rudolf Schwarz>Nation of Origin:Sosaldt>Physical Description:Mid-20s, male, mid length red hair tied back in a thin ponytail. Has a somewhat patchy and unkempt beard that he is convinced will finish growing in soon. Average height, but usually caught slouching around, so appears shorter. Usually seen wearing around a winning smile.>Service History:Before joining the Legion, ran a small company in Sosaldt specializing in "asset procurement". Joined up with the Legion seeing an opportunity to ply his skills for a righteous cause and definitely not to dodge the myriad of disgruntled customers he had acquired. Known for his company reputation for being able to get his hands on whatever it is you are looking for. >Vice Record:Enjoys the finer things in life, most especially when they come out of the end of an expensive bottle. Likes to be little loose when going into battle, or doing business, or going for a walk, or when he's feeling a little sober.>Rank:Sottotenente: Assistant Platoon Leaderx3 squads of 10, +2 to Finances>Company + Unit Trait:6th Company: Wild Card CompanyPillager's Pluck>Unit Equipment:Weapon Load: Motor Chain Gun, +2 Screen, +2 Support, -1 CQC, -1 AmmunitionEquipment Slot 1: Supply Rigging- 2x resupply of self or nearby ally's ammunitionEquipment Slot 2: Light Rigging- Increase available movement by one tile (and stylish pants)Extra: Rumored to have weaseled his way into a promotion by offering his unique services to higher ups in the Legion. These totally spurious claims do little to dull his winning charm.Chronic late comer
>>6402739How many missions are you planning for this to run for compared to the last skirmish?
Lieutenant Foulk had gotten a good idea of who was volunteering just from looking across the lot, though perhaps it would have been equally simple to list who was not- the volunteers, those who arrived and those who had expressed interest, numbered near half of 1st Battalion. Besides the differences in uniform and equipment, there was the natural division of demeanor, of ethnicity- though the majority of people, like the Legion itself, were of Vitelian descent. A swathe of seaborn who must have wondered if they would witness the same sights their ancestors did when they left this place. It escaped few that the native Roxolanian dialect was somewhat similar to Vitelian, even if that breed of Federation people was actually not as swarthy. Would Petrekora hold further answers to the question they couldn’t help but ask within?Likely not. Petrekorans were also olive toned, also inclined to saltwater, also passionate in physicality, yet like the Roxolanians, similar but not quite. Perhaps whatever journey the Sea Vitelian ancestor had taken to reach Vinstraga almost one thousand years ago was one where they did not leave any piece of themselves behind, like the long-eared Twaryians, who had also migrated long after the Nauk had become dominant on the New World.Yet the Legion was not here to seek out the past. It was here to make ready to claim the Future.The paperwork was done and the volunteers forces to loiter for around two hours before Lieutenant Colonel Schwarzehand came back in a huff, notably without the operation commander he had been claiming to go and get.“Erm.” Foulk cleared his throat. “Lieutenant Colonel, all volunteers have been processed. Were you not…able to find the operational commander?”“Telegram from the Feddies.” Schwarzehand growled. “I’m to take command of this operation instead. They don’t want the guy I was gonna have do this. Too important all of a sudden. Judge curse it all.”The mystery of who the initial leader of this operation was would not be answered, and Schwarzehand evaded any attempts to discover it. There was only that, against his will, all above him had concluded that the fat old veteran, whose greatest experience was being part of a special unit that was purposefully stranded in foreign lands, seemed to have been the best fit…or this mission was of such importance that the Federation wanted nobody less important directing it. Which soothed no nerves.-----
The twentieth of December. Despite the climate being decidedly inappropriate, Langenachtfest would be soon. The beginning of the whole multi-front operation, for the ships to arrive whence they went, and for the shore bombardments to quiet. The Petrekoran Air Force had been busy the whole time as well- the Legion could only hope that they had been wearied enough to not pose as deadly a threat to the landings as they already apparently had to some of the Federation Armada and its own air support. One of the last things many had seen before preparing to leave the island was the grim sight of one of the two aircraft carriers of the fleet off the Roxorient, huge and imposing ships beyond what most anybody would likely have ever seen before, limping into port with no aircraft aboard, a list so heavy that were there any atop it they would have surely fallen off. Even in the utter darkness of the witching hour, it could be seen and heard from afar, groaning and creaking.Yet the news was ever hopeful. Petrakora was simply too small to not be overwhelmed, eventually. They would be overstretched, pulled apart from every direction, and every success against them was one they could not afford. Even as damaged ships came in, to be true, they were being set upon the moment they came close and being tended to. For however many aircraft failed to return, so many more swarmed forth to replace them that they flowed outside of places to store them. It beggared the question of why this hadn’t been done in the first place- or worse, if it had been done since the beginning…If it hadn’t been obvious why Schwarzehand had been forced into shifting command from the beaches to the sky, the comingling in the preparation days had made it all but clear. So much of the Legion’s First Battalion was set for this mission, it very well could have been over half of the unit. Some may as well have had their Captains come along- but they were being left back, made to hastily integrate the newbie companies into their own as many of their veterans flocked to the special operation. The numbers involved in the operation were welcomed by the Federation, and they had even prepared a fleet of transport craft to facilitate it- even if some were gliders whose appearance did not inspire confidence in many of the troops, many of whom had never so much as set foot in an aircraft at all. There was little choice now, though, and fear could be swallowed for a time if money and glory was in sufficient quantity. Unlike the Paramarines who would be landing first, after all, the Legion was not expected to jump out of their craft, nor operate them. Merely to ride and disembark. A few of the volunteer sections could squeeze into one of the transport type aircraft- a design based off an medium sized airliner, apparently- but most had to be distributed across two, with the gliders only carrying a squad each at best, to be released before even approaching for landing.
A final briefing was had before the great field of assembled aircraft, all volunteers loaded down with as much weight as could be forced aboard the waiting aircraft. Munitions of all sorts the heaviest of all cargo after the soldiers themselves.“Alright, Legionnaires,” Schwarzehand said with characteristic curmudgeon, not helped by his coffee. “I thought I’d be rid of some of you troublemakers for some time, but I can’t have anything good in my life, so I’m gonna be watching where your captains might let their eyes off. So I’m making sure you’re all up to speed.” He slapped a meaty hand on the blackboard where blown-up aerial photographs had been posted. “The Feddies have a bead on the objective they want us to seize. It’s being prepared for transport at this railhead near this defunct airfield. I’d guess they’d rather have flown it out, but the Federation air fleet’s been keepin’ any transports from coming or going anyways, so it’s been stuck for days. Federation intel’s confident it’s not in any state to leave, but they ain’t saying a lot about what the thing actually is. If it can’t be moved in a hurry, though, it’s sure to be big, and unmistakable. Keep your eyes peeled for anything.” Schwarzehand pointed a meaty finger about the aerial photographs. “Your objectives are to hold this airfield right here, obviously, because that’s your route a’ resupply,” He moved the finger across, “and Capture this railhead town and don’t let nothing leave. Of course, the more solid we make our position, the nicer the Federation will think of our handiwork. So if possible, we want to Make sure these hills on either side of the airfield are clear, so nobody gets any ideas to set up guns and harass planes, and also so we can set up our own flak. If we can we’ll want t’ seize the approaches to the airfield. Blocking any quick reaction force will help a lot in the long run. But if for any reason you can’t get to that in time, the first two things are way more important. Now, Foulk…you got anything else?”
“Only a simple review of what you are expected to encounter,” Lieutenant Foulk flipped through a clipboard. “Yes.” He clipped up a few diagrams to the blackboard. “On the Roxorient Isles, the primary defending force are the Roxorient Defense Army, which are mostly Petrekoran militia and reservists. Do not underestimate them because of that terminology, however. The physical requirements demanded of Petrekoran militia are as rigorous as their regular army, their reserve officers have field experience, and nearly their entire civilian population has completed the equivalent of basic military training. They’ve had much time to prepare for this, and thinking they will simply scatter or are incapable of coordinated assaults would be foolish. They’re equipped to Federation defensive force standards as well, which means they do not lack for anything that the regular army has. Merely quantity and quality of it. Expect heavy pieces and field support if you pick poor engagements."The question of a different sort of threat had to be addressed as well. "While Petrekoran armored formations are not known to be on the Roxorient in large quantity,” Foulk pointed to a blurry aerial photograph. “Armored cars, as well as T-8 type Federation light tanks, were generously donated to the Petrekorans here when they captured this territory. Be prepared for them to potentially be a problem…but considering that the landings ashore should be taking most of the Petrekoran defense’s attention, it is very unlikely that you will encounter them. Though, you will be operating inland, out of where any shore bombardment will have been effective, so enemy fortifications may prove troublesome…”“They can review the manuals in the flight if they’re that forgetful, Lieutenant,” Schwarzehand growled an interruption to the rambling, “According to the federation, there won’t likely be more than a company of defenders present, so this should be a stroll in the park. Make sure you can remember uniforms most of all. Federation Arma Paramarines will have secured the site ahead of time, so don’t go shootin’ them up because you’re colorblind, got it? And remember, we’ve got a reputation to uphold. Other mercs might shoot civilians and rip up houses without knowin’ what’s in ‘em, but we don’t, and if you think you do, then don’t count on getting’ help when the Petrekorans catch you and start carvin’ bits off a’ you to eat. Dismissed!”-----
The Legion had endured the year of 1928 going through many a new experience. Be it the Subterranean War, sailing across a sea that within living memory had been locked away behind a Great Gale, or now, being shut up inside a plane like sardines in a can, and enduring the rattling and roaring of engines and but a thin skin of riveted aluminum between themselves and certain death. They felt imminently vulnerable to the feared Petrekoran air force- even if a look outside showed that many more squadrons accompanied, as well as racing ahead. Even so. All it would take was a single plane wandering into the formation, as the sun peeked over the horizon to bring forth a grey morning, laden with mist.It did not happen. The planes passed over the fleet, continuing to bombard targets ashore. Not even flak bursts, which had been expected, reached up. Any anti-aircraft positions would have been far too distracted. Hope was allowed to grow.Not for Lieutenant Colonel Schwarzehand, as he pored over a long-range communications set on the lead aircraft, making contact with the ground element that was meant to prepare the way for the Legion’s arrival. They’d had infiltrated last night, and operated in darkness, but despite expectations contact had not been made until the Legion was right over the landing zone.“Mayak Force to Galeon Force. There has been a severe operational disruption. The airfield is not clear for landing. Alternative landing locations have been scouted and secured as per reserve planning.”“Galeon Force responding. What do you mean, Mayak Force? Severe operational disruption? Of what sort? There’s only supposed to be militia there, no?”“Unknown hostile combatants present, and reinforcements. Our forces were insufficient to secure preparatory objectives. Only have the capability to secure your landing zones without putting entire operation in peril.” “…Acknowledged. Which alternative landing locations?”“Points Boris and Leonid. The latter is only suitable for gliders. Other points insufficiently cleared to avoid risk of an opposed landing.”That few. There had been three reserve landing locations for aircraft and four for gliders. “Acknowledged, Mayak Force. What is your current status?”“Stable. Have not taken unnecessary risks. Our position is not ideal, but without caution it may have been worse. Information is far beneath what has been expected. Will coordinate further upon your landing and linking up.”Brilliant. Thankfully, the Legion was well practiced in operations enough to have backup plans even for what was supposed to be certainty at this point, especially for such a lucrative job as this. All that needed to be done was to transmit to the others which one to follow…>The plan has gone awry. Report for duty and declare what landing zone you want to touch down in.>Landing Site A- Fields>Landing Site B- Southern Approach>Other- (Practically Suicide)
>>6402755Late indeed. Though there's another couple days to deploy anyways.>>6402812>How many missions are you planning for this to run for compared to the last skirmish?Three, though I intend for them to be completely encapsulated within this thread for how long they stick around for. This won't be nearly as extended a series. You know what they say about best intentions, but I can't really afford to put the story on hold for too long, depending on how I can shake out how much work this will actually take and if I can run the primary narrative concurrently.
Do the Feddies have an idea of which way the rail transport will come from, and which way it will leave?Do ZoC attacks cost ammo?
>>6402424>Forgot to say for you, the Adventurer's Legacy means you have a Support Slot freed up from switching from heavy to light armor. I only noticed now when organizing all the information, so if I could grab that from you it'd be swell.Sorry, I didn't see this until now. Light Rigging then. >>6402983>Landing Site B- Southern Approach
>>6403011>Do the Feddies have an idea of which way the rail transport will come from, and which way it will leave?It hasn't actually left yet, but it would be leaving East.>Do ZoC attacks cost ammo?If you mean infiltrations then no, as it's movement.
Got myself a trip, just in case.>>6402983>Landing Site B- Southern ApproachStuffy. This is how Bertram would describe the interior of the flying metal boxes he was stuck in. He never fancied closed spaces, especially military vehicles. The high exposure to danger and being brutally torn apart by flak or shrapnel was also a decent reason for being disgruntled at the predicament he found himself in. But, a kernel of excitement welled up in him. Colonel Schwarzhand was grumbling more than usual and soon the news spread that the Petrekorans will give a more vicious fight than expected. Their Main Landing Site wasn't secured and they were forced to reroute the alternatives. And Bertram was excited to hear about the Southern one.Gliders! Many of his comrades were very hesitant about using them, but Bertram found them to be a marvelous idea. To be able to fly in the sky like a bird and to let the wind raise and lower you on your way down. Who hasn't dreamt of flying once in their life? Sure, the gliders were carrying him into certain battle and danger, but a true Utopian should find beauty even in such perilous moments. Hell, they might even give the Utopian the elan to fight the upcoming fight!"How very exciting, isn't it comrades?" he said his thoughts out loud using accented Vitelian, his voice soft, but sure. "Does anybody fancy joining me in an escapade down south? The flight will give us a beautiful view of the lake, I think."
>>6403014I mean attacks by the one whose zoc is entered.
>>6402983>Landing Site A- Fields
>>6402983>Reporting in>Landing Site A
>>6402983>>Landing Site A- Fields
>>6400905>>6402116>>6401779>>6400284Sergente Fogl approaches a few leaders, nods approvingly at... something, and launches smilingly into a nice, simple proposal."You. Ah like the look of you. Plan's simple. Ah gi'm the chokey smoke," - the half-eared man flashes a miasma bomb - "You shoot, they run. Keep'm off our big guns, of course. We do this 'til someboss says we win. Sounds good? Go on, then, we're taking the gliders.">>6402983>B
>>6402983>Landing Site B- Southern Approach
>>6403099Forgot my flair.
>>6402983>>Landing Site B- Southern ApproachIt had apparently been too much to hope for a decent start to the operation as Iliyana noted the signal to divert to the Emergency landing sites. She considered making a speech to reassure the squad, but these were not some wet behind the ears recruits and the cramped, flexing fuselage of the glider did not exactly lend itself to bestowing confidence. No, instead she offered up a silent prayer for the long guns to survive the landing, and for the sensitive communications equipment to not smash itself as they began their descent to the earth.
>>>6403025>I mean attacks by the one whose zoc is entered.Player units don't exert zone of control, if that's what you're referring to. Enemy units can't actually attack you so much as, at best, make you try and attack them, so a player based ZoC would be moot. As far as what this means mechanically you'll have to trust me to not make them do something nonsensically unfair without good justification or at least some opportunity to address it.
>>6403196Also, enemy units don't have ammunition tracked, just because I severely doubt they'll be intact long enough, or because they aren't intended to be "starved" out. It's a design choice rather than a simulation aspect.
>>6403197Does the dark green terrain around the lake mean anything?
>>6402983>Landing Site A- Fields>Landing Site B- Southern Approach2 for fields and 2 for southern to support and supply both attempsGoing fields himself.
>>6403245>Does the dark green terrain around the lake mean anything?Probably should have made it clearer, but that is forest. It's hard to see anything in them even if they're not deliberately hiding.
>>64032532 squads each of course
>>6402983>Landing Site B- Southern ApproachThe beginning of this operation already caught Alesso off guard. He usually wasn't one for thinking on a grander scale than the management of his own platoon, and was perfectly happy to follow 2nd Company's plan of maneuver to the letter. But on this operation the company commanders had been held back, and the platoon leaders were being given a significant degree of individual freedom. For a few awkward moments Alesso stood frozen at the head of his platoon, caught between the columns of mercenaries heading towards either the waiting transport aircraft or gliders. Thankfully he was soon guided towards a decision. A Sergente Fogl, who Alesso recognized from another 2nd Company platoon, urged him on towards the gliders. Ahead of them he could see more 2nd Company troops under Maus heading towards the gliders. At least there was some organizational consistency to be found here. Landing site B it would be, then.
>>6403253>>6403255I don't think you can split squads like this.
>>6403253>>6403277In that case all in: >Landing Site B- Southern Approach
>>6402983>Landing Site A- FieldsSite B is simply too far away, reaching the objectives will prove difficult from there.
>>6403081"Fogl," Birger nods at his approach, and listens to the 'proposal' before nodding again."Fire and maneuver. Shouldn't expect all of them to run however, we both know that plenty of people like to fight even when things seem pointless, and our firepower is not that awesome.">>6402983>>Landing Site A- FieldsUpon hearing the news of Mayak Force his face started turning a deep, ugly shade and a growling sound vibrated out of his throat."Incompetents everywhere, it seems."Without anyone to yell at over this slight, he instead took a copy of the operational map he had made and started rapidly doodling on it while muttering to himself."Need to secure... airfield... key logistical junction... secondary routes of attack... hills dominating routes of approach..."He'd brief his own half-platoon once he had an idea of the situation himself.
>>6402983>Landing Sights A- Fields Charging into rough terrain seems quite dangerous. I’d like to see what’s trying to kill us.
>>6403350Scratch that, make it B. A is too crowded
>>6403351by my count both sites are equal without your deployment
>>6402981>air-deployed to get a big something>last-minute commander change>>6402983>unknown hostileuh oh
>>6403318>>6403326"Course they won't all run. That's when I make'm chase me... Hey, you're going the wrong way!""...">>6403281>>6403128"You. Ah like the look of you..."
Creaking. The aircraft carrying his unit lumbered heavily through the mist. Every so often the view would clear for just a second to show the progress made by the air armada that were carrying the Legion towards it's mission. Ocean. More ocean. Now, land. Grass. The target was close, only a handful minutes left before they would hit ground.Creaking. Louis was ill at ease in the aircraft as it tossed back and forth in what must've been turbulence, he couldn't say otherrwise. He never had been one for flying, his talents lay elsewhere. Down there. It didn't help much either that he had to stand hunched in the aisle due to the cramped interior making sitting impossible for a man of his stature. He sighed heavily.More creaking. The radio in the cockpit suddenly went active, but the transmission seemed garbled. The co-pilot was turning knobs and checking dials, but the distortions remained. Louis moved down the ailse towards the cockpit to assess the situation.>"Report!", he demanded of the co-pilot."Plan wrong.", he responded in heavily accented Vitelian. "Landing insecure. Land other place." The man shrugged his shoulders. It seemed the infiltration team had failed to secure the defunct airstrip.>"Which other place? Did they say which location?", he shouted against the engine noise.The co-pilot just shrugged his shoulders again helplessly, gesturing towards the radio that was now emitting nothing but static. "No words, Signore".Louis furrowed his brow in annoyance. This was bad, the order had been to divert to a secondary landing site but there was no way to confirm which it was with the radio out of order. He couldn't order the pilots to maneuver at random, if they ended up landing at the wrong location his force could be isolated at best. At worst, ambushed.The mist was heavy now, and it was difficult to make out anything other than the shadows of other craft behind the veil. Suddenly though, for a brief moment it cleared up and he could see one of the other transports clearly before it dove back behind the curtain of fog. An image of a flightless bird on the tail. He had seen the smoker, the paper-pusher from Sosaldt board that aircraft. He nodded to himself. He would know the situation, his type always knew. He leaned forward into the cockpit.>"Follow that aircraft.", he ordered.>>6402983>Landing Site A- Fields
>>6402983>Landing Site A
>>6402983>landing site BAnother beautiful day in the Legion.
>>6402983There was a novelty to powered flight that, for Alexandra, made the experience of being confined to a cramped, rattling tin can with wings somewhat bearable, even with the ever-looming possibility of sudden, inescapable death among the clouds. She elbowed her second in the side and nodded towards the cockpit."Sergente Stigler, mind the aviators. See to it that they land us to the west. Boris is the codename, I believe. Cannot say I fancy a walk through the woods just yet.">Landing Site A - Fields
Despite the harrowing circumstances and unforeseen situation, the Federation could not be faulted for its pilots- at least, not the ones these were, which were ones called Gorodiyans that spoke something very similar to the tongue of Twaryi but were decidedly lacking of bat-ears. Touchdown was made without misfortune further than some rough damage to equipment, and not to Legionnaire. Some expected to be greeted with a storm of fire upon landing, to be cut apart in their cramped boxes, but the most that happened was some hurried anti-aircraft fire, from either excitable militia, or more concerningly, from a sizeable anti-aircraft position on the larger northern hill’s peak. Visibility was too poor for it to do more than frighten for a few moments before all parties were landbound once more.Lieutenant Colonel Schwarzehand suffered no wasted time once his vessel touched ground on the western landing point, amongst fields green with lethargic, dew-damp cover crop. A command post was established in the shadow of the same aircraft he descended in, the others emptying their men all over, the rate of coordination afterwards varying by training as sharp barks and furtive gestures sent scouts and pickets running every which way, in case ambush was inevitable. >In the first turn, you get +1 movement for initial repositioning added onto your normal turn actions.Yet no ambush came. For the unimpressive initial showing, the first contact made were with the Federation Paramarines that had secured the sites in the first place, recognizable by the splotchy green that could not be mistaken for Petrekoran khaki. They would remain at the landing sites, over a huge amount of valuable materiel, crew, and of course, precious reserves of ammunition. Replenishment flights were expected in a couple of hours- you would have to capture the airfield to ensure continuous supply.>At your landing sites are temporary Supply points. They can replenish ammunition supplies of anybody within a one tile radius- up to four times. This will become unlimited supply again upon airfield capture.The landing sites were eerily quiet, in the way that was suspect to any who have so much as been outside. The local fauna were frightened off- and other sorts were sure to be spying the lot of you out, or lying in wait. The guns from atop the hill that harried the western landing’s approach were quiet now, and the landscape was too misty to guess where they were. A shared disadvantage, but one in your favor, considering none in either force had any firepower so big as that flak cannon, nor its rapid-fire smaller cousins.I wasn't able to get these done to a complete stage, but I figure I should at least post what I have for dice reference and/or review of equipment
Wireless coordination was set up between the two landing sites quickly, as well as Filament network establishment. These were the most notable advantage the Legion had- the thin bundles of barely perceptible threads carried voice as easily as cable. One of the Subterraneans’ most frequently useful inventions, as even the thickly armored First Company men could speak through it to one another as clearly as though they were adjacent to one another with it- and, lacking the receptor coils that either the well-armored or the squad leaders of the Legion had, an enemy happening upon Filaments, even if they knew their significance, would be hard pressed to intercept communications. Wireless, on the other hand…Thus communications went dark once more, out of choice. The orders were already known, and some Legionnaires already had plans on how to do it. Capture the Airfield, and Seize the Railhead. Quick Reaction Forces wouldn’t be long in coming- the sooner everything was done, the more likely the enemy might be convinced to quit the field, in the wake of what was occurring ashore…>In several turns, Quick Reaction Forces will begin to arrive in waves from routes of supply such as roads, with support such as artillery and other force multipliers. Upon accomplishing your primary objectives, the battle will be considered over- but so too will any potential rewards from Secondary Objectives or PoI/Defeated Enemy looting be lost unless claimed before enemy defeat, in the post-operational mess. The task forces dispersed, either self-directed or in limited coordination- volunteers from different companies were evenly dispersed across the two landing zones. Individual initiative would carry these initial, vital maneuvers. If Schwarzehand could lead them, he reminisced, maybe he’d have a sleeker figure again. Or he’d just get to eat more. Yet now his role was to stand about and make sure a firm tactical picture was presented- so that the individual initiative could carry the day.Signs of patrols coming out to investigate were already being reported. If fighting wasn’t already underway, it would be, very soon. The Legion on the boats had been in one of the later waves in landing operations- this would be first contact in this war by those who hoped to carry the Future forth.>Format your turn with MOVEMENT by DIRECTION and SPACE (North 1, East 1), if applicable, then any ACTIONS (SCOUT, ATTACK TARGET, Et Cetera). There is +1 movement for all units this first turn, added on top of any other movement bonuses such as Light Rigging,>Carry out your initial turn- and be mindful of where the enemy may be hiding, or approaching…I slacked off and had to hurry a few things before going to work, so I apologize for any particular errors.
>>6404108Righto, I'm heading right over to PoI V3. It being neither a main nor a side objective has me suspicious of what could be there, whether it be a pocket of troublesome enemies or something else. Might as well use that +1 movement to scope it out real quick.>MOVEMENT:North 1, North 1, North 1>ACTION: Scout
>>6404108"... Ah don't get it. Where's the fight? Hey, you in the green! What stopped you? Where?"
Also, can the Supply Points be carried with us? Can they refill charges of Supply Rigging?
>>6404108>MOVEMENT:Move to E edge of tile>ACTION: Scout"Let the others advance to contact, we move to provide a base of fire over T2."
>>6404182Forgot my trip
Rolled 1 (1d6)>>6404108>MOVEMENT:North 1, North 1, East 1/2>Action:Scout, should just be a 1d6 roll right?>>6403012>>6403609Takt, Schwarz, would you want to recon PoI T2 with me? If I move up North 2, East 1/2, and Takt moves up just North 1 1/2 we could be in a good spot to check out those buildings across the road, and if Schwarz moves East 1 he could probably support any attack we might need to make in there. I sketched out the movements if either of you wanted to adjust them. I was thinking after that we could all head north around the lake to hit PoI T3 from behind... sirs.Hopefully this is more "force recon" than "recon into a force"
Rolled 1 (1d6)Site B people without a current scouting request or high infil roll, sit tight until we know where to commit.On the face of it, the play looks to be take T2, then head north through the forest for P3, as Luce says. But as T2 is already in shooting range, there's not much point in /everybody/ chancing infiltration rolls before we know the shape of things. Not really interested in taking the southern route around the lake to P3, but I'll check it out a bit. >>6404108>Move W 2>Scout
>>6404108Quick question, for Pillager's Pluck does the bonus apply only to supporting other looting rolls, or do you get any kind of bonus for solo looting?
Rolled 5 (1d6)>>6404108>MovementNone>ActionSpot/Recon"Spread out and find good positions, and watch that damnable town! The reactionaries could have eyes on us already and we wouldn't know."Birger himself crouched down with his command element, a bit too large for his own element, got out his binoculars and started eyeing the town himself. At the same time he got on the 'wireless' and made contact with..>>6403585>>6403304Di Serrata, De Pastori, this is Sivertsen. Setting up a support by fire position just north of you, trying to get eyes on likely contact at Point of Interest Indigo One. If you want to sweep the town we will attempt to support you. Do you read?
Rolled 3 (1d6)>>6404108>MovementSouth, East, East>ActionReconMy squads will take the southern flank of PoI I1. If there is contact we will move in to engage. If not, we'll bypass the buildings to check out V1 and the Airfield.
Rolled 3 (1d6)>>6404182And forgot the scout roll, blegh.
>>6404108can you move through corners? like 1NE for example?
>>6404155The nearby Paramarines tragically do not share your language, but universal gesticulations imply "airfield" and "a lot," with little else being certain.>>6404164>Also, can the Supply Points be carried with us? Can they refill charges of Supply Rigging?They cannot be transported, as they are just connection points to dumps and depots too large to really handle on an individual basis. However, the other supply points on the map can be captured readily as any PoI.And yes, they can refill Supply Rigging, if you really want to maximize on being the ammo bitch.>>6404343>Quick question, for Pillager's Pluck does the bonus apply only to supporting other looting rolls, or do you get any kind of bonus for solo looting?I'll say in the case of yourself it gives you the same bonus, sort of like the medikit where it wouldn't make much sense for you to not be able to use it, but it'd be ideal to encourage people to not do the thing I see in a lot of games where people hold off on opening the box because they're not the best box opener or whatever.>>6404448>can you move through corners? like 1NE for example?You can do intercardinals, yeah.
>>6404454Since we haven't spotted any enemies yet, I assume any movement into an unseen enemy's zone of control would have a you call for an infiltration roll when the turn is to be processed right? And would a move like that inflict a malus to the infiltration roll aswell?
Rolled 1 (1d6)>>6404108>MOVEMENTWest 1, West 1, West 1, NW 1/2>ActionScoutBertram took a deep breath. It was pretty, this little forest they landed in. Unfortunately, it lacked the familiar sounds of birds and critters, mostly because of the large presence of irritated and anxious fighting men. He stood with one foot on a stone, the pose accentuating his strong calve, set free by the beautiful invention known as short shorts. He looked upon the foggy field further down, out of the forest reach. He decided the lads had to get some proper cardio exercise and he didn't waste much time, riling them up into a brisk jog to the position he considered optimal for scouting out the town and hill on the other side of the lake.>>6404290"Oho, mister Fogl! It's good to see a familiar face. It seems we're both going into the same direction." Bertram says in New Nauk, his face already slightly red from the running. "These Petrekorans are surely shivering in their boots at the sight of the Maus and the Fogl." He gives him a tight smile and a quick salute, before continuing on his way.
>>6404454Hey tanq, just wanted to ask if it's possible to move after taking an action or if using an action takes up all your movement?
>>6404108>MOVEMENT:North 1, North 1, North 1>ACTION:ScoutI'm following the blob going to PoI T2.Will support where needed.
>>6404478>Rolled 1*grabs popcorn*
>>6404107By the way tanq, I realize that its really late to be changing uh, anything, but as someone who *didn't* pick the chaingun as a 6th Company guy I feel that I must ask if its intentional that its supposed to have the stats that it has.If you compare the chaingun to the standard rifle section its really, really bad. Standard got +1 all, +1 screen and 4 ammo. So effectively its +1 CQC, +2 screen and +1 support )and 4 ammo) if I understand it correctly. Meanwhile the chaingun has -1 CQC, +2 screen and +2 support with an awful 2 ammo. This doesnt just compare very poorly to the standard kit, it compares awfully with the automatic rifle support kit its supposed to atleast be a sidegrade to. You go from 3 ammo to 2 in order to get just one extra +1 against screen. Is this really the intended situation here?I wouldve assumed that if you went down to 2 ammo, which is the same as the heavy weapons, you'd get a little bit more out of the deal. Compared to a HMG team which gets +2 all, +5!!! support and -5 CQC the chaingun is just awful, even though you dont get the mobility debuff.I think it would be better if the chaingun stats were added onto the automatic rifle kit, leaving you with +3 screen, +4 support, -2 CQC and 2 ammo. That makes it a kind of in between a heavy weapon and the automatic rifle kit. While thats a not insignificant amount of support, a HMG kit gets an effective +7!! to support and has the same amount of ammo, so I dont think its too much.Either that or give it 3 ammo and leave the stats the same as otherwise, meaning its a slightly better automatic rifle kit.
>>6404539>I think it would be better if the chaingun stats were added onto the automatic rifle kit, leaving you with +3 screen, +4 support, -2 CQC and 2 ammo. Meant to say +2 screen, +4 support, -2 CQC and 2 ammo here, for some reason I misremembered the automatic rifle kit as having +1 screen already when it doesnt have any bonuses to screen.
Rolled 6, 4 = 10 (2d10)>>6404108>Move 2E, into that village that I assume is occupied by something that will engage me once I walk into their ZoC>Shoot whoever is shooting us. We won't fire the first shot though, just in case>>6404107Small correction, I'm from Trelan not Vitelia
>>6404369I shall attempt to split the attention of the enemy at the train yard. >>6404108>Move 3 NE>If attacked and hurt, use medkit, if not, Move 3 NE again
>>6404476>Since we haven't spotted any enemies yet, I assume any movement into an unseen enemy's zone of control would have a you call for an infiltration roll when the turn is to be processed right? That'd be the case.>And would a move like that inflict a malus to the infiltration roll aswell?Nah.>>6404479>just wanted to ask if it's possible to move after taking an action or if using an action takes up all your movement?There's not much occasion for it but, yeah, moves and actions don't have a decided order, though you don't see the results of, say, a Scout until the turn resolution anyways.>>6404539Eh we haven't rolled any combat dice yet, I think it's fine to give it a small boost for the sake of fitting better. That sort of thing seems a fair boost, since it's meant to be a pretty nasty gun that eats ammunition very quickly.>>6404542>Small correction, I'm from Trelan not ViteliaNoted, fixed for Etto too.Should have gotten to these earlier but I'm a bit enervated today.
Rolled 4 (1d6)>>6404108>MOVEMENTNorth 1, setting up in the middle of the grid square.>ACTION:ScoutMoving to recon and secure POI T2. I agree that the best course of action is to swing around the lake and reunite with the scouters heading west after securing the eastern side of the lake.Taking a quick nip from his flask, Rudolf looks around to his men and points to the down the road. "Alright men, move up and keep your eyes peeled for any welcoming party. The name of the game right now is see them before they see you. Let's have a good showing for all our comrades."
Rolled 5 (1d6)>>6404108>move West 1>support any infiltration rolls that occur in my rangeAlso I seem to be missing from the map.
>>6404784Whoops meant to cancel the scout roll.Unless scouting doesn't prohibit me from supporting upcoming infiltration rolls in which case I'd like to scout as well.
Rolled 1 (1d6)>>6404484Forgot roll didn't I?Here it is unless I roller wrong.Anyone is free to correct me. I am going to be KO after a long shit lol
Rolled 4 (1d6)Glad to finally be out of the cramped confines of the aircraft, Emmanuel surveyed the assembled units at the rally point. He'd made the right call when he went to follow Birger's aircraft. Rough estimation would place about half the force on the improvised landing space, plus the Lt. Colonel himself, though the fog made it difficult to make out exactly what units were present. The rest of the formation seemed to have diverted east, beyond the airfield if what he could gather from the shouting being done over at the Lt. Colonel's temporary command post was true.He hoisted his BRN automatic rifle (the submachine gun usually alloted to squad leaders, too unwieldy for a man of his size, had been handed over to a less than enthusiastic member of his squad) and ran through the standard pre-combat checks. Nothing out of the ordinary, despite the rough landing. He snapped the bolt back into place, satisfied.The confused shuffling had subsided as men got organized and orders were issued. Just as Emmanuel finished up his equipment check, he noticed a contingent of 1st Company squads moving at speed down the road. Not one to be seen cowering behind others, he gave the signal to his own men to pack up and move out.>>6404108>>6404387>>6404542"Ah, the first company spirit is strong today I see. I would be remiss to not stand at the head of the vanguard myself. Onwards then, while the fog is still heavy enough to provide cover for our movements. The airfield is the lynchpin of this operation and we would scarce have the force or position necessary to secure the railway junction without it.">Move 2E to secure I1, take position North East Corner in the square if possible>Use scout action if applicable after movement.
Rolled 1 (1d6)>>6404108"Everybody got their shit? Let's not waste any time. 2-3, move out! Get me eyes on that village to our left.">Move 3W. Infiltration might be required, but I won't presume and roll for it. The 2d8 gets upgraded to 2d10 by camo cloaks.>Scout PoI V2 (1d6)
Rolled 3 (1d6)>>6404108>Move 1E>Scout>Use C&C to reroll for anyone nearby who fails.
>>6404784Apologies, I'll have you in the position I think you want, which I think would be on the starting logistics point of the east.Anyways I'll be calling the turn in about four to five hours, so anybody who hasn't gone yet, get your stuff in, but if you haven't or want to wait, you'll remain seated in place.
Rolled 2 (1d6)>>6404108Posting movement for Weisskopf (6-1)>Move NE 3>Scout
>>6404369"I'll give it a sweep.">>6404108>Move 2E>Sweep PoI I1
> Move 1E, 1N, sit on corner near the road."Bon, bon, let's try to keep these fools alive. Allez, six-quatre!"
Rolled 2 (1d6)>>6404226>Takt, Schwarz, would you want to recon PoI T2 with me?I was going to go T3, but T2 with support is probably the smarter option, so I'll do that. >>6404108>North 1, North 1>Scout
>>6404108>>6404143
Rolled 3 (1d6)>>6405125My bad
Sorry for the delay, I was particularly useless yesterday and slept off like half the day, and felt I should put off finishing resolution until I could be sure I wasn't goofing too much up. Post will be soon.
Much of the sections that landed east advanced upon the nearest settlement- it was distressingly close to the base of supply established away from the gliders, and the Paramarines, in their limited numbers, had secured the landing site rather than stretch themselves when contact had been known. Yet, as troops crept forward, watched carefully, even advanced into the town and slipped around the edges of warehouses containing who knew what, nothing contested the advance. None opposed the entry of the Legion, and wherever they passed, any open windows were shut, any curtains peeked from behind shifting away the moment a glance went to it. Still populated, but eerily silent.It would have been more reassuring for the place to have been empty- warnings of every citizen of Petrekora being militarily trained echoed in the mind, even if the Roxorient Isles now tread upon had not been a part of Petrekora for a generation. Such was only long enough to not be a part of Petrekora’s greater plans, not for its people to stop resenting their circumstances. Still, no shots had rung out yet- and the few people encountered babbled in a tongue that none knew, something just close enough to Vitelian to be certain of it being utterly distinct. Without further investigation or deduction, it was entirely possible that the road would carry enemies as reinforcement even if the town was silent for now.West of the utter lack of enemy contact, Sergente Holzmann, by contrast, found contact on all sides. The thick mist obscured their exact identity, but one thing was made certain by the cracks indicating being fired upon in the open- they were hostile, and likely were so because they knew quite well that somebody would be coming. The one comfort was that this singular unit was the only one that seemed to think they had a good enough shot to reveal their intention.The same relative peace was not found to the west. In the initial scramble of scouting out their surroundings, several of the western landing group ran into enemy forces immediately, and confused sprays of fire went in all directions, warning all around that general contact had been made even for those thinking of scouting out other targets. The thick mist obscured many contacts, though- despite the likelihood of Citizen Defense Militia being much if not exclusively what would be found, all that was of absolute certainty was that somebody was present in significant numbers.
A few were far off-not much a risk. The other though, the threat, was close enough to identify as a certainty. Minutemen- barely uniformed, ready at a moment’s notice, armed with handy weapons and well suited to close terrain and the tactics involving control of range to their specialty. The sort of foe many who had fought in the Subterranean Wars were begrudgingly familiar with- those who treated these low visibility conditions as more familiar than their home, and even if they had not seen nearly as much battle as an elite, the spray of their stubby automatics, designed for the gangster-fights Twaryians liked, would just as easily rob a good soldier of their life as it would have wielded by anybody else.Though the fighting had begun before any had been prepared for it to, the picture of the field was coming together. Well enough to act and plan around in the short term, at least.>5-1 DI SERRATA, 5-3 ETTO, 2-2 HOLZMANN and 2-3 EBNER, are obligated to roll INFILTRATION before taking further actions.>Turn is OPENA couple of you aren't exactly where your movement would place you- either because somebody else occupied that particular bit of grid, or because geography was mentioned that seemed more the intended endpoint.
Rolled 3, 5 = 8 (2d5)>>6405466>Infiltration Roll?
Rolled 5, 5 = 10 (2d6)>>6405466INFILTRATION ROLL
Rolled 7, 6 + 3 = 16 (2d10 + 3)>>6405466>Sweep that CDF Minute Section off the village and secure PoI II
General reminder to scout Unknown Contacts before engaging. They are not guaranteed to be hostile, or forces at all.
Rolled 1, 5 = 6 (2d10)>>6405466Infiltration Roll first.>>6405468A heads up, you roll your combat dice for Infiltration.
>>64054732d5 IS my combat dice
>>6405473>SerraHm, is the +1 from the weapons added to the Infiltration roll or no?>>6405474Sorry then, must've misread your unit veterancy.
>>6405465You didn’t move me >>6405024
>>6405466>>6405469So to make sure I'm reading it right, the dotted line means that any unit passed it are within the range of an enemy attack.Is it safe to assume that the enemy attack field is coming from across where the dotted line is? Or is it possible there is another unit close by that isn't seen with the same attack field?Also, since I passed the Iniltration roll, am I free to now do my action of moving right up next to them and blowing their whole shit clean off, or do I need to make another infiltration roll to get that close?
>>6405489Apologies, amended. Though for what it's worth there's nothing additional to resolve for it.>>6405478>Hm, is the +1 from the weapons added to the Infiltration roll or no?If the tag applies, then yes.>>6405491>Is it safe to assume that the enemy attack field is coming from across where the dotted line is? Or is it possible there is another unit close by that isn't seen with the same attack field?You automatically have full scouting on something engaging you or within two tiles, so it's not invisible, it's just a general Zone of Control indicator.>Also, since I passed the Iniltration roll, am I free to now do my action of moving right up next to them and blowing their whole shit clean off, or do I need to make another infiltration roll to get that close?You'd need another one, since your current roll was technically for last turn. Though you could also engage from where you are.Also since apparently it didn't catch to get deleted, that militia section is DC7 Screen, not DC 8, the left tag not the right.
So it's looking like we have someone, say de Murso, try to conceal the supply point from snooping villagers. Everyone else heads for P3 (mostly via T2), expecting to engage it next turn. Holzmann and I should have an idea of what's inside soon.If reinforcements start moving through T2, we can pivot a few from our main group their way. >>6405473Weapon bonuses get you over that DC, great. >>6405466How long do you have to be on a road to get +1 move?
>>6405474The switch to 2d5 was considered, not confirmed, far as I can read.
Rolled 4, 4, 6, 1 = 15 (4d6)>>6405495RIGHTO!>>6405466>>6405469>MOVEMENT:Infiltration North 1>ACTION: Attack (CDF Militia Section)I think this means I roll my attack dice twice? Once for the Infiltration and then for the Direct Attack. So I'll roll a 4d6, first two for Infiltration, second two for Attack.
>>6405500I assure you. That 2d5 is my combat dice. Source: Trust me bro
>>6405500I turned it from a consideration to a decision, for consistency's sake even if I find it imperfect for the sole reason that a five sided dice is not a real thing and d10+1 steers things the other way.>>6405497>How long do you have to be on a road to get +1 move?I prefer that sort of thing to be more spirit of the idea than a hard barrier, so you definitely have to be on it for most of your move but you don't have to start on it, so as long as one of your bonus moves is on that road then that applies.
>>6405549
Rolled 5 (1d6)>>6405465>Move SW 1, to forested eastern edge>Scout
Rolled 1 (1d6)>>6405465>Move 1NE, 1N>If hurt, heal with medkit, if not, scout the place I am on top of (either way, that is a 1D6 I believe)
Staging points to hit P marked with x's. South tip of lake limits occupancy to 4 or so, so mind overflow if going that way.Anyone at the supply point should spend an action concealing it before moving on if they have no other concerns.Any objections to monitoring T2 from the trees instead of occupying it? if it's going to be this quiet, all we care about is command of the road.
Rolled 4, 3 + 2 = 9 (2d8 + 2)>>6405495>If the tag applies, then yes.Great, that just gets me over the Infiltration DC. Whew. Now for the proper move.>>6405466Bertram took a look with the binoculars and clicked his tongue. The fog covered much of the field and surrounding hills. He knew he saw -some- formations, yet he was unaware what they were. Yet, he was aware of one thing and it was the Petrekoran militias taking potshots at him. He had to admit, some of them came pretty close, even almost hitting some of his men as the bullets whizzed around. But he and his men were built of different stuff, the bullets already a familiar nuisance. It was time to give the militiaman their just due for disrupting his little excursion into the foggy grassfields.>MOVE1 SE>ACTIONAttack the Militia whose ZoC I just left using Glass Eye to deal full damage. (Also, if I read it correctly, I add +2 because of the +1 to All and +1 to Screen.)>MOVE1/2 E
>>6405466I think you moved me in the wrong direction; I moved west from the supply point so I should be somewhere near the road. Image shows my intended moves for the previous and current turn.>Move 1x West>Support any friendly actions in range
Rolled 1 (1d6)>>6405466Move NW, NW (using road) (to where 1-1 is basically)Acton: Loot PoI T2 on the way"Moving up will be able to give supporting fire against T3 soonish."
Advising against further looting of civilian areas that haven't caused problems yet.Not that I'm anyone's officer or present in character. But in-world and in the moment, people know to be careful about shitting where they eat.
>>6405656"Oi. We were here first."Fogl shoos the retreating scouts further south (SE corner, trees a bit thinner but teeechnically forested)
Rolled 1, 2 = 3 (2d5)>>6405465>1st Action: Attack within tile in CQC +3>2nd Action: Secure PoI II
>>6405466>MOVEMENT:North Northwest 1, Northwest 1, West 1>Action:+1 MovementNot sure if that contact at T3 can reach out and touch us but no reason to risk it. I personally think we are best served clearing out our objectives than worrying about the reinforcements too much. Taking the airfield gives us a nice resupply point to get ready to push on the railhead for example vs having to treck all the way back to the landing sites after all.
Rolled 5, 3 = 8 (2d6)>>6405466>SUPPORT Etto’s Attack (Chaingun)
>>6405466>>6405876Parallel movement
Rolled 7, 5 + 1 = 13 (2d10 + 1)>>6405466>Infiltration roll from the last turn (2d10+1CQC)Looking at all the HP numbers, the chip damage that Marksman equipment gives you doesn't look very viable. I might want to swap it for something else after this map, if given the opportunity.
Posting for Aurora, whose IP is blocked>>6405465Move one South and one East, trying to support people with New Dawn Disciple.SUPPORT the next attack against the CDF Minute Section (?) one East of me. (2d4+1)Use C&C to the and prevent casualties.>3/4 Munitions
Rolled 9, 7, 1, 6 = 23 (4d10)>>6405466>>6405946>Not starting the turn engaged, so I'll just GTFO, please and thank you. Move 2 East. Infiltration (exfiltration?) roll 2d10+1, once more.>Attack CDF Militia Section 1 North, 2 North-East (is that correct? They're sat at a weird corner) at Long Range. Full damage due to Third Glass Eye, 1 Damage on a miss from Marksman Kit. Rolling 2d10+2 Screen.
Rolled 6, 8 + 2 = 16 (2d8 + 2)>>6405951that's not quite right, is it? The infil roll stands, but I just remembered that my attacks are not upgraded to 2d10, but rather stay at 2d8. Sorry about that, tanq. Rerolling. 2d8 + 2 Screen.
>>6405771"Oho, apologies Herr Fogl. I must be getting in your way, me and the lads will get out of the way and position ourselves a bit better.">>6405656Slight aliteration to my movement.>MOVE1 SE>ACTIONAttack the Militia whose ZoC I just left using Glass Eye to deal full damage. (Also, if I read it correctly, I add +2 because of the +1 to All and +1 to Screen.)>MOVE1/2 NEThis position will allow me to target the men in T3 from a safer distance.
>>6405806Oi!Have a reroll (C+C Kit, and Im 2 tiles away from you)Still mulling over my action but I am free to hand that out, right?
Rolled 5, 5 = 10 (2d6)>>6405466Moving 1NE, 1N. If the lake isn't in the way.
>>6406071Dunno if lake blocks, but you can convert your Action into one more tile of move.
Rolled 3, 1 = 4 (2d5)>>6405465>>6405806>>6406059>I love "Free" rerolls
>>6406072Oh thanks, in that case >>6406071 1NE, 1N, 1E >>6405466
Rolled 2, 5 + 1 = 8 (2d6 + 1)>>6405466>Move: S1, SE 1/2, E 1/2 landing 1S of Fabiani's starting position this turn>Action: Support Fabiani's attack on CDF section, +1 to all.Looks like the reroll wasnt enough to get us the last damage needed if my math is correct. Time to rock and roll this way then.
Rolled 1, 4 + 1 = 6 (2d8 + 1)>>6405466I sense that the Minute Section at I1 is pretty well handled even without my support so I'll take my squads farther south to engage that patrol near V1 while it's still in the open. The goal is to secure V1 and have a good firing position to provide flanking fire/support on attacks against the MG nest at the airfield.>MovementSouth 1Southeast 1 on the southeast corner>ActionAttack Militia Patrol
Crap roll, but idk if the dc is lowered since this isn't a screen attack.
Rolled 4, 3, 5, 5 = 17 (4d8)Gunfire. Close by. The other elements of the vanguard had engaged something in the village. Louis shifted his focus from scanning the edges of the airfield to listen to the sounds of combat. Many intense, short bursts of gunfire followed by sparse replies. A very one-sided afair then. They would be alright without his aid. He wouldn't be surprised if whatever foe they had encountered was already broken. After all, none could stand against the breaking of the Dawn. He returned to scanning the airfield. Something was strange about it, supposedly defunct and not in use. And yet... A tap on the shoulders."Sottotenente!", came the voice of his Sergente, one Vittorio Tommaso, a short and stocky Halmeggian from it's border region with the Reich. "Over there, south along the road. Do you see it?"Louis shifted from sizing up the militia squad to scanning the road. He saw nothing unusual, just the pack dirt road and it's di- Wait.>"A machine gun nest." He noted grimly. "Well dug in too." He nodded to himself. "Call it in. Make sure whatever element of the sixth is present with us hear of it, some of them were carrying heavy weapons and we might need their firepower to overwhelm that position. We'll flank north for now to avoid it's line of fire." His Sergente was already on his way before he finished. Good man, Louis thought to himself as he rose to rally his men.>"Weapons at the ready, warriors of the 1st! The enemy gathers just ahead, but we will sweep them aside like the Dawn does Twilight each morning. Follow me, do your duty and victory will be assured here. For the Glory of the Legion and for the Coming Dawn! Sempre Avanti!"And with that, Louis and his men charged into the mists.>>6405466>Infiltrate 1NE, 1E>Attack CDF Militia near the Airfield hangars>4d8 combat dice+2 to both actions from Standard Weapon Complement. First set for infiltration, second for attack. I assume this move will take me out of range from the machine gun nests ZoC but will roll another Infilitration if it doesn't.>>6406111I believe what bonuses apply are determined by what tags an enemy currently have, so you would have +2 to your roll from the standard weapon loadout against that patrol rather than just +1. Even if this wasn't the case you failed well enough that you wouldn't have taken any damage anyhow due to the heavy armor.
Rolled 6 (1d6)>>6405465>MOVEMENT: SW 2 W 1>ACTION:Support Looting of POI T2 (Pillager's Pluck)Since the northern flank of the lake has a significant force, I'll flank around the south to offer support from the south (after cracking open this POI of course)."Wonder what they have hidden away in those warehouses.. Go have a look, but keep it quick and clean! After all, if it is military equipment stashed away in there we should ensure it ends up in the proper hands."
>>6406274"Appreciate the assistance, 6-5, I fully concur."
Should have addressed some of these earlier, but such is the price of trying to beat my sleep schedule back into shape like tenderizing top round. I'll decide to resolve everything in about eight to nine hours, and hoping I won't take too long in doing so to get the next turn out. Though most of you've gone by now anyways by my measure.>>6405552Truly abominations.>>6405673>I think you moved me in the wrong direction; I moved west from the supply point so I should be somewhere near the road. Image shows my intended moves for the previous and current turn.Noted and implemented.>>6406059>Still mulling over my action but I am free to hand that out, right?You are.>>6406072>Dunno if lake blocks, but you can convert your Action into one more tile of move.You can't walk on water, but the movement can be finagled into the intended endpoint.
>>6405724My bad, to the edge of the tile as per pic.
Rolled 5 (1d6)>Move 1S, 2W. Scout T3 and that Unknown.
A quick and decisive attack from multiple directions overpowered the enemy militia east of the western landing zone, amongst the silos of grains and farming equipment stores made to pull double duty as barracks. Under attack by multiple armored assault units coordinated by filament, they had little opportunity to cause much harm before they were crushed, many realizing their disadvantage and choosing tomorrow over a valorous inevitability. An ideal outcome, but as Schwarzehand heard it, he doubted that any other fight would go as cleanly, especially as he heard of other firefights and their results. These militia were as stubborn as they were reported to be by the Federation, and they’d like as not dissolve into the morning mist rather than be trapped like the ones in the Legion’s first victory on the continent of the Old World.Initial probes to the airfield made clear its outer defenses. Machine gun bunkers that covered each approach, groups of alert and mobilized militia, with more likely lurking within the base itself. The fortifications might prove troublesome, but there was little reason given to not be confident in the enveloping attack on its way, as both landing sites had plenty of manpower scouting out and approaching both from west and east. Enough that some Legion sections had elected to scout the outskirts instead- with variable success, but generally not so easily dislodging their enemy without the benefit of overwhelming numbers. In even fights, the Legion was understandably inclined to caution.Save for in one case. Where experienced elements of 2nd Company found foes and immediately bounded back to pick away at them from a distance, the brash young new commanding officer of 2nd Battalion’s 3rd Platoon of 5th Company had driven his unit far to the north as compatriots assaulted a large village to the north. They found plenty awaiting their bold push- and nothing like the militia encountered elsewhere, by the sound of their weapons alone, to say nothing of their accuracy. The shadows in the mist were barely perceptible either- it was as though the mist around them in particular thickened to shield them…>4/5-2 De Pastori must roll INFILTRATION against Interloper ProwlImmediately, this news commanded Lieutenant Colonel Schwarzehand’s attention, because another hassle he had been dealing with had been figuring out what the Caelussian advance force had encountered that stopped them so cold.
The language gap was difficult to cross. The Federation did have the foresight to assign personnel that knew some shared language with the Legion, but over in Caelus, the people who were fluent in Vinstragan languages were not often the rank-and-file troopers, or even the lower officers. For Schwarzehand to find out what the Caelussian Federation Paramarines had encountered required several relays of clumsy communications with the singular coordinating officer that had a handle on the Imperial tongue better than a phrasebook.“The contact they describe,” the coordinating captain said levelly to Schwarzehand and his team, “Appears to be the same foreign one as the Paramarines encountered.”“What do you mean?” Schwarzehand demanded incredulously, “Where would they come from? Thought your lot said they were isolated. That they didn’t have allies from anybody near. So where are this bunch from? They sail on over across the sea like we did?”“I…do not know.” The coordinating captain said, frustrated. “I am just saying what they said. I do not know where they would have come from myself. If they thought them Petrekoran they would have described them as such. We know well those amongst them who differ at first glance but are the same army beneath.”Schwarzehand had a feeling he wasn’t being told the whole story, but also that the Captain hadn’t been told either, so he grunted dismissively and got back to his job. Some small good news from the eastern site- a search of the town had, at first, turned up little besides animal feed when a fellow Emrean War veteran (albeit a former enemy) had gone looking amongst the wary farm folk, but a section of once mercenary-brigands, with a characteristic lack of scruples and an eye for goods purposefully hidden, was able to point their fellows in the right direction. A quartet of utility trucks, perhaps used to haul materiel and militia from further away, had been well hidden in haybales rather than sabotaged or driven away. Perhaps the Paramarines had spooked their escort away, or maybe they had been hidden by another and failed to be reported upon, but gasoline was easy to find nearby- they could readily be put to use.>Field Augmentation- 1.5 Ton Utility Trucks, may be made permanent or sold later.>A unit may utilize these vehicles to give themselves +1 movement- does not stack with Light Rigging. They may be delivered for use to any friendly units along a road, given a turn’s wait, but cannot be transferred afterwards.>Turn is OPEN
Rolled 5, 2 = 7 (2d6)>>6406600Action: Support any attack against T3 CDF Militia Patrol (+1 All, +3 Support)Movement: Move SW, SW, SW (Utilise 1.5 ton trucks + road)"Getting a bit isolated out here, Sous-lieutenant." Rosseau's Chief Sergeant remarked drily to his fellow Emrean."I'm aware, Chef." The trio of support guns that his demi-platoon were porting about left them lagging behind the rest of the southern contingent. With reinforcements sure to be heading down the road and the rest of the Legion seeking to converge on the airfield, their current position was one that he did not want to be in for much longer."Shoot and scoot time gentlemen, we give those militia on the opposite bank a good shelling and we make for those trucks the easterners found."One suggestion tanq, can we have grid numbers listed on the map like in AD again?
So would I always be rolling with Screen stats vs a Screen enemy, or can I make it CQC if I get close enough? Likewise, what happens when rolling against a CQC enemy from two tiles away?
>>6405924>>6406600Ah, wonderful, the support is appreciated, Weisskopf! Now it's time to stick a fork in these piglets. The question, though, is if I'm able to use DAWN-LIT LANCE to shmove over to the next guy.Like, Etto could do it now, but then I'm risking him getting flanked, aren't I?Could Weisskopf switch into direct attack mode and get the kill while I move in to scout the next guy?Or would it be better to confirm the kill now, THEN call my potential DAWN-LIT LANCE pass through upon successful hit for this turn and just T-Pose in front of the Unknown Contact?
Rolled 3, 1, 10, 9, 3, 9 = 35 (6d10)>>6406600>Move E-E-SE, as close as possible to that machine gun nest>Attack that machine gun nest(Rolling infiltration against the militia, then infiltration and attack against the CDF MG)Fabiani grinned like a madman when he heard the reports about the airport's defenses that the local paramarines had failed to overtake. His first taste of combat had been too easy. Assaulting an entrenched machine gun nest head-on would be a more exhilarating roll of the dice.SMG Ammo 2/3->1/3
Rolled 3, 2 + 1 = 6 (2d4 + 1)>>6406599>Move SE, E>SUPPORT the next attack against the CDF MG(2d4+1).>Use C&C to reroll Fabiani’s failed infiltration roll versus the militia.2/4 Munitions
Rolled 4, 7 = 11 (2d10)>>6406708Hey, thanks, another roll of the dice!
>>6406600Hm, did I not damage the militia I shot at or did you just forget to lower their HP, tanq? Also, before I do anything, if I shoot at the same militia again, would I be considered engaged or does engagement only work when you do it from the same place twice? My guess is that by simply attacking the same unit twice engages you, regardless of having moves between the two attacks.
Rolled 4, 1 = 5 (2d4)>>6406599>4/5-2 De Pastori must roll INFILTRATION against Interloper Prowl
>>6406735so that is 14-5 = 9, 9*2 = 18 casualties>>6405618 as I took casualties, I use a medkit (still resolving last turn), but that doesn't do anything
Rolled 2, 5 + 2 = 9 (2d8 + 2)>>6406600Alexandra kept the scope of her Luci trained on where the man fell for some time, but no one left the relative safety of the village to check on the straggler or retrieve weapons or ammunition from his body. Mouth drawn in a dissatisfied line, she pulled her cloak tight and began her crawl back to the rest of the section. Lulls in the gunfire to the east made it possible to hear hue and cry in an alien tongue coming from the village.Sergente Stigler, left to mind half of the section while his superior indulged her baser urges, watched marksmen filter back individually or in pairs, his superior among them. He noticed her frustration, which was made known to the rest of the section immediately."Damnation, Stigler, there are far too many of them still in there. Besides, there is nothing worth taking or anyone worth killing in that miserable shitpile of a village.""Report over the filament, Sergente di Platone. The rest of the force is working the main objectives. Their blood is up. Word of a strange encounter, though. North-east. It could be of interest, perhaps?"He watched Ebner's frustration fade as she listened to the reports of unknown—and dangerous—interlopers sighted at the railway. Eventually, she was grinning."Right, that's more like it. The Federals can mind the landing zone; not like that lot in the village is like to make an attempt. 2-3, double time it!">Attack CDF Militia Section by PoI V3 (2d8+2)>Move, taking advantage of the road bonus N, N, NE (eat the next act for the third move if the road bonus doesn't apply)Addendum: I don't know if I'm engaged and I don't see any ZoCs on my path. Tell me if you need me to roll for withdrawal/infiltration.Section Status:Squad 1 10/10Squad 2 10/10Munitions 3/4 -> 2/4+1 on including grid coordinates, tanq. Also the positioning of units on square edges and corners makes navigation/targeting a bit weird. Can't say I know which unit is in which square when they sit on the extremities like that.
Rolled 10, 8, 10, 3 = 31 (4d10)>Move N N N onto north edge of space>-Rolling infiltration against Militia then Raid Patrol in P3>-Ghost nulls engagement>Attack Raid Patrol, +3 CQC, -2 Miasma
Rolled 6, 6 = 12 (2d8)The attack on the Raid Patrol.
Well, that seems to have gone quite well. 2 damage on the Raid Platoon and it's withdrawing, unless it's Stubborn or there's some hidden modifier in play. Double tap it once the Militia's sorted.
Oh, and remember to position yourselves leaving open sightlines for your buddies. They can't shoot through you.
>>6406611>>6406767>One suggestion tanq, can we have grid numbers listed on the map like in AD again?It does seem like it's rather necessary, though I didn't want to make things too granular for movement, added precision won't hurt. Sure, what the hell.>>6406614>The question, though, is if I'm able to use DAWN-LIT LANCE to shmove over to the next guy.I guess the wording is a bit awkward on whether it's the same turn or not, but I'd say yes, since the intent of the language is basically smashing through the other guy as part of your assault.>>6406613>So would I always be rolling with Screen stats vs a Screen enemy, or can I make it CQC if I get close enough? Likewise, what happens when rolling against a CQC enemy from two tiles away?I feel like I got halfway through considering how things worked then forgot about it, because at one point I think I had CQC weapons restricted to 1 range before I figured that made no sense because the carbines and automatic rifles sure as hell aren't shooting pistol bullets, so it was measures of effectiveness against particular targets that operate a certain way in terrain- like how a CQC target probably won't loiter in the open waiting to get plinked at by people out of their range.I appreciate the patience in basically playtesting rubber meets road in these situations, since the result is probably going to end up in rules specification or adjustments, but like I've said I prefer to go off the spirit of law than letter, so I'd say you have the option to make things CQC by getting close enough- sort of a requirement for attacking forts effectively, for example, plus it means you get a reward for charging through screen ZoCs to actually get in their face.>>6406731>Hm, did I not damage the militia I shot at or did you just forget to lower their HP, tanq?The latter. Let me adjust that, they should have had 3 damage knocked off them. >Also, before I do anything, if I shoot at the same militia again, would I be considered engaged or does engagement only work when you do it from the same place twice? My guess is that by simply attacking the same unit twice engages you, regardless of having moves between the two attacks.You would be- since at that point you've gotten at least a portion of their attention so moving without withdrawal would just be awkward.
Rolled 2 (1d6)>>6406802>I guess the wording is a bit awkward on whether it's the same turn or not, but I'd say yes.Hmm, alright. Well, at risk of completly blundering, I might as well play for maximum shmovement.>>6406600>MOVEMENTUse DAWN-LIT LANCE to Move North-East.>ACTIONScout Here's hoping that Weisskopf will be able to finish off the CDF Militia Section, while Etto Scouts and prepare for the next battle.
>>6406599looking at it, did my double move mean I should roll twice to infiltrate? after all, I do want to end up on the same tile as they asalso, I assume the "(Scrn)" bellow their name represents the difficult of engaging the unit at such a distance, but does that change when I approach closer?
>>6406599>Move 3 North>Move 1NW, 1WSorry, I thought we started this coming week
Rolled 5, 1 + 2 = 8 (2d8 + 2)>>6406802Thanks for the clarification.>>6406600>MOVEMENT1/2 NW, 1 N. I should be in the middle of the square right of me.>ACTIONShoot at the CDF Militia Patrol next to T3. +2 because they have the Screen.They softened them up decently, Bertram thought to himself, as bullets were exchanged, the ones fired by his men finding their targets more readily in comparison to those sent to him by the foe. Yet, he didn't particularly fancy getting stuck in a firefight right now. While many of the fighting men of the Legion preferred to get up close and personal, Bertram liked being on the move constantly, nipping at the enemy like an annoying nuisance in some times or completely obliterating them the others. From a safe distance in both occasions. He soon spotted a nice contingent of his comrades come up to him, disrupting his thought. They must be going to the lakeside village and there were some enemies there which needed taking care off."Men." He said in an easygoing, assured voice. Most immediately turned back to hear what he has to say. "We're taking a stroll down the road, we're going to pepper those men in the village and then we'll shoot these poor fellows from before again. Now, up up! We don't have time to waste!"Soon, the rest of the Legion present would see plenty of men in short shorts with muscular calves rushing down the road to take up their positions.
>>6406814I don't think Dawn-Lit Lance works like that. Its wording is "on successful attack, move through enemy", not on defeated enemy. Its rather optimistic that I would be able to defeat them in the first place. So, you would need to be attacking if you wanted to do Dawn-Lit Lance, and you would be better sorted to finishing them off than me in the first place, given I am a support build.
Rolled 3, 1, 6, 8 + 2 = 20 (4d8 + 2)>>6406600>MovementInfiltrate East 1 into the village to secure harder cover.>ActionContinue attacking Militia Patrol to our EastTwo sets of d8s. First in the infiltrate and the second is the attack which I think comes with a +2
>>6406960I think that's a flat out kill even without First and Fiercest. If the Infiltrate Move stalled cause of a fail I'd still like to use my last movement point to still reach the same spot after the Militia is wiped if possible.
Rolled 2, 1 = 3 (2d6)>>6406600>ATTACK the CDF Militia Section to my NW (chaingun)
>>6406814You are a CQC unit in the face of an enemy. Please just kill them yourself next time, support units are ill-suited for direct engagement.
>>6406822>looking at it, did my double move mean I should roll twice to infiltrate? after all, I do want to end up on the same tile as they asYou should yes, since being intercepted does result in engagement, and being kept at arm's length barring further successful infiltration towards your target.>also, I assume the "(Scrn)" bellow their name represents the difficult of engaging the unit at such a distance, but does that change when I approach closer?Screen Tag does mean that your Screen modifier is applied on engaging them, yes, but if you get within 1 tile you do get to use CQC instead.>>6406831It's all good.Also just announcing that I'll be resolving the coming turn on Monday instead of Sunday, for the reason that the next two days are workdays but also I'll be spending most of Tuesday on airline flights so I won't be able to update on the normal interval from Sunday anyways.
Rolled 5, 2 + 2 = 9 (2d6 + 2)>>6406600It looks like that Raid Platoon is withdrawing for now, I think di Storia and I can handle the rest of the Militia Patrol if Takt wants to try to pursue the Platoon.>MOVEMENTSouth 1>ACTIONAttack the CDF Militia Patrol by T3, Standard Weapon Load gives +1 All, +1 Screen, for +2 total
>>6407078
>>6407022>but if you get within 1 tile you do get to use CQC instead.Neat. This means I almost oneshot that machinegun nest with my rolled 12+3 vs DC 10
>>6406600>MOVEMENTSouth 1>ACTIONAttack the CDF Militia Patrol by T3, got standard weapon load, trained level but also old blood honour.I don't know what to roll is it 2d4+2 or am I completely wrong tanq?Also got larger squad sizes and 4 squads , but I think that only affects the healthpool?>>6407078Also due to having aC+C kit can I give Luce a reroll while also attacking?
Rolled 2, 4 + 4 = 10 (2d4 + 4)>>6407022>You should yes, since being intercepted does result in engagement, and being kept at arm's length barring further successful infiltration towards your target.Alright, so, rolling for the second infiltration, still resolving last turn, though this time with a +4, due to blood anointment
>>640715610 vs 14, so 8 casualities, bringing me up to a total of 26 casualitiesleaving me with one squad at full health, and another squad at 10 out of 12 healtha bloodbath to be sure, but they shall die in turn
>>6407157with this in mind, I assume I am at the position noted on the map, that is, 1S of the Interloper prowlmy action shall be somewhat conditional, seeing as it kind of needs to be>>6406600>I move 1N, on top on the Interloper Prowl>If this move fails, I use a second move to attempt it again>If both of these fail, I use a medkit to try and heal up>If either succeed and I do manage to get on top of the Interloper Prowl, within CQC range, I attackfor this, I will first roll 4d4 as two separate 2d4 rolls
Rolled 3, 1, 2, 1 = 7 (4d4)>>6407158(forgot to roll, lol)
Rolled 3 (1d6)>>6407159first infiltration roll, 3 and 1, total 4, with blood anointment bonus of 6, total 104 margin, 8 damagetotal damage taken at 34, current bonus +8second infiltrate, 2 and 1, total 3, plus 8, is 11margin 3, 6 damage total damage taken 40we are at 1 squad of 8 health, that's right, 8 men left, with a blood anointment of +10but seeing as I failed both infiltration rolls, as per >>6407158I now roll to heal
>>64071613! 1 health healedcurrently, we are at 1 squad of 9with 40 damage taken total, 1 healed (so we got 39 wounded at the moment)
>>6407162correction, that 3 is actually a 1, due to the penalty of being at 1 squad, a penalty of -2 to all rollsso I do not healand my current bonus is effective 8 aaaand probably can't get any higher without just dyingdidn't notice the one squad penalty before checking the rules just now, guess maximizing blood anointment isn't viable against an enemy like this without even more men, which there is no way to getmy bad, lads*also also* just noticed, my current turn is illegal, because I forgot I need to attempt a withdrawl due to taking one squad's worth of damage last turnsorry for messing it up, not sure how to resolve it
>>6407007>>6407008You're probably right. This uneeded gamble didn't pay off.Would have been pretty slick if it did though!
The Militia section scrambled for cover as fire swept over the impromptu fortifications they were trying to assemble infront of one of the larger hangars, many of them falling to accurate rifle fire before they could reach any form of safety. The return fire were pitifully ineffective. Two militiamen attempted to shift position without proper covering fire. Two short bursts of automatic fire rang out, and the two soldiers were mowed down by the crate they had been cowering behind. Emmanuel ejected the spent magzine. The assault was proceeding well, though the inital attack hand't been as successful has he had hoped. Still, his soldiers were close to dismantling this unit and infiltrating the airfield proper. The heavy fire to his south suggested a concentrated assault against the main fortifcations in this sector was ongoing. In hindsight reporting it's location might have elicited the wrong response from his fellow legionaries, Emmanuel thought to himself. Many of the units were eager for a fight after the long journey. He knew that Fabiani especially wouldn't hesitate against such a position even if he stood against it alone with but one pistol and a bundle of grenades by his side.He snapped the new magazine in place. Ready for another bout. As he took stock of his units movements, Emannuel examined the hill overlooking the road and airfield they were fighting over. It would be the perfect position to lay enfilade fire on his unit, but there had been no contact from there yet. He wondered why. Figures could be seen scurrying about the structures, though if either they or the figures were of military make he couldn't tell. Best to remain out of range for now then, he concluded. It could be investigated later, when he weren't busy trading live fire with militiamen.>"We'll hold here for the moment!" He bellowed to his men. "Mind your spacing and eliminate those hostiles! We'll advance on the airfield when the way is clear!">>6406600>Attack CDF Militia at the Hangars>Hold position+2 to attack roll from Standard Weapon Complement.>Ammo count 3/4 > 2/4
Rolled 1, 8 + 2 = 11 (2d8 + 2)>>6407232Guess the dice didn't fancy being part of that post, we'll try again.
>>6407130I think you would be rolling with a 2d4+4, +2 total from standard weapon load and +2 from me and Holzmann attacking the same target. For rerolls we should probably see if you just kill them since with my attack + Rosseau's support that is 4 degrees of success already if I can do math. If support applies to all attacks on a target they may even already be dead with Holzmann's attack adding in.If you could also move East or West of me at least half a tile that should prevent us from blocking one of our own attacks. It's a bit of a tight fit though so watch out for going into the town and getting eaten up by overwatch fire. I can shuffle around too though if you had a specific spot in mind.
Rolled 4, 2 = 6 (2d6)>>6406600Moving 1W, pursuing the retreating raid platoon.
>>6407130>Also got larger squad sizes and 4 squads , but I think that only affects the healthpool?Basically yes, barring certain other potential things.>>6407130>Also due to having a C+C kit can I give Luce a reroll while also attacking?Reroll provisions are a free action yes.>>6407173>not sure how to resolve itI will figure out something when I get back from work.
We still accepting recruits?
>>6407478Open throughout, yes, though you may have to walk a bit depending on the drop site since the logi points aren't interconnected yet.
Rolled 2, 2 + 7 = 11 (2d6 + 7)>>6406600>move 1x West (does it put me in the zone of control of the militia section if I'm on the edge of the tile?)>support Holzmann's attack on the CDF militia patrolHopefully I did this right
Rolled 2, 3, 1, 2 = 8 (4d5)>>6406599>Move 2E, 1SE>CQC Attack into the Airfield Hangars, Militia Section
Rolled 4 (1d6)>>6406600>MOVEMENT:SW 1/2 to center of tile>ACTION:Scout unknown contact (DC2)
>>6407078>>6406600I would like to add to my movement and move 1/2 tiles to the East so di Storia and I do not block each others shots.The whole movement would just look like:>MOVEMENTSouth 1, East 1/2
>>6407130Changing movement to southwest 1
Rolled 3, 4 + 4 = 11 (2d4 + 4)>>6407770Forgot dice
Rolled 4, 5 = 9 (2d6)>Movement: 2 North, following the road, up to the PoI dot corner.>CQC (+3) Attack CDF Raid Platoon
Probably won't post resolution until late tonight, Sunday might have disrupted me more than I thought, and tomorrow will probably be no time to get any extra work done so I'll take more time out of today since I'm sure Wednesday won't be particularly convenient either.We'll say things are basically still open up for another ten hours whereupon I'll post what extra stuff I still feel I have to stick in. Though I do have the grid on the blank map for anybody needing it for planning purposes.>>6406767>I don't know if I'm engaged and I don't see any ZoCs on my path. Tell me if you need me to roll for withdrawal/infiltration.Negative for both.>>6407173Alright, reviewing everything, we'll just say that the first roll >>6407159 is the withdrawal, taking 8 damage in the process, and this heal >>6407161 goes through, and I'll just shove you in your withdrawal space. Probably the easiest way to resolve things.
>>6406600>Move x2 North>Support Weisskopf's attack>Give Weisskopf a reroll with +1
Rolled 6, 2 = 8 (2d6)>>6407821>>6407007>>6406600Rerolling attack
>>6407816Take your time, it's all good.
Rolled 3, 4 + 1 = 8 (2d6 + 1)>>6407821No dice huh.
>>6407523Hi tanq, thanks for running another skirmish! If you are still open to more poor, bloody infantry then I would like to submit for an opening.>Name/Nomme de Guerre:SdP. Umberto Garza>Nation of Origin:Hill Vitellian>Physical Description:Sergente di Platone Garza would seem from a distance as not a particularly noteworthy individual. Of average height and depressing build, his skin perpetually splotched by angry sunburns. Up close however he is a more unwelcome surprise, at some point in his life his face was broken and inexpertly pieced back together. He seems to now carry a perpetual sneer, which only exacerbates other's perception of him as a cruel and unhappy gargoyle.>Service History:In can be inferred that Umberto certainly served in the Vitellian Royal Army, trained in artillery and may have even held respectable rank. If anyone bothered attempting to prove this would be difficult, as it seems great pains were taken to erase parts of his record, especially pertaining to his eventual dismissal.>Vice Record:If questioned, he would say that his only crime is dereliction of duty from the kingdom. In actuality his rap sheet would list a number of charges relating to Coercion, Extortion and (curiously), Heresy. These days he takes particular delight in tormenting his new recruits in the 2nd Battalion, using their inexperience as an excuse to relentlessly drill them over matters both warfare and doctrine, with surprisingly positive results.>Rank:Sergente di Platone- x2 Squads of 10 Base, Base Combat Dice upgraded by one tier.>Company + Unit Trait:4/5th of 2nd Battalion-Innate: +2 Finances, Trained, +2 Squad SizeCompany Trait: NMM: Glass Third Eye>Unit Equipment:Weapon - Heavy Weapons Specialist- +1 All, +3 Support, -5 CQC, One Move. 2 Base Ammunition- Equip Slot A - NMM: Glass Third EyeEquip Slot B - Mortar, -1 Screen, +3 Support
>>6407816>those AD-style intersecting gridlineswe are so fucking backIf you'd entertain another suggestion regarding visual clarity, would it be possible to offset a unit marker a tiny bit towards the center of the square from any edge/corner it is occupying? I think that would make it abundantly clear which exact grid square they're in. Picrel, to better explain what I mean. Otherwise, I don't think there's any way to tell if the unit on the left is in square M8 or M9.
>>6407816o7
Lieutenant Foulk had been dragged along as an aide for Lieutenant Colonel Schwarzehand- the constantly shifting environment of an operation behind enemy lines, its deployment disrupted from the start, necessitated as many analysts crunching up information as possible. Especially when communication with the present friendly ground elements was difficult at best- even the militia prisoners taken, for what little they would know for the effort, had to have linguistic barriers chipped at. All that could be relied upon was what was fed up the filament by the Legion itself.“Our people are making inroads to the airfield. The outskirts settlements have been nearly secured, and our assault and heavy elements are breaking through the western side of defenses.” Foulk marked on a map’s plastic covering with a grease pencil, “Of note are the anti-aircraft defenses. They consist of heavy batteries, but also of quick-firing two-centimeter cannon. Suffice it to say, even though their efficacy against ground targets isn’t as fearsome in this mist, I would advise extreme caution in advancing to neutralize them.” Even the impressive armor and firepower of First Company couldn’t compare, after all, to guns designed to take down aircraft. “I would say that we are making good progress, but we were meant to have been moving on the objective railhead from the very beginning.”“Hgrrhf.” Schwarzehand made an unpleasant noise like one might hear from a bear in winter. “I agree.” Foulk presumed on what wasn’t said with words, “But the airfield is indeed heavily defended. The Paramarines would not have had the manpower to seize it in a timely manner, let alone secure it. On the positive end of things, our securing of the approaches lets us prepare pickets for a healthy warning on reinforcements, if they approach. Though in all likelihood, reinforcements would arrive from unsecured supply routes anyways.”Schwarzehand shook his head. “If they’ve already got this much on the ground, makes me think the Petrekorans know what they got better’n we do. Don’t like that. Or somebody told ‘em, which means more’s definitely on the way.” As if the amount of gunfire crackling and echoing wasn't motivation enough to send for help. Schwarzehand called over to another aide. “We got any word on eyes in the sky?”“Negative, Lieutenant Colonel.” Came the answer, “Aerial support assets have been focused on supporting the landings.”“Gotta do everything ourselves, ‘course.” Schwarzehand grumbled. “Does it make you miss the Kaiser’s artillery, sir?” Foulk asked.
Schwarzehand snorted. Foulk knew very damn well that Black Coats only got whatever support they could steal from the lands they were exiled into as much as they were invading. Not that it gave the apparently fearsome Federation was comparing favorably yet. At least they’d be keeping the bullets moving- that was admirable, since practically all of the Legion didn’t use Federation caliber weapons.The sun had risen to a healthy height, but the mists weren’t clearing. Schwarzehand wasn’t familiar with the weather here, but he felt something was odd, anyways…Initial reports indicated little surprising besides that one group of unknown Interlopers, who were apparently extremely fierce. The Petrekoran Militia defied expectations set of mere Militia, true, but there were those in the Legion who had fought Fealinnese Jagers, Subterranean Rangers who battled alongside massive stone beasts that shrugged off rifle fire like rain. The Legion would not be tested yet- and despite the grim prospects of how far the mission would survive, Schwarzehand was being given no reason to doubt the Legion yet. Still. They appreciated firm motivation more than complacent sentiment. “Relay orders down the line!” He barked at his communications staff, “I want that damn airstrip taken, and I want our people in that railway town! When the Feddies come bitching, they’re not going to find any excuses waiting!”>Turn is OPENStill in QoL iterations, the cards have a messed up formatting bit but I'm sadly too pressed for time to fix it yet, was working on getting ammunition displayed too but don't have the time to review.
>>6408032I plunked you down on the Western LZ. If you prefer to be at the other, say so when declaring your move and I'll shift accordingly.>>6408057I'll see if I can do such a thing sure, though theoretically a unit on an edge is meant to be able to be reached by a unit in either tile beside it- to the edges, that is.I'll be flying out very soon, so I probably won't be able to get to any queries or fixing processing errors until tomorrow, but we'll see how much of a disruption it turns out to be. Maybe I'll even be able to catch up on everything I'm late on pushing out.
Rolled 1, 4 + 2 = 7 (2d8 + 2)>>6408124>MOVEMENT1 N>ACTIONShoot at the CDF Militia Section I shot at before.Bertram peered at the militiamen being shredded apart by the upcoming wave of Legionaries. He felt a small sting of regret and guilt for those poor fellows. The years have worn down his sentimentality but not all of it, he would never allow it completely, as he thought that a true Revolutionary must have heart for all, even for many of his enemies. He sympathized with the plight of the Militia, people who were likely conscripted from simple homes, homes that must've looked quite like the one back in Faelinn, an ocean and a decade ago.Yet, he could not allow himself to wallow anymore. While a lack of sympathy is concerning for a Revolutionary, so is apathy and lack of action. He turned his sight back at those he shot at first and he noticed through binoculars that they have lost him. A fatal mistake, he thought himself, as the guns of his men peeked out of their position, firmly pointed into their exposed sides.>>6407569"Tenente di Granesta." Bertram gave the man a quick salute and an easy grin. "I always found it strange that you lugged that big gun of yours around while part of our company, yet I can't deny it's usefulness, sir. Perhaps, you will borrow it in our further journey to the airfield? It will serve well in penetrating that machine gun nest, no?" There is no sign of mockery in his slightly accented Vitelian or in the line of his mouth, yet the crow's feet around his eyes seem to smile, boyishly almost.
Between road bonus movement and CQC units appearing to have a range of exactly 1, I expected to be able to engage the Raid Platoon at point P3. What did I miss?
>>6408145Ah, I processed you wrong then, I put you on the wrong target I think.
>>6408156Understandable. I did get the name wrong at first. Do I just act from my current spot?
>>6408158Act from where you intended to be I think, though I figure that isn't that far from where you are.
Rolled 2, 6 = 8 (2d6)>>6407821>>6407824Ayyyy, Look at that! All's well that ends well!Now if only I passed the damn Scout roll...>>6408124>ACTIONDirect Attack (CDF Militia Section)Now the question is, once this unit is down, which way should I move Etto next?I think I'd need to max roll, or very near to it, in order to even get Etto close to the Interloper without massive damage.But...I would like to take them on...Is it possible to lower that DC with help from the team, or would it be better if we all moved around to clear out the CDF MG instead?
>>6408124>ACTIONResupply ammo (I should be in range, unless I'm misinterpreting the radius?)>MOVEMENTNW,N,N (End J17 western edge)>Still. They appreciated firm motivation more than complacent sentiment. “Relay orders down the line!” He barked at his communications staff, “I want that damn airstrip taken, and I want our people in that railway town! When the Feddies come bitching, they’re not going to find any excuses waiting!”Edouard's runner chortled as the Lieutenant Colonel's orders filtered down the filament. "Le Cochon sounds grumpy right now.""When is he not?" Another member of the platoon remarked. "Judge above, this ride definitely is making me feel that way!" The recently seized trucks had undoubtedly improved their speed- at the cost of squeezing thirty men and three support guns like sardines onto them.The Lieutenant Colonel may be fat and a connard Imperial, but he knows his way around the battlefield." Edouard had his fair share of experience tangling with the Forlorn during the War - a vicious cycle of raid and counter-raids amongst the opposing trenches. Even now he could picture the scenes in his mind - unwary sentries lying in a pool of blood, their throats slit from behind...He shook his head. Now was not the time for such thoughts."After we resupply it's time to start heading into town, our comrades will welcome us cracking open that MG nest."
>>6408167Resupplying is a free action, but you need to be on the logistics point iirc so you still have an action available.
Rolled 8, 3, 5, 8 = 24 (4d10)>>6408124>Approach the Machine Gun nest to engage it in close combat>Attack themAmmo 1/3->0/3(First 2 dice infiltrate, 2nd set to shoot)
>>6407232>>6406691>>6407577"Sergente Lovato here. We are about to secure the village south of the Airfield and have angles on all the CDF on the our side of the Airfield. Call on us if you need fire support.">>6408191That said, I think with your CQC bonuses you smoked the MG nest. You should be able to resupply at V1 next turn.
>>6408124Much obliged bossman!TURN>MOVEMENT:East 1, East 1 to space L7 (1 Base Mov + 1 Mov due to road connection)>ACTION:None, saving ammo to move up to Railhead ObjectiveAmmo 2/2---Dusting off his ill-fitting uniform, the Sergente di Platone vented his frustration from the late drop onto his beleaguered squad."Andiamo! Hurry up you louts, Command expects great things from you and I expect even more!"
>>6408202Affirmative. But if I could get a resupply here, I'd be able to assault the Raid Platoon next turn and keep the ball rolling.
Rolled 1, 5 + 1 = 7 (2d8 + 1)"Masks on, boys. Let's show'm what we're paid for.">Eastside, mind that the Raid Platoon may or may not be vulnerable to Miasma. For now, assume they aren't and position accordingly. >>6408123Acting from north edge of J17>Attack Raid Platoon. +3 CQC, -2 Miasma>-Ghost nulls engagement
>>6408209If you want you can spend your unused Action on another Move Action to get you in range faster
"Raiders have some sand to'm!">Need at least 4 Support margin
Rolled 6, 4 + 1 = 11 (2d6 + 1)>>6408124"Looks like Fogl is going in from the opposite side of the village and we are going to help him out. Don't use too much of the ammo now, just enough to keep them buttoned up. We still have plenty of hardpoints up on those hills to hit with the Long Shots after all.">MOVEMENTWest 1/2, Northwest 1>ACTIONSupport Fogl's attack the CDF Raid Platoon, 2d6 + 1(All)Ammo 3/4 -> 2/4>>6408221If you want to reroll you can with my C+C kit and get that extra +1.
Rolled 2, 4 + 2 = 8 (2d8 + 2)>>6408259"Knew Ah liked the look of you.">>6408123>Luce provides reroll
Need 2 more margin.
>>6408249You make a good point! I was worried it would interfere with the road movement bonus.>>6408124Sorry tanq, editing >>6408209 orders to add 1 Move as Action, will try to minimize it happening.---TURN>MOVEMENT:East 1, East 1, North 1 to space M7 (1 Base Mov + 1 Mov due to road connection + 1 Mov as Action)>ACTION:Used as MovementAmmo 2/2
>>6408190I'm fine with where I am movement wise, just need tanq to clarify the "within a one tile radius" part
Rolled 6, 2, 4, 3, 3, 2 = 20 (6d8)>"Cease fire!" came the command through the filament, the order swiftly obeyed as the the wave of red uniforms overwhelmed what little resistance the remaining militiamen could put up. A well executed maneuver by the Fifth, and the outskirts of the hangar area was quickly secured.As his unit began to reorganize on his position, Louis was following the stream of updates from the various units engaged across the battlefield. Reports of the mysterious contacts defending the approaches towards the railway intrigued him somewhat, though not in a good way. Truly organized resistance here should've been light; and yet not only were there prepared and manned defences present, there were also what was ostensibly foreign assets in play. Dangerous and capable foreign assets at that. How the Federation's intel network had failed to spot and inform the Legion of this was tantamount to gross incompetence in the line of duty. A pattern, it seemed.He gave a small grunt in dissatisfaction, rerturning his focus to the command net just when orders arrived from the Lt.Col himself: The airfield was to be taken posthaste. This new threat would have to wait; if it came to light he disregarded orders from Schwarzehand, Captain Ponte would be on him for insubordination, again, once they returned home. He didn't fancy that at all.>"Ready up men, Rotund-in-Charge has declared the airfield top priority. We're joining our comrades in the Fifth, ensure your armor is fastened and your laces tied. If not you might summon Ponte all the way here to scold you for wearing your gear improperly." This last remark elicited a good chuckle from a few of the men as they headed off towards the hangars. >>6408202>"1-2 copies. Local superiority is assured already, considerr making Point O1 your next target. The airfield will do us no good if the AA is too heavy for any planes to land. Suggest wrangling some of the eastern forces to aid you, over.">>6407577Upon linking up with the assault detachment, Louis manages to catch up to di Serrata as the latter was inspecting the fencing around the hangar area.>"Tenente!", he greeted Serrata with a sharp salute. "The First are here to be the anvil upon which we shall crush what resistance remains here. My troops will take position in the hangar complex and provide a base of fire; while we hold their attention, your men are free to sweep along their flanks in a pincer maneuver and utterly crush them!">>6408124>Infiltrate to the hangars at K-11I assume I'll be entering both the Raid platoon and the militia's ZoC.>two infiltration rolls of 4d8, first set against the Raid platoon, second set for the Militia.>Attack Raid platoon, final set of 2d8+2 to all checks unless the Raid platoon is on K-11, then the first and third set has a +1 modifier.>Ammunition: 2/4 > 1/4>>6408210It might be worth spending your action next turn on looting the Machine Gun nest you just cleared. Maybe you'll be lucky enough to find some ammunition.
Rolled 3, 3 + 7 = 13 (2d6 + 7)>>6408124>Support Holzmann's attack on the CDF Militia>Move 1/2 N, 1/2 EMany mercenaries found the task of lugging around heavy machineguns and their kit to be an inglorious task, and perhaps it was; however Alesso always found it worth the trouble to hear the chattering of a platoon's worth of heavy guns and see the streaks of tracer fire deluging whatever unfortunate target he had set his sights on. The CDF fire coming from the edge of the northern town quickly diminished under this fire and that of the other attackers, seemingly confirming the guns' worth.Another advantage of heavy machineguns was that once an effective support by fire position was chosen, the platoon could often stay comfortably in one place while engaging multiple targets. This was the case here as Alesso directed his gun's fire onto additional enemy positions to the northwest. There was one big problem with providing suppressive fire with these heavy guns though: ammo consumption.>>6408135Alesso thanked the Sergente for his appreciation of the fire support, but he had to warn him: his guns were already running dangerously low on ammo, and he would have to displace to find more before he would be back in the fight. Hopefully the town to the north would contain the needed supplies and allow him to get back in the fight relatively quickly. As much as his men would have preferred to stay in place, Alesso reluctantly ordered them northeast towards the road. They would have to be quick about this; every minute their guns weren't in action was a respite their enemy hardly deserved.
>>6408124>MOVEMENT1/2 east>ACTIONShoot at the CDF raid platoonDicz will follow and Tanq can we ask that platoon ro surrender due to totally outnumbered?
>>6408372Good idea. I trust my luck
Rolled 5, 1 + 3 = 9 (2d6 + 3)Stay put, continue attack on CDF Raid Platoon.
Rolled 3, 3 + 1 = 7 (2d6 + 1)>>6408488Going for a Dust Bitten reroll here.
>>6408505Was worth a try.
>>6408127>I'll see if I can do such a thing sure, though theoretically a unit on an edge is meant to be able to be reached by a unit in either tile beside it- to the edges, that is.I think I see what tripped me up. I read the rulesheet saying that edges and corners are valid positions "within" a grid square and assumed that a unit on the edge still belonged to a particular square. If they really are meant to be literally on the edge in terms of access and movement, then I guess there's no need to make any visual adjustments. Thanks for the clarification.
Rolled 5, 1, 2, 3 = 11 (4d5)>>6408123>>6408191>>6408372The young Tenente checked his watch and looked up. Big shoes to fill, veterans of more wars and wisdom had looked to him for orders or to at least prove he earned this rank. He smiled below his face scarf."Bene!" He said. "Cialdini, proceed to invest the hangars. By now Sergente Fabiani has probably taken care of the Machine Guns on the Western side." He orders two of his men to open up the fencing around the airfield for the platoon to move through.>>6408202He held his filament close: "Sergente Lovanto, me and my squads are about to move to clear the runways, your fire support would be appreciated.""We're light on ammo but if we manage to take the Airfield we'll be able to ressupply and move on to the railhead. Enemy reinforcements are on their way naturally so if our timing is slightly off were going to find ourselves with some casualties. Avanti!">>6408124>Move: Infiltrate against the CDF Minute Section on the Runways>Attack in CQC the Minute Section
I am landbound. Not jet-lagged so much as jet-beaten. Things should be proceeding apace to be back on some sort of schedule.>>6408167>(I should be in range, unless I'm misinterpreting the radius?)It's iffy, but I'd say you can- mostly because you would have passed right by it on your way anyways.>>6408383>can we ask that platoon to surrender due to totally outnumbered?It would be extremely difficult to, considering that you don't necessarily know what they think their tactical position to be as far as advantage, and you don't speak their language. From the perspective of those fighting against them, they would not seem to be acting like they've already been beaten. A solid damaging strike would probably do more to help any chance of that.
Rolled 8, 6 + 2 = 16 (2d8 + 2)>>6408124>Move to P6>Attack Interloper Prowl (P9) at long range (2d8+2Scrn, Glass Third Eye, Marksman Kit)Section:Squad 1 10/10Squad 2 10/10Munitions 2/4 -> 1/4
Rolled 4, 8 + 1 = 13 (2d8 + 1)>>6408541"Roger that. Fire support inbound.">>6408123>MovementEast 1 into H10 to secure PoI V1. Resupply and then head to the Northeast corner of H10>ActionSupport Di Serrata's actions against on CDF Minute Section in the airfield.
>>6408127Can I fire on the militia section to my North from where I am? If not, and I move once and shoot, does that require an infiltration roll separate from my attack roll?
>>6408383Suggesting you specify Supporting me. Attacking them outright both leaves potential Miasma payoff hanging and will damage you if you fail. Supporting me addresses of these things.
>>6408783>Can I fire on the militia section to my North from where I am? If not, and I move once and shoot, does that require an infiltration roll separate from my attack roll?I put the ZoC too far forward by half a tile it looks like, so no, but also no, you can move up to the edge of ZoC and shoot just fine.
Rolled 6, 1 = 7 (2d6)>>6408124>Refill my ammo (1/2 Reloads remaining)>Move NW to the edge of the ZoC>SUPPORT Etto's Attack (chaingun)
Rolled 4, 3 + 4 = 11 (2d5 + 4)>>6408123>MOVEMENT:North 3>ACTION:Support attack on CDF Raid Platoon occupying the intersection around K-16Rudolf listened to the orders being barked at him through the headset and sighed. "We had better make haste comrades, it seems the Lt. Colonel is more grumpy than usual this morning. Move up the road and direct support on that town, we will liberate this place yet."
>>6406831>>6407302If both of you can attack the Raid Platoon that'd be great
>>6408820There are two separate attacks on that target. One by me, one by de Murso. Which one are you supporting?>>6406831>>6407302>>6408383I need 2 more Support margin to get a Miasma hit on the Raid Platoon. De Murso needs 1 or 3 (not sure if her reroll is kept even though it's lower) to avoid taking damage.
>>6408210I can come down and toss over some ammo next turn I think.Also, anybody close to Sivertson who wants a reroll? I dont see any obvious candidates.>>6408124>MOVE + ACTION (MOVE)East x2, South-East x2 (look at picture attached)Provide a reroll with +1 to whomever is close enough and grabs it first.
Rolled 7, 8 + 2 = 17 (2d8 + 2)>>6408964I'll be using that re-roll since it seems I'll be taking a chunk of damage from the raid platoon combat without it.>>6408372>>6408124Rerolling the combat dice against the Raid platoon (last set of dice), +1 bonus from Standard Weapon Complement and another +1 from the C&C Kit. I think I count as being in close combat with them, but if I am not I'll recieve another +1 bonus from my weapon loadout.
Going out for something til this afternoon, so we're open for about five more hours or so when I return.
Rolled 3 (1d6)>>6408123medkit and pass, need to take advantage of healing when I have itcurrently 1 squad full, second squad at 3 health
>>64090244 health now
>>6408933Apologies, when I submitted that attack the intent was to support de Murso.
Alright I have returned.In the interests of sensical support of nearby allies, I will do what I prefer not to do often, and bot a couple people who haven't entered their turns in order to do things I think they would not find objectionable. Which means I'm just gonna move and default 1-1 and 1-4 to support 2-4's attack.Give me a support roll from each of their dice, first come first serve, 1-1 first then the other.>>6408383Roll your thing my man.
Rolled 3, 2 = 5 (2d6)>>6409135Go 1-1 dice
Rolled 8, 8 + 1 = 17 (2d10 + 1)1-4
Rolled 9, 5, 7, 9 = 30 (4d10)>>6408124>>6408124>Move 3W (Infiltrate the CDF MG)>CQC attack the CDF MG
Rolled 4, 1 + 1 = 6 (2d4 + 1)Rolling for Studente unless his player comes around to do it
I don't really agree with the two most recent rolls. If legitimacy as laid out by QM isn't followed, someone can just say 'hey, that one doesn't count, here's my actual roll.' It's a low stakes case here, but it seems worth bringing up.
>>6408124>Remain Still, DC too high to attempt infiltration.>Use Medics to heal nearby wounded (DC2)>Use C&C to reroll the most damaging failure.(Sorry, I haven’t been keeping up. Been busy the last three days.)
The assault on the airfield progressed decently enough- the steady fire of automatic rifles, the level chuffing of submachineguns punctuated with grenade blasts, and further afield, the sound of subterranean chainguns that sounded more like the torrent of a waterfall’s impact than gunfire. The outer defenses of the airfield had been taken care of, and the bulk of the defenders dealt with, the last ones struggling to maintain a position- one that they very well might hold if they got lucky, though, as the assault was running dangerously low on ammunition. Taking the airfield would help alleviate that- even if the anti-aircraft positions on the flanks made actual landing impossible, the lines of communication would be clearer, and supplies moved around readily. If things got dire, the Legion could take the weapons of the enemy, true enough, but that was a learning experience best saved for elsewhere…but at the moment, the task force’s elements were maintaining confidence in aggression.To the east, the approaches had mostly been cleared, but a particularly stubborn enemy was resisting attempts to be subdued. Their submachineguns were of a Twaryian copied type, and they spat fire so quickly that Legionnaires struggled to advance and clear them out, even with a clear advantage in numbers and positioning. The struggle was not for naught, though- the circumstances were apparently giving the enemy to the east some pause.One Sergeant Fogl was utilizing Miasma Bombs, a non-lethal weapon of dubious origin whose invention went back to the Emrean War. While it was not particularly poisonous and its bursting charge was unlikely to wound anybody with its small potency, it scattered an absolutely horrific smelling substance in a noxious vapor, that sent the unaccustomed into fits of illness. It seemed that such was having little solid effect, as the Legion was kept away from the center of the town where the “Raid Platoon” was making a stiff defense, but they still seemed to be confident of making a retreat from what could be read of their maneuvers and probes. This could be an opportunity- or a relief.>The eastern Raid Platoon does not exert a Zone of Control this turn- but will be retreating north afterwards.To the north, there was a small change- the unknown Interlopers, deadly as they were enigmatic, had been targeted by the at least equally proficient and deadly shooters of 2nd Company. Whatever could be said of Sergeant Ebner, her marksmanship could not be criticized, and it seemed that the Interlopers agreed, from their response to them being assailed. Rather than suffer more fire or dare to return it, they faded back into the mist with their casualties, slipping away with the wind to the north. It’d be too easy if they were solved, and if nothing else was an oncoming problem.
“Some of the Parmarines on long range patrol have reported back, Lieutenant Colonel,” the stuffy Federation Captain told Schwarzehand without bothering to address any adjutant first, completely interrupting a discussion he was having with Foulk. “They don’t have good news.”Schwarzehand scoffed. “There a panzer battalion storming down the road from the south?”The Coordinator Captain was not much amused. “Of course not, don’t be ridiculous.”“Then the Legion can handle it. What’d they see?”A militia foot formation to the west, a demi-company, beyond the occupied village to our flank, and to the south, a mobile task force. Light tanks and cars and motorized troops. Not that many, perhaps two to three platoons. They may try to link with other forces than try to attack themselves. They could be here within the hour, or if they rendezvous with the others, perhaps two.”“A’ight. How about the West?” Schwarzehand asked next.“The one place the Paramarines confirmed no reinforcements were approaching, yet,” the Captain relayed, “Apparently the quantity of forces deployed there have made the enemy wary of counterattacking there.”“Pass what the Feddie said down the line, Halder,” Schwarzehand said to an adjutant over a tangled mess of radio and filament, “We’ll have time to take the airfield, but we’ll need people to hold the line while the rest take out everything else. Shouldn’t need a whole lot of people. As long as we hit ‘em hard enough on the approach, they should be stalled up even if they outnumber us.”>In either TWO or THREE turns, enemy reinforcements will arrive.>Turn is OPEN
>>6409217T(h)anks for rolling. Work shedule wrecked my sleep shedule and was recovering some sleep.
Rolled 2, 3 + 1 = 6 (2d4 + 1)>>6409374>Movementstay standing>actionshoot that raid platoon with the rest.Throwing dice now, but modifier might be wrong depending on how many people shoot.>Free action.If anyone nearby rolls badly be free to reply to me and I'll give you a reroll due to me having C+C (or just take it if I'm not answering).Next round I'll also be giving out ammo so line up if you're dry or almost dry.I rerolled my dice since I did 4d4+1 accidentally. This is a one time thing and will not be doing that again.
>>6408964Hey, can I have that ammo now please?
Oh, right. The /war/. Sorry, sirs, I was haggling over refills and had the map turned the wrong way about. >Deploy!>>6409373Paperwork? Right, well, you see...>Name/Nomme de Guerre:(Sgt) Pezzi di Ricamb>Nation of Origin:Sosaldt>Physical Description:Light, lean, wiery and weary, with an... eclectic... collection of scarves and half-matching uniforms. Short hair, the occassional bruise and a winning smile. >Service History:Woah now, stranger, you realise you don't talk about pasts and problems without buying me a drink. Or getting one on credit. Or talking someone out of one. Oh, fine, so, as it turns out... [Mumble mumble mumble]. What? Yes!! I've absolutely seen live combat. Obviously. >Vice Record:That whiskey barrel was empty when we got there. I absolutely assure you, sir. And in no way what so ever is graft a reason for extra PT - look, we get great discounts on bulk sale of boot-- if you'd just-- it hasn't fallen off a truck YET but we could arrange that it -- no no, hear me out here, it does actually...>Rank:Sergente >Company + Unit Trait:6th Company, WildcardDust-Bitten>Unit Equipment:WL: Harzwohlkan Chainguns A: Galvanic Assault KitsB: Galvanic Assault Kits... What? The quartermaster said you could double up. I mean, yeah, yes, I know the munitions expenditure gets a little rough but-- no trust me on this, it'll be fine. It'll be fine. We'll just source more ammo on the go. ( I have no desire to make the poor munitions masters work extra hours, if one cannot in fact double up on Galvanics I will tinker with my kit issuance and come up with something else. Though with the lack of incoming horrible hostiles at the moment in stately tanks, I think this will do us fine. )( I do have one rather important question - I pressume if I Support someone else and hit, these assault kits still apply? That's rather the whole idea, you see... )
Rolled 1, 4 + 4 = 9 (2d6 + 4)>>6409374>MOVEMENTMove to centre of J17>ACTIONSupport against CDF Raid Platoon (+1 All, +3 Support)"Machinegun nest is silenced, Sir!""Oh? Let us turn our attention to those stormtroopers then."
Fortified tag rules say that the gove Support rolls a listed malus. Listed where? Or do we have to fight a fortified enemy to figure it out?When you're given a reroll, do you keep the better roll or always the reroll?With Submachinegun Assault, can I Support(-1) in CQC(+3) for +2 overall, or does Supporting lock me into plain -1 no matter the range?
That's a good question. Aside from not risking engagement or damage and also not losing utility at long range (?), I would think that Support would be easier than plain attacking, giving people that aren't rolling big dice something to do in support of those than can put down big numbers or if they blob up with other low-tiers. It's my belief that teamwork should always be mechanically-optimal in skirmishes, given how hard it is to pull off, given the cat herd that the PCs invariably turn out to be.
>>6409398That's a nice debuff-support build. Which landing zone are you deploying at? There's one each east and west, marked with a 2 in the middle of a field (gridsquares H20 and L5, respectively). No pressure, but the west is going to have enemy reinforcements bearing down on it in a couple of turns, so help would be appreciated.
>>6409421Well, see, I DID think this map was turned the wrong way around. Now that the compass is all aligned and one of the squaddies found a rock to pin the corner down, yep, I agree that west would be best.I actually missed the landing zones - gridcoordinates appreciated - so if there's the option to it, I'd appreciate >deploying near L5, to the west.
>>6409398>>6409423Also terribly sorry, I realise my papers are all aflutter. I read through the previous logs and noted some changes, so you'll forgive me for adjusting my passport. What? No, no, I'm sure it's legitimate and any insinuation that I paid a molemarket contact to fake four layers of ancestral heritage and am faking a Vitalian accent is just spurious. The nerve.( I see the Harzwohlkan's run out of ammo about twice as fast as I thought. So perhaps with some light adjustment, we'll try this: )>Name/Nomme de Guerre:(Sot) Pezzi di RicambSottotenete, 4/5 B, >Unit Equipment:WL: Standard RiflesA: Marksmanship KitB: Marksmanship KitOld Blood Honour+6 Finances>FormationTrained [2d4]5x Squads, 10 Base,
Rolled 2, 1 = 3 (2d6)The sight of Second Company's finest approaching his position gave Etto pause, just for a moment.Etto, despite being a Legion veteran, was still a young man at heart.And as frustrating as he found it, his heart still yearned for youthful things.He wanted glory. He wanted praise. He wanted to know his every struggle made the coming Dawn approach ever faster.But the sight of Sister Ebner's squad pushing back the mystery enemy he was eyeing in one swift action, centered him back in his current labors.He loved watching his Revolutionary Brothers and Sisters work. It was always awesome and humbling in equal measure.>>6409374Here's hoping I don't low roll as soon as I engage in a bit of roleplay.>ACTIONDirect Attack (CDF Militia Section) >FREE ACTIONReload AmmunitionPrepare DAWN-LIT LANCE to move to P8 on successful hit.
>>6409454AAAAAAAAAAAUGGH!
>>6409398>( I do have one rather important question - I presume if I Support someone else and hit, these assault kits still apply? That's rather the whole idea, you see... )As long as you're adjacent, since Galvanics are pretty cqc. Lightning bombs and shock clubs and all. With the latter, it really should be direct attack only, but...>>6409404>Fortified tag rules say that the gave Support rolls a listed malus. Listed where? Or do we have to fight a fortified enemy to figure it out?Like some other things (many others as it turns out...) I didn't list it, like a lot of DC things I'm still feeling them out, but since a hardened position is supposed to be resilient, but not invincible, I think a flat -3 would be fine, as to not just neuter Support builds and force 1v1s.>When you're given a reroll, do you keep the better roll or always the reroll?Given recent rolls, while I like the idea of rerolls not being a riskless deal, I think I'd also like to encourage actually doing it instead of shying away from statistical averages, so I think the best of route is better.>With Submachinegun Assault, can I Support(-1) in CQC(+3) for +2 overall, or does Supporting lock me into plain -1 no matter the range?Support is tagless, so the latter. To make it so it isn't just optimal for everybody to rock pistol caliber gear and short barrels.I'll be away for most of today so apologies for particular delay in addressing anything else coming.
Rolled 6, 4 = 10 (2d6)>>6409374The CDF raid platoon seems handled, I'll proceed 1N, 2W and intercept if it flees, if not, I'll head to PoI R1 and scout it.
Rolled 7, 2 + 1 = 10 (2d8 + 1)>>6409374>MOVEMENT1 NW (I should be on the line between J15 and J16)>ACTIONShoot at the CDF Minute Section in the middle of the Runway using Glass Eye for full damage. +1 because of +1 All on the Standard weapon.>MOVEMENT1 N, 1 N (I should be on the line between L15 and L16)It was going well, Bertram thought to himself, altough, the perfectionist in the back of his mind nagged at him. While his soldiers were damaging the enemy, it wasn't the quality he was quite expecting from them. But, the militia and the machine gun nest were readily decimated by allied forces, something he silently thanked them for.Soon, he and his men rushed a smaller bit to the front of the field and took aim. The rustling of ammo became quieter and the belt and pouches carrying them lighter. He had to restock soon, but he will part with what little was left to help the western party take hold of the base.After a lightning fast attack, he moved his men quicker north, where he knew that he could count on a fresh batch of ammo and a small relief for his burning legs. After that, he will make a decision if the North is more worthy of a quick expedition or if he should take the fight to the upcoming enemy reinforcements that the men been buzzing about.
Rolled 5, 5 = 10 (2d5)>>6409374Regular 2D5 roll +6 (+1 All, +6 Support, -1 Screen if I'm reading this right and Glass eye helps here)TURN>MOVEMENT:NorthEast 1 to N8 NE corner>ACTION:SUPPORT Etto [5-3 Sec.] ATTACK on DC 7 (SCRN) CDF Militia Section (HP 5)Ammo 2/2->1/2---SdP. Garza barked orders and promised terrible punishment as his troopers struggled in the unfamiliar crucible of live combat. Unfettered by something so crass as carrying the bulky equipment of the Mortar section, it gave him time to lecture his recruits about Revolutionary history.
>>6409386Might >>6409403 need your reroll, we'll see how everyone else's attacks go first
>>6409373I see the supply point in the eastern town doesn't show as controlled yet, but since the raid platoon is no longer exerting control and retreating, if I move onto it this turn will I be able to resupply by next turn?
Rolled 4, 1 + 3 = 8 (2d8 + 3)'Oi! Plan's simple, Ah said. Chokey smoke, you shoot, they run, we win. Didn't say shoot'm again. There's bigger to shoot than a flock of runners!''Not that I'll leave you hanging...'>>6409373>Move to W to north edge of J16>Attack Raid Platoon>-ghost nulls engagement>Move to center of J15
>>6409463>Support is taglessSo Support is mutually exclusive with the +1 All on standard complement or machine gun?
>>6409631Granted
>>6409374Are the AA emplacements capturable amd able to be used once removed of their crew? And does it have AT capabilities? I'm sure its not hard to guess what I'm thinking.
Rolled 4, 1 + 1 = 6 (2d6 + 1)>>6409374>Turn:Give 1 lot of ammo to Di Serrata to my South-East if possible. If not, give 1 lot of ammo to Cialdini, also to my South-East. Keep 1 lot of ammo left for Fabiani.>Move:Move South x1, next to Fabiani. Give him my last lot of ammo.>Action:Support the presumed attack on CDF Raid Platoon by Fabiani.>>6409395I got you.
>>6409463>As long as you're adjacent...Well well well, that is just darling. I can work with that. Presumably the whole point of having a brash and bold first company in their fine hardened plate is that they go -first-. They look so good doing it, too. I'd never deny Cialdini the chance to show off. Not entirely sure what our papers will end up looking like, sorry for the confusion, but maybe we'll try out that Chaingun and Galvanics...( Fun systems, tanq. Lots of interesting little choices. )
Rolled 2, 7, 6, 9 = 24 (4d10)>>6409374>Receive ammo from Sivertsen>Infiltrate closer to the CDF Raid Platoon>Attack the CDF Raid Platoon, ideally in CQCAmmo 0/3->3/3->2/3>>6409787Much obliged>>6409813That is indeed the point of the first company, to be the pointy tip of the spear
Rolled 2, 6 + 1 = 9 (2d8 + 1)Ebner fired as soon as the dark, mist-shrouded shape in her scope resolved into a rough outline of a man crouching by a fencepost. It was a rare, fortuitous instance where a kill was confirmed at the instant of a shot being taken, even in such horrid visibility. The figure fell in a heap, a puppet with its strings cut all at once. A few more shots rang out, the other marksmen of her section seemingly choosing to interpret the gunshot as a signal of sorts. Alexandra didn't shift away to observe their results as reports of successes came in over filament. Someone would come for her dead man and find themselves the next victim. She would have no such luck, though. A flash of movement off to the left caught her attention and she shifted her rifle over to what seemed like a potential target, but to no avail. The body, when she settled her scope back on it, was gone. Disappointment was momentary and abated when the rest of the section reported similar occurrences."Oh, you're good..." Alexandra considered if these men deserved the place of honor among less than a dozen fellow marksmen and other worthy killers recorded in scratched kill marks on the stock of her Luci, currently hidden behind a cartridge holder. A second encounter, perhaps, would tell. In the interim, there was the matter of enemy reinforcements that needed handling.>>6409353"Aurora. This is Ebner. I trust you heard Schwarzehand's aide, Sottotenente. You and yours are needed to parry aside the enemy reinforcements coming from the west. Meet me at the landing zone."Despite speaking to an officer, Ebner's words do not carry the tone of a mere suggestion from a senior enlisted.>>6409374>Move 1 South-West, 1 South>Attack CDF Minute Section at PoI V2 (M/N2). Long range w/ Glass Third Eye and Marksman Kit. 2d8+1Section:Squad 1 10/10Squad 2 10/10Munitions 2/4 -> 1/4>>6409463>Support is taglesstragic.
Rolled 3 (1d6)>>6409374>Use Medkit to heal (last turn I'm able to heal from the second turn of damage)>Move 2N
>>6409893another 1 health healed,in total, that's 1 squad full, 1 squad at 5 healthmeaning 17 out of 48 men alive, the remaining 31 dead
Another day involving a lot of transit, hopefully I'll be able to get the turn out tomorrow, since it definitely won't be out tonight. Another clock setting I guess.At least I should get the portraits moving...>>6409640>I see the supply point in the eastern town doesn't show as controlled yet, but since the raid platoon is no longer exerting control and retreating, if I move onto it this turn will I be able to resupply by next turn?Yes, barring some bizarre event where the enemy isn't off of it. I don't forsee it but I won't rule it out.>>6409690>So Support is mutually exclusive with the +1 All on standard complement or machine gun?I have to check on how rolls handled it, but I have the feeling it did count under All. Whatever precedent was set is what we roll with- it should be perfectly fine for support rolls to have beef to them, especially for the dedicated ones.>>6409772>Are the AA emplacements capturable amd able to be used once removed of their crew? And does it have AT capabilities? I'm sure its not hard to guess what I'm thinking.They can be...though inexpertly. They are rather unfamiliar to most even before being of foreign make. They do have capabilities to engage light armor of course, but moving them around may prove extremely challenging without proper towing means.
Rolled 7, 4 + 2 = 13 (2d8 + 2)Directing his troops through the hole the Tenente had left in the fence, Emmanuel lead the way at the head of his armored unit straight for the nearest hangar. A bold advance, sure to catch the eyes of any units still within airfield. This was the plan of course, the movement of his heavily armored unit would shield young Serrata and his forces, allowing them to move deeper into the facility unhindered.Sure enough, a torrent of fire fell on him on approach to the hangar. No direct hits, but some of his men had more than one bullet ricochet of their armor as they joined him behind the hangar. More accurate, better response times. These were not mere militia. Good, Emmanuel thought. It would be a boring contract if there were no challenge to it. These might not be those mysterious men reported before, but they would do as adversaries. For now.Emmanuel's focused on the squad taking potshots at his unit as they were enacting a retreat east, towards the militiamen that had just taken a flood of fire from Serrata's men. A quick assault would dislodge them and then the battle here would be over. He was just about to order his men forward when a warning came over the filament >>6408964 : "Airstrip units do you copy, we've spotted a large group of enemies moving west to flank you, I say again we've spotted..."A feint! They were trying to lure them into a pincer between both forces. Thankfully Sivertsens unit had spotted them before they could finish their maneuver. Emmanuel wouldn't let this opportunity slip away.>"Tommaso!" he called to his Sergente. "We pivot south! Strike their pincer before it has time to position itself properly! Go!"---It had been a slaughter. The flanking enemy force were all dead to a man, and many of those that had broken from their positions to the east in an attempt to aid their comrades had either been wounded or slain aswell. Emmanuel and his men were holding between two hangars, taking stock of their ammunition and inspecting their armor after the close encounter. No damage except for the paintjob, and at worst those who had taken hits were only bruised.His filament operator called Emmanuel over. An urgent report had just arrived from Schwarzehand that required his attention...>>6409854 >>6408713 >>6408541>"Fabiani, Lovato, Serrata. This is Cialdini. Command has reported a company sized element moving in from the West, ETA within the hour. Our forces moving on the railway are exposed, I will be moving west with haste to attempt to plug the gap.">>6409787As his men exfiltrated the airfield, they came across supply carriers of Sivertsens platoon. They were directed further down the line, where Di Serrata would certainly be struggling for ammunition.>>6409374>Move 1 NW (L10), then 5 W to tile L5, resupply for next turnRolling 2d8 against Militia to exfiltrate, +2 from S.W.C. I assume the Raid platoon is dead since Fabiani made them into mincemeat this turn but will roll another set for them if needed.
>>6409374>Move: 2W, 1SW (I guess I have to infiltrate CDF Minute Section)>Attack CDF Minute Section in CQC
Rolled 6, 6, 9, 3 = 24 (4d10)>>6409374>Move: 2W, 1SW (I guess I have to infiltrate CDF Minute Section)>Attack CDF Minute Section in CQC
>>6408376>>6408259Need support and likely reroll to put that stubborn platoon away.
Rolled 4 (1d6)>>6409374As the hour wore on, a significant quantity of ammunition had been expended on this village for only... some effect. Luce observed from cover disappointedly, there were objectives to take and the platoon had little need to get bogged down in a protracted firefight. It seemed however, that there was an opportunity to slip away as the fire from both sides began to lull, and Luce gave the order to quickly move to the other side of the village towards the airfield.As Luce landed softly by some foliage at the end of her section's bound, it looked like she was in a good spot to observe the postion on the hill to the north, as well as direct some of the platoons who continued the fight in the village. She called up her radio, and silently hoped that splitting her attention between the two points was not a mistake.>MOVEMENTWest 1, Soutwest 1, ending in the middle of K15>ACTIONScout>>6410082Take my reroll and give them hell.
>>6409640Pietro, if you are interested I can run over to you and give you more ammo with my turn so you can lay into that raid platoon.
Rolled 6, 7 + 1 = 14 (2d8 + 1)I really want to take out that AA Emplacement to the South of the Airfield, but I'm going to need backup and everyone seems to be low on ammo at the moment. Securing the Airfield should allow everyone resupply easier next turn.>>6409374>Attack CDF Minute Section at the Airfield (1/4 Ammo -> 0/4)>Resupply Ammo at PoI V1 (4/4 Ammo)>Move N, NE, E to J12, Southern Part of the tile. (+1 Move via road)I'm putting together a team for those who wants to go after that AA position at G13. Could be a good spot to fight the enemy reinforcements.
Rolled 1, 5 + 5 = 11 (2d6 + 5)>>6409374>>6409767Re-rolling >>6409403 support roll
Rolled 4, 2 = 6 (2d6)>>6409374>SUPPORT Etto's Attack (chaingun)
>>6410145I'm game
Rolled 5, 3 + 2 = 10 (2d6 + 2)>>6410139That would be great, better yet I'll come to you. I just hope my support is enough, the CQC roll hurts my bonuses pretty bad.>>6409374>Move 1, 1/2 North up the road>Support Fogl's attack on the Raid Platoon
Rolled 1, 6 + 3 = 10 (2d8 + 3)>>6409683>>6410107>>6409374>Luce gives reroll
>>6409374>>6410180 Alrighty then! >MOVEMENT:Move N 1/2 to the center of grid J17 with the intent to loot next turn>ACTION:Resupply Tt. Granesta at start of moveRudolf sipped from his flask as he watched his men rain down bullets ineffectively on the stormtroopers in the village. "Cease fire men, we are only remodeling the town it seems. Comrade Pietro! Over here! We have a problem that requires men of your.. caliber. For all your fantastic work today I've got a box of fine cigars with your name on it." >>6410145Lovato, I'm down to join the assault on the AA gun, since my looting urges are very strong. Plus, if we need we do have those trucks me and Rosseau dug up to tow them.
>>6410180By 'support is tagless' ruling >>6409463, your CQC penalty doesn't apply. Only your +5 Support and possibly +2 All.
>>6410201I think this is also a total of 11 from the +1 from the C+C reroll. So nice.
Rolled 5, 4 = 9 (2d5)>>6409374>Action: Resupply on tile if Airfield is secured>Scout: Unknown Contact to the North at PoI R1
Aurora's player reports IP trouble. >>6409373>Move one NE one N, avoiding risking infiltration.>Heal de Pastori’s squads (good heavens)Use C&C to reroll the most damaging nearby failure.
>>6409374Quick question, does resupplying someone with supply support rigging count as an action? Just wanted to double check as the item description doesn't explicitly state that it does. Just covering my bases in case there is a free action hiding in there somewhere.
>>6410298>Quick question, does resupplying someone with supply support rigging count as an action?Loading up from a Logistics Node doesn't cost an action, so I'd say neither does the supply one. It having only two reloads seems limitation enough.
>>6410294Oh yeah, the heal needs a d6.
Rolled 3 (1d6)>Move up to Fogl, attempt to heal.
Rolled 3 (1d6)>>6410294Rolling for this heal, I think everybody's taken their turn, so I'm getting on that, though I want to add a bit extra on top of other appointments so it'll be a few hours yet.
Rolled 2, 4 = 6 (2d6)>>6410365> Loading up from a Logistics Node doesn't cost an action, so I'd say neither does the supply one.Excellent! If that’s the case I would say I’d use my action to loot POI T3, if the turn resolution is not too far along.Rolling 2d6 for pillager’s pluck.
Rolled 1 (1d2)After a final, intense racket of shooting from all over, the cracks and pops became echoes, save for an isolated few to the west. The Legion had finally gained what all would admit was an advantage- though this had been nothing compared to Stonebreaker. After all, the casualties were minimal, save for where the strange soldiers that even the Federation was tight lipped about, had been engaged.To the east, in the recently cleared town, named though not in a language any of the troopers could read on street signs, some battlefield appropriation was in order. The town was still inhabited by a stubborn few, unable to flee and cowering in their homes, riddled with holes and fragmentation, and nobody came out to greet the victors. The Legion had a policy against outright abuse of civilians, and many in it had a streak of morality that discouraged stealing from those that a justification could not be spun for, but those of 6th Battalion like Sottotenente Schwarz had practically inclined procedures for such. The largest, richest home was identified, confirmed as abandoned, and picked clean- particularly of the silver and bullion coinage that was hidden in places all too many inexperienced property owners thought was ingenious.>+3 Force Finance Acquired- Able to be lent out at will in Merc Market.“Major resistance has ceased on the airfield,” one of the communications officers relayed at the Legion’s field headquarters, “Enemy casualties and prisoners are being processed now by the Feddies. There’s transportation there that we can use to ferry our people and supplies, too.”So, Schwarzehand thought, finally at the first square. “Further east?”“The settlement east of the airfield has been secured too. We’ve linked up with the other landing zone. Our people are organizing operations to interdict the oncoming reinforcements and eliminate nearby fortifications and anti-aircraft positions, and our northwest elements are advancing for the main objective.”Schwarzehand had discussed the topic of the anti-aircraft guns with the Coordinating Captain. While they were supposed to have been dealt with by the Paramarines, along with everything else, the Captain had been dismissive of rushing to eliminate them. As long as the Airfield was cleared, supplies could be reliably dropped from the air, over a wide enough area that the enemy would not readily seize them. Reinforcements could not be brought in yet, given that the Legion had already been discomforted with aircraft alone, let alone getting thrown out of them, but the immediate problems of ammunition would at least be assuaged. Just in time, as many Legionnaires were finding their rigs concerningly light and quiet.
The plan to seize the air defenses to the south were going to encounter trouble- or perhaps an opportunity, depending on the rapidity of their operation. Pickets had confirmed that the mobile enemy force had opted to continue approach from the south, along with a potential for reinforcements of similar nature, if they got far enough. Though the Federation people made it sound like a concern, Schwarzehand’s Black Coat days told him that, if they so chose to, the Legion might entrap more enemies with valuable materiel if they lured them in…so long as they didn’t let them bite anything valuable.>Do Not permit the Field HQ at PoI I1 or the Western Landing Zone to be Overrun The incoming reinforcements from the west were likely not a critical threat- Schwarzehand hadn’t even moved his field headquarters to the airfield like the Paramarines were busy doing. The transport aircraft were still laying about in the field, after all, and the whole lot of planes had probably cost more than it did to equip the Legion itself…save for the Stijders, the creepy machines. Somebody would bitch if the aircraft were left to be messed up by militia, even if the Federation seemed to throw money away for fun. Perhaps he could claim it as a reason for a bonus, even. The one major concern was timely achievement of the main mission…and those who were fierce enough to obstruct it, somewhere to the north…Such was what a few sections were heading towards now, plenty of them new to the Legion, perhaps hearing the stories of bizarre and awesome battles past, and curious of being the first to seek them out now. Yet where there were once brutal fusillades, there was an eerie quiet, even as the rail station town of Vilaconezo was entered. A machine gun nest covered the northern half of the town and going further was risky, that was clear enough, but few of those who approached were warier of that than what else was surely lurking on the other side, waiting, hidden. The west of the town showed no signs of industry or activity of trains- what was happening was surely to the east, then, though at the very least, the west could be obstructed from anything coming or going as the rest of the Legion swept forth…>TURN IS OPENPutting this out a bit earlier in case I don't get enough time to finish the roughs of portraits, as well as just getting things going sooner.
-----North of the town of Vilaconezo, were other new arrivals, a man and a woman, both in the prime of youth where the body is most ready to do whatever is demanded. Distinct from their comrades, who were garbed in the blues and greys of the skies and mists which sheltered them in peace and war, they were making no effort to not be seen, standing on the hills above as perplexed militiamen below wondered what they were speaking about- for they were not being included in a conversation which, ironically, the foreign mercenaries would have been able to follow.The young woman was an eye-catching sort, in physical beauty and posture, as well as the outspoken style of her clothing, which called, but not too loudly, look at me. A jacket that opened to the heart, cut short to show a toned core down to a low beltline of a colorful sash round the hips that was sibling to the scarf about the throat. The man beside her, recognizable as her relative by anybody looking closely, was about as arresting, though he dressed to not show it so, a long coat making up his silhouette though it was not worn to be any shelter from morning chill. Where they came from, all folk were immodest in fashion and attitude, and many particularly so. For such moods had their sails filled by winds of unchecked freedom, that independent gale that obeyed no compass and blew where it wished, so long as it could overcome what might stand before it. Wintry misty morning chill was too feeble to be such an obstacle to such sentiment.“We have company,” the man said, listening to the sounds of war quieting not so far away. “Quite a lot of it. I’ll go hurry the men. We may have to let the other one go.”The woman looked back in a single, determined lean. “No. We fight here.”“May I ask why?”“The Federation must fall.” The young woman said in a smooth, glassy, dispassionate voice. “And if they are to fall, we must fight. They are insatiable. Their strength is the root of their hunger, and it will only worsen over time. If there is even a small hope of hobbling them, even for but a few seasons, the sacrifice is necessary.”“Half-Sister,” the man said as though he had been freshly awoken from sleep. “Consider the others of the Folk. We stray too close to the earth and the sea. We who had no reason to ever set foot on it, born where we were. Is this what mother would have wished?”
His sister gave him a short glance. “You call me half because she did not know what she wished. She fled. I will not, not when there may be no other place to run. The others know that Caelus already does not tolerate us being out of their grasp. The Heavensbreak has forged a persistent foe.”“You think that Petrekora will be the knife that cuts the veins of the Federation?” her half-brother asked airily, “Half-Sister, that belief may have held one year past, when it was uncertain if the Federation’s core would be roused to war. Now, they have decided that they have too much to lose if they do not properly commit to war. Petrekora has only regained what it lost, and been battered for it, without even fighting the most fearsome opponent they would have to defeat. How exactly do they win?”The woman turned her face away. “Unlikelier things have happened. Giants have been hobbled for thinking their victory was all but assured.” She gained the confidence to turn her cheek back. “Besides. Of all people to have…what was discovered. The Federation most of all must have it denied to them.”“If you say so, Half-Sister. But I doubt the Federation has sent teamsters we can scare away with gunshots. The Lopen Hemelschild are only so many.” A low whistle echoed in the mist, and the man perked his ears. “Indeed not. Our shootists have met their match. We’ve not much time left to secure it.”“I’ll delay them with the machines.” The woman said with a confident flex of her knuckles over her head. “I don’t care how good they are. It is nothing like they could know.”The man’s eyes lingered as she strode away. “Be careful, Half-Sister. Necessary sacrifice or no, this expedition is too precious to cast forth too boldly. Every part of it.”No reply was made as the mists followed the woman forth.
Two E, resupply
Rolled 3, 1, 7, 1 = 12 (4d10)>>6410511>Resupply from the airfield (Free, right?)>Infiltrate move SE, SE, S >Attack that AA Position>>6409987"Acknowledged. Fabiani here. I will be moving south to block the other enemy advance."
>>6409987“ Ah!! You startled me! “ ( Pezzi plays it up a little, all exaggerated hand motions and nervous energy, sliding off a supply crate while everyone else is working to store them away. Flashes a smile and a lazy salute-greeting )“ One full resupply, bandages, bullets, the lot. And I assure you, it’s really all there. Bad night tonight to run out, so everyone has orders to stick to filching from the enemy… “( Stamps feet a little, wants to ask about the situation and the war and the fact this logistics supply point they were just setting up SEEMS to only have a core of tramping first company volunteers and Pezzi’s own, save for the supply clerks who, as always, seem to have endless excuses not to talk to Pezzi. Hmhm. Then again, no much reason to be nervous. Sure, entire enemy army out there buuuuut a whole group of all brawn badasses to put between them and Pezzi’s own lot? Thank the fine gods for all their miracles and if they weren’t up for sending a saint or ten Emmanuel was a good substitution. )“ You… Wouldn’t happen to have a plan, would you? I’ll be right behind you. No, you didn’t imagine the emphasis. “
"Forget the MGs. They cover owt we want. Hardly control the roads! It's the AAs stopping help and the railway hiding the prize. The train's going east when it leaves >>6403011. Load up and let's go."
>>6410512Tanq what counts as a logistics point? And how does the resupply situation work for now until the AA guns are taken out (what points can we restock at now, number of supply charges etc)?
>>6410152"Sottoenente Rosseau, this is Sergente Lovato. If you are available, we could use your help cracking the AA fortifications at grid G13 and later holding off the enemy light armor reinforcements coming from the south.">>6410529I'd love to support you moving up onto their grid, forcing the tag to CQC and tearing them up, but the -3 Support malus of fortifications, along with the DC11 makes very unlikely to give you any degrees of success to work with unless support focused builds help you out. I'll probably just be trying my own rush in a minute.
>>6410550>what counts as a logistics point? Those PoIs with the funny L in them. Or a 2. It's up for debate and it seems that the latter is the common interpretation.>And how does the resupply situation work for now until the AA guns are taken out (what points can we restock at now, number of supply charges etc)?Your ammunition is fine, you just don't get reinforcements.
>>6410511>No AmmoOh...Did my resupply not count?Am I gonna need to waddle Etto's big fat ass back over to the other twogistics point?
>>6410564>Did my resupply not count?It isn't connected to the others yet, so no, but I probably should have marked something indicating that.You could grab a resupply from somebody with the supply support rigging. Weisskopf has a spare reload left, I believe.
>>6410512>MOVEMENTMove N (Resupply from Logistics Point), S, S (End SW corner of I 17)>>6410552"Hear you loud and clear, will provide overwatch shortly."
>>6410572Jeez, ok. My bad for shmoving Etto out of position at a bad time.Well since my turn is dependent on if >>6410169 would be gracious enough to provide a reload, I'll wait for their turn.Ideally, Etto would get a resupply and Infiltrate right into the CDF MG and hopefully not get ganked by Interlopers Interloping.Elsewise, we'll need to move West to resupply, maybe with a cheeky Scout to pick up possible loot.
>>6410512TURN>MOVEMENT:NorthWest 1, NorthWest 1 to space P7 (1 Base Move + 1 Move as Action)>ACTION:Move as ActionAmmo 1/2>Gonna park my fat ass on this logistics point for the rest of the op unless the Judge Himself tells me otherwise---The last mortar shell fired with almost playful *CHOOMP* nearby, while Garza wistfully watched it end it's life with a spectacular blast in the now quiet village outskirts. He turned to his squad with a rictus grin and lazily drawled, "Seems you bluebloods can actually perform under pressure! Keep up this pace and I may yet call you Comrades. Pack it in and move out! Double time damn you MARCH, troopers!"
>>6410512>Movement2 West>ActionSupport the attack on the MG bunker>Free actionWHO NEEDS AMMO ON THE EASTERN BLOB? Just respond to this message. Got two resupply left I thinkgive out resupply to who strolls upWill give C+C Reroll to who asks.
>>6410572Did I also not get resupplied when moving on to the western landing zone? Or do I have to remain a full turn on a supply point to resupply?
>>6410635I may have forgotten some people, and I think you were one. I'll fix it.
>>6410636Very nice. The violence may continue.
>>6410512>MOVEMENTWest 2, ending in the middle of K13. Use Airfield Logistics point to move to Logistics Point by PoI V1.It seems like the road might be a little bit covered by a machine gun so if that complicates things I might also just hoof it over to try and intercept those tanks coming in.>ACTIONResupply? Not sure if that can be done and also using the Logisitics point to move 2o2.
>>6410636>>6410672If all my movement goes off and I can catch a ride between the Logistics Points, can I hop off on top of the spot with the defeated Militia unit to be able to provide Fabiani with my reroll?
>>6410516>sky-pirates and secret weaponsoh my!
Rolled 6, 7, 8, 4, 7, 2 + 1 = 35 (6d8 + 1)>>6410512>Infiltrate South x2>Attack CDF AA PositionFirst 2 sets of d8s are for the Infiltrates, last 2d8+1 is for the Attack.
>>6410678>>6408124Forgot to add that I'd like to be on the section of the grid that's closest to the AA position which I think is the southeast one.
>>6410517Before I make my move, I'm not exactly in the right position. I guess you just didn't place it correctly tanq? Pic related
>>6410676>If all my movement goes off and I can catch a ride between the Logistics Points, can I hop off on top of the spot with the defeated Militia unit to be able to provide Fabiani with my reroll?I believe so, yes, or at least I don't think that would be obstructed.>>6410766>Before I make my move, I'm not exactly in the right position. I guess you just didn't place it correctly tanq?That is indeed so. Seems I positioned you for attack calcs then didn't move you afterwards.
Rolled 2, 6, 4, 5 = 17 (4d8)Moving at speed, Louis and his ment kept combat spacing as they traveled back the way they came. While enemy contact was unlikely, it would be foolish to assume the rear areas were fully in Legion hands considering the swift advance and the equally swift response from irregular formations in most towns they had passed through. The fog was still heavy, even as the sun clearly shone in the sky now and would be great cover for any force waiting in ambush. Strange, Louis thought to himself. It should've lifted by now. Maybe there was something about this land that kept it from dispersing? A curious thought. He put it out of his mind. There were no time for those questions now, there were other matters at hand.Caution proved unneeded as his unit passed through the settlement where first contact had been made without incident. Outside the quiet town, which seemed unoccupied save for by the dead, they encountered a small group of Paramarines moving towards the airfield to establish a new field headquarters. After a brief exchange, made difficult due to language barrierrs, they were assured the route was clear and they would meet no resistance. With noticable relief, the Paramarines continued down the road. Louis and his men didn't lower their guard, but arrived at the landing zone with little delay and no surprises. The men disperesed quickly to resupply and restock.Meeting with Schwarzehand directly, Louis recieved his new orders. Their objective out west was a village on a road junction that the incoming force would surely use for quick transport. During initial contact, Legion sharpshooters had skirmished briefly with irregular troops stationed there before moving on to support a larger offensive towards the railway. A sensible choice at the time, it was at best a tertiary objective and didn't warrant much attention. Hindsight might prove it to have been a mistake to not secure it.As he and his unit refilled their ammunition and replaced cracked armour plates, Louis discovered a unit of the Sixth that were idling on the intial landing zone for no discernable reason. Their commander, a mousey character who seemed to have been hiding quite contentedly amongst the vast quantity of rations and ammunition present, almost fell off the crate he had been sitting on as Louis passed by looking for magazines for his rifle.>>6410542>"Plan?", Louis asked incredulously of the strange, jittery Sergente as he seated the fresh magazine he had recieved from him in his automatic rifle.>"The plan is simple. Enemies of the Legion march against us, and we will defeat them. There is no need for any superflous thoughts on the matter, only a focus on Victory."Having said that, Louis set off at double time down the road west before any further questions could be raised.>>6410512>Infiltrate to M2>Attack the Minutemen stationed there4d8, first set for infiltration and second set for combat. +2 for infilitration and +1 for combat from S.W.C.Ammunition: 4/4 > 3/4
Rolled 5 (1d6)>>6410512>FREE ACTIONResupply because I'm out of bullets.>MOVEMENTPic related, the star is the starting point. I have +1 Movement because of the road and +1 because of the Light Rigging.>ACTIONScoutBertram's men rushed into the nearby village and quickly got to refilling their empty ammo bags and pouches. He didn't have to reprimand them about not annoying the locals or being tardy in their gathering of supplies. It was something that was said before and something that was silently understood now. He gazed around the scattered corpses of the enemies and their strewn equipment, letting out a whistful sigh. They were quite formidable, if for a time, but stubbornness can only get you so far. Soon, one of his men came rushing to him and whispered the newest information and commands. It seemed the enemy were making their move and that the only steadfast order was to keep a few of the most important locations safe and defended. Bertram snorted. He didn't particularly fancy trekking back and something gnawed at him. The fog was devilishly hanging around, as if trying to obscure their enemies, a fruitful ally to them. It was a strange feeling and it gave him reason to venture forth, to prepare the land and scout for the danger so he and his comrades could fight them.He brought his camo closer to himself, as if he grew cold for a moment and ordered his readied men to rush down the road and into the fog.
>>6410529If you want to try to reroll that infiltration roll with my C+C you can.
Supply points are defined in threaddifferently from logistics points in the rules page. But everyone's treating everything as the former, so I will too. >>6410512>From J15, move NW, N>Resupply>Road plus action allows N, N
>>6411004>Supply points are defined in thread differently from logistics points in the rules page. But everyone's treating everything as the former, so I will too.Sorry, that's my bad. Certain ideas didn't seem as practical with hindsight since the turn intervals are two days instead of a few minutes. I really ought to comb through and update the whole lot at some point, but maybe that can wait until this operation's past.
>>6410595I am planning on moving South to defend the mobile HQ, if you want ammo you should come to me. Sorry for the late post but I don't have a lot of time.
>>6411025>>6410595Actually we have a lot of people down there, I just can't stick around and support you after reloading you because then I'll be down to one bullet.>>6410512>MOVE 1 NE towards Etto>RESUPPLY Etto>MOVE 1 SW
Rolled 3, 3 = 6 (2d6)>>6410512>MOVEMENT:Move N 1+1/2 to the 2ogistics point. >ACTION:Loot that raid platoon that gave us so much trouble. Also resupply on the logistics point.I'll hang out on this logistics point and move to whatever flank needs the most support. I was going to support one of the fortification assaults, but with a minus 3 support malus I would not do much.Rudolf surveyed his men as they worked with practiced efficiency. "Battlefield Materiel Acquisition" as Rudolf liked to call it was a tricky business. He knew all to well the harms of the excesses of such practices. Although his men were not the best drilled on the firing range, they were exceptionally well versed in organization and logistics. What they were in engaged in now was just another necessary part of logistics that came with operating behind enemy lines in a legion that always needed another advantage. Rudolf's second in command handed him a hastily drafted tally. Every ounce of silver they had acquired had been documented thoroughly, and Rudolf was already working up tables in his head of how best to distribute the wealth; first to the legion, then to his company, and finally to his men. Finishing their business, Rudolf gave the order to move out, but not before slipping back inside to refill his flask at a crystal decanter that had caught his eye earlier, it was going to be long day after all.I did not really want to devolve into a loot goblin, but my tactical option this turn are very limited it seems.[
>>6410512>Move 1 N>Resupply>Move 2 N following the road
Rolled 6, 5 + 4 = 15 (2d6 + 4)" Right, Louis, it's just that the -- "Ah, he was already leaving, doubling timing it down the road at all due speed. Marvel how the first company moved so fast in all that armor, you'd think they'd be slower but you'd be wrong. All brash and panache that lot. Pezzi scratched her head a little. Glanced around for someone else, but as usual the universe appeared to have conspired to ensure no one with higher rank was around. It did that a lot. " He knows the .... Entire hostile reinforcement thrust is westbound, right? " A nearby troopers, checking a chaingun, shrugged. Everyone else was rather occupied with crates and canteens." He's going to be right in front of them. "The trooper shrugged again. Found a rag somewhere, all reverent, like a man about to clean gunk off of a painting" Someone should probably... do... something. "The trooper nodded and, chaingun adequately cleaned for the moment, offered another shrug." Fine, you talked me into it. Rally everyone and then send the secondt team up by the road. There as a small dip in the terrain. He'll draw all their fire anyway... " >>6410511>MOVE: Get comfortable>ACT: Support 1-2 Cialdini in their attack against the Minuteman Section (DC 7, Range 3, 2d6+4S)>PONDER: Hey so I'm on a supply point, I will take this chance to reload, and so ammo should remain 2>QUERY: Command, unsure of support range maximum, may need to move L4 to do the above support action, though the example in the rules seem to bear out performing a support at these ranges.
Rolled 6, 8 + 1 = 15 (2d8 + 1)"Why do I even bother, Stigler?""I do not know, Sergente di Platone.""Shit. Well, I can't say I know either, Sergente. Let's see what we're working with here."The section arrived at the landing zone just in time to see Sottotenente Cialdini's men rush into the village, supported by dusters laying down a withering base of fire with their accursed moleguns. Alexandra didn't bask in the welcome display of basic tactical competence or wallow in unwelcome memories of subterranean fighting brought on by the ripping reports of chainguns and snapped out orders to her section.>>6410512>MOVE 2 South, occupy north-west corner of L5.In case my understanding of how damage works is screwy and 1-2 and 6-6 didn't manage to wipe these guys, I'll>ATTACK CDF Minute Section at PoI V2. If this is the second instance of Harassing Fire I'd have engaged these guys with, I'm Engaged after this. But hopefully not, because they're either already dead or because I lasthit them with the Marksman Kit. 2d8+1, DC 7.Alternatively, if they are actually dead, I guess what I'll do is>SCOUT PoI V2. Maybe the determination that there's "nothing worth taking" from this village was a hasty one. 1d6.Whatever's the case, I'll be rolling both dice. And, of course,>RESUPPLY from Logistics Point at L5Section:Squad 1 10/10Squad 2 10/10Munitions 1/4 (potentially) -> 0/4 -> 4/4
Rolled 5 (1d6)>>6410512>>6411198Either that's not how the syntax works or I plain forgot the d6. Here goes the potential d6. No hard feelings if you choose to call the entire conditional thing a no-go and nix it for precedent's sake, tanq. I'll take overkill.
I'll be pushing the turn in eight hours. Ideally. Possibly some time after, but just saying what the ideal window is for getting those actions in.>>6410529I'm going to shift your movement to S-SE-SE, so you follow the road for a tile. Otherwise I don't think you get enough movement, the runway counts for airfield but not the rest of it. Unless you want to stay with SE-SE to potentially catch reroll.>>6411166>>QUERY: Command, unsure of support range maximum, may need to move L4 to do the above support action, though the example in the rules seem to bear out performing a support at these ranges.You indeed need to move to actual attack range to support effectively. Glass Eye includes this, just for posterity's sake.I did not assume Pezzi was a female name.>>6411199>Either that's not how the syntax works or I plain forgot the d6.4chan's dice function doesn't let you do multiple dice types, a bit awkward but I sort of get why since it's a bolted on feature in the first place.
Rolled 1, 8 = 9 (2d10)>>6410972Gladly!
>>6411227SE-SE still puts me one tile from the AA guns and within CQC, right? if so, I prefer the reroll, thanks
>>6411234It wouldn't, but I actually checked where Luce was going and you would still be able to grab the reroll from two spaces anyways, so I can see the ideal movement and action taken.
Rolled 1, 7, 10, 10 = 28 (4d10)>>6410512>Resupply (free)>Move (infiltrate) 2N>CQC attack MG Bunker
>>6411227Have to steal myself some glass eyes then, Command. Err. I mean. Acquire. Properly. For the cause. In any case, can't leave Loius there on his own. I'll prefer to move to L4 then, if viable.
>>6410616No takers?
>>6411026>I just can't stick around and support you after reloading you because then I'll be down to one bullet.Thank you kindly, Sister. A bit spooky to try to run up on a Fortified enemy position which we know metatexually is probably also acompanied by some sorta Interloper bullshit. But someone's gotta open the mystery box! And doing an Infiltration Roll without being in proper range to damage the enemy seems counter productive. SO IN WE GO!>>6410512>MOVEMENT:Infiltration North 2 to S8>ACTION: Attack (CDF MG)Rolling Attack Dice TwiceFirst two for Infiltration, second two for Attack.
Rolled 5, 2, 4, 6 = 17 (4d6)>>6410512>>6411297Oh shit, my roll!
>>6411300>Fail the Infiltration Roll>Pass the Attack Roll which I assume doesn't count due to failing the Infiltration RollBah, ain't that a stinker.
Rolled 4 (1d4)>>6411281>>6410616And also rollModifier depends on how many attack the unit.
Rolled 1 (1d4)>>6411370and the other dice fuck my life
Rolled 4, 3, 3, 4 = 14 (4d4)>>6410511>Move 2 NE>If hurt, heal, if not, scoutI think I got a +8 Bonus at the moment, so that is two rolls of infiltrate, both 2d4, so I will just roll 4d4
Rolled 3 (1d6)>>6411380with both of those having a bonus of +8, I don't think anything hurt menow, scouting roll, assuming there is something to scout
Rolled 5, 6 = 11 (2d6)>>6410511Move S1, W2, infiltration(?). I'd rather get into it with the militia between me and the AA gun.
Rolled 1 (1d6)>>6410512>MOVE:S, S, SW (road movement) (trying to arrive in the village at PoI V1)>ACTION:Loot PoI V1 (misc roll)Boy I sure do hope I someone with an anti tank rifle helps form a blocking position against that armored counterattack.
Rolled 6 (1d6)>>6410511>Move 2N>Heal Pastori Use C&C to reroll the nearest damaging failure,
Rolled 5, 3 = 8 (2d6)>>6410512>>6411300>>6411515I'll take that for my Infiltration Roll, thank you!Wish me luck!
As the Legion sought to regain the initiative, wasting no time after seizing the airfield, some moved to assault anew, while others consolidated gains.Schwarze’s unit continued to peel through the western town as the smell of burnt powder faded, a familiar metallic tang hanging around that was no more pleasant and stinging to the nose. However, there were goods to be found in this, and the Sosaldtians found good equipment indeed, in the method most familiar to field procurement for so-called brigand mercenaries. Having put up such stubborn resistance against multiple attackers from several directions, there was no shortage of curiosity about the weapons that made advancing against these militia so troublesome. This particular enemy had been near-exclusively equipped with what were covered in briefing as a local make of a Twaryian submachinegun, one which spat fire so quickly that the undisciplined shooter could empty its magazine in but a few seconds, but controlled bursts as encountered made even the sternest duck away with surprise. Enough such weapons to outfit a section, maybe even a small platoon, had been found in surprisingly good condition, in case such tactics wished to be duplicated. Ammunition would actually not be too much of a problem, since the guns used a caliber common to the whole of the Federation…>x1 (Weapon Load) Ripgun Raider looted. +3 CQC, -3 Support, -1 Range, Ammo 3, Magdump (May expend double ammunition to boost CQC by 2)To the west, near the operational limits established, a battered Petrekoran Civil Defense Force unit, harassed by marksman fire for some time, was finally crushed under a direct assault of armored troopers of 1st Company, with the support of a motley mix of other help. Taking the village allowed a waiting courier of supplies to properly set up a base of supply on the village taken to the northeast- it would remain to be seen if that supply route could be kept open with the arrival of an enemy company soon.Having observed the enemy here for quite some time, though, a Sergeant of 2nd Company noticed what was innocuous at first but under closer observation was some sort of assembly point or field headquarters- or perhaps, unluckily, a fortified hidden tunnel. It was something of interest, but only closer examination would reveal exactly what.Another NCO of Sixth Company, Sivertsen, did not have the same luck when examining another captured village. Though, seeking out prizes was a secondary motivation, as enemies were reported coming closer with each minute. Nothing stuck out to the eye- so nothing was assumed to be worth sifting through. Not when a churning of the mist southwards revealed that the village was soon to be fought over.
One wing of the enemy force oncoming was not so many at first glance- six vehicles, one holding noticeably back and somewhat larger, but none of them larger than an ordinary truck. Yet those from the Dustlands would have seen an oddly nostalgic sight, as these creatures had been infesting the south of Sosaldt for some years now in the utterly uninhibited arms trade that was the law of the wastes. They were boxy, blocky, ugly looking machines of rivets and sharp angles, their asymmetry making them seem unbalanced, and a stubby cannon dominating the square turret. These were T-8s, machines inspired by the tanks of the Emrean Liberation, designed to quickly and cheaply equip the Old World and New alike, or any who wished to have them. Armored solely against rifle calibers, crewed by two and of a limited armament, their speed and simplicity above anything else made them respectable…though if they encountered those without weapons to defeat them or pluck to defeat them unconventionally, they could wreak havoc indeed. A plan to commandeer anti-aircraft guns was under way, but the anti-air position was holding out stubbornly. Only luck and the concealment of the weather was causing the elite assault team to only suffer minor wounds under the deluge of cannon fire that assailed them on approach.>ARMORED enemies require either moving into their tile with a combined INFILTRATE and ATTACK to damage with a CQC attack, or attacks with Armor Piercing to successfully attack. Armor Piercing attacks may support Close-In Assault.Funny, thought Schwarzehand as that contact report was relayed to him, the Paramarines having scouted out their identity and approach before any of the Legion would have been able to see what was coming directly. If that braggart Captain Von Trocken were here, a single one of his tanks would likely have devoured the whole armored complement that was now threatening to be so disruptive. Yet the Lieutenant Colonel did not feel like he wanted them around. Those new tanks were undeniably like nothing on the surface, advanced and mobile and powerful, but they also…put him off somehow. Especially the time, while on the ship over to the Old World, Schwarzehand had gone for a stroll at night on the deck of the transport, only to find one of the Stijder tanks up there as well. It had been odd in loading, and had to be stored by itself on Schwarzehand’s transport. It was there on the deck in the night, out of its shipping shelter, without crew, forlornly pointed to the ships that held its fellows.He’d dismissed it as the dream of a seasick and drowsy mind, and wanted no reason to doubt that.The other wing was made up of armored cars and vehicle-transported infantry. “Heavy” Militia, was the phrase used to describe them. Evidently, getting close to them was a difficult endeavor with the amount of heavy fire support they brought with them combined with the mobility of their vehicles.
Attempting to close to brawling range would be particularly risky.>Attempting to infiltrate against Motorized units may prompt them to move away- Infiltration against them also has a penalty of -2.Peculiarly, there was an additional contact further east of the groups coming down the road. An unexpected addition, but still one spotted in time to not be too great a surprise.Finally, up north, the Legion was advancing boldly, if in small overall numbers, into the objective of Vilaconezo. A probe inward was halted with unexpected firmness, but a glance about told that, maybe, it had been better to be forced into cover by a machine gun than to have charged towards them as audaciously as planned, for around the other side of the town, quite close, were the strange Interlopers. The 5th Company troops were too occupied with the machine gun ahead to pay too much attention to them, but there was…another thing beyond.The machine was too unusual not to be tempted to stare at it. There was a passing resemblance to a war machine like a panzer, but it seems to lack any means of movement, more like a bunker than anything else- unless one looked lower, and saw how it was not quite touching the ground.As though in answer to the question, the machine slid over the grass with a rumbling roar as if it were on ice, or skimming water as a ship would, moving more akin to a bee than any craft that a Legionnaire would know about. That mystery was less relevant, however, than the obvious threats- the armor plate layered over parts of the machine, and the fact that in a turret that looked much like it came off bomber aircraft, was a stubby aircraft machine cannon that would make quick work of anybody unfortunate or stupid enough to be caught in its sights.Suffice it to say, though none knew what they were looking at, after the underground, nothing was shocking enough to truly paralyze the mind from identifying an enemy combatant. The only thing that gave particular pause was the hazy, far seen image of a name across the bow- written in what was not the script of the Old World’s Caelussian nor the local signs of another, similar alphabet, but what was clearly Imperial tongue.A platoon commander of the newest battalion, one Di Pastori, had suffered quite significant casualties, but that had emboldened what remained to charge headlong into the town- and right towards the still-loading train. Shocked militia, still in the process of preparing the train to leave, hastily opened fire but to no effect as the Legion’s newest sought to become the finest as well. Whistles blew and bells rang, as the train began to blow off steam in an emergency departure- there could be time yet to stop it, but only just enough.>You have three turns to capture Vilaconezo East if you wish to stop the Train.>Turn is OPEN
>>6411557what the fuck is that
Rolled 1, 5 = 6 (2d6)Etto sighed a heavy sigh as the Machine Gun fire pinned his unit down. It could be worse. It very much would be worse soon, the way things were going. As a 5th Company Stormtrooper Unit, the occasional mishap was bound to happen. He was no stranger to losing Brothers and Sisters in the field. To men who treat boldness and aggression as their creed, casualties weren't just a possibility, but an inevitability, to all but the most elite Heroes of the Legion. And Etto was no Hero. The thought hurt him. Not his Pride, of course. Pride was poison to the Revolutionary Spirit. It hurt to see his men hurting. And it hurt to know that his actions directly led to more of his comrades hurting, and would cause them more pain to come.He was no Hero that could shepherd them all safely from one killing ground to the next. But he was a veteran, and his men were of the Aurora Legion. This bloody work was what they were trained for. What they had done and what they would do for many days more if they persevered.Etto looked to his North at the Interlopers and to the East at their strange battle machine. Etto wasn't a Hero. He was a overgrown youngster, a boy for longer than he had been a man, who had killed more men than some would ever know in their whole lives. For the sake of a new Dawn over Vitelia, and a future under that bright sky, these bastards would be next!>>6411557I'm pretty sure both the DC to withdraw and to attack would be the same here...and that both might be impossible without help considering the circumstances, but here's hoping my RP doesn't curse my dice again and I crit or something.>ACTION: Attack (Interloper Prowl)On Successful Attack If that's even possible DAWN-LIT LANCE next to the Interloper Machine.
>>6411596That...is NOT a crit
>>6411594This is a very in character reaction.
"Approaching the prize. If it don't start looking easier soon, we'll have to get inventive.">>6411371"Bring your talkies. Not yet, but soon.">>6411085"Need some healthy trees trucked this way. Might have to drop'm front of the train."
Rolled 3, 3 = 6 (2d5)>>6411557TURN>MOVEMENT:Marginal reposition to NE corner of current square, a little closer to be able to hit these targets hopefully>ACTION:SUPPORT -> [5-3 Sec.] Etto ATTACK on DC 14 Interloper Prowl (HP 7)2d5 Regular Roll + (+1 All, +6 Support -1 Screen, Glass Third Eye)>Not sure if this maths out rightAmmo 2/2 -> Ammo 1/2(?) >depending on if sitting on a Logi point does anything---"I do not appreciate the implications of this abomination. What's next...floating women?" Garza muttered darkly to himself while lowering his binoculars."What was that sir?" "I said, load our most painful mortar rounds.""Sergente?""It would be rude not to share them."
>>6411555>light tanks>motorized heavy infantry>>6411557>hover-IFVssomeone seems to be running some interesting shock doctrine here
Rolled 1, 4 + 1 = 6 (2d4 + 1)>>6411380On it>>6411557>movement2N>ActionSupporting the attack on the militia section>free actionPremaring to give C+C support to who asks.
>>6411608"Comrade Fogl, I hear you loud and clear. I will see what can be done here about our train situation. In the meantime, I have acquired the efficient death dealers that hounded us at the village, perhaps you would be interested in giving the scoundrels at Viloconezo a taste of their own medicine?"
Rolled 1, 5 = 6 (2d6)>>6411557>>6411419"Any luck finding a cache of satchel charges in those houses Sivertson? No? Then we will have to handle this the hard way". Luce clicked off her radio and gave the order to move up and engage the newcomers. The reaction force could not well afford getting bogged down by her fighters and hopefully, Judge willing, they would attempt to move past the village instead of committing to a full assault.>MOVEMENTSouthwest 1/2, South 1/2, ending up basically on top of the PoI V1 icon.>ACTIONAttack CDF AC Platoon. Just rolling the 2d6, not sure what bonus I get to add on top.
Rolled 3, 1 = 4 (2d5)>>6411557>Move 2N>CQC Attack the CDF Militia Section
>>6411553>Continue assaulting the AA position
Rolled 3, 3 + 3 = 9 (2d10 + 3)>>6411720Let's try that again
>>6411662"Aye, bring'm.">>6410880>>6411126>>6411655"Plan's simple. We all get together. We shoot the mystery men. Schwarz gums up the train tracks with whatever he finds. We hold the spot until the train ain't our problem anymore.">>6411553Ripgun lacks a Screen penalty. Too short ranged to Screen with, but better at infiltrating screen enemies. Not sure if quirk or feature.
Rolled 4, 4 + 3 = 11 (2d6 + 3)>>6411557>MOVEMENTMove W, W (end corner of I 14)>ACTIONSupport Fabiani and Lovato against AA Gun
>>6411553Quick question. With Fabiani right in the face of the AA Emplacement would the AA team have to dismount it to engage him? And if so, would the ZoC get lowered to CQC levels and/or would the DC be lowered when engaging a weapons crew who are just using small arms? I know there is no rule about this, but I wanted to check the feasibility of bonuses for squads overrunning an position like this.
>>6411557Tanq, what's an Anti-Fort roll >>6400204 ?
>>6411722"I understand, Comrade Fogl. You can count on me and the boys to give proper support to you and those barking guns of yours."
>>6411555>tfw panzers show up in the PCQ skirm
>>6411722>Ripgun lacks a Screen penalty. Too short ranged to Screen with, but better at infiltrating screen enemies. Not sure if quirk or feature.Honestly not sure myself either. Might be interesting.>>6411769>Quick question. With Fabiani right in the face of the AA Emplacement would the AA team have to dismount it to engage him? And if so, would the ZoC get lowered to CQC levels and/or would the DC be lowered when engaging a weapons crew who are just using small arms?It's also a fortified position, so it's more a case of the CQC mod applying at all that's the effective DC lowering. So no, basically. Abstracted out as it is and thus not being a precise measure of who's where or in what concentration.
>>6411781Forgot you, basically, as things stand right now, cqc is good for it as well as dedicated demolition/assault weaponry such as I want to say Galvanics.Frankly I'm going to need to spend a good amount of time after this op cleaning things up and rewriting the rules block, but there's no better way to find flaws than testing, so I don't feel too bad about having to do so.
>>6411830Galvanics, you say? Well, well, well. Of course!
>>6411655>>6411722Changing my action to what Fogl is planning.
>>6411876You're fine. We need another turn to stack up, anyway.
Rolled 5, 7 + 1 = 13 (2d8 + 1)>>6411557>ActionAttack AA PositionPretty much locked here until we beat these guys.
>>6411881Are you planning on attacking this round? If not, I will pitch in to attack those raiders from far.
Rolled 5, 5 = 10 (2d6)>>6411553Move W1, N1, engage the militia section (combat). Won't forget my name this time.
>>6411967Go ahead.
Rolled 5, 4 + 1 = 10 (2d8 + 1)>>6411557>MOVEMENT1 W>ACTIONAttack the Raid Platoon next to Pastori. +1 to the attack because of the guns.>MOVEMENT 1 E (back to the original position)Bertram clicked his tongue. There were truly fierce enemies nearby, the aforementioned strangers which were hounded by Ebner and her squad. Yet, the biggest pull to him was the train that was slowly leaving and the men that guarded him.Chatter reached him that de Pastori went directly into the bee's nest, surprising the stationed troops there. He thought to himself that he could lessen his pain by removing some of the foes, atleast until the rest of the squad came around to help with the fearsome interlopers.
>>6411721You should be close enough to use Luces C&C
>>6412110>>6411721I think I might have moved out of range for the C+C reroll so I will alter my move to stay within 2 tiles of Fabiani>>6411681>>6411557>MOVEMENTChanging my movement to just South 1.That should keep me in range to attack the AC Platoon and stay in range to give Fabiani a reroll. and get run over by T-8s
Rolled 3, 4 + 7 = 14 (2d6 + 7)>>6411557>Move 2x NW>Support Holzmann's attack on the raid platoon (I believe I should be just in range)After gathering ammunition in the town collected by others, Alesso led his men in a column up the road, following the other platoons of his company that had gone ahead. The fighting around them had gone mostly quiet, and good news came that the airfield had been taken. But Alesso had a feeling that they had no time to get complacent, and he urged his men on at perhaps an even faster pace than their usual quick march despite their heavy loads. Sure enough, word soon came down from Fogl's platoon up ahead: heavy resistance was expected at the railyard, and everyone available was needed on the line. Although the gunners carrying the heaviest loads were already beginning to flag, Alesso urged them to keep the pace up at all costs. They couldn't afford to fall behind now.
>>6411557>MOVEMENT:Move 3 north along the road.>ACTION:Gonna shoot my shot and look for a way to acquire some trees, or other sufficient obstruction for this plan. I don't know if it would be a loot or scout roll, so I'll roll 2d6 and we can just take the first if it is the latter. We will say that it is occurring in the village next to the forest as the most likely place I can be this turn to make that work.If I am able to pull that off, I'm hoping the captured logistics point by the train yard will be able to transport the goods between these two points. We shall see.FREE ACTION (presumably): Hand off ripguns to Fogl.Clicking off the mic, Rudolf gave hearty laugh and looked at his second in command. "Need some trees?! He makes it sound as though it would be the easiest thing in the world! Well, no matter, we have a reputation to uphold ladies and gentlemen and Judge willing we will not be found wanting!" Rudolf could hear the reports coming out of the North, already his fellow soldiers were fighting and dying bravely to stop that train. He could not let their sacrifice be in vain.AMMO 2/2
Rolled 4, 1 = 5 (2d6)>>6412196Whoopsie! Here is that roll. C'mon crit..
>>6412193Just so you know, while it's not very clear when you don't have access to the whole turn playing out offhand, supporting Holzmann from that position would involve his unit blocking your line of sight. You'd need an alternative move position.>>6411687>>6411970Similarly , Di Serrata would be in the way of your attack. Shifting your west move into a northwest move opens up an angle again, though I would need an infiltration roll.
>>6412196>ACTION:>Gonna shoot my shot and look for a way to acquire some trees, or other sufficient obstruction for this plan. I don't know if it would be a loot or scout roll, so I'll roll 2d6 and we can just take the first if it is the latter. We will say that it is occurring in the village next to the forest as the most likely place I can be this turn to make that work.>If I am able to pull that off, I'm hoping the captured logistics point by the train yard will be able to transport the goods between these two points. We shall see.Acceptable. Though it would be a Miscellaneous roll for "other." 4 isn't bad for something relatively simple, if labor intensive. Doing so under fire when you get there may be another story.
Rolled 4, 10 + 3 = 17 (2d10 + 3)>>6412110>>6412117Alright, let's try that again for one more time
>>6412216Whoops, I forgot he's moving west and then back. Is there actually a spot I can reach that I can provide support from? If so please move me there, if not can I use my roll to support di Serrata's attack on the Militia Section instead?
>>6412245I am Lucio Fabiani and this was my favourite reroll on the battlefield
>>6412216If I'm obstructing the support, have me shoot from one of the edges. So my movement and action should look like:>MOVEMENT1 W, 1/2 S >ACTIONThe already mentioned and rolled attack.That should clear up the way and make it possible for both of us to shoot.
>>6412216How far up the hills do units need to be to benefit from the Elevated trait?
Rolled 8 (1d10)The village was in Legion hands. What irregulars remained after the lightning advance and blistering gunfire had surrrendered, and were in the process of being cuffed and stripped of weaponry before being sent marching back towards the landing zone under escort of the small number of Paramarines that had remained in this sector.Emmanuel was coordinating the handling of the prisoners from the village square with his command squad. Whatever resistance remained was made up of individuals that had either hid from or avoided his platoon's advance. They posed no threat, even if by chance they would get the drop on any of his soldiers. Soon this position would be secure and they could begin preparing for the arrival of the enemy reinforcements.Gunfire still echoed remotely, a reminder that while this section of the battlefield was quiet for now, the battle was not yet over. The silence that followed each crack of distant rifles hang heavy, and it gave Emmanuel pause. This was the first time since the operation began that he had found himself in a lull, the battle having seemingly passed him by for more exciting pastures, for the moment at least. He felt his left hand twitch momentarily. It always did that when there was an opportunity for less than savoury acquisitions of property. His unit were the only one here after all, and the enemy was still reportedly far out of contact range. Surely there would be time enough...His filament operator was receiving communication from a nearby unit, and the brusque nature of the female voice emenating from the speakers would suggest it was from Sergente Ebner. She always hardened her usual demeanor when she were making demands of people. Emmanuel only heard fragments of what was said. To him the conversation seemed as far removed as the sounds of battle to the east. He watched as his left hand continued to twitch involuntarily. Yes, after all no one would know if he said they were merely ensuring the village was truly secure...>Rolling d10 to determine action
Rolled 1 (1d6)>>6412346He snapped out of the fey mood that had momentarily occupied his mind. There wasn't much time before the enemy would be upon them again, and they couldn't afford to be caught off guard should worse come to worst. Emmanuel walked over to his filament operator and grabbed the reciever.>"This is Cialdini, is there a problem?"A few moments of silence amongst his squad passed as Ebner relayed her findings.>"Understood, we'll inspect the area momentarily. Cialdini out." He handed back the reciever to the field operator.>"Sergente Ebner has made a discovery. A field command post possibly, not far from our current position. We've been tasked with securing the site before enemy reinforcement enter the combat zone. We have precious little time, we're moving out this instant. Avanti!">>6411557>Move to the North West Corner of square N2>Inspect Point of Interest
Rolled 2, 1 + 11 = 14 (2d4 + 11)>>6411557>Move to Vilaconezo East (provoking at least 1 Infiltrate roll, but the DC9 means the result is guaranteed)>Attack CDF Raid Platoon (DC9, CQC, the roll shall be 2d4+8+3), >Try to capture some of the enemies that seem to know how to operate the train, ideally, we'd put this thing in reverse, and drive the train into the friendly zone.In summary, I don't think I need to roll for the infiltrate roll (as it is effective 2d4 DC1), so I will only roll for the attack roll.
>>64123701 ammo was expended, leaving me at 214 was rolled, meaning 5 Damage being dealt, leaving the enemy at 6 health (and me annoyed with consistently low rolls)
Rolled 1 (1d6)Pezzi sip from a canteen, shepherding somewhat carefully the gunky remnants of the half herbal tea now poured in there earlier. See, that was the problem with war in a nutshell: You could actually get tea if you tried, but it didn't quite hit the same when you were drinking it while overseeing suppressive fire." Right right that's enough, that's enough, cease fire-- cease-- CEASE FIRE "The chaingun rattled low and finally stopped." Why do I have to repeat myself? Marsin, we've talked about this. I'm not going to carry the extra munitions when... Oh nevermind. Louis has it in the bag and despite the preponderence of rounds you've used to chew up every tree west of here I think you didn't hit anyone we aren't supposed to hit. "The somewhat overeager operator tried for a smile. It was inevitably rather hard to hear what his Sergente was saying anyway - fifty rounds down-range and your ears don't work the same for a while." Right, well, Ebner's probably on to something interesting. Pack it up and let's go see how many trees you -actually- hit, Marsin. " -->MOVE>Shift to N2 via road, joining Cialdini, send the galvanic downline to any tunnels. That's what they're for, surely. Otherwise, fortified compounds? Interesting papers? Perhaps a spare CRATE or two?>ACT>Support 1-2 Cialdini and assist that 1 of theirs. Concievably this is also an Inspect action, and so I roll a single d6? But in case there is danger, I do want to note I am supporting 1-2 and offsetting any damage they suffer.
Today's another transit day, we'll see how much it affects things depending on what else I end up doing today but tentative prediction of delay until early tomorrow, we'll see. Preferably I stay on schedule and resolve the turn late tonight.>>6412317>How far up the hills do units need to be to benefit from the Elevated trait?Only an elevation mark over their target I'd say. I haven't really been applying it properly to all the enemies, but I've been of the mind the mist was a particular factor too.>>6412246>>6412273This adjustment will work.
Rolled 1 (1d6)"You are seeing this, correct, Stigler?""Yes, Sergente di Platone, I am. How much longer shall we linger? The reinforcements...""Right, yes, the reinforcements. The tide coming in, a fire burning, allies gormlessly milling about tunnel entrances. Things you can gaze upon for an eternity. But, yes, the reinforcements. Why did it have to be fucking tunnels again, Stigler?""I do not know, Sergente di Platone.">>6411557>MOVE: 1 West, 1 North-West, to east edge of N2.>SCOUT: Surely. Surely, third time's the charm. At least one of us is bound to roll higher than a 1 on a d6, right? Right?!
>>6412354>>6412388>>6412521The legion's finest...
>>6411557>From N16, move NW>Act as the secured endpoint to Schwarz's travel for now. We'll hit the tracks next turn.
>>6412525Together we have three braincells.
>>6412531And not one pair of functioning eyeballs.
Rolled 9, 9, 2, 10 = 30 (4d10)>>6411557>Move 2N>CQC Assault CDF Militia Section
>>6412531>>6412535But we do have the most important ingredient of a ground offensive! Unerring panache!
https://www.youtube.com/watch?v=uRzkO_IoW14
>>6411419Assuming you are staying in the area of course, could I use your C+C reroll Siversten?
>>6411557>MOVE 3 S to POI I1>Resupply myself by restoring one of my ammo reserves
>>6412683Yup, feel free, I am officially handing it to you. Apologies for being AWOL, busy over here.I'll try to sneak in my turn really soon.
>>6411553A quick glance down the road with his binoculars made Sivertsen grit his teeth. What was he thinking, putting his section in front of an armored counterattack without any dedicated AT weaponry?...Well, someone had to do it anyhow. Perhaps... he looked at the soft trucks moving closer. Perhaps he could salvage the situation..."Get in positions! We'll try to set up an ambush here, give them a bloody nose, buy time for the rest of our guys to finish up!">MOVEMENT:none>ACTION:set up an ambush, trying to see especially if that truck mobile infantry does something ill advised in their haste.If that is not a legal action just resupply my ammo rig I guess.
Rolled 5, 3 = 8 (2d6)>>6411557>>6411681>>6412888Rerollin
>Ride the supply line between Airfield Runways and PoI V1, move somewhere in the village part of the tile (or just sprint there if that's an illegal move)>help out with Sivertsen's ambush."Us 6th sods gotta stick together, non?"
>>6412999Forgot the name
Slimed out last evening and slept in today, and unfortunately today's activity list precludes updating until late tonight instead of yesterday like originally stated. As a heads up.I'll get something worked on more than just the turn resolution though.
Rolled 1 (1d6)Doing a quick thing as a bot that I'm sure won't be objected to, update should be soonish.
Rolled 6, 5 + 1 = 12 (2d6 + 1)And another.
Vilaconezo’s mysterious, quiet morning had been thoroughly ended, as though not many more foreign mercenaries were pouring in yet, there was fire like there had been quite recently in the distance. A well-blooded half-platoon of new troopers of the Legion’s 2nd Battalion carved their way up the train stopped at the town, sweeping up its sides and through its length, fierce bursts of submachinegun fire trading back and forth, each advance made through pockmarked walls and shredded boxes and detritus, the crack of rounds passing by, fired imprecisely, serving as deterrent but not an obstacle as the militia defending the train were forced back step by step. In case this failed, another plan was being hatched to prevent the train from leaving, by a part of the Legion aiming to punch up through the eastern limit of Vilaconezo. Explosives and hatchets made for a sloppy combination of tools for material gathering, but a combination of whatever lumber was weakest as well as odd infrastructure was collected with the aid of logistics porters, and would be transported north- hopefully laid across the tracks in time to derail a train that might not be prevented from being taken over.On the other end of the town, a section of 5th Company valiantly tried to force the enemy out, but they were meeting a furious match- a second charge went out, supported by mortar fire and increased coordination of information, but when progress seemed to be made, a hailstorm of automatic cannon fire, two centimeter or perhaps slightly larger, sprayed out of the strange vehicle in support of what were assuredly its comrades in enigma. Spattered with both fragmentation from the shells and pieces of building chewed out by solid shot’s impact, the men were driven back into shelter once more, the punishment only ceasing when both the footmen and the vehicle slid back, leaving the machine gun’s watchful gaze to cover the red jackets- the vehicle sliding and spinning over the railway tracks, headed for the train, assuredly.>The INTERLOPER MACHINE may support enemies for half of its DC unless directly interfered with.Less eventful was a gradual assault to capture the hills over Vilaconezo, one fortification laid in an old collapsed castle of yore taken, but a heavily armed anti-aircraft position beyond. Like its twin, it was hampered by the obscuring mist as well as the slope being to its disadvantage against attackers from below, anti-aircraft guns not naturally designed to shoot downwards, it would still be a difficult obstacle to conquer.
The other position, finally, had been silenced. Just in time for the advance of light armor to proceed- and meet the teeth of 6th Company’s roadblock. The motorized infantry had been lured close, away from the support of light armor, but the others coalesced into a group as ad-hoc anti-tank rifles expertly shot through all of the trio with repeated shots, knocking out two of them as return fire was chaotically pumped into the town without a detected target. The Subterranean-based Long Shot had the look of a gun from the previous century, with its manually actuated lock and load by breaking open the back of the gun, but its power was not to be underestimated, as even below the gun had been pressed into this very role for its untapped potential for muzzle velocity, even if the additional powder the Legion had begun to utilize gave even prepared wielders sore shoulders and arms.Those improvised anti-tank weapons would be joined by yet more improvisations, as anti-air cannons were swiveled round. The well-worn soldiers of 1st Company had plenty of familiarity with many weapons, but these guns were the business of trained artillerists- something that they, rather pointedly, were not. They would simply have to try their best pointing and shooting.>Utilization of enemy heavy assets requires rolling with combat dice one tier lower than normal.>Anti-Air Cannons bestow attacks made from the position with +4 Armor Piercing. Only one unit may occupy the site and utilize stationary emplacement weapons per turn.As all this happened, the enemy foot reinforcements arrived to the west, spearheaded by truck-borne Heavy Militia. However, the capture of the village meant to be their assembly point had disrupted them, scattering their advance into the field over the west. However, threatening the road as they were, supply routes to the northwest would be disrupted until they were cleared away.>PoI V3 Logistics Point has 2/2 Resupplies RemainingFor all the disruption the enemy had suffered, the Legion had their own- one that would have been comical were they not being borne down upon by so many enemies. An attempt to investigate an enemy command base had discovered tunnels- tunnels that were for whatever reason, thought to be booby trapped- then not, then once again as unwary clumsiness caused a support to be knocked down, a cave-in once again prompting concerns of a trap. By the time those buried alive were extracted from the wet clay and dust, there was no more time to try and make sense of the mess of foreign-language signs or half-burned documents. More Petrekorans were here to make a second go at giving a fight.>TURN is OPENThing I wanted to get done isn't- will get it done in morning.
Rolled 1, 3 + 6 = 10 (2d6 + 6)>>6413434>MOVEMENTSW, SW (to where Fabiani currently is)>ACTIONSupport roll against enemy armour (either the normal T8s or commands tanks, depending on other anons target selection)>FREE ACTIONRefill ammo from PoI O1"Right, mes amis, who needs our firepower right now?" The support guns Rosseau's platoon wielded were getting long in the tooth, but they were still potent against the lightly armoured T-8s the Petrekorans fielded."Sergent Fabiani, if you could kindly man those guns and give us a clear field of fire so we can get to work?"
Rolled 2, 2 + 4 = 8 (2d8 + 4)>>6413434>Man the AA emplacement>Shoot the CDF T8 Bfls>>6413465"Aye, aye, give us a minute will you?"
Oh hey. It's the enemy! And conveniently by having been surrounded by their fierce fighting forces no matter which direction we fire we'll hit someone!I'm writing in my report I planned it this way(But Sergente, you--)Hush, trooper. Planned it this way.>>6412535>>6412531I'll stand by to support either of you two. Perhaps Cialdini can engage one unit and handle them while Ebner and I take out another?
>>6413434Just for turn planning, is the train leaving at the start or end of next turn?
Rolled 7, 6, 10, 5 = 28 (4d10)The new gun almost buzzes out of Fogl's hands at his experimental squeeze of the trigger. 'Hoo. Jumpy girl, this. Full burst, then, aaand - no jam? Aye, she'll dance.""All right, we're together. Now we start shooting. That gives Schwarz room to work. Might even kick the bounders out. Mind everyone's firing lanes, now. Let's go.">>6413432>Equip ripguns>From O15, move N NW NW to center of R13>-Infiltrating AA at 2d10+0, then Interloper Party at +3>-Ghost nulls engagement>Magdump Attack Interloper Party at 2d8+5
Rolled 7, 4 + 5 = 16 (2d8 + 5)For the attack.
Rolled 3, 2 + 8 = 13 (2d4 + 8)>>6413434Infiltrate to the Interloper Machine, and then attack it in CQCthat means a 2d4+8 for the former, doing that first
Rolled 4, 4 + 11 = 19 (2d4 + 11)>>6413632Infiltration successful, now, to the attack, 2d4+11
>>6413633oh shit!crit! that's more than enough damage to take the tank down
>>6413577>Just for turn planning, is the train leaving at the start or end of next turn?End of the turn after. So this one, then the next.
>>6413632Unfortunately, Motorized, which I'm pretty sure this floaty counts as, penalize infiltration by 2. On the other hand, you're infiltrating from CQC range, so I'd expect your gun to apply?
>>6413643Guns don't apply to Infiltration rolls, or anything aside from Attack and Support rolls, good catchso that means >>6413632This 13 is actually an 11, meaning 1 under DC, meaning 2 Damage, bringing the total damage taken to 36, and setting the unit totals to 1 full squad, and 1 squad of 4 making this roll>>6413633a 20 in total
>>6413647Guns apply if their tag does. See first greentext. >>6405495The only question for me is if Armored or some other special rule nulls it.
Rolled 3, 5 = 8 (2d6)>>6413434Fuck it>move 2 north and attack it the AA positionIf we can capture that gun we can use it on the hovertank. Need someone to scrub the militia patrol on my 6 at O12/13
>>6413650>The only question for me is if Armored or some other special rule nulls it.I thought about this some, and upon rereading a prior declaration:>>6411555>ARMORED enemies require either moving into their tile with a combined INFILTRATE and ATTACK to damage with a CQC attack, or attacks with Armor Piercing to successfully attack. Armor Piercing attacks may support Close-In Assault.It would be very strange of me to specify a CQC attack, without allowing the CQC bonus- but also, technically speaking, the real question is if the Infiltration is counted as part of the Attack itself. Considering what the DC is and the fact that De Pastori has a frankly crazy bonus over what most other people have for attacking high DC (and said DCs have been hastily made higher than the support would reliably help at the moment, which is something that ought be amended) I would have to say that it should be counted as part and parcel.Another thing to review later I suppose- since even though this situation is one where it would be fine, in the future a tank probably shouldn't be vulnerable to infantry hanging out at the edge of general fire range...
>>6413432Freaking Yikes. What is that, less than 10 men left? >>6413685Is it possible to WITHDRAW and loop back around between the two Zones of Control here?
Rolled 4, 6 + 2 = 12 (2d8 + 2)>>6413556Certainly. Cialdini can make short work of the Minute Sections. We can, in the meantime, handle those prowling at range, starting with the Heavy Platoon. Pin them out in the open with your moleguns and then my shooters will pick them apart.>>6411557Well, here's a potentially weird interaction, tanq. Support on Harassing Fire. Normally a non-issue, since it can't do more than 1 damage, but with Glass Third Eye it's a normal Attack, for all intents and purposes except Engagement. As written, Support does not require Engagement, so I don't see anything mechanical standing in the way, but it still feels a tad weird. Another weird thing is interpreting the range as being longer to pull off Harassing Fire. As in, treating it as if I'm firing from M3 to P3. No reason for it not to work in reverse, I'm guessing.>ATTACK CDF Heavy Platoon, Harassing Fire (Glass Third Eye, Marksman Kit; 2d8+2)
Rolled 6, 4 + 1 = 11 (2d8 + 1)>"Mrglrphrm mghlrph!", Louis exclaimed with a clear, venumous invective as his squadmates dug ferociously to free him and the two other men that had been swallowed by the sudden collapse of the tunnel. A dastardly trap indeed, to have the supports give way for so little as a bump to them. Clearly Petrekoran military doctrine was founded on being utterly useless combatants to lull their enemies into a false sense of security, only for their enemies to stumble into their traps as they advanced through their lines. Clever. I shall have to include this hypothesis in my after-action report, Louis thought as he was freed (with considerable effort) from the Earth and dusted himself down. His second, Sergente Tommaso, having heard the theory as he followed Louis out of the tunnels seemed unimpressed by it. Despite Tommaso remaining silent and having the visor of his helmet down, Louis could tell when his second was reconsidering if he should file for transfer to another unit. Indeed, this was one of those times. This would not do, not at all! Louis was just about to launch a grand speech about how a proper Utopian Officer was not to accept stale and reactionary thinking in warfare when the distinct smattering of rilfe fire began. The enemy had arrived.Both officers surged into action, diving behind a set of sandbags in the improvised command post above ground. Behind cover they had time to reorient themselves. The enemy had arrived on a broad front, seemingly intent to rally on the command post, but had became dispersed when it was proven to be occupied by Legion troops. Most of the enemy units had pivoted east towards the road, though one unit of irregular milita seemed to have managed to stumble it's way into a flanking maneuver on the Legion's left. One that could be dangerous even if executed poorly.The descision was made in an instant.>"Bring the men out of the tunnels. We'll hold our ground here and engage the irregulars before they can reach the town. We must ensure our flank and the command post remains secure, there might still be valuable enemy intelligence present! We can not allow it to fall back into enemy hands!">>6413434>HOLD POSITION>Attack Minute Section in N12d8+1 for the attack due to CQC.
I have finally gotten out the rough sketches for everybody. Please state if there's anything you want changed or modified for clean version, whenever I get that done, as far as appearance, vibe, or whatever goes.Red berets are platoon leaders. So if you're not a Lieutenant you don't get the fancy red beret.>>6413809>What is that, less than 10 men left?Almost!>Is it possible to WITHDRAW and loop back around between the two Zones of Control here?>>6413842It would be- you'd be rolling against the MG.>>6413842>Well, here's a potentially weird interaction, tanq. Support on Harassing Fire. Normally a non-issue, since it can't do more than 1 damage, but with Glass Third Eye it's a normal Attack, for all intents and purposes except Engagement. As written, Support does not require Engagement, so I don't see anything mechanical standing in the way, but it still feels a tad weird. Another weird thing is interpreting the range as being longer to pull off Harassing Fire. As in, treating it as if I'm firing from M3 to P3. No reason for it not to work in reverse, I'm guessing.Range limits are yet another thing that needs cleanup- though that can really get in gear at the end of the op when I open up more options as far as buy phase stuff goes.
>>6414014>I have finally gotten out the rough sketches for everybody.Would help if I attached the file.
>>6414015Good stuff tanq, the Legion's fashion taste is impeccable Also I realise that >>6413465 with the support gun providing +3AP means that the roll should be 11 and not 10 which should help >>6413523 kill the Bfls if I'm interpreting things correctly?
Rolled 2, 6, 1, 4 = 13 (4d6)>>6414014>It would be- you'd be rolling against the MG.That's easier to get than two DC 10s to do an attack on them!But...If I have to roll the DC ten to WITHDRAW Etto anyway, wouldn't I rather it be for them going on the offensive?Alright, fuck it. We'll go balls out, one more time.>>6413434>MOVEMENT:Infiltration North 1 to S8>ACTION: Attack (CDF MG)Rolling Attack Dice TwiceFirst two for Infiltration, second two for Attack.Here's hoping if anything fails, it's the Infiltration. That way, if Etto and crew are still alive, I have them WITHDRAW.That and hopefully Aurora comes in with the heal, and Garza with the support, that would be nice.
>>6414025Got it, balls thoroughly smacked.
Rolled 1, 1 = 2 (2d10)>>6413434>Move 1E, 1NE>>6413577Mind if I request a ressupply? Going to need to clutch this at the last moment>Ressupply if Schwarz can and allows it>Infltrate Towards the interlopper party
>>6414028Happy to path in a resupply for you, but I don't think you require an infiltration roll for the move you described here.
>>6412273>>6412246"Rocked'm back! Pour it on!">>6414015Ah like the look of me. Smidge darker. Mutt of the sands, me.
Rolled 3, 2 = 5 (2d6)>>6413434The persistent mist that had clung to the battlefield proved to be quite the boon for Luce's platoon. The advance of the T8s seemed to hesitate as their support elements started taking a beating from her Long Shot gunners, their turrets traversing around trying to pinpoint the origin of the shots ringing out through the mist. Luce pulled her head back down into the culvert she and her radioman were sheltering in. "Make sure the squads don't move too much from their positions" she reiterated back, "These T8s can be 9/10ths blind, so as long as we don't give them an obvious target on our backs to shoot."For as calm as Luce tried to sound, a tremor had crept into her hands. She repositioned herself to hide her hand as it felt for the tablets in her pocket, still there to fortify her resolve in case the tide turned on their impromptu defense.In their current position the boxy tanks were vulnerable to an attack from the flank from the freshly secured hill, all her platoon had to do was keep them in that position as long as possible.>MOVEMENTNo movement.>ACTIONAttack CDF AC Platoon.>>6413465If Fabiani has to move over that AA position to man it he is outside of my reroll range, so if you want to try and reroll your support roll Rosseau you can.>>6414015>The Waste Wench Charmers exclusively wear frownsIt's a certain kind of charm for sure
Rolled 3, 5 + 8 = 16 (2d6 + 8)>>6413465Re-rolling with Luce's reroll >>6414084(2d6+3 Support,+1 All,+3 AP,+1 from C&C reroll)
Do you guys think I should help out the big push on the west by attacking the Heavy Platoon or intercept the lone, unknown contact in the southeast?
>>6414194You're not built for cqc so probably going after the motorised infantry
Rolled 4, 8 + 1 = 13 (2d8 + 1)>>6413434Before I begin my turn, just wanted to point out that I should be next to Granesta to his west. That is, on the line with the O. Now, for my turn.>ACTIONI will attack the CDF Raid Platoon for now. I want to try to finish them off so that we can rush the train. Fogl, you rolled good against the Interlopers and I don't think I can roll good enough to actually give you more levels of success. I will let Granesta help you.>MOVEMENTI will stay in place.The underground was strange, with its molemen, giant Living stones and strange machines. Bertram had to admit that he was quite amazed at the world that lived under their feet, but with time the amazement faded and it all became quite ordinary.Bertram once again found himself marvelling at the strange machine west to him. It was a damn floating tank! To think, that such a cumbersome thing could gently float, like a leave carried by the wind. The more he thought about it, the warmer it became around his heart. The impossible was happening. And some naysayer claim that the Dawn is impossible. Why, isn't this a sign? The impossible is possible and it must be done.He grinned to himself and took a mental note to write some of these thoughts down after the battle. Thank you, you beautiful floating death machine. It will be a damn shame when we blow you up. >>6414015They are beautiful tanq, very nice. May I just ask that you shorten the goatee a bit? Pic related.
Rolled 8, 8 + 2 = 18 (2d8 + 2)>>6413434>MovementNW 1 to I12, Southwest corner of the square>ActionAttack the Heavy Platoon
>>6414359Holy shit. I think that's a one tap.18 - 9 DC = 9 * 1.5 from Powerful = 13.5 damage
As a heads up, won't be posting the next turn until tomorrow morning, for anybody who hasn't gone yet. Mostly because tonight I've got something planned that's gonna eat a lot of time.>>6414071>>6414338Appareance notes taken.>>6414084>The Waste Wench Charmers exclusively wear frownsBeing charming in the Dustlands is a carefully managed affair.Or one not managed at all, really.
Rolled 3, 1 = 4 (2d5)>>6413434By the Judge Garza is one ugly sonovabitch.It's perfect.TURN>MOVEMENT:None>Gee I hope that CDF heavy platoon doesn't fuck up my life>ACTION:SUPPORT -> [5-3 Sec.] Etto for DC 10 CDF MG DC 10 FRT (HP 5)2d5 Regular Roll + (+1 All, +6 Support -anything FRT provides)Ammo 2/2 -> 1/2 -> 2/2(?)
Rolled 3, 4 = 7 (2d5)>>6414453Just realized that's one action, second action is more SUPPORT (if it applies) for [5-3 Sec.] Etto for DC 10 CDF MG DC 10 FRT (HP 5)2d5 Regular Roll + (+1 All, +6 Support -anything FRT provides)
>>6414015Love it.Do find it annoying I got some casualties while my character was meant to be support with some gap filling, but shit happens.
>>6414461Only thing I would change is a bit paler. He's a former noble bookworm after all.
Rolled 5, 2 = 7 (2d6)>>6413434>MOVE W / NW along the road until in range to do following action>SUPPORT Cialdini's attack (chaingun)
>>6412891Sivertsen, I am once again asking for your reroll support. Just one more and I am off it for good, I promise.
Rolled 3, 3 + 3 = 9 (2d5 + 3)>>6413434>MOVEMENT:W1 to end of Messe's move, N2, then NW1, careful to remain out of any ZOC(assuming +1 move for road)>ACTION:Free action resupply MesseAttack the CDF Militia Section on the move.Rudolf let out a final victorious grunt as he helped finish securing the hastily assembled obstructions for transport. Between the extra physical exertion caused by the inadequacies of his tools and the impossible level of humidity that seemed to be in the air, all the squads under his command found themselves exhausted. He couldn't help think to himself if this is what an honest days work felt like, he had been wise to avoid it for the most part. Taking out his flask to grab a well earned swig, he was interrupted by his radio operator. "Sir, multiple requests on the radio for us, the assault on the railhead is beginning in earnest. There are also enemy elements in the area we would be best suited to handle." Rudolf nodded and gave the signals to his winded fire teams it was time to start hoofing it again. Looking at the exhausted looks on there faces, he made a mental note that double rations were in order after the operation. >AMMO 2/2->1/2>Supply Support Rigging 2/2->1/2>>6414015Our boys and girls are all looking amazing! If I had to give any notes on Rudolf, I think he wouldn't be as buttoned up, probably prefers to wear his uniform a little more casually. Also I'd love to get the flask in there if we can.
Rolled 4, 1 + 7 = 12 (2d6 + 7)>>6413434>Move 1 N, 1/2 NW>Support Fogl's attack on the Interloper Party>>6414520I'll probably need your spare supply next turn if you'd be so kind.
>>6414536well, i tried...
>>6414014>Range limits are yet another thing that needs cleanup- though that can really get in gear at the end of the op when I open up more options as far as buy phase stuff goes.Yeah, range needs some work. I notice that the rulesheet mentions rage increases, but there's nothing of the sort actually available. I do think there's cause for some support weapons, for example, to have more range in both brackets and maybe for the Marksman Kit (0 bias, pinky swear) to give +1 to maximum range against infantry (normal range should still be 2 and you definitely wanna make it unstackable if you do something like that). Interested in what we'll see in the buy phase.
No time to do anything today as it turns out, sorry, we'll get back on track tomorrow. Only to probably be off track again immediately since I have a flight on Wednesday.
>>6414673Airline Nebengeschichte when?
>>6414462Best returns on giving C+C to Pietro.
Rolled 5, 3 + 4 = 12 (2d6 + 4)>>6414015Woah! I haven't looked better any day of my long and varied life. ( Those are incredible, Tanq. Smiling from ear to ear over here - Emmanuel's bald head is perfection. )>>6413432" OKAY BUT " Pezzi tried to say, though it mostly came out as "PfhfhgOUGH" with the scarf stuck around her face and the dirt in her cap. One of the troopers brushed her off and with a bit of effort, she found her feet though not exactly her dignity. " IN MY DEFENSE " Pezzi continued, stamping feet, ruffling down uniform, shaking dirt out of sleeves. " Tunnels USUALLY don't collapse on me, Thank the high saints and judge in all his glory I had an extra support beam, and that I mean Emmanuel. "Mostly dirt free, Pezzi patted down her pockets for her canteen of tea and realised there and then the horror was she'd lost it when the tunnel caved in. Great. Fantastic. Wonderful. The crackshot of fire in the distance and snap report of incoming militia did, however, provide a balm." Trooper, hand me that chaingun, I need to... Do leadership " And by leadership, Pezzi meant scream out loud while expending most of the munitions budget. It was quite therapeutic. Probably why Pezzi was, on the whole, so well-adjusted. She did this a lot. " So, here's the plan, people " People really did pay a lot of attention when you waved a fully automatic weapon around on top of a crate." We need to free up this section for supplies to keep flowing. So, we'll support Sottotenente Emmanuel sweep west through east while Ebner suppresses their heavies. Once Emmanuel reaches them, we pincer the lot together. Snap to. And get me a water bucket! " Pezzi checked the ammo feed. Yeeeep. All good here." ... I will probably be overheating this gun. ">MOVE:>DIG IN (stay here, that is)>ACT:>TARGET CDF Minute Section 2W (DC7)>I am SUPPORTING CIALDINI (2d6+4)>MUNITIONS>I am on a supply point. I will *restock*. Oh yeah. Lots of bullet therapy today.
>>6413434>MovementFollow Fogl and the boys>action support the attack on the unit Fogle and the boys on the interloper party>Free actionAsk QM how much ammo I can give out still... I uhm forgot tanq>>6414752Haha true all I gotta ask with how many are we attacking the same unit now so I know which modifier to apply to my roll?>>6414536C+C bonus buddy. You get a reroll buddy acording to the C+C support kit rules.
>>6414837Man I will sleep now, that action was supposed to have an enter after it. Spacebattles really made me lazy in checking before posting
Rolled 2, 3 + 8 = 13 (2d6 + 8)>>6414837Thanks, hopefully I can make something of it.>>6414536Rerolling
>>6414848Man I guess my gunners are really exhausted after that road march
>>64148373 including you.
Rolled 4, 6 + 1 = 11 (2d7 + 1)>>6414988So boosted combat dice by one for each attack? huh. neat.Just reread old Blood honor. Uhm it's meant to be adding 1 for every unit so I roll 2d7+1 right or is it 2d4+4?
>>6415096I feel like it would be 2d8, no? It makes more sense to me to boost combat dice by 1 tier for each attacking friendly, since that is the only way combat dice levels are presented. I could be absolutely wrong though.
Rolled 6, 4 + 3 = 13 (2d6 + 3)>Move one south, where the heavy platoon was.>Fire on CDF T8 Platoon
Alright time to get things going again. Update in a few hours or so depending on how quick I work and/or other interruptions, definitely by the afternoon here.In the interest of getting this going clean, anybody in range of a reroll C+C granter may claim it. Which effectively means Etto and Luce since they're who are in range and would best use it anyways. I won't make them do anything further though.With the latter, there's something that should probably be clarified, since Luce got a 5+3 AP 8 into the armored cars, which with the Command Tank bonus would have not passed, but since the Befehlswagen got schwacked this very turn, the question is if the bonus still applies.In my opinion it does not remain if it's been picked off the same turn. So the attack is passed.>>6414837>Ask QM how much ammo I can give out still... I uhm forgot tanqGoing back through the turns, seems to be 2.As for positioning yourself for the attack...I think I've got something finagled positioning-wise. I try to shove people to where they can still work since I know it's hard to keep track of where people have gone to without an active file with all the pieces.>>64151181 tier per yeah. Which might sound super strong but it does mean you have to position yourself well in a mob.
Rolled 4, 5, 2, 5 = 16 (4d6)>>6415129>In the interest of getting this going clean, anybody in range of a reroll C+C granter may claim it. PLEASE.Not sure if the reroll will allow me to roll both rolls...but I'll roll both anyway and you can split hairs if needed!
>>6415096So with that ruling I believe you would be rolling 2d8+1 if I’ve got everything in order. Getcho beefier roll.
Rolled 6, 3 + 1 = 10 (2d8 + 1)>>6415096>>6415118>>6415129C+C is for anyone in range? huh, neat.Amazing synergy with old blood honour.
Rolled 6, 2 + 2 = 10 (2d6 + 2)>>6413434Ooop, was gone for a while huh, glad to see I am just barely not too late. See the heavy platoon didnt quite run face first through the town unfortunately. I guess its time to shoot it before it turns into a CQC fight or something. Alas.>MOVEMENT:Nope>ACTION:Shoot CDF Heavy Platoon DC9 (Scrn), +2 bonus total>>6414015Love how my guy looks, although its a bit funny that my low-middle class radical ass is bumming it with all the blue-bloods.
>>6413432>Perfom 1st Aid on injured units (I do believe I have a +1 to rolls regardless?)>Move 1E, 1NE
Rolled 2, 6 = 8 (2d6)>>6414084>>6415129>>6415226I will reroll with Sivertson's C+C, can't hurt anything right?
To the south, the rest of the Petrekoran mechanized task force, unready for prepared opposition, was met with a devastating ambush. The larger T-8 type, likely a sort of command vehicle, was smote by numerous low velocity rounds and a few less well aimed high velocity shots- the result was its abandonment, rather than fiery destruction. The accompanying mounted infantry were also caught in crossfire and thoroughly routed without their vehicles, driven away from them when they tried to utilize them again, the final armored car being shot out in the remaining cracking anti-tank fire. All that remained were four T-8 types, left untouched, but dumbfounded at the reverse in fortunes- they were already turning back.The reinforcements from the west were not so accommodating. In spite of fierce fire driving away one section, the rest of the militia counterattack proceeded apace, the Heavy platoon looking especially determined- marksman fire had disrupted them some, but they were ignoring it rather than being distracted. It took hard commanders to do that- and they would have to be halted before they got too close.To the east, on the hill where the remaining heavy anti-aircraft position remained, a 1st Company section tried to rush it and capture it, to duplicate the stunt pulled in the south, but heavy fire forced them to seek cover- for long enough that, upon rising again, nothing more came. Suspiciously little. The reason might have been found in what else was happening.Vilaconezo’s defense had broken. Even where it seemed not so successful, the Interlopers had decided they had enough, as a storm assault by 2nd Company’s Sergeant Fogl, supported by the fire of nearly two platoons, while not doing a huge amount of visible harm, apparently was enough a show of force to make the Interlopers ahead, apparently armed with less far-reaching weaponry than their brethren to the west, to think twice about maintaining a defense. Especially with another particular development.When Lieutenant De Pastori, one of the few ranking platoon commanders on the field, engaged the train defended by militia, the mysterious machine that had been hosing down Sergeant Etto with fire suddenly shifted over, ready to support its fellows with its murderous cannon, only to find itself the target of the newly-minted assault troops. None of them had proper anti-tank weaponry, but chaotic firing, hurling of improvised explosives, and the discovery that significant parts of the vehicle were not particularly bulletproof (mostly where the crew was not) quickly led to an amount of damage that made the vehicle lose mobility as well as the capacity to turn its weapon- whereupon the 2nd Battalion troops rushed around it and waited- wondering what would come out, the first good look at the Interlopers anybody would get on this battlefield.
What emerged from the vehicle, surprisingly small as it was, would be a sight with many names across the Legion. Anybody from 6th Company would be familiar with the bold experiments of a Dust Mercenary, especially a tanker, and appreciate the choices made. What much of 2nd Battalion’s domestic and mannered soldiery saw, however, was a harlot- an exhibitionist, practically, looking like she wanted to turn heads at a beach like a temptuous vixen, and it made the men pause in spite of themselves, on top of the other mysteries that demanded attention. The one thing that was clear of meaning was the scowl cut across her face, and the frustration in her bright blue eyes.The young woman spoke the tongue of the Grossreich- but that meant nothing. Half of the Reich’s enemies spoke their language. Hell, much of the Legion spoke it as their first words. The only thing that information presented was more questions. The bark she made was a question, a query, perhaps, and one none of the Vitelians present knew how to answer. Finally, the suggestion was made to capture her, but it was too late. The woman snapped something between her fingers, the crash and flash of what seemed like lightning came down, frightening and singing a few men, and then a sudden hurricane-gust of wind blew all off their feet. As everybody scrambled up again, dazed, all that remained was the machine- with nobody inside.From the train, the dull thud of an explosion, then another, shocked everybody to attention. They were from a freight car further up rung through the train- a part than no Legionnaire had even gotten close to. An accident? Sabotage? By who? Certainly not by the Federation. A glance at those fleeing the scene told that it was a group of the strangers- all burdened with heavy packs. Too swiftly and without warning or opportunity to interdict- but what could they have absconded with anyways that was of value? Certainly nothing that would have required such labor to load in the first place…>TURN IS OPEN>This will be the final turn of this battle.Far more delayed than I thought but at least I shouldn't be thrown off as much by the plane ride.
Rolled 5, 2 + 3 = 10 (2d6 + 3)>>6415590>The Interlopers are leaving Well, that's nice. After losing half a squad to them and the damn Machine Guns, I'm sure Etto is happy to see them fuck off.Speaking of the Machine guns...>>6415593>This will be the final turn of this battle.Let's make it a good one.>ACTION: Attack (CDF MG)Please let this shit actually do damage.Please let this fucking Kill these fucking guys.
>>6415593Are the retreating vehicles (basically the T-8s and the unknown contact) still able to be engaged, or are they considered offmap?
Rolled 1, 2 + 11 = 14 (2d4 + 11)>>6415590>Move to Vilaconezo East (provoking at least 1 Infiltrate roll, but the DC9 means the result is guaranteed)>Attack CDF Raid Platoon (DC9, CQC, the roll should be 2d4+8+3, at least I think it's +8?)Final push, capture the damn train!
>>6415604Exactly enough to deal 5 Damage!
>>6415602Well, at least no more of my boys are getting gunned down like dog.
>>6415603They can still be engaged yes.
Rolled 1 (1d6)>>6415608Gotcha, anyway it seems like I'm out of ammo so the point's moot anyway. >>6415593Loot CDF AA/Point of Interest"Well they're on the run and we've shot the guns dry, might as well have a look what's lying around here."
>>6415605If that did in fact capture the train, I must say, I would love to loot that interloper machine. That is if there is nothing else more pressing.
"And that's the day! Let the buggers run, it's time to secure our pay! Take the AAs and every point in Vico. Ah'm not giving the Feddies any excuse to short us."While his men get to work, Fogl squints, judging distance, and steps from cover to catch the interloper rearguard's eyes with a lazy salute. >>6415590>Move N to capture Logi point>Improvise: kinda-sorta indicate to the the interloper party that there will be no pursuit (no need to shoot me while I...)>Move W, help secure Vico East>>6415602Reduced to one squad as you are, I believe you take a -2 penalty to rolls.>>6415604Prowl might take a shot at you with that move?
>>6415593Isnt the raid platoon I shoot at that defeated? I did like 5 points of damage >>6414338Here
>>6415634Oh that's who you shot at, huh....Well, technically speaking, you did 4, since it's 13 vs DC9. So I guess that's not too bad a mistake.
>>6415642Disregard that I did my own math wrong, that guy's toast.
>>6415610>if there is nothing else more pressingDon't think there is Loot away, hopefully you saved your luck for this
>>6415604Eyo Pastori, maybe use the roll to help Etto with the machine gun nest? Those guys are already dead, tanq simply didnt notice it.
>>6415697I am a bit confused how the turns are processed, because as far as I was aware, the platoon, on the turn you attacked it, should have gotten the DC boost from the hover tank, making it DC15
>>6415707also, I thought damage was margin based (pic related), as it says "each level of DC passed", not "passed and met"so even if the supporting DC boost doesn't apply, I'm not sure how we get 5 damage out of 13-9
>>6415710I was applying my damage like that the whole game, and it was never contrary to what then showed up on the map, so a discrepancy coming up this late in the mission is confusing
>>6415593>MovementMove 2 North>actionSupport the attack Fogl and the lads are doing.>Free actionResupply Fogl and Granesta meaning my resupply amount goes from 2 to 0.C+C at the ready use those rerolls lads.Attack roll will follow once the blob decides.
>>6415707I'm pretty sure that the support from the floating tank was for the previous round when you attacked them. The round were I attacked, the tank was destroyed, therefore the support went away. Atleast, I think that's how it goes.>>6415710If the DC is 9 and you roll a 9, you deal 1 damage, if you roll a 10, you do 2 damage, etc. So, with a roll of 13, it's 5 damage.>>6415712Tanq might've gotten confused.
>>6415725>I'm pretty sure that the support from the floating tank was for the previous round when you attacked them. The round were I attacked, the tank was destroyed, therefore the support went away. Atleast, I think that's how it goes.>>6413633 (me attacking the tank)>>6414338 (you attacking the squad)it's the same roundwith the round start being here>>6413432maybe attacking the tank canceled it's turn, thus it's protection? but that's not how enemy actions were portrayedthe other examples we have is "I go U go" type, with using going first, and enemies having their round after for movement and stuffdoes the order within the turn itself matter? as in, me destroying the tank/attacking it, with you attacking the squad after? actions are supposed to happen at the same time, not subsequently, so that seems quite confusingI'm not protesting the results, but the mechanics are somewhat obscure, better to have it cleared up in the first mission than down the line
Rolled 2, 3 + 2 = 7 (2d8 + 2)"Fucking hellfire, they just keep coming, eh?!"Alexandra slid back into the ditch running alongside the dirt road bisecting the western village and began single-loading 6.7mm rounds into her Luci. Through her scope, she saw a good amount of Petrekorans fall, both to her shots and the fire of her marksmen, but, the bodycount notwithstanding, that hadn't done much to halt the advance of the motorized unit. Shaking her head, Ebner abandoned her position and crawled over to her filament operator."This is Ebner. We can't let those bastards get across the road and have a straight shot at the landing zone! Piss on the rest; the minutemen aren't getting past Cialdini and we'll clean up the whole lot after we blunt this attack by butchering the ones leading it. Just give them everything you've got, damn it. They'll turn or they'll die to a man. Either works for our purposes.">>6414454"Garza, if you please, get your mortar into action, too. North-east of grid square O4 could use some HE.">>6415593>Attack CDF Heavy Platoon, 2nd instance of Harassing Fire (DC 9, Screen, 2d8+2, Glass Third Eye, Marksman Kit)Section:Squad 1 10/10Squad 2 10/10Munitions 3/4 -> 2/4
>>6415593>Move 1x West>Rest unless the shooting starts againIt was a relief when the firing died down as the enemy to the north finally pulled away from the train tracks and began to retreat. The forced road march while carrying their heavy gear had left Alesso's men exhausted, and it had shown in the last engagement as his gunners attempting to provide supporting fire simply weren't able to keep up with the vicious running gun battle as Fogl's platoon chased out the elite enemy infantry with endless overlapping bursts from their submachine guns. Many times Alesso had to frantically call for his gunners to check their fire as Fogl's men advanced hot on the enemy's heels, and by the time he could direct them onto a new target the wily enemy had just about already begun to shift their positions.It wasn't clear if the sudden quiet was an end to the battle or only a lull, and there was temptation to let his men slump over his guns where they sat and catch their breath, but there was no time for complacency yet. The hill to the west, if it was indeed cleared of enemies, would offer some modest high ground to overlook the town as it was being captured by the other platoons. If more fighting didn't break out, perhaps his men would finally have their rest.
Rolled 3, 5 + 3 = 11 (2d6 + 3)" Well, that was bracing " Pezzi pondered, tucked in behind half a tree and thankful the aim of distant miltia troopers were impressive only in how close in kept getting and not in how many people it was actually killing. But then, that was conflict as it was now. In the books it was all SWORDS and GLORY and MOUSTACHE and yeah, alright, maybe someone got enjoy that, but Pezzi - reloading a chaingun, barrel in the water bucket, alright cool - enough, no, no, two squads, a mud-stained uniform and several hundred bullets expended and so few people dying. Made the soul appreciate marksmanship. Ebner was probably putting in work. Halting advances, stopping troopers, withering fire, that whole thing. But a few hundred yards of distance in the murky misty gloom and Pezzi barely knew what she was even shooting at. Almost made you yearn for a knife. At least that was nicely personal. " Do you think we're winning? " Hmh. No one seemed inclined to answer. " Ah well, I think we're winning. "-->ACT>Screen fire due east at the CDF Hvy Platoon moving to N5 (DC 9, SCR+3, 2d6)
>>6415593Aurora's player is bowing out due to continued IP trouble. >>6414520>>6415349Shouldn't be trouble up north. Ebner could use some defenses at L7, though.
Rolled 2, 4 + 4 = 10 (2d8 + 4)>>6415593>Shoot the retreating T8 platoon
Rolled 2, 1 = 3 (2d5)>>6415593TURN>MOVEMENT:None>ACTION:SUPPORT -> [2-3 Sec.] Ebner for CDF HEAVY DC 9 SCRN (HP 8)2d5 Regular Roll + (+1 All, +6 Support -1 SCRN)Ammo Empty---"Splash," Garza radioed ahead a few moments before the dazzling impact of HE rounds slammed vaguely in the direction of the enemy moving dangerously close to Ebner's position. His own unit was getting tired, unused to this pace and their accuracy was getting sloppy. "A double dose of remedial training and inspiring Revolutionary poetry as soon as this mission is over", Garza whispered to himself. He suddenly felt his mind shift and recoil in confusion, struggling to eve n thi nk.M oments later, it almost seemed as if A bolt of lightning had been flung to the G round some distance away. I ncredible and unnatural, overhead not even one C umulonimbus cloud in the sky.B linking away spots, U mberto stared disbelieving during the LulL in furious combat."SHIT!" he cried out, trying to snap himself out of his psychological fugue.
>>6415604rule elaboration aside, If the train guard is destroyed, and if it's possible to reuse rolls, I would double infiltrate NW, as suggested, and help Etto with the bunker, if it is not possible to reuse rolls, another roll will be provided (rolling to infiltrate is pointless as it is guaranteed to succeed)
>>6415858Your right Sergente. The Peters are on their last legs it seems but it won't hurt to make sure to have all our bases covered.>>6415590>>Use all actions to return to PoI I1 (I forgot how the fast travel works. woops)
Rolled 2, 5 = 7 (2d6)>>6415593>MOVEMENT:W 3 (+1 move light rigging)>ACTION:Loot das Interloper Machine.Rudolf surveyed the carnage around him as his squads traversed quickly through the quieting city streets. Bullet holes and fresh corpses told the tale of a fierce battles just recently ended. "Holy Hell," he muttered to his second in command, "Ain't no one gonna doubt the mettle of those blue bloods now." Focusing up, he searched around for the mythical machine that has caused so much chatter on the Filament not too long ago.The interlopers presence gnawed at him as him and his soldiers searched around. Who were they? Why were they so well armed? Most importantly, why the hell had there been no mention of them being a possibility? He was also unnerved by the groups of interlopers who had run off with cargo pulled from the train. It all gave him the distinct impression, that even thought the train had been secured, they were still in for an ass chewing.Finally, they arrived at the machine. Besides the faint smell of ozone lingering, there wasn't much interesting about it. In fact, had it not been for the trusted words of his fellow soldiers, he would've laughed at anyone who said this cumbersome blob could fly. Rudolf organized his soldiers and assigned all but the 5 most light-footed of them to security duty. He worried that given the cunning displayed by the strange scantily clad interloper, there would be some presents left behind to catch them unawares. After all, it is hard to imagine a more tantalizing target for enemy investigation than abandoned advanced armor. "If we die horribly in there, please tell Ol' Captain Katze we all bought it doing something much more gallant." He said with a final smirk to his second as he geared up to brave the strange alien machine with his fellows.>AMMO 1/2>SUPPLY SUPPORT RIGGING 1/2A 12 to loot this cool machine would be much appreciated RNGesus.
>>6416075Damn, well it's not too bad.
Rolled 8, 8 + 1 = 17 (2d8 + 1)The enemy force that was arrayed on the open field, had it been able to deploy properly, could've been a substantial threat to the Legion flank. With no other line infantry but Emmanuel's own present, it is likely a concerted advance from a prepared position would've swiftly overrun the Command Post and Legion Field HQ both. Luckily, due to swift action from the Legion, this was not the case this day.Advancing over open ground was risky, even for experienced troops. Doing so against elite enemy units was guaranteed to inflict substantial casualties. Doing so against the Legion's mole gunners and sharpshooters was practically suicide. One section of militiamen, tied down by bursts of fire from Emmanuel's men were viciously torn to shreds by the deafening smattering of chainguns. That the others had not turned and fled at the sight of such slaughter was miraculous indeed. A testament to well drilled discipline. But discipline against such overwhelming force could only end one way.As the final enemy from the unfortunate hostile platoon fell, Emmanuel sighted his automatic rifle for close range combat. Ebner had once again decreed that the enemy's finest were to be her prey alone. This suited him well enough. His role had always been that of the anvil, even before he joined the Legionl; the immovable object upon which the enemies would crash again and again and find no purchase. It seems today he would get to reprise that role once more.>"Shift fire left! Prepare for close combat", Emmanuel ordered, as he checked his sidearm for any sign of malfunction. "Sergente Ebner is picking apart the core of our enemies most experienced troops as we speak. Once they fall, the remaining enemy force will lose heart and flee before the might of the Legion." He unhooked and readied one of his remaining grenades as he spoke. "Her task is precision work, and as gentlemen we can not allow her to be disturbed by the crucible of battle in this most crucial task! Men of the 1st, soldiers whom our Legato has unshakable trust in. Men who know no defeat! Onwards once again, towards the future!" With cries of 'Vittoria per il Futuro' echoing in the mist, they charged.>>6415593>Advance on and engage the Milita Section approaching PoI V2, interplacing ourselves between them and EbnerRolling 2d8+1 for close quarters combat. The unit doesn't seem to be generating a Zone of Control so I will not roll infiltration.
>>6416114woah. savage
Alright, back home. >>6415707>>6415710>>6415727I thought I made it DC matching at some point, especially in light of there being overtuned difficulty considering how support and withdraw currently are, but I guess I didn't put it down. That said it shouldn't change how failures work as far as casualties go.As far as turn order goes, while "we go" would be the ideal for something automated and quick pace, I feel that what would happen a lot of the time if something very threatening popped up and would ideally be removed before anybody else did anything, what would end up happening is that people would be sitting on their hands waiting for the thing to be dealt with instead of actually doing something. So in the interests of keeping things active and flowing I handle things like unit boosts and enemy support and all that on a basis of "did you kill it this turn.">>6415858>Aurora's player is bowing out due to continued IP trouble.Unfortunate but understandable, if 4chan hates you then there's little that can be done about it, especially if it's because of being of certain national IPs since 4chan hates VPNs.>>6415930>rule elaboration aside, If the train guard is destroyed, and if it's possible to reuse rolls, I would double infiltrate NW, as suggested, and help Etto with the bunker,Normally I wouldn't do it but considering this is a result of an error I made I'll let the retarget go through.
Rolled 2 (1d6)>>6415593>MOVEMENT1 W 1 W 1 N. Close to the AA position>ACTIONExplore the AA Position. Scout it out? Whatever is valid. Won't be able to make a more characterized post, I'll just post my actions.
>>6416132Are you going to shift back to Bonetto and the Domensgrepp contingent after this map, or are we going to fully finish this first before we return to how he rest of the Legion is doing?
Rolled 6, 6 + 7 = 19 (2d6 + 7)>>6415593>SUPPORT Ebner's attack on the heavy Platoon (chaingun, +7)>If it dies, MOVE SE to logistics point, reload if able if conditionals are invalid then just don't move
Rolled 2, 4 + 3 = 9 (2d6 + 3)>>6415593>MOVEMENTNo movement.>ACTIONAttack CDF T8 Platoon. Let's see if we can finish these guys off.
Will be updating next morning. As a heads up, and probably one I should have made clear later, battlefield looting is better for your profit margins than any post-battle collections by contract rules. Active Combat seizures are given more protection than general field collections.>>6416232>Are you going to shift back to Bonetto and the Domensgrepp contingent after this map, or are we going to fully finish this first before we return to how he rest of the Legion is doing?There's a couple more to go. Things are still on track to stay within a single thread, though I'm not sure if it'll get too big to be manageable within that...
Rolled 1 (1d6)>>6416421Finders keepers do be like that sometimes.And since I'm out of ammo and forgot that I didn't move:>LOOT PoI V3 and/or Defeat M. - whichever one counts
>>6416431There’s some cosmic level misfortune happening with the groups looting rolls.
Rolled 1 (1d6)>>6415593>MovementNorth Twice>ActionLoot the Airfield Hangers
Judge 'ates a thief.
Think 'e's softer on bandits and rogues, though. >Understanding that Vico East is actually unoccupied, I'd like to loot it, preferring non-civilian goods.
>>6416541You need to roll for it too
Rolled 2, 4 = 6 (2d6)First die for my improv, second for looting if valid. I'll leave anything else to tanq.
Rolled 6, 1, 4, 3 = 14 (4d6)>Infiltrate to get right on top of CDF T8 Platoon's armor>Attack
The enemy had been beaten for some time before they realized it, but such was the way of battle. To try and snatch the last advantage or land a parting shot before being forced to retreat- or to try and delay just a little longer simply out of spite, especially in chaotic situations where commands, even when heard, could be afforded to not be adhered to. Such was the last hour of this battle.The strike for the western landing zone was thoroughly foiled, as the forwardmost element, truck-mounted and advancing in quick order, had the most focus placed upon it to stop them. Stopped they were, as what remained abandoned their disabled vehicles and fled back west, and with the southwest wing of the same raid pushed off as well, the rest of the militia strike force peeled away and left the Legion to their takings. The last remnant of the southern raid sped away as well- a singular T-8, damaged by a last pursuit of stormtroopers showering it with explosives, was forced to abandon its partners after they were disabled by hails of anti-tank rifle and cannon fire as well as the assault on food creeping up on their blind flanks.The battle having slowed down into its last phase, many took the chance to try and pick what they could from their conquest. Officially speaking, these were the last minutes that such an opportunity was legally acknowledged as “battlefield expedience.” The Federation considered Petrekora its own member territory, after all, and they did not want to retake a pillaged property. When fighting was over, any further “acquisitions” were made by Federation personnel, at risk of fines or criminal charges. Some would say it was just a monopoly on looting rather than anything morally guided, but contracts were contracts, and the Legion would be well paid even if they didn’t find anything worth keeping.2nd Lieutenant Rosseau made an inspection of the seized anti-aircraft guns during, and shortly after their last usage- and what he discovered was no reassuring. A general unfamiliarity with Petrekoran equipment had led to an assumption being made that these were modern high-caliber guns, but in actuality, they were actually quite old and very weathered models that may have been twenty years old, from when anti-aircraft artillery found its first legs in converted artillery pieces, and well beyond whatever service life was likely intended. Using them further than today would likely lead to them being dangerous in the long term- and therefore useless to the Legion. There was little better luck with other battlefield procurements, much in the way of sabotage and battle damage severely reducing the amount of useful materiel found beyond trinkets and souvenirs, though there was one place this pattern did not follow.
The mysterious machine was surprisingly intact, though clearly disabled- there was little indication of internal damage or sabotage save for what were missing rather than broken items. No literature like manuals or codes were around…though what use would those be in such a clearly individual vehicle anyways. The most pointed vacancy was a socket for something around the size of a fist and shaped like some sort of emblem or symbol, impossible to know the significant of, as well as vision blocks that made no sense- they could not possibly be maneuvered within to see out of, the turret and below only having space for one person, the driver’s seat also accessible from the same place. No driver had been seen- they had probably absconded with the flame haired woman.A test of the machine’s engines showed signs of life, but it did not move. The engines, which sounded like aircraft engines complete with the beating of air of propellers, were obviously not nearly enough to move the machine themselves even undamaged. Which meant this machine was a curiosity, but sadly a completely nonfunctional one, though the cannon was unharmed. It was still possible that the Legion’s Research and Development team could find something out about it, though…>Sk-01 Halobates (Disabled) ObtainedMore luck was had going through the train, and its defenses. There had been more than one sort of cargo loaded upon it for moving elsewhere- from the emptiness of other storage places, it could have been that the Petrekorans were planning to cede this area anyways when the Paramarines landed and made their initial raids. Sergeant Fogl and his party found materiel that could not be easily sabotaged, though. Even if it wasn’t a king’s ransom, it was still a ransom of sorts- valuables in the form of old coins and furnishings of silver and gemstones, surely evacuated from the town and villages around, stashed in crates and put under tarps and rags. They had already been requisitioned as liquid capital by the Petrekorans- there was no need to feel regret for seizing the goods again, especially when it would be soon exchanged for war materiel anyways.>+5 Force Finance Acquired- Able to be lent out at will in Merc Market.Clearing the train further at least told what had been where they’d left from. In a freight car near the front of the train was a broken, crimson and white marbled stone, wide and flat as a dinner table were it whole, but it had been broken into pieces, parts of it missing. It must have weighed as much as an automobile were it in one piece…but nothing seemed particularly important about the big rock rendered into pieces. Nothing besides a small tingling sensation when brushing the fingers over its surface- and how when a piece was tossed in the air as to toy with it, the descent was ever so slightly slower than one would expect of a piece of rock…
Without anybody looking at it with particular tools, there was little use that could be found of this stone besides a momentary distraction. Yet the Petrekorans had stubbornly resisted to try and defend it, and the strangers had fought plenty stubbornly to try and claim the whole thing. What was the true value of this? Did the Federation even know?These reports trickled in, and the sounds of battle quieted gradually, melting away like the mist finally did- when Lieutenant Colonel Schwarzehand next looked to Lieutenant Foulk, no words needed to be spoken to understand the relief that washed in, knowing the entire situation now. The enemy was in retreat in all directions, and had ceded the field. This battle, was over.>Main Objective Completed.>MISSION 1: VICTORY-----The Interlopers gathered on another hill as the sun slipped into the west, far north of the town they had ceded, behind the lines of the reeling Petrekoran Civil Defense Forces, assessing the situation and plotting what to do next. They were unconcerned with the Interlopers now- they had been told that the situation was handled when they returned, and immediately everything to do with the battle around Vilaconezo vanished from their minds. There were far more pressing threats now.As the footmen handled their casualties silently below, their leaders conversed. The woman’s blood was still up, barely cooled since having to run from the battle without her machine, and the small win gained not nearly enough to soothe the burn of that loss.“The sound of battle is drowning your senses, Half-Sister,” her brother said coolly, “Sleep. Take a tablet if you must. We are not finished here yet, even if I’d have liked to be by now.”The woman gave her sibling a fiery glare. “You’ve got no good reason to be calm. I think the sound of battle is what should be what you’re hearing, but instead you’re hearing nothing but the Queen’s Fiddle where nobody else has the good sense to listen for it.”“The Queen’s Fiddle should still be heard no matter the battle, Half-Sister. Since the days mother recalled, when she had but one pair of wings too small to do anything but mark her for what she is.”
The Queen now had two sets of wings- and as she turned forty this year, one set was splitting into a third pair. The wings told the length of her life better than any other part of her- because her youth seemingly frozen just after reaching adulthood. Ageless and pristine, as the Mountain kept her close to its heart for days, even weeks on end without any seeing her, the days of the Queen of the Sky’s presence being announced by the sound of a lonely set of strings played upon by a bow, drifting slowly down the Heavens’ Peaks in the early morning.“You underestimated them, like I said, Half-Sister. That was an expensive loss to rashly hurl yourself forward in- you’re lucky to be alive, and free. You’re wasting blessings of the refuge that are more precious than gems.”“Fuel for a flame we freeze without.” The woman grit her teeth, but slackened her shoulders. “Besides. We have more. We’ll pay them back.”“We do not have nearly enough to be so reckless with.”“They’re worth the price.” Her tone, at least, was losing its edge, finally. “You can’t be so sure you would have gotten away yourself if I’d just sat around and- Hey, listen to me. We’re not done talking.”“You were not listening to me anyways, Half-Sister. You have your way of doing things. I have mine. Our expedition needs guidance in my absence. Do be considerate of what I would do, won’t you?”----->More to follow, just getting out the conclusion before doing some other things then doing the rest of the update and getting to the choices.
“ Three cheers for victory and one more for the dead! Good effort, people. Now, get with the note-taking. Someone find me a pen. Let’s not have it be said we’re uncivilised or contractual shirkers. Scribble down the condition of this place and hand the report up the chain, get everyone a nice, proper bill of services rendered they can pass on to the bean-counters.Oi! Put that down! Can’t just go looting once the shooting stops, after all. We’re not savages. “( “ Now, gently inflating the effeciacy of your own efforts in said otherwise reliable reporting is a subtly different matter. That’s just contractual leverage. Corporal, write down we saw off two heavy platoons. Hm. No, make it three but Ebner scared off one. They’ll check the busted and blown trucks and any competent clerk expects optimism and halves the estimate, which still leaves us up a smidge and half seeming heroes. Trick is not to overdo it. Hmhm. Cialdini saw off two militia groups and…. Oh, write Weisskopf halted their advance entirely. Pivotal pretend stuff. ““ What? Lies and fabrications? No, no, Corporal, it’s an ‘optimistic estimate due to murky, misty conditions’. If you genuinely believe it’s possible there might have been six heavy platoons out there, it’s not as if they can haggle over your assessment. And it was pretty misty! Could’ve been hiding a whole armored company out there, which, due to our brave efforts, turned around. ““ War is an important thing, trooper. Gotta make the fine people signing our checks feel they’re getting their moneys worth “ )
Victory was not celebrated with more than the usual end-of-day nourishment, of soup and hard bread, captured enemy rations not deemed trustworthy enough, and the Legion used to the aesthetic diet- or being forced to become accustomed to it.The remaining daylight was spent securing the perimeter of the operations area, though besides light skirmishing that did little more than test each sides’ guard, the Legion’s task force saw little more combat of significance. Federation planes flew in other units, and flew out Legion wounded, as well as those that would be heading back to the main force to help them at their landing site to the south of the island, where the main landing forces were having more trouble than expected. So much of 1st Battalion’s more dynamic and skilled soldiers had come on this mission that the Company Captains complained of inefficiency and requirement to improvise, in the face of a far more prepared resistance than the Federation expected considering the amount of naval support just off shore. With Vilaconezo secured, a follow-up by Federation Paramarines, joined by the Federation Coordinating Captain, went to investigate the captured train and what had been upon it. The Captain grit his teeth as he picked through the abandoned stones, clearly not finding anything he had been expecting, but when pressed as to what he was searching for, he replied to such queries with sharp reprisals to not interfere. So that mystery remained such, to the confusion and annoyance of all.The Legion’s entry to the north had created an opportunity for the Federation, though. With no shortage of materiel and troops, where the Federation had encountered an obstacle in one place, they flowed to a weaker part of the front. Secondary landings had found much less resistance near where Vilaconezo had been subdued, and where there had once been merely Legion and scattered Paramarines, by the middle of the next day there was the buzzing of various troops and mercenary companies that had been unable to advance into the mucking about southwards. So too followed the ubiquitous Merc Market, as the Federation encouraged independent procurers and provisioners, as well as state-owned enterprises under special license, to try and sell equipment and wares to those readying for battle again. Mercenaries were a profitable clientele to prey upon- they often had much money and little reason to be particularly restrained with it. The battlefield around the landing places had been thoroughly picked clean by legally empowered looters who found what was usable, repaired or scrapped what was not, and efficiently resold such to the Merc Market for further trading. Which meant a fair portion of what was on offer was what the Legion had done the hard work of making available in the first place, but complaints about such were waved off by Feddie officials pointing out how much the Legion as an enterprise was being paid for their operations in the first place.
Despite the complaints that were being laid upon Lieutenant Colonel Schwarzehand when, in the next day, a special representative of Federation interests was flown in for an extended after-action report.“A successful operation?” the Federation representative demanded with put-upon incredulity. He was a tall and thin man with a face that already tended towards pink, with thinning blond hair and a jaw that was a little too smooth to match well with the lines of middle age on everything above his cheekbones. “Surely you are joking. You were to procure the cargo of that train, and all that could be retrieved was rubble. By any logic you should receive the minimum obligated payment and not rubet more.”“We got your damn train.” Schwarzehand said with contempt. “We weren’t told what was on it, what you wanted, and your people didn’t even get us the landing we were told we’d have. An’ we still kept that train from leaving. You want to call the Legato and negotiate terms with him, be my guest. Whatever quits your bitching at me like an old woman. But don’t you say we mucked anything up. Now you still need us, or what?”“…Yes. We will require you to remain on hand for special assignments, Lieutenant Colonel, and what volunteers you maintain. There may be…developments. We are unable to make it to the position of the rest of your unit’s landing from here anyways.”“We’re gonna need some answers, then.” Schwarzehand said with a harsh growl. “Like just who the hell we were fighting. I ain’t never seen a Petrekoran in my life before now, but I can tell you they don’t speak Imperial. Your people know something we don’t, and I ain’t feeling patient enough to wait for them to tell me who they are before you do.”“They are…” The Representative grit his teeth and lowered his voice. “They are pirates, of the stateless confederation of criminal organizations in the Seernashev. Specifically, they are Aeropirates, who terrorize our trade routes from the sky.”“I’ve heard of them. What’re they doing here, on land, fighting in a war, and with goddamn floating machines? I’ve seen airships and flying boats and the sort of thing you’ve told us they’ve got, and floating tanks isn’t nothing like any of that.”“Their presence…was not…entirely unexpected, yes, but they were not thought to be…a potential problem. For our forces nor yours.”“Yeah. About that.” Schwarzehand said, about to go into a lecture, but not quite finding the words to describe how he felt without referring to a subterranean campaign that none outside the Legion were to know about.
So Foulk took over. “There was roughly a platoon of supporting forces with the militia that were the equal of your Paramarines. We know well of pirates, sir. They do not,” he rapped his hand on the hull of the captured machine, which Schwarzehand had dragged back to HQ. It rang rather unlike steel. “Have anything like this. You won’t get the results you want if we aren’t prepared.”The Federation Representative pursed his lips and looked around as if for a way out of this. “Later, and elsewhere. Then you can have the information you seek. You captured no prisoners of theirs, did you?”“We caused them casualties, but they withdrew with them and all of their kit.” Foulk answered.“Hmph.” The thin man of vague military or political significance pointed to the Machine. “Put a covering over that and don’t show it off. It may be yours by right of contract, but we have the right to demand prudence. The Federation would be very interested in buying it from you, if you would like to make a deal.”That would have to be seen. The Legato had given his commanders the privilege to make such decisions on their own, but he also seemed quite fond of strange gadgets like this, like the Stijder, but unlike the freakish quadrupeds, this vehicle seemed mostly nonfunctional. Though perhaps that could be changed in the future, if the strangers were found and fought again… Especially since the strangers weren’t that alien, to the point that the name of the machine had been scribed on the inside, in a language that plenty of the Legion could read…>Keep the Sk-01 Halobates- it was the Legion’s, now.>Accept the deal to sell it. It would be of less use than what the Federation would trade for it. (Lose the Halobates, gain 35 Force Finance.)There was another matter of business to attend to, as the Legion anticipated the “Merc Market” fully disgorging its wares, more concerned with that than their battle being continued beyond Vilaconezo, still garrisoned there until the Federation knew what to do with them. The Federation was, as could be expected, cagey with what it knew of oncoming situations, but based on what was heard, a decent idea of what to prepare for could be put together- and it was more likely for the Federation to decide what to do with the Legion if they seemed most prepared for a particular mission. >Herrcaie Sol: Word of Rogue Mercenaries, right where they could cause the most trouble. A counterattack from them could threaten the whole north… (Armored Threat- Difficult Foe) >Fort Andrea: An offensive thrust was planned from the assembly point of Vilaconezo to link the northern landing sites with the south. (Breakthrough of Fortified Line- Layered Defenses)>Portaborde Anhel: Spies and scouts revealed the destination of the retreat path of a formation of persons of interest- with a high bounty placed on them by the Federation. (Pursuit/Seizure- Port Assault)
I don't know if our group can handle Herrcaie Sol. We only have 3 members (Weisskopf, Luce, and Rosseau) that have AT capabilities. The rest of us would be forced to do the CQC jump on the tank method.
>>6416864We're able to swap loadouts between missions
Supposing we know what we'll be facing, and that a mercenary may be amenable to settling things with words as well as violence, I'm inclined to assist with Herrcaie Sol. The ones we don't fight perhaps we can haggle something out with.Besides, it's on the way, and we can adequately prepare for it. Maybe spend some more force finance getting slightly more AT capability as well?We'll need it for later too, since I doubt this is the last time we'll ever encounter tanks. Though I do like a good bounty myself, so...
>>6416866Oh that changes things.
>>6416852>>Keep the Sk-01 Halobates- it was the Legion’s, now.>Portaborde Anhel: Spies and scouts revealed the destination of the retreat path of a formation of persons of interest- with a high bounty placed on them by the Federation. (Pursuit/Seizure- Port Assault)
>>6416852>Accept the deal to sell it. It would be of less use than what the Federation would trade for it. (Lose the Halobates, gain 35 Force Finance.)>>Portaborde Anhel: Spies and scouts revealed the destination of the retreat path of a formation of persons of interest- with a high bounty placed on them by the Federation. (Pursuit/Seizure- Port Assault)
>>6416852>Keep the Sk-01 Halobates- it was the Legion’s, now.>Herrcaie Sol: Word of Rogue Mercenaries, right where they could cause the most trouble. A counterattack from them could threaten the whole north… (Armored Threat- Difficult Foe)
"Partial to Herrcaie, and Ah figure anyone who wants to keep the Floaty should be too. We're fair certain people with know-how about it are in the area, and we're tested against them. Nice and stable, and we don't have to travel.Andrea? Fortified. Anhel? Isolated, practically a solo mission. Them's tough fights. Need cash more than we need a clunker, if we're going there."
>>6416852>Keep the Sk-01 Halobates- it was the Legion’s, now.>Herrcaie Sol: Word of Rogue Mercenaries, right where they could cause the most trouble. A counterattack from them could threaten the whole north… (Armored Threat- Difficult Foe)Call me greedy, but the mercs are going to have the better loot yeah?
>>6416852>Keep the Sk-01 Halobates- it was the Legion’s, now."Me and the fellows already have our names inscribed in all the nooks and crannies, feels like she's legion now. Plus, at the price the Feddies are throwin' around, I reckon we got something nice.">Herrcaie Sol: Word of Rogue Mercenaries, right where they could cause the most trouble. A counterattack from them could threaten the whole north… (Armored Threat- Difficult Foe)"I for one, am happy to be promoted to chief Aeropirate Acquisitions Officer."
>>6416852>Keep the Sk-01 Halobates- it was the Legion’s, nowThe legate would love this shit>Portaborde Anhel: Spies and scouts revealed the destination of the retreat path of a formation of persons of interest- with a high bounty placed on them by the Federation. (Pursuit/Seizure- Port Assault)Seems fun
>>6416852>Keep the Sk-01 Halobates- it was the Legion’s, now.It's exactly the kind of machine of the future that will help us bring the Dawn from the tunnels underneath Mare Vitelia to the clouds above>Portaborde Anhel: Spies and scouts revealed the destination of the retreat path of a formation of persons of interest- with a high bounty placed on them by the Federation. (Pursuit/Seizure- Port Assault)A difficult foe, those tanks, with no mention of a correspondingly high reward. I'd rather we go elsewhere
>>6416852>Keep the Sk-01 Halobates- it was the Legion’s, now.>Herrcaie Sol: Word of Rogue Mercenaries, right where they could cause the most trouble. A counterattack from them could threaten the whole north… (Armored Threat- Difficult Foe)It's not panzer commander if there's no panzers
>>6416852>Fort Andrea: An offensive thrust was planned from the assembly point of Vilaconezo to link the northern landing sites with the south. (Breakthrough of Fortified Line- Layered Defenses)We need a unified front to secure the gains made on this island. Isolated landings risks being defeated in detail before there is time to consolidate.>Accept the deal to sell it. It would be of less use than what the Federation would trade for it. (Lose the Halobates, gain 35 Force Finance.)Better to finance the Legions current armory (Stijders/Mole guns/Combat armor and C&C equipment) then to hoard technology and lack the money to invest in it.
>>6416852I know shopping is likely to be in the next post but without knowing what's for a sale and what prices are like it's hard to judge whether selling the tank to the Feddies is worth it
>>6416852>Fort Andrea: An offensive thrust was planned from the assembly point of Vilaconezo to link the northern landing sites with the south. (Breakthrough of Fortified Line- Layered Defenses)While loot is tempting, and the port assault sounds genuinely more interesting, moving on the fortification is the most strategic option and, even if it's drawn out, can probably be played the most safely.
>>6416852>Keep the Sk-01 Halobates- it was the Legion’s, now.>Portaborde Anhel: Spies and scouts revealed the destination of the retreat path of a formation of persons of interest- with a high bounty placed on them by the Federation. (Pursuit/Seizure- Port Assault)If we are keeping the air tonk instead of more money for weapons, then I wouldn't go after the armored or fortified objectives. Mortars will do shit-all to either of them. Plus Bounty Hunting! Why it might even be our pirate friends
>>6416852>Keep the Sk-01 Halobates- it was the Legion’s, now.>Portaborde Anhel: Spies and scouts revealed the destination of the retreat path of a formation of persons of interest- with a high bounty placed on them by the Federation. (Pursuit/Seizure- Port Assault)"This sort of a sensitive task is the one the force here appears best-suited to. Armored counter-attacks and linebreaking require greater expenditure in heavier armaments and lives. A bit at cross-purposes with our motives here, squandering both blood and treasure like that. Besides, the potential of those sky pirates making another appearance should be considered. I—no, we—have unfinished business with that lot."
>>6416852>Keep the Sk-01 Halobates- it was the Legion’s, now.As for a mission? I will let those with more experience decide.
>>6416882>6416890>6416909>6416910>6416913>6416939>6416940>6417044>6417045>6417059Keep it.>>6416888>>6417000Sell it.>>6416882>6416888>6416913>6416939>6417044>6417045Night on the shore.>>6416890>>6416909>>6416910>>6416940Dance with metal mercs.>>6417000>>6417027The Wall.Won't call things until the evening, in the interests of making sure discussion and voting are not intertwined.>6417007>I know shopping is likely to be in the next post but without knowing what's for a sale and what prices are like it's hard to judge whether selling the tank to the Feddies is worth itA general idea is that 35 Force Finance is somewhat more enough to get a couple platoons of tanks- which is two units, practically speaking, but Force Finance can be shared, so with a particularly well to do leader it could be three, or depending on the model four.Trading for a lot of steel track, basically.
Keep and Herrcaie. We have ways to spec against armor and we know sky pirates are in the area. Seems the surest way we capture parts and technicians instead of leaving the Halo in a garage.
>>6416852>Accept the deal to sell it. It would be of less use than what the Federation would trade for it. (Lose the Halobates, gain 35 Force Finance.)>Portaborde Anhel: Spies and scouts revealed the destination of the retreat path of a formation of persons of interest- with a high bounty placed on them by the Federation. (Pursuit/Seizure- Port Assault)I am very hesitant to vote for this option because I don't want to so much as look at another DC 14 interloper again, but the other options sound worse somehow.>>6417007agreed>>6417123>a couple platoons of tanksWhy are we keeping this then? That's big money for us, no way we get that much use out of it.
>>6417224>Why are we keeping this then?'Collecting the shiny' is a disease that infests quests as a whole. It doesn't matter that it would likely take a lot of resources and money to attempt to reverse engineer it, it doesn't matter that the Legion doesn't have it's own resource or industrial base to produce it if we manage to reverse engineer it and it doesn't matter that it would be more practical to liquidate it so we have larger finances for the Legion's other curiosities. It's shiny so it must be collected.
>>6416852>Accept the deal to sell it. It would be of less use than what the Federation would trade for it. (Lose the Halobates, gain 35 Force Finance.)>Herrcaie Sol: Word of Rogue Mercenaries, right where they could cause the most trouble. A counterattack from them could threaten the whole north… (Armored Threat- Difficult Foe)
>>6417284to be fair it is pretty shiny
>>6417339Yes, that is true. But is it as shiny as the Dawn?
>>6417339I was actually thinking that combined with the moleman power sources we had captured, plus whatever gives the hover tank its hoveriness, we could create something better than just the hover tank again.
Call and update's gonna be delayed til tomorrow, I had a couple of goofy ass ideas I need more time to put together. Since I'm back where I need to be working again, I'll see if I can't actually get it done tomorrow, but I'll say if I can't.
>>6416852>Accept the deal to sell it. It would be of less use than what the Federation would trade for it. (Lose the Halobates, gain 35 Force Finance.)>Portaborde Anhel: Spies and scouts revealed the destination of the retreat path of a formation of persons of interest- with a high bounty placed on them by the Federation. (Pursuit/Seizure- Port Assault)While I like the idea of the Legion researching all kinds of whacky tech, I'm pretty sure the R&D Team is still looking into the powders and technology we captured in the underground. I'll rather help them finish that then put another piece of insane tech infront of them.Also, bounty hunting hell yeah. Bertram might have some experience with hunting men... and I don't mind the armoured mission if we have enough money to focus on armour piercing. Hell, I think Bertie would be great with an anti-tank gun, especially with the glass eye.
>>6417193>>6417224>>6417310>>6417564It is for Portaborde Anhel them. Also a sentiment to sell, but not enough to tip it.Writing. Fingers crossed should get this out in a couple hours.
Much information came from the Merc Market, a city that sprang up overnight as soon as the landings caught up and found a place deep in enough to not find themselves chased out by Federation logistics- supported by them as they were anyways. Rumor and outright deceit were common in tales told, in efforts to sell the wares they had, but plenty of times a merchant would be repeating what had been leaked to them specifically by the Federation. After all, the Merc Market was an enterprise directly supported by Caelus, through license and subsidizing and deals on equipment bulk purchase. That there were such deals on armored vehicles and anti-tank weaponry confirmed that, despite there supposedly being not much armored threat on this island, one had unexpectedly appeared.Though the Federation did try to quash discussion of such with their own rumormongers, other mercenary companies knew better, and spoke freely. While the Petrekoran armored forces were indeed of not a high threat, too dispersed and reduced to less than half even in the initial fighting with little difficulty, a mercenary group called Vostocyet, contracted to conduct the pushes needed to link up the landing sites on the large island, had instead switched sides to the Petrekorans. The why of it had been baffling to the Federation, but unsurprising to other companies. Another armored mercenary company had been employed by the Petrekorans since the start of the war, a wilder, more fatalistic sort from the Federation’s eastern side where people were said to be oddly touched by the spirits of a past disaster. The most reasonable explanation, perhaps, for why a mercenary company would side with Petrekora solely for the opportunity to fight the strongest opponent they could as the Stalnoysyn’s Guns did, the leader of that band being the younger brother of the one that had gone rogue.Together they represented an imposing threat, but it would not be the Legion’s concern. Nor did the Federation seem interested in laying that problem at the Legion’s feet. A good thing- to try and re-outfit the Legion properly to face such an opponent would probably require investing much money into the tanks on offer, and funds of that sort were short with the decision to keep the most precious war loot.The Halobates was maintained as Legion property- even if Lieutenant Colonel Schwarzehand didn’t even like looking at the damn thing. It was true enough that it was a very rare find, perhaps even more valuable than the high price the Federation had been willing to buy it for, but Schwarzehand thought that the money on offer would be much, much more useful in the short term that the weird machine could ever be. Perhaps the Legion felt possessive over it as would befit a trophy- the thing had certainly shed enough blood. The likelihood of getting it to ever work again would depend on chasing down the people who’d brought it along in the first place for certain.
It wasn’t that unlikely. The Federation had not forgotten about the Interlopers, and everything indicated they were doing their utmost to hunt them down. As though they were a greater concern than the Petrekorans. Again- a possibility. The landings on the Roxorient Isles had been a matter of prestige, opportunity, and most significantly, distraction from other fronts of greater significance and far more imposing threats. So long as the Petrekorans could not shift forces off the island, the Federation seemed to care little about pace and tempo. Not as much as they cared about these other people.As the group with proven, admittable success against these Aeropirates, Schwarzehand was not surprised when the Coordinating Captain that had worked with him before once again appeared with the Federation’s offer of a special assignment for the Aurora Legion. “The Federation has need of a unit with experience in deep infiltration operations,” the Coordinating Captain said, “And given your recent history, your battalion is what fits the bill. The same payment terms as before. I trust you are interested?”The terms were too good to pass up anyways. Schwarzehand nodded. “I’ll have volunteers ready. Are we going to drop from the air again? And will there be surprises?”“No, and no. Rather, I make no promises, but the threat profile will not be an underestimation, and our advance reconnoitering forces will not be given tasks beyond their capabilities. A more detailed briefing will come about when your forces are readied…so for now, you will only know enough to guide your troops in their acquisitions.”Schwarzehand looked to Foulk, who glanced back, writing something down on a note board and flipping a page. “Not by air, and the land’s going to be busy. Which means we’re setting sail, doesn’t it.”“At the same time that a counteroffensive to stop the Petrekorans from cutting off this place from the landing areas is happening,” the Coordinating Captain said, “Your unit will be moving to board transports. Officially speaking, you are being transferred north in an operation to capture the northern Roxorients. Those orders will change in transit, and instead you will land on the northern end of this island to infiltrate during the night and assault and capture a harbor called Portaborde Anhel. It is where the pirates will be seeking to flee from- one they have to approach at a slower speed than they might like, since an air wing is devoted to harrying any quick transportation they might take, railways included. Capture the harbor town, and they will find escape much more difficult."
"There are only so many suitable harbors for them to flee into the sea with," The Coordinating Captain illustrated by taking out a map and tracing a finger, "that are not also well patrolled by the Federation Armada. It is deep behind enemy lines…but the defenders of this island do not have the strength to attempt to dislodge you should you successfully take the harbor. Depending on how well our other planned operations go…the rest of your time on the Roxorient should prove very simple. Our transports will be able to move whatever your troops may be equipped with, but Portaborde Anhel is occupied by the Petrekoran Royal Navy for usage as a naval base. They are still infantry, but should be regarded as well prepared for a fight…”“The Navy…so they will have warships?” Foulk interjected.“No battleships, if that is what you are thinking,” the Coordinator said, “but there are auxiliary ships. A destroyer. Potentially armed motorboats. You will be operating alongside a small squadron who should prevent waterborne threats from being too difficult to deal with. Two frigates, a pair of destroyers, a seaplane tender, and a supply tender in case your operations become extended. While their direct support for the assault itself is unavailable, the Petrekorans will be dissuaded from making opportunistic attacks on your transport group while they are in transit by a carrier air group. Federation Eastern Command very much wants this to succeed, and have devoted the most resources they can…while still regarding other events on the front.”So in short. Fighting infantry, close in once near the objective, be ready for big guns. Any surprises would be nasty…but all in all, since the Interlopers were going to be trying to get there rather than already having arrived, this operation might turn out easier for not having to deal with them. While not given sensitive details, the Legion were briefed on what to expect, and loosed upon the Merc Market, if they hadn’t attended to it already. It was a seller’s market to be sure, prices ballooning even with the mission of actually equipping the mercenaries present with the ability to fight, but on the other hand, the circumstances meant that armor was surprisingly available to those willing and able to invest a large quantity of funds…>As the Legion’s personnel are responsible for any field acquisitions of special equipment for their own unit, they may NOT pool funds to share outside of their Company, and are not obligated to share funds if they do not wish to outside of their section/platoon. An exception is made in regard to Force Funds, which may be utilized by anybody- with sufficient assent of the rest of the unit.>Base Funds from last mission payout per Leader is 3 Finances. Any Sottotente has +2 to this for 5, and 4/5 Company of 2nd Battalion has +4 on top of any other bonus. Anything not spent will be saved for the Market after next mission.
Actual choice and shop part of the update in a bit, just pushing this initial part out for narrative significance.
Similarly made to drain money and direct it back to the Federation was a licensed gambling outfit calling itself Rukadom, which had set up a great tent like it was a traveling circus. Free drinks coaxed the unwary and uncaring into losing much of their pay against the people who had given it to them in the first place, but mercenaries had a natural fondness for gambling, and kvetch as they might about it, most of those who complained the most would lose the money to some other sort of gambling anyways. Rukadom had built up a solid reputation of not permitting cheating by any means except mathematical, and as far as most mercenaries could think, that made them safer than risking losing against a cardsharp or a stage magician.Rukadom also had variety to it, a necessity as mercenaries could come from all over, and even the Legion had different preferences. Vitelians were fond of cards games such as Scopone Re Bello and their narrative implications. Most anybody from the Empire or east of it liked Vier-Sechs a game played with dice and a cup or mess tin, especially tankers, as they saw themselves as the dice in the vessel. People of Sosaldt were wary of any cards or dice for how often they were cheated in the dusts, and preferred the simplicity of Roulette. Fair as any individual game might be though, Rukadom was only for high-rollers whether the clients liked it or not. Your money was checked at the door, and when leaving, and the roughest toughs in the Federation made sure that anybody entering only left with double what they won- or empty pockets.>You may gamble as much of your own Finances as you have saved, once, either winning twice your bet or losing your ante. You may increase your ante by 1 by gambling special equipment granted by your Company type- at the cost of being unable to use them should you lose them. Gambling winnings may go into force funds if desired. Force Funds may not be gambled. >To prevent future friendly fire incidents, you may also not gamble amongst one another.Gambling winnings, similarly, ended up often being a way to pay for the Merc Market’s wares. Some might have been frugal and saved it, or sent it to wherever they called home, but like many mercenaries, the Legion often reinvested in itself. The fight for the future was what was already worth more than anything else…though some liked to keep eggs in other nests, and were not barred from doing so. Realistically speaking no soldier was luckier than any other, but most liked to believe that the moral ones lived longer, even if they knew it not to be truth.>Rather than buying equipment, Funds can be sent to personal relations, in case no further equipment is desired. The amount of funds sent become a temporary dice bonus equivalent to the number of Funds sent (1 sent, +1, 3 sent, +3) that can be applied once per battle to a single roll.
>Shopping is OpenWeapon Loads- Individually bought. Purchase gives the option to switch to loadout for future missions, but also by returning to an initial Logistics Point mid-mission. As a note, time spend working alongside one another has smoothed out operational difficulties- the Legion as a whole now has a flat +1 to Support and +2 to Withdrawal Rolls.>Petrekoran Standard: (1 Funds) Comparable to Legion Standard, but greater availability of ammunition on the field means that free resupply can be gained from defeated enemies and points of interest. +1 ALL, +1 SCRN, Ammo 4>Federation New Standard: (3 Funds) New self-loading rifles and light machine guns as well as refined submachineguns are a notable upgrade from what is standard use by the Legion- or much of the world, even the Federation’s own constituent forces. +2 ALL, +1 SCRN, Ammo 4>Ripgun Raider: (2 Funds) Heavy usage of fast-firing Petrekoran submachineguns for fierce close assault, while losing out on range. +3 CQC, -3 Support, -1 Range, Ammo 3, Magdump (May expend double ammunition to boost CQC by 2)>Vanguard Grenadier (3 Funds): Utilizes large amounts of rifle-grenades and hand explosives for additional support capabilities and effectiveness against hard targets. +1 AP, +1 CQC, +1 SUPP, Ammo 2. Adjacent-Rule Grenade/Explosive Support has +1 Range. Free Equipment Slot for Grenades.>Matchgrade Marksman (2 Funds): Specialized for long-range light support from afar, but lacks flexibility for a powerful advance. +1 Range, +2 SUPP, +1 SCRN, -3 CQC, Ammo 2.The following weapon loadouts do not need to be bought, and are included as new default choices.>Backline Backup: Compromises direct combat capabilities to maximize auxiliary capabilities. +1 Inventory Slot, -1 SCRN, -2 CQC, Ammo 3>Intrepid Infiltrator: A tactical specialization loadout that trades flexibility and ranged capability for specialist capability. +1 Inventory Slot, -1 Range (Does not apply to special weapons), +1 CQC, -3 SCRN, +2 INF>Vehicle Crew: As primary weaponry is the vehicle of choice, this loadout wipes everything extraneous. May only be taken by units crewing an armored fighting vehicle.
Equipment- Same rules as Weapon Loads.>Grom Grenades (1 Funds)- Experimental grenades that maximize sound and light, developed from training aids, made to disorient enemies. Successful Adjacent Attack reduces enemy infantry DC by 2 for the turn.>Chain Mine (1 Funds)- Bulky explosives made up of anti-tank mines strung together. Single use against armor or fortifications to double damage on hit.>Flame Projector (3 Funds)- Nullifies any protections given by [Fort] tag to targeted units for the turn. >Federation Anti-Tank Rifle (2 Funds)- Anti-tank weapons firing a 14.5-millimeter armor-piercing or explosive bullet. Appreciably more effective than current Legion anti-tank rifles in penetration. As Anti-Tank Rifle, but +1 AP and +1 against Fortifications.>Large-Caliber Heavy Machine Gun (2 Funds)- A Federation model 12.5-millimeter caliber machine gun, very bulky but very powerful. Support Weapon. As HMG, but with +1 All and +1 AP.>Federation Anti-Tank Cannon (3 Funds)- A newer sort of high-velocity 4-centimeter support cannon still light enough to be moved by foot. Support Weapon. As Light Support Gun, but with +2 AP and +1 All.>Mortar Shell Diversification (1 Funds)- Allows equipped mortars to deploy smoke to block line of sight, and Flares to assist scouting. An upgrade to a Support Weapon rather than Equipment.>Flak Jacket (1 Funds)- A fibrous protective layer developed by Federation aviators to defend against fragmentation. Reduces damage taken by artillery and in failed CQC rolls by 1.>Powder Vermillion (4 Funds)- An experimental combat drug in dust form, with short term benefits as powerful as potential short term side effects. A lack of long-term dependency development is traded for potential for brief motor paralysis. May trade hp to boost a direct-attack roll at exchange rate of 2 for 1. HP costs increase by 1 for each usage over the battle. May not sacrifice for boost larger than single of unit’s combat dice maximum roll (ie limit of 5 for a unit with 2d5 dice).Transports- Do not take up equipment slots, and are counted as intrinsic to the unit. Large vehicles have a chance of being lost if their associated squad is reduced to zero. May be left behind on the field and retrieved later if desired.>Motorcycles- (3 Funds) Combat bikes with sidecars for fire support and/or courier duties. Gives +1 Move. +2 to Infiltration and Withdrawal. May not be used by Support Weapon Carriers.>Utility Trucks: (3 Funds) Light trucks able to carry much over even terrain. Gives +1 Move.>Combat Cars: (4 Funds) Utility vehicles specially designed to mount support weapons. Gives +1 Move, and gives Support Weapon Load another +1 Move, and allows all support weapons to shoot past allies.
Vehicle Units- Cannot obstruct and cannot be obstructed by friendly units when firing or supporting. May share a tile with infantry when supporting, and when doing so reduces damage taken by friendly. General unfamiliarity with vehicular operations by most means that those operating them have their experience level reduced by up to two levels, to a minimum of Green, though familiarity in operating them will grow after a successful operation. Vehicle unit commanders must name their lead vehicle.>T-8 Platoon: (10 Funds) The budget workhorse of the Federation’s armored troopers and beyond, including many a mercenary, a Federation-model platoon utilizes a larger command variant and four smaller two-man vehicles. They are poorly protected against anti-armor weapons and relatively lightly armed, but are fast and resilient against small-arms. +1 All, +2 AP, +1 Move, Armor>T-9 Platoon: (12 Funds) Offered as an alternative to T-8s, but is more expensive and larger while not particularly more effective in weaponry or protection. However, a questionable design decision to have tall and extended engine decks able to accommodate dismounts allows for the platoons of five to transport friendly units with reasonable, if uncomfortable, levels of efficiency. +1 All, +2 AP, +1 Move, Armor, Transporter>T-11 Platoon: (15 Funds) Purpose-built support tanks made to support infantry in operations in threes, armed with a longer barrel cannon, more crew, and machine gun sponsons, but that are notably slower than other armored vehicles due to faulty engine limitations. Well-armed and decently protected, it is best utilized in a support role or as a mobile obstacle, as it is not a quick or reactive vehicle. +1 All, +3 AP, +2 Support, -1 Move, Armor>T-13 Platoon: (18 Funds) Large-bodied medium tanks that operate in platoons of three which, while not particularly well armored, carry a large number of weapons including a large bore support gun and a plethora of machine guns. Very effective infantry support vehicles and respectably quick, but mediocre in fighting other armored vehicles. +2 All, +2 AP, +3 Support, +2 Fort, Armor>Armored Car Platoon: (9 Funds) Quick vehicles with large tires and sturdy suspensions for all-terrain capability, while they lack particular firepower, they are quick and efficient at support and scouting. A careful eye should be kept out for anti-armor weaponry, however. +1 All, +1 AP, Armor>Patrol Armor Platoon: (7 Funds) Prior generation or improvised armored cars with poor offroad capability. Restricted to roads and having very poor movement if they stray from them, these armored cars are nevertheless powerful enough when it comes to support against ordinary infantry. +1 All, +2 AP, +1 Support, Armor, Poor TractionThis'll be open for a good four to five days depending on how quick people decide. I've got a lot to do, after all...
Rolled 1, 3, 1 = 5 (3d6)>>6417655Put 2 Finances down on Rukadom.
Rolled 4, 5, 4 = 13 (3d6)Well now I GOTTA spend the rest of the funds on trying to win what was lost back. >>6417655Put 1 Finances down on Rukadom.
Rolled 2, 5, 6 = 13 (3d6)>>6417671Nice!...But, let's run that shit ONE more time.>>6417655Put 2 Finances down on Rukadom.
>>6417671>You may gamble as much of your own Finances as you have saved, once>onceAlas.
>>6417687FUCK!Oh well.
Rolled 3, 5, 2 = 10 (3d6)>>6417695If it helps, that was a very impressive run of remarkably bad luck.>>6417655" Hm " Pezzi stared at the dice. Scarf tucked up and hat pulled low, just to ward off the small likelihood of running into one of the more particular kind of past problem that seemed to cultivate itself among mercenaries like weeds. Which was odd, really, because Pezzi on the whole thought of herself as an entirely friendly kind of person. Getting into the occassional fistifght over allegations about loaded dice was no reason to harbour a grudge, but some people just... " Hmmmm " Now, reasonably, the more cautious instincts whispered, maybe a gold-teethed all smiling card-stuck-by-the-headband card dealer already rustling a sizable pot from six rounds of prior victory was the exact kind of card-shark type you ran into shortly before you woke up in the bushes sans your uniform and suddenly needing to make excuses for a rifle you no longer had courtesy of a truly foul run of bad luck. Certainly, she was distracting enough you'd be apt to lose track of your things. Half the people playing this table wasn't even watching their cards. Hah! Rookie mistake! But conversely, right, other side of that, right, conversely, Pezzi was naturally an optimist. So, really! Had this entirely in the bag." hmmm... I raise. " >I'd like to gamble my Harzwohlkan Herbs and my Long Shots, which is a +2 ante, converting from specialist gear.
>>6417659>Sell Looted Utility Trucks>Purchase Combat Cars and Federation Anti-Tank Cannon (1 Funds Remaining)"Getting tired of walking, Sous-lieutenant?" One of his soldiers joked. "Bah, I'm getting too old to clear trenches." Edouard had heard about these Combat Cars from Twaryian members of the Legion, and the "Moskity" that rode them into battle. These, plus modern weaponry to replace his platoon's obsolescent support guns would be a powerful combination indeed.
>>6417735. . . By the time someone at the table muttered the dire words: Hey, Don't I Know You From Somewhere, it was absolutely time to smile, nod, pay for a round of drinks, scoop a bundle of coins into a hat and find the exit. No, I'm new around here, just have one of those kinds of faces, now excuse me, repeated six times and a wink at the rough lookking tough at the door in the fine Federation uniform and Pezzi was out, away and feeling the definitive need to take her charms elsewhere. Pfh. Cardplayers! So touchy about getting cleaned out four times in a row. What was she supposed to do, exactly, not be both prenaturally lucky and slightly too good at expected value probability calculations *and* spotting the reflection off of tin messes, glasses and convenient bits of gently reflective and tasteful interior acroutements? Half the difficult in a card game was finding the right seating and carrying a number in your head! The actual *card* rules were usually much less of a concern once you got going. Well, at least the Federation ran a wonderful, classy ship with excellent drink service. Played cards in a lot of places where the seats weren't half as good and the other players were a lot more likely to draw knives. So, fresh evening air, mysterious job in far-away places with the words 'deep infiltration' in the muttered mission briefing, and a purse full of someone elses backpay. Not a bad night for it. Which was when she turned a corner and fell in love and the evening took a turn.>>6417657>>6417656" H-how did you get... get one of those? Out here? Is that-- " " Oh by the Judge. " " Wait you have a CRATE of them? I'm buying every single one and I see you're about to qoute a price at me but you can save yourself the talking, we're buying it. " >If the Ante doubles, 2 to 4 adds to 3 base finance for 7 Finance, personal, total>Pezzi buys a Vanguard Grenadier Kit (3), unlocks a grenade slot and acquires Grom Grenades (1) for that slot and then acquires motorcycles (3). That zeroes out funds and converts us to a Vanguard, 2x Galvanic, 1x Grom Grenade, 1x Motorcycle unit, which by my read is (+1AP, +3CQC, +2SUP, +2FRT, +4INF/WTH, +1MOV, -2WKN/-2WKN(turn1) unit)>HOWEVER, I am unsure if (support) for Galvanc Kits imply they're actually *support weapons*, though I find that reading unlikely. I am also not sure if the "gamble equipment ante" is per equipment or 1 total. I don't wish to scam the universe and I'm somewhat concerned I've misread something, because this is suddenly a lot.
"Ripgun here. Ah used it first and the job was a good'un, so it's mine. 'less you want to wrestle for it.">No pvp gambling, but if there's a grey area for prizefighting, CQC enjoyers are invited to put up some banter, and we'll have us an opposed combat roll. Maybe you get a Ripgun, maybe you owe Fogl a small favor. He's a pretty easy-going guy. >>6417564>>6416888>>6417045>As the Legion’s personnel are responsible for any field acquisitions of special equipment for their own unit, they may NOT pool funds to share outside of their Company"So. Twelve Fed's shillings all to our own. That's a bigger gun for all of us plus a combat car for Granesta, if we like. Other ideas?"
>>6417659How does the Armour trait work in relation to taking damage?
>>6417659Since it's relevant when evaluating the new gear choices, will there be a new ruling on what tags apply when infiltrating against Motorized, or will CQC (and AP?) apply fully?
>>6417659So, there was some mention that DCs were inflated some during the last combat, if it's possible is there any clue as to what that will look like in the next mission?
Well, well, it is our pirate friends. On the bright side this may mean they still have the funny rocks to hover the hover tonk.>>6417659Starting with 7 Finances (3 Base +4 as 4/5 Company)2 Funds remainingPURCHASE:>Mortar Shell Diversification (1 Funds)-Question: Does this cost ammo to fire as an action/support as flare/smoke?>Combat Cars: (4 Funds) "Gives +1 Move, and gives Support Weapon Load another +1 Move"Question: It sounds like this does not require 'Vehicle Crew' loadout but I could be wrong?
>>6417659Can we buy something now and then sell it back to buy something else later?
>>6417775I highly doubt combat cars require Vehicle Crew loadout considering they give a bonus to you if you are using a Support Weapon Loadout
>>6417655>Get paid 3 finances>Gamble it all
Rolled 5, 5, 3 = 13 (3d6)>>6417801>I said gamble it all
>>6417802Ha! Lady Luck smiles on us tonight! >Motorcycles- (3 Funds) Combat bikes with sidecars for fire support and/or courier duties. Gives +1 Move. +2 to Infiltration and Withdrawal. May not be used by Support Weapon Carriers.>Federation New Standard: (3 Funds) New self-loading rifles and light machine guns as well as refined submachineguns are a notable upgrade from what is standard use by the Legion- or much of the world, even the Federation’s own constituent forces. +2 ALL, +1 SCRN, Ammo 4
>>6417749That sounds real swell to me if the others agree. Those combat cars would do wonders to keep my gunners from collapsing from exhaustion when we need them most, and I bet I could do some damage with those heavy MGs.
>>6417659Bertram was quite impressed, he had to admit. He never truly saw such a collection of money-grubbing merchants, ruthless mercenaries and despodent gamblers. He had to give it to the Feddies, they had a talent for collecting people from all sides of the world. Those new Fed guns were quite attractive, he had to admit. The gambling tent, well...>>6417695He never really enjoyed gambling. Sure, he was always open to a friendly game of cards between friends and comrades and a little wager was never bad. But this kind of gambling? Bertram shook his head as he watched Etto gambled most of his money away. The more cynical and bitter part of his soul would not be suprised, considering how he gambled most of his men in the previous fight. Yet, that was a cruel thought.When Etto was leaving the tent, Bertram stopped and gently grabbed the young officer by the shoulder. He gave him an unimpressed look."Comrade Etto. A word of advice." Bertram said softly, his words accented. "My father always said that gambling was the idiot's tax. Don't be an idiot, Comrade Etto."He gave him a well-meaning smile and leisurely left the man behind, not allowing for an answer to be heard. >>6417749"I'm all for the possibility of Tenente di Granesta not having to haul that big gun by his own." He nodded, finding wisdom in Fogl's word. "Well thought of, Comrade Fogl. For me? I would be happy with those new Feddie weapons. What do you think, Comrade Kaiserin?" He turned and said to Alexandra, alluding at her royal namesake, less in a mocking, and more in a familiar way between those who fought together before.
>>6417748> I am also not sure if the "gamble equipment ante" is per equipment or 1 total. I don't wish to scam the universe and I'm somewhat concerned I've misread something, because this is suddenly a lot.This would have been awkward to have to decide if you'd lost, but thankfully that isn't the case, so it's easier to decide.It wouldn't exactly be fair to gamble the whole Mole Market- there's a lot of kit in there, and you like as not wouldn't lose much if you purposefully chose things you wouldn't lose anyways. So in this case, putting up gear for ante would be putting up the ability to put Mole Market stuff in a particular slot at all. I think that's plenty fair, for getting to bet more, at least.>>6417751>How does the Armour trait work in relation to taking damage?I'm not quite sure yet. Historically and practically speaking though, it was a very unwise idea for armor to go out by itself assured of invulnerability, so I'd say that it would be best at supporting infantry, or striking targets that it can definitely see, identify, and engage. So it'd have poor visibility and scouting, and potentially be at risk of extreme harm if it bumbled into a ZoC and had to infiltrate against, say, anti-tank defenses. Honestly considering the cost of it I was sort of holding off until I was sure people might go for it.>>6417754>Since it's relevant when evaluating the new gear choices, will there be a new ruling on what tags apply when infiltrating against Motorized, or will CQC (and AP?) apply fully?Probably? As CQC works as I see it now, it forcefully applies its tag on anything being targeted within a tile or less, which is fine, but doesn't feel right against an enemy that has superior mobility. >>6417760>So, there was some mention that DCs were inflated some during the last combat, if it's possible is there any clue as to what that will look like in the next mission?Mostly, it was the Interlopers, who were supposed to be hard but not unreasonably so, and some fortifications, mostly because of the difficulty of getting support bonuses on them. Hence the support roll boost- it feels better to encourage people to call for help, rather than being mathematically incapable or improbably of helping and thus seeing it as a waste.>>6417775>>Mortar Shell Diversification (1 Funds)->Question: Does this cost ammo to fire as an action/support as flare/smoke?The Flare no, the Smoke yes. One takes an appreciable amount more to provide effect and all.>>Combat Cars: (4 Funds) "Gives +1 Move, and gives Support Weapon Load another +1 Move">Question: It sounds like this does not require 'Vehicle Crew' loadout but I could be wrong?It does not. Transports do not take Vehicle Crew load, Armored Fighting Vehicles do.>>6417779>Can we buy something now and then sell it back to buy something else later?I'm unsure why you would, but I guess? If you don't spend money you don't lose it.
Well, let's get specific. 4 on Combat Cars because we expect to need tempo. Then... Large Caliber HMG and two Fed New Standard? That's all our funds, and all of us gunned up for sure if no Ripgun prizefight. On the other hand, that limits our improvement in special capabilities to Granesta, who can now support against Armored.Suppose we swap one or both Fed New Standard for Petrekoran Standard and Fed AT Rifle? Gives everyone an in against armor, and makes half of our logistics very simple. >>6417656Does intrepid infiltrator have an ammo stat, or does it modify another loadout that has its own ammo stat? Also, is the prizefight I'm floating legal?
>>6417878>I'm unsure why you would, but I guess?I was planning on getting the Utility Trucks now and then once I get more money, sell them back and get the Combat Cars. I don't have enough money for the Combat Cars and they are stronger than the Trucks.
>>6417917Oh nevermind, apparently the Combat Cars are made for Heavy Weapons, not Support Weapons like the description indicates, so they're not applicable to me.
>>6417659>>Federation New Standard: (3 Funds) New self-loading rifles and light machine guns as well as refined submachineguns are a notable upgrade from what is standard use by the Legion- or much of the world, even the Federation’s own constituent forces. +2 ALL, +1 SCRN, Ammo 4>Utility Trucks: (3 Funds) Light trucks able to carry much over even terrain. Gives +1 Move.I should have 7 funds in total right?
>>6417919I won’t be able to get a more solid post in until later today, but just thought I should put in here now that is anyone from 6th company needs some finance to make things work I am down to give up to 2 of my finance. Gotta look after my sergentes.
>>6417882>Does intrepid infiltrator have an ammo stat, or does it modify another loadout that has its own ammo stat? Ah, it should have Ammo3.>Also, is the prizefight I'm floating legal?It is, sure, I won't deny more inter-character interaction, just don't want people trying to mug each other for eahc other's lunch money.
>>6417656>Intrepid Infiltrator: A tactical specialization loadout that trades flexibility and ranged capability for specialist capability. +1 Inventory Slot, -1 Range (Does not apply to special weapons), +1 CQC, -3 SCRN, +2 INF>Powder Vermillion (4 Funds)- An experimental combat drug in dust form, with short term benefits as powerful as potential short term side effects. A lack of long-term dependency development is traded for potential for brief motor paralysis. May trade hp to boost a direct-attack roll at exchange rate of 2 for 1. HP costs increase by 1 for each usage over the battle. May not sacrifice for boost larger than single of unit’s combat dice maximum roll (ie limit of 5 for a unit with 2d5 dice).>Motorcycles- (3 Funds) Combat bikes with sidecars for fire support and/or courier duties. Gives +1 Move. +2 to Infiltration and Withdrawal. May not be used by Support Weapon Carriers.Dead lay on the field. Dead by his hand, dead by his recklessness. He wanted something to make sure he never forgets the cost. But how? Lashes? No, that would lower morale, they all have a job to do.Tattoos? Degenerate, but perhaps, if it wasn't for the cost. Not a significant one to be certain, but it it was more money going on his vanity and not enough to those under his command.No, he will write their names down, that is all he can do for now.
Rolled 6, 4, 6 = 16 (3d6)The Merc Market was undoubtedly a sight to behold. Row after row of anything from rusted service pistols to armored vehicles were on display, all likely ill-gotten goods from battlefields across the Federation. Louis wandered through the open air market, inspecting the wares on offer. Of great interest to him specifically were the more advanced self loading rifles from the Federation armoury and the anti-tank rifle of the same make. While Petrekoran standard was present, and cheap to boot, it had been a woefully ineffective foe and would simply be an adequate replacement in the more competent hands of his unit. Louis however thought his unit deserved better than just adequate though.Hefting the Anti Tank Rifle that was on display with one hand (a feat that elicited no small amount of awestruck surprise from the merchant running the stall), Louis silently lamented that he would not be capable of sneaking it out despite his skills. 'Harkonnen' was what the merchant had called it. A powerful name indeed. Like it's mole equivalent, the rifle was breechloaded, though it's barrel was both longer and larger than any of the Legion's current counterparts, allowing for a higher muzzle velocity. It's payload would certianly devastate even the armored vehicles present here with little difficulty. It felt good to hold, as if he had finally found a weapon that wasn't comparable to a toy in his hands. It's a shame it did not come standard as magazine fed, though with some help from R&D surely it could be made compatible...A slap on the back brought him out of his thoughts.By chance it seemed, a large contingent of Legionnairies were passing by headed for the gamblers den. Mostly the enlisted, though here and there he could make out some of the unit commanders moving about with their men. The hand that had slapped him belonged to Sergente Fabiani, whom it seemed was the leader of this pack. The gambling enthusiast, having survived this day was clearly set on gambling away both his pay and any spoils gained. The slap seemed an open invitation to join in on the revelry. Louis thought about it for a moment, and then decided it was as good an activity as any to blow off steam. Setting down the weapon he'd been holding, he joined the group as they headed towards the circus tent.>>6417802"Ha, a good showing indeed.", Louis said, placing a hand on Fabiani's shoulder as the final die, having balanced precariously on it's side for a long time before it finally settled on the game winning five he had needed. "Let us hope your sudden change in luck does not bode ill for the coming mission. Allow this old man to try his luck too, what little of it may remain after all this time.">>6417655>Gamble 2 FinancesIn normal circumstances Emmanuel would likely attempt to cheat here, using his slight of hand skills to replace one or more die with his own weighted ones, but since there are no mechanics for cheating he'll be a good sport this time.
>>6417878Tank stats seem kind of underwhelming considering their costs and the dice hit, so I don't think people are going to bite.
Rolled 8 (1d10)>>6418056"Ohoho, not bad at all! Maybe I still have some life left in me if the Judge deems fit to grant me a result like this." Louis exclaimed as the dice fell clearly in his favor. The dealer (if you could call him such) at his table tried to keep a good face about it, but was clearly distressed that he had to pay out twice in a row. Louis had to suppress the growing smirk on his face, knowing he hadn't even had to use his own die for this win. Maybe he had a knack for dice games even when he wasn't ensuring the outcome firsthand.Not everyone in the Legion was as lucky though. A few tables over, >>6417695 Etto was making a fuss and loudly demanding he be allowed another go to win back his losses. The exchange between him and his dealer eventually became so heated that he was forced to be escorted out by security. A comical affair, as he was a fair bit larger than any of the guards employed by the Rukadom to keep order. It took a squad of five sinewy guards to overpower the huge Trelani before he begrudingly allowed himself to be seen out the door.Returning to the market with a good cash injection, Louis returned to the small arms dealer to finalize his planned purchase. A Federation Standard kit was rolled out and he was briefed on their basics, from daily use to maintenance requirements and how to field strip them in an emergency. Very good, he thought. This would give them an edge in the battle to come if they were to engage the mysterious interlopers again. As the payment was being finalized and the weapons loaded, he gazed at the Harkonnen in it's rack across the tent. He very much wanted it, but knew it would not be possible for his unit to carry both their standard compliment and the heavy rifles. It would have to remain here for now.Arriving back at the Legion camp with the weaponry, Louis came across signifcant hustle in the field outside of it. It seemed a multitude of the Legions units had spent their funds on motorized bikes, and were now half training, half playing with their new toys. An ad hoc racing track was being built to test the capability of this new machine, as some of the Legionnairies were staking out tracks while others trying to set up jumps and obstacles for them. As his Sergente arrived to inspect the new gear, Louis quickly handed over the new gear to him (and with it the responsibility of informing the troops of their use) and set off back towards the market with speed. He wouldn't miss out on this.>>6417656>Purchase Federation New Standard (3 Finances) and Motorcycles (3 Finances)>Rolling 1d10 to see if I can swipe something from the market. Higher is better, 6 or above is a sidearm. This will have no gameplay impact and is just for trophy collection
>>6418087Leaving the market for a second time, now decidedly lower on cash after spending his winnings to purchases a full compliment of motorized vehicles for his platoon, Louis let his fingers drift to his pocket where his latest acquisition was hiding. It had been left unattended in a crowded tent of prospective buyers, his hands having moved it to the safety of his sleeve before he could even registered it had happened. Making sure he was an adequate distance away from the market, he took the weapon out to inspect his catch.It was a revolver, seven cylinders with a carved wooden handle and appeared to be chambered in an uncommon munition type as the rounds from his pistol did not fit the chamber. It's metallic parts were poorly maintained, and small bits of rust had begun to accumulate around the hammer and the barrel; though it would not take much effort to bring the gun back to operational standard. He cocked the hammer and squeezed the trigger. It clicked back into place satisfyingly. It would still work, it just needed some polish.An outdated model then, probably an officer's weapon by the looks of it. Phased out in favour of the more modern automatic pistol. It would be a good trophy, to remember his stint across the ocean with the Legion, he mused to himself. He placed the weapon back in his pocket, and began whistling nonchalantly as he continued on his way back to the camp.
>>6417882>Suppose we swap one or both Fed New Standard for Petrekoran Standard and Fed AT Rifle? Gives everyone an in against armor, and makes half of our logistics very simple. That's true, but I think I would still go for the new Fed Guns. Light Rigging allows me to be quite nimble, so logistics isn't quite the problem and those bonuses will help nicely against infantry. If we picked the Armour mission, I would've definitely went with the Anti-Tank rifle, but I don't see the point, atleast for myself. Maybe Ebner is up for the anti-tank?>>6418106While mulling about and taking a gander at the different wares available, Bertram took notice of the Emrean giant observing something in his hand. It was one of the 1st Company officers, Sottotenente Cialdini. Quite the frightening and rough man, like most of the fighting men of the 1st.Yet, Bertram knew he also had quite the soft step, the big man. He also heard stories about his famed sticky fingers and the hardly controlled wish to swipe things. Bertram couldn't fault him though, it was hardly his place to do it. He wasn't a priest after all. He did give young Etto a patronizing lesson though... Eh, it was fun to patronize the younger soldiers from time to time.It was also quite fun to sneak up on people. It was something of a fun pastime in the 2nd Company. Most of its soldiers where of the stalking and sneaking type and it was a good test of such abilities. Therefore, he decided to give the man a bit of a shock, wondering if it's a good idea to surprise such a competent and fidgety fighter.He slowly walked up to the man from his back, making almost no sound beside the soft release of a foot from the dirt. Whenever he moved like this, it almost felt as if the world narrowed down to a small existence. The existence of himself and his target. His soon appeared to the side of the man, noticing the revolver he put in his pocket."Pretty revolver, Comrade Cialdini." He mused, seemingly out of nowhere. "Battlefield acquisition, no?" There was a slight teasing tone to the accented Vitelian he used. "Good to meetcha, Comrade Sottotenente." He straightened up a bit and gave the man a lazy salute, his small stature made even smaller by the size of the towering bald fellow.
Does having anti-Fort score allow a weapon to Support against Fort without penalty?
>>6418125"Hmm?" He had not noticed the man approach until he was just a few steps behind him. He'd been distracted with inspecting his spoils, too distracted it seemed. Maybe age was finally getting the better of him. He turned to face the approaching man. Emerald eyes and a goatee, a very distinct style. One of the Legion Veterans, from before the Northern Wars. They had fought on many a battlefields together, though had never truly crossed paths before. "Ah, Bertram." He noted. "Well met, well met. Battlefield acquisition, you ask? Of a sorts, you could say." Emmanuel withdrew the revolver from his pocket, there was no reason to act as if he didn't have it. He held it out so Bertram could get a better look at it. "Though I expect this specific piece was little more than paper weight for a great number of years. The handle could do with some oiling to make it less rough and it's metal parts have begun to rust slightly, though the action still functions without delay." He pulled the trigger for emphasis, the hammer cocking and snapping back into place again with efficency. "Perhaps a hand-me-down from father to son, or a memento of service. Who can say for sure." He spun the cylinder before returning the gun to his pocket. "Alas it is unlikely it will fire any more. It seems it uses a special cartridge, specifically designed for it alone. None of the currrent model pistols on offer have a similar caliber. I sought someone at the market that might carry rounds for it-" he lied. "-but it was not to be. I must've used up all my luck at the Gambler's Den earlier." He gave a nonchalant grin at that."It will at the very least serve as a reminder of our time here. Of the Legion's Excursion to the Old World." He smiled what could be considered a nostalgic smile at this. "You then?" he asked of the Sergente. "Did you find anything of interest at the market? Or perhaps in the field? I hear one of your sections managed to squirrel away a platoons worth of weaponry from the Feddies after the last battle. Had the guts to use it to stage a prizefight even, the rascal. I have half a mind to go over there myself and show the whole outfit the superiority of Emrean brawling." He twirled his moustache at this half declaration of intent with a smug sense of superiority, his Emrean side making a brief apperance for but a moment. "What say you, interested in a lesson?"
>>6418056Miss Gold Bite knows how to deal with cheaters, and it's to cheat better and skin them.>>6418063>Tank stats seem kind of underwhelming considering their costs and the dice hit, so I don't think people are going to bite.It is fair, considering that this era of tanks hasn't gotten that good year (there's another year at least) but they're still expensive machines. They'd definitely be more enticing if you were going for the tank mission though, since armor tag can engage armor tag normally.Though maybe they could use a small boost.>>6418132>Does having anti-Fort score allow a weapon to Support against Fort without penalty?I can't remember if I made a ruling on that, but it should, if it didn't. Just by nature of what Supporting even is diagetically.
>>6418157He listened intently as the towering man described the gun. He nodded a few times as he explained its features, its origin and about the bullets it used. If there was anything to say about Bertram, it's that he was a good listener. Be it the stories and words from his comrades or the footsteps of enemy soldiers among the woods."A memento, you say?" Bertram took a hold of his chin and thought to himself. "Besides the pretty sight of the lake and of that strange floating tank, not really. I did consider buyin' some of those new Fed weapons, when it comes to the marketplace, but that is hardly a bauble to remind me of the Old World. Although..." He pursed his lips and narrowed his eyes, as if to try to materialize something in front of him. "That floating metal beast got me thinking, what else do those Sky Pirates have? Quite exciting, don't you think? Such foes would definitely hold some interesting keepsakes." He nodded slowly, as if agreeing with himself, a wistful look on his face. "Suppose, we'll find out soon, eh?""Oh, yes, Sergente Fogl is quite ferocious. I heard he gave those very same pirates a hell of a time with the looted weapons. I must warn you, he's quite the opponent. And mysterious to boot. Who knows what favour he would ask of you?" He took a hold of his chin for a moment, as if to think about it. "Hm, he would probably ask you to help him abscond... He has a history of disappearing for a time...""Ah, me? Against you?" He once again scanned the man from head to toe. Well, Louis was taller, broader and definitely heavier. He had quite the advantage, he had to admit. His face scrunched up and then became more relaxed, a twitch of anticipation appearing in his upper lip. A proper challenge. He had to admit that the first battle of this campaign left him wishing for excitement, as brazen as it sounded. "Y'know what? Lets test it out. Who knows, maybe I'll fight some heavyset Peters or Sky Nomads soon. It would make for some fine training."(You want to roll our combat dice for the WRASSLIN?)
Flame Projector and Chain Mine don't specify range. I expect it's adjacent like grenades. Maybe I'm dumb, but I'm not solid on what Vanguard Grenadier is giving range and inventory to. Diagetically the range is coming from rifle grenades, but definitionally the broader category Adjacent Rule Explosives gets range too. Which would seemingly include Incendiary Kit, Flame Projector and Chain Mine? Maybe Miasma, even if it's defined as CQC rather than Adjacent?Likewise I wonder if Smoke Pots and Miasma Bombs are eligible for the free inventory slot. >>6418063It's an Investment. Ah hear nobs are all about that kind of thing. >>6418125Mission info so far says to expect infantry, then big guns deeper in, which I take to mean the ships. Maybe an auxilliary ship too wimpy for the naval battle stays in harbor to harrass us with a shielded MG. Maybe a coastal gun Mr Fed didn't account for puts his help on hold until we deal with it. It's not impossible. Getting you unpenalized Support against Fortified is the more interesting part in this case. Without it, we're mostly limited to attacking Fort individually, which can fall pretty hard on someone without Glass Eye. If you offer them more security, you have more help. Up to you. it's your pay.
Rolled 8, 5, 6, 2, 4, 4 = 29 (6d8)>>6418177"Ohoho, you would not hesitate even against me?" he asked carefully, before launching into a barrage of laughter. "Hahahaha, you are a bold man Bertram. What is more I see no hesitation in you, only a hunters expectancy. Very good, very good. I would not have it different. But not here. The Legion will bear witness to our struggle. Come, we are but a short ways from the camp. Let us make haste and give the men a good, inspirational show of manliness before we depart for our next mission!" With that, he unceromoniously picked up the Sergente and set off towards the camp.The staked out area for the motorcycle track would do as an impromtu ring. A decent crowd of enlisted service and logistics members had gathered to watch the spectacle, perhaps even partake in it themselves. Getting natural, Emmanuel had removed his shirt and doing some warmup flexing and stretching. Out of the corner of his eyes he could see some of the more unscrupulous of the gathered men taking bets. He wondered what the odds were as he called over to his opponent on the other side of the ring:>"We will do this Emrean rules. Three rounds, best of. All rounds are played to give a losing party a final chance to acquire satsifaction of a round won, even if victory is beyond him. No weapons, no seconds, and if we can help it, no injuries. We still have a war to fight after all. I would be remiss if I were to place a commanding officer out of action for a bit of sport."He readied his stance and gave Bertram the initative, giving him a little taunt with his hands, daring him to approach.>(You want to roll our combat dice for the WRASSLIN?)Three sets of combat dice, no modifiers, each set counted against the opponents for three rounds of wrestling. Whoever has the highest total per round wins that round. A double 1 in a set risks a wound, like a dislocated shoulder or a broken finger for example but no major fractures or death.>>6418183>Mission info so far says to expect infantry, then big guns deeper in, which I take to mean the shipsIf the Federation was prepared to pay 35 FF for the Halobates imagine how much money they might pay for a fully intact warship.
Rolled 4, 3, 2 = 9 (3d6)>>6417655>Go all in with the finance, 3 funds
>>6417659>Buy Utility Trucks>>6417992Thanks but I don't need it for now
>>6417659Rudolf felt at home as he strolled through the winding paths of the bustling bazaar. Between the sea of mercs repping all manner of colors and insignias, the hawking merchants peddling grossly over priced wares, and the buzzing den of gambling, it was enough to make him think he had never even left the dustlands. At least the weather was much nicer and the scenery was.. well there was actually stuff to look at, he thought to himself as he made his way around. Walking past the weapon stalls he couldn't help but recognize some of the weapons that they had encountered in the field at Vilaconezo. Walking up to one of the stalls, he saw a man roughly his own age experimentally handling one of the Twaryian submachineguns his people had pulled off some corpses in the last sortie. "Ah go ahead and buy it, I'm sure you'll have more luck then the whoever's cold dead hands that guy pried 'em out of," he said with a clap on the mercs back. Rudolf took the resulting venomous look with aplomb as the merc stormed away. The merchant didn't look none too pleased either come to think of it, causing Rudolf to deploy his signature bail out smile. "Ah, come one, if that scared him off, no way he was a remotely serious buyer." Beating a hasty retreat from the stall, Rudolf continued on with his shopping. As impressive as the arrayed arms and armor were, he knew that there was likely little use his unit could get out of even the shiny and impressive self-loading rifles on display. Fine enough with him, at the price the merchant quoted him, he figured he'd be better off going with his usual method of picking them up off the suckers who did buy them. The motorized wares on offer however did intrigue him, and he eventually decided to spend his honest days wages on motor bikes for the whole platoon. >Personal Finance 5/5->2/5>Motorcycles- (3 Funds) Combat bikes with sidecars for fire support and/or courier duties. Gives +1 Move. +2 to Infiltration and Withdrawal. May not be used by Support Weapon Carriers.Before leaving the market, Rudolf had met every vendor, having haggled with some, insulted some (only a few direct threats on his life this time), and became fast friends with others. He made a distinct effort to use petty cash on hand to buy small luxury items for the men back at camp, after all, an extra box of cigarettes or clean pair of socks were often gold enough in long times between resupplies. Among other things, he had also acquired some personal items he thought some of his fellow commanding officers would like, and some brightly colored local flair to add a splash of color to his outfit as a memento of his time in the old world.
>>6417659>>6417992>+2 FinancesThanks boss, I am sorry for ever thinking that you bought your position.With 5 Finances buying:>Large-Caliber Heavy Machine Gun (2 Funds)>Utility Trucks: (3 Funds)I would then want to change my loadout to:Weapon Load - Heavy Weapon SpecialistEquipment 1 - Large-Caliber Heavy Machine GunEquipment 2 - C+C Support Kit"Some things never change," Luce thought to herself as she looked around the Merc Market. Buying a new truck and a bigger gun from a sketchy salesman was practically a rite of passage back in Sosaldt. Making her way in a strange land, surrounded by unfamiliar people was also something Luce had experience in, but that was something she had less enthusiasm to repeat. The Caelussians may share a similar tongue, but she could swear she felt their eyes on the back of her head twice as strongly.She put down the new Federation submachinegun she had been inspecting, she couldn't afford it anyway without begging for more funds from Schwarz or gambling for it in that forboding tent. Even with the inherent immorality of gambling it seemed like a poor choice to match fates with the dweller in that den. Shot nearly through the heart if the stories were to be believed, and baring it outwardly for the world to see. Someone like that had either spent the whole of their luck allotted to them by the Judge, or lived assured that the dice would ultimately break their way.
>>6418160consider some tank hunters maybe>cheap and cheerful high velocity gun on a flatbed truck>high velocity gun stuffed in an open top three man turret jammed onto a T-8 chassis>field howitzer in a casemate on a T-9 chassis
>>6417840Have my 3 and lock it in.
>>6418328
Rolled 7, 7, 5, 1, 7, 4 = 31 (6d8)>>6418197"Hesitation is not a wor-" Bertram yelped as he got interrupted by being picked up by the human slab. His face showed a certain look of bewilderment as he got carried to the place where they would eventually wrestle.He looked around at the people gathering and he noticed that some of them were quite amused at the match up. Honest to Judge, Bertram had hoped that their little match wouldn't turn into such a spectacle, yet fate judged otherwise. He took of his shirt, flexing his muscles and body. Like a cat, he was lean and wiry, with broader shoulders than it looked at first. A far cry from the wall of muscles that Cialdini was, but he was nothing to scoff at.He intently listened to the explanation of the rules, giving him a simple nod.He watched as the man taunted him slightly and he squinted at the him, slowly circling him to notice where he was at his weakest. He sucked up the inner side of his cheek, chewed at it in thought, released and then jumped into the fight explosively.
>>6418183>Flame Projector and Chain Mine don't specify range. I expect it's adjacent like grenades.That is the case.>Maybe I'm dumb, but I'm not solid on what Vanguard Grenadier is giving range and inventory to. Diagetically the range is coming from rifle grenades, but definitionally the broader category Adjacent Rule Explosives gets range too. Which would seemingly include Incendiary Kit, Flame Projector and Chain Mine? Maybe Miasma, even if it's defined as CQC rather than Adjacent?Flame Projector is a flamethrower, and Chain Mine is a bunch of land mines together, so no, but Incendiaries are a grenade-size projectile, as is Miasma. So basically, any handheld explosives get the ability to be shot further.>Likewise I wonder if Smoke Pots and Miasma Bombs are eligible for the free inventory slot.They are, as they are not directly called such, but are handheld size explosives thrown with one hand.Loadouts aren't being officially selected until after this anyways, in re-registration.
>>6418366I'M THE BOSS OF THIS RING>>6418333You can consider the Fed Weapons locked in for me. I'll most likely get the anti-tank rifle for the next one.
>>6418366>>6418371>Lose (barely), Win, LoseDamn, and I thought I was sitting safe on the first round with that 8. Do we alternate describing our victorious rounds or do you want to take them all champ?
>>6418372We'll alternate it, it will give something for the others to read.>>6418366Speed. Some of his earliest memories was of running through the deep and dark forests of Faelinn, running after small animals and insects in childish glee. When he became older, he would spend days trekking through the wilderness with his old man, hunting big game, camping and learning how to survive from the land around him. When the army came for its pound of flesh, he went through another bout of rigorous training. He was a lean young man when he joined up in the Northern Wars, but he became even leaner and meaner in the militarist surrounding of the Fealinnese Army. It served him well in those days. It served him well in the Legion, where Captain Waltz put them through a similar rigorous training. He was a good man, Waltz, letting them be their own men, but always stressing the importance of good preparation. The explosion of speed that Bertram showed evidently surprised the colossal man, Bertram spotting the raised eyebrows and tension from the corner of his eyes, as he ducked under Louis, grabbed him by the waist and then launching his entire weight upfront, felling the man like a tree. He quickly clambered on his back and held him in an iron grip, keeping him rigid and inflexible on the ground, until he had to give him out.The moment he did, Bertram relaxed, wiped of the dust of his clothes and offered the man both hands to pick him up, a boyish twinkle in his eyes and devilish smirk on his lips. "Not bad, eh?"
>>6418377A lightning fast round, Emmanuel had not anticipated such movement from his opponent. What's more, his strength was unusual for someone of his stature. To think that Bertram could have flipped him over like that which such contemptuous ease. Dangerous, he would have to ensure he wasn't taken by surprise next round."Hmm. A good showing indeed. I was wrong to underestimate you based on your stature. It won't happen again." Emmanuel said as he rose to his feet and returned to a combat stance. He shifted his center of gravity lower, to remain more stable. "Have at you then!" he taunted Bertram once again as he remained in defensive posture. Bertram would surely be confident in his chances now, and was likely to engage once more if provoked.Both men circled each other slowly this time, looking for the advantage. Ready to pounce at a moments notice. Bertram once again was the first to make a move, dashing forward to again attempt a waist grab when he saw an opening. However, this time Emmanuel was prepared. Instead of waiting, he launched himself into Bertrams charge and managed to grab his shoulders before he had the chance to escape. The grapple lasted only a short while as Emmanuel managed to overpower Bertram with his strength, and maneuvering him into a flip that put the man on his back, and placing him in headlock on the ground for good measure. He was forced to yield not long after."Ohohohoho, witness the might of this physique honed on the battlefields of old! You may have the speed of few men, but in a contest of strength, I am unstoppable!" He flexed his muscles dramatically before returning to his side of the ring, ready for the final bout.
>>6418381To call a member of the 1st Company strong was superfluous. He might as well call the sea blue. The man pinned him down with relative ease, using Bertram's own initiative against him. He grew to lax, the first round win filling him with a need to end it as quickly as possible. He nodded to the boasts of the man, a small grunt of affirmation escaping his mouth as he rubbed the side on which he landed. It will definitely bruise."Good takedown, comrade." Bertram said softly, barely audible, a tight smile on his face.A change of strategy and something daring was needed. A crazy idea was forming in his mind. He remembered a friend from his earlier days in the Fealinnese army, a professional wrestler and someone who taught Bertram and the rest of the soldiers back then all kinds of moves and tricks. He was gone, returned to the dirt, but the lessons stayed. One of them was engraved in his mind and he tried it multiple times with the men in his own company when they would fight. Sometimes successful, sometimes not. But always impressive when it went through. If he was to fight someone from the 2nd Company, they might even expect it, but Louis? He's in for a bigger surprise than the first round.Patience was the name of game the next few tense minutes. Both men circled each other, no one willing to pull the first move. Sweat dripped from his brow, down his back and down his legs and arms. He was caked in dust and dirt. He observed him, completely focused. While the last few rounds were filled with the jeers and yelling of the other soldiers, this one was followed with a suffocating silence, the onlookers holding their breath. It made both of them even more tense, but Bertram felt he was winning the waiting game. He watched the vein pop on Louis' head, the twitch in his eyebrow and the gritting of his teeth. A man of the 1st was not used to inaction, but a man of the 2nd? Too many hours spent waiting, he thought to himself.An ordinary cough was heard among the audience. It was nothing special. But to the two men, it was like a gun being fired on a running field. Emmanuel charged, muscles honed in years of battles and training promising a quick and ruinous end to the competition. His body was lowered and arms outstretched, so close he could almost see the dirt under his fingernails. Perfect.Bertram jumped, launching himself into the air and over the man. It was explosive, quick and unbelievable. Emmanuel didn't even have time to react when he felt Bertram grab him by the waist in the -middle- of the small man's flight. Bertram landed on his feet and used all the momentum of his jump and the goliath's charge to try to flip him. He felt every muscle and ligament in his body strain, he felt the pressure in his head mount and his teeth grit like they were trying to bite through steel. It was worth it. The larger man hit the ground with a loud thud, completely bewildered and shocked by this act of athletic might. (1/2)
>>6418398Bertram used the moment to put him in a headlock and he felt the man squirm under him, a frightening experience for he felt that he was barely holding him down. But soon, a tap was felt and Bertram completely relaxed, flopped besides the man and started to gasp for air like a fish on land. Almighty Judge, he was completely popped. He will never fight a 1st Company soldier again.Silence all around him, expressions of shock etched on the faces of the Legionaries around him. He turned to the man next to him, gave him a toothy grin and simply uttered. "Good fight. Are you up for some refreshment?"The people around them exploded into cheer.>https://youtu.be/CY86MoEmNXE(Also, an example of the move that was pulled. A bit extra, but it looked cool.)
>>6418400>>6418398It was his total defeat. Emmanuel had thought himself safe in the charge, protecing his centre mass from the wryly moves of the hunter. He could not have foreseen his next move, nor anticipated it's outcome. Lying on his back after having his momentum turned against him, incapable of stopping any of it. It was a brutal loss. A spectacular end to their bout. He closed his eyes contemplatively for a moment."Hmmm." He mused. "A ferocious hunter indeed." he uttered silently to himself. His pride had been the prey this time, and it was wounded more than his body. But it would heal, such was the nature of things. And a bruised ego would motivate a man more than any speech or shouted command ever could.Rising to his feet and dusting himself off, he reached down and offered a hand to Bertram, who was still doing his best to catch his breath after their match. "A drink would be most satisfying now indeed." he said as he pulled Bertram to his feet. Raising the hands of his opponent high, he proclaimed to all assembled: "SONS OF THE LEGION, I GIVE YOU YOUR CHAMPION!"Another burst of cheers rose from the clustered soldiers as they both passed through the crowds."Though I am loathe to say it-" he told Bertram with a low voice "-I think I might've made the purses of some of my own Legionnaires a few coins lighter with my performance this day. And others, more affluent." He cocked his head to one side, where many of the First Company soldiers were agonizingly parting with their pay to the grinning, cloaked fellows of the Second. He couldn't help but lose a rumbling laugh at the scene as they both seated themselves in mess tent."A drink then, to victory and to brotherhood!" He bellowed loudly as he grabbed a mug of ale. "And may the camaraderie of the Legion never die!" he shouted as he downed the mug to loud acclimations from the rest of the gathered soldiers.
>>6418407Bertram gave an awkward smile at all the attention give to him by Emmanuel and the hollering Legionaries. But, he was not someone to excuse himself when camaraderie and drinks were offered. He gave a final stretch and felt a crick in his back. Good Judge in the Heaven, that man weights like an ox. It's a good thing he didn't break anything...He joined up with the rest of the soldiers in the mess hall and soon the air grew heavy with merriment and laughter. Men were already telling stories of the epic showdown between the 1st Company Warrior and the 2nd Company Hunter. Barely any time has passed and he swore heard the story growing taller and taller every time he heard it being retold. Braggarts, he thought. He leaned to listen closely to what was being said and hearty chuckle escaped from his lips. "Hohoho! Well, I'm sorry for robbing your men of their hard-earned money. Maybe they should have given it more thought when they saw people betting on a mouse of a man like myself? There was a good reason for it, after all." He wiggled his moustache like a mouse would do with its whiskers and gave a broad smile. "But aye! To victory and brotherhood!" He yelled, something he rarely did, even when commanding, and raised the cool ale into the air. "With men like us, the Dawn is assured!" He downed the ale and smacked his lips in satisfaction, adding: "And God forbid I have to pick up any more of you or else my poor back will give out!"
>>6417749>>6417840>>6417859"My comrades of the 2nd. I am glad to see you all once more. Hope our employer doesn't shit the bed again when it comes to insertion and we get the opportunity to ply our trade as a unit. Our fellow legionnaires they are...fine fighters, of course, but decidedly unsubtle in how they go about things."Though there was a kernel of truth to this, Alexandra hadn't hastened towards this reunion, choosing to take the scenic route through the Merc Market, taking in the veritable kaleidoscope of wretches, scoundrels, and armaments it had to offer. Still, pains had to be taken in maintenance of certain facades. Cast in such a lens, this sorry gathering was a monument to all that the coming Dawn would scorch away and, thus, deserved nothing but scorn from the self-professed vanguard of the Class. Even so, being the sort of creature she was, Ebner couldn't quite help herself the affected display did not materialize. Instead, she nodded to Holzmann's question and gave an unusually animated answer,"Same here, Maus. I do like the look of those self-loaders, personally. I saw a few with what looked like grooves machined into the very back of the receiver for some sort of a scope mount. Fascinating. Wouldn't say no to one, certainly. Two sets of those and a car with a Fed HMG for our intrepid Tenente, then? No complaints from me. Ah, that 12.5mm is some beast..."
Alesso had expected the market to be filled mostly with scammers peddling junk, so he was pleasantly surprised with the quality and utility of the merchandise on offer. After walking quickly past the gambling establishment doing his best to avert his eyes (he had learned too many times in the past that he was a terrible gambler and almost always only succeeded in enriching others), he was quickly distracted by the impressive sight of some Federation heavy machine guns. Powerful and accurate, with enough punch even to be a threat to enemy armor if used cleverly, these guns would be a perfect supplement to his platoon's capabilities. The only problem was how to transport them...the guns' weight made them almost prohibitively heavy to carry, and the weight of his platoon's regular general purpose machine guns already threatened their ability to keep up with the rest of the company in mobile field battles. However, after conferring with the other gracious 2nd company commanders, a clever solution was agreed upon. Alesso was suspicious at first while inspecting the shiny, mostly-new-looking line of combat cars. His platoon had little direct experience with motorized transport, but these cars seemed simple enough to drive and maintain. And with everyone's cooperation, they were just affordable. They would do.>>6417659>Large-Caliber Heavy Machine Gun (2 Funds)- A Federation model 12.5-millimeter caliber machine gun, very bulky but very powerful. Support Weapon. As HMG, but with +1 All and +1 AP.>>Combat Cars: (4 Funds) Utility vehicles specially designed to mount support weapons. Gives +1 Move, and gives Support Weapon Load another +1 Move, and allows all support weapons to shoot past allies.>NO gambling
My understanding has been that only attackers, not their supporters, get to apply their weapon passives like Miasma. I half expect Grenadiers to be an exception to this, purely on theming. Is it so?Do smoke pots negate exactly one roll, or do they negate every roll triggered by entering a single given tile?How far 'ahead' does Old Blood Honor see? If a buddy declares 'I Support di Storia's attack' but di Storia needs to enter the target's ZoC first, does the infiltration roll benefit from Old Blood too? What if instead he's attacking first with support, then exfiltrating?
>>6418280Since it looks like we have not really touched the 8 Force Finance so far, what are the thoughts on dipping into it for me to get +1 extra finance to upgrade from Utility Trucks to Combat Cars? The extra +1 Move plus the ability to shoot past allies is all for just right there for 1 more Funds. If someone has a master plan for the extra money it is not a big deal to me, but if not we should probably look at getting it used to help complete or beef out other builds that just need some extra funding.
>>6418712We're a good three days in on this shopping trip and it seems those who would spend their money have, and the rest have gambled themselves dry. No one else has made claim on any of the free Force Finance so you taking the one you would need for Combat Cars shouldn't really matter.
>>6418712Shouldn't be a problem imo, go for it
Would have posted earlier but my internet dropped for a while.>>6418328>>6418334>>6418339>>6418501I like to see creative solutions- but anything like these would be field conversions by dedicated maintenance and engineering units, not models that the Federation would be providing themselves. They're basically offloading equipment they procured in bulk. You're at the end of a push-model supply chain, and you're going to be happy with what you get, as far as the Federation is concerned.>>6418696>My understanding has been that only attackers, not their supporters, get to apply their weapon passives like Miasma. I half expect Grenadiers to be an exception to this, purely on theming. Is it so?It does cost enough to do so, especially with how niche it's been so far, so sure. I'd probably have to think of some caveat to make it not just an instant optimal action choice though, especially since grenadiers are traditionally the ones performing a head on assault...>Do smoke pots negate exactly one roll, or do they negate every roll triggered by entering a single given tile?They'll be reworked to block line of sight so effectively the latter.>How far 'ahead' does Old Blood Honor see? If a buddy declares 'I Support di Storia's attack' but di Storia needs to enter the target's ZoC first, does the infiltration roll benefit from Old Blood too? What if instead he's attacking first with support, then exfiltrating?Since by wording Old Blood Honor is boosting combat dice (it also says per unit attacking which is distinct from support but I don't think I ruled it that way when it was being applied earlier) it would help the infiltration, but for Support you can technically only support one action per turn, so that infiltration would not be supported by the support roll itself.As far as retreat goes it didn't come up and I neglected to realize the use case, but frankly it's not very Old Blood Honorable to run away, is it.
>>6418761just sperging out again, I hope I haven't caused offense againout of what I posted, only the portee might be within the capabilities of a motorized unit's repair shopwas thinking specifically of those AA guns...
Lieutenant Colonel Schwarzehand was left with little to do that evening. The Federation already knew what was coming next- and the staff were diligently doing all the work of analysis and adjustments and procurements without needing to be kicked around. He was restless- in younger days, he’d go do what plenty of others were doing already, but in those days he wasn’t responsible for much more than ten people. Not that he could have hunted after small luxuries anyways, neither as a Black Coat nor when he’d first met the Legato trying to find a new life in Gilicia, a Gilician Brothel being as fanciful a sight as a dragon dancing can-can through the sky. He could blow off steam by fighting in a pit like old times, then, but that example would be bad for the troops. Captain Ponte could beat his way through a tournament to the adulation of his company, Captain Dulechamp could get by on doing just about anything because he was young, Emrean, and his scars had done nothing about his dashing- even if he seemed to sulk at being outpaced in advancement by Schwarzehand. He wondered if Dulechamp would be even more agonized at suffering from his own success.The Lieutenant Colonel stewed in the bile of inaction, sating himself by plotting how he as an enemy would spoil the Legion’s battle plans, standing apart from anybody at the edge of the Merc Market and the Legion’s camp near a designated test track for motorcycles, where he could be alone with his imaginary war council- and speak to them without people thinking him mad. He only managed to spend five minutes pondering how screwed everybody would be if a Petrekoran submarine managed to sneak its way in, when somebody interrupted the train of fatalistic self-conversing.“Hello there,” an unfamiliar voice floated from in front of Schwarzehand, from where the stalls faded into elbow room for camp tents. “I thought I heard Imperial coming from over here. Imagine my surprise when I wasn’t imagining things. It’s been too long since I could speak with somebody without a phrasebook.”The source of the amiable voice was a young, handsome looking willowy man in a long grey woolen coat, with a scarf with grey fringes looped around his throat and a heavy furred cap on his head over ashen dusty long hair. He had the lean look of a fighter, Schwarzehand could tell, but for a mercenary, he wasn’t quite beat up enough or weathered around the corners of the eyes- and there wasn’t a chance he’d actually heard Schwarzehand speaking.“Adventurer,” he appraised with the sullen contempt such a declaration implied. “The New World thinks the Reich made every devil that’s the cause of their problems, but you don’t have to wander across the sea to get away from that. Don’t even have to go to a place that speaks different.”
“Sosaldt’s climate is too dry and its people have a different idea of neighborliness.” The young man said, “Sosalia snaps at one another looking for war. I prefer to keep away from that.”“Funny place to find yourself.” Schwarzehand said with a skeptical squint.“Money is tight, and other work prefers firmer knowledge of their language.” The young man said with a slight smile, “There’s others like me, independents who blew into the Federation. Nobody as large and imposing as your force, but you weren’t the only ones from the west to come here.” He extended a fingerless-gloved hand. “I’m Glouckner. I have an independent contract with Zweiten’s Band, if you know of us. We arrived this morning. You don’t happen to have heard of what job we might be in for, do you?”Schwarzehand did know of Zweiten’s Band, vaguely knowing they were another mercenary group even before the Legion had lifted off to get into the thick of this. It was gap-filler. Scrounged up detritus. Good for rear line security and patrol and little else. “You oughta ask your own boss,” Schwarzehand growled, “And piss off on out of here. Sharing a tongue ain’t reason enough to make friendly.”Glouckner raised his hands. “Alright, alright. You’ve found me out. Zweiten sent me to feel around. Somebody nobody would think twice about getting nosey on his own initiative. He doesn’t trust the Caelussians much. Just wanted to know if you heard anything we should know about.”“Answer doesn’t change.” Schwarzehand raised his tone to irritated gruffness. “Leave me in peace. Pester other people about rumors, if Zweiten wants a chat he can invite me to an all expenses paid feast, with dancing girls that are pretty without looking at them from out the bottom of a bottle and only bouncy where they ought to be, and I know damn well if he had that cash his arse would have sent one of them and not you.” That sent the young man on his way, at least. “Old World still has the same damn mosquitos, huh…” Schwarzehand grumbled to himself.Only a few moments of quiet though before a new voice- a haggard woman’s, deeply accented with the harsh tone of Caelussian. She had come here for who knew what reason, then been distracted by the young man, then the big officer’s dressing down of him.“Hey. Why you chase away boy, he not bad to look at.” It was the Rukadom Dealer, the Madame of the Gambling Tent, the gold-toothed grinner with eye shadow laid thick as clay, though she had buttoned her coat to the throat, and there was no reason to look anywhere but the face.“What, you on break?” Schwarzehand sniffed, “Or did Zweiten ask you to interrogate me too?”
A barking laugh. “Zweiten? If I care what he want, I would be in his bedroll and not here. I like high roller, da, but only winner, and Zweiten buy me dinner but he sit on his ass outside the eating place, hah hah.” The Madame sidled up closer and pulled a cigarette from her coat and pointing it to Schwarzehand. “What about you? You think you more lucky? I like robbing big guys blind, they think they get better of me. Not too late to open wallet, da?” She opened her coat further to pull a lighter out- it had a bright torch flame as she opened it and it sparked on its own, illuminating her exposed bosom in bedroom light as she lit her cigarette hanging off her lip. Many a man, let alone one that starved as a mercenary fighter did, would bite on instinct.Yet Schwarzehand didn’t feel any hunger she could prey upon. When the Lieutenant Colonel looked into a woman’s eyes, he didn’t want to see anything like his own eyes looking back, and this lady had scarring behind the eyes as sure as the gunshot on her chest. With the company he kept, that sort of thing was all but a certainty. Made a man frustrated to be strung up by his situation of being so particular.“Think my people got the better of you enough I’m not feeling any need to throw in the pot.”“What a shame.”“Are you down?” Schwarzehand felt some curiosity. “To come over here and ask.”“Hah hah. Nyet, luck works for some people here and there, but mathematic, it beat a crowd every time.” The Dealer swished her hips coyly. “Always more losers than winners, when it is statistic thing.”A scene caught their attention, over elsewhere. Schwarzehand went to look himself, followed by the Dealer, and saw a 2nd Company Sergeant squaring up with a 1st Company platoon second in command, a ring of spectators forming. Nobody looked angry or upset. It seemed more a good-natured competition, complete with the nature of taunts and showmanship. These men certainly took more after the Legion’s patron than Schwarzehand, he thought. They still saw romance in a cause, camaraderie not burned away by conflict. He wasn’t even that much older than some of these people. Hell, Cialdini, was in the Emrean Revolution, like Rosseau of 5th Company. Not the same sort of Emrean War though, unless he was hiding it. Rosseau had been at Karadenstohn. Schwarzehand had never seen Inferno Mass deployed. Anybody at Karadenstohn on the Emrean side had fought under a storm of it, set off practically in ambush, so thick that the nights were searing crimson, the day dark as blood, towers of white-hot flame casting shadows so deep that one could hardly tell friend from foe. Schwarzehand had seen veterans of battles with Inferno Mass Explosives- and they had a tendency to have never truly escaped them.
The Dealer seemed to have been waiting for an explanation of 1st Battalion’s men, but Schwarzehand didn’t offer any. She was not so shy about her thoughts. “Big man, he winner, he good body, but not high roller. His comrade, green hair one, he throw all in, but then for him losing everything not much, eh?” The Dealer’s gold teeth glinted off the orange glow of her cigarette, “Night still young. Settle for him if no one win more. Poor boys I rob tonight already of yous, hah hah, other green hair, and other dark one with bleach. I come to you for money record. Know you should keep eye on that, Federation does for sure. But business can be fun too. Whoever biggest number,” the Dealer pulled a playing card from her collar, a duplicate of the one in her headband, of hearts. “Give this and say, somebody want to spend little off time, eh? I have more stealing to do before saying, Noch Noch.” A last glint of her tooth and a breathed smoke ring to Schwarzehand before she turned back to her tent.Schwarzehand waited for the Dealer to leave, then pulled his own lighter out, flicked it open, and let its flame consume the playing card he’d been given. The firelight cast across a smirk creasing his heavy cheeks. He didn’t exist to make things easier for anybody and the Legion knew that well. If they wanted a slice of that pie they’d best know when they earned it themselves.What was a little gambling, though? A sure one. If a guy everybody called “Mouse” to his face managed to roll up a man who looked like he could wrestle a truck off the road, then Schwarzehand would boil his boots and eat them.>This is just fluff, no need to read walls if you don't want to.
Looks like the Lieutenant Colonel will be eating boot soup alone tonight in his tent. Whoopsie daisy.
BOOT SOUP BOOT SOUP BOOT SOUPAlways happy to disappoint Schwarzehand (in a good way, of course.)
>>6417741The sky burned all above him, the midnight darkness now alight to the brightness of day. His battalion’s anti-tank rifles were down to their last handful of rounds, but the last of the Czeissan panzers lay still but a hundred metres from the trench line…“Sous-lieutenant? You all right?” Edouard snapped back to reality, staring at the flames of the fire, as his platoon sergeant gently shook his shoulder.“Thank you, Chef. Just another episode. You know how it is.” Sergent de Peloton Mortimer nodded, his knowing gaze silently saying all that was needed. The half-Nauk was another veteran of the Eighth Army, though they had not known each other back then.The thirty-odd men forming Rosseau’s demi-platoon were circled around the fire; at its centre skewered on top was a whole suckling pig bought from the market earlier in the day. Most of them were Hill Vitelians of some stripe- there were even a handful of Gilicians and Lindivians- but around a third of the detachment were fellow Emreans, particularly amongst the leadership. The heavy weapons section of 5th Company had seen less attrition than the line platoons had suffered during the Subterranean War.Edouard’s gaze roved over to their latest purchase, mentally giving a nod of approval. The BM-5s had been repainted in Legion green, but with the Red Flower of the Emrean Revolutionaries emblazoned on their side. With the entirety of the Legion’s new 4.6-centimetre guns being assigned to the new Mobile Battalion, the Federation “forties” Rosseau now possessed formed the deadliest antitank capability available to those of the 1st.“So, we’re going from gliders to being marines now sir?” De Villers asked. Not that the prospect of being cooped up in a boat bothered his third in command- the sergeant hailed from a fishing settlement on the shores of Geant Solitaire. “There’s a bounty on those Interloper’s heads, and the Lieutenant Colonel is keen to collect.” Rosseau had only heard scattered tales and rumours of the so-called Free Folk; their distance from Emre and Vitelia had made them semi-legends outside those sailors who plied the eastern seas. Still, the tank that di Pastori's platoon had felled obviously required some kind of power source to make it hover above the ground, and the only way of gleaning more about its workings would be to seize its former owners.“Here’s your portion, Sottotenete.” A mess tin of freshly roasted pork along with a mug of apple cider was passed to him by the cook- Caporale Maggiore Varesi had been a hunter back in Gilicia, and no stranger to cooking a catch over an open fire.“Thank you, Carlo.” The nightmares would return when they did, but for now it was time to appreciate the small pleasures in life. Hot food and a drink would do much to improve his spirits.
Last call to fight for some Ripguns, before I put them to other use.
>>6417659>Motorcycles- (3 Funds) Combat bikes with sidecars for fire support and/or courier duties. Gives +1 Move. +2 to Infiltration and Withdrawal. May not be used by Support Weapon Carriers.
>>6417657>Motorcycles- (3 Funds) Combat bikes with sidecars for fire support and/or courier duties. Gives +1 Move. +2 to Infiltration and Withdrawal. May not be used by Support Weapon Carriers.I'd like the anti-tank cannon too, but I'll just save up for next time.
>>6417659So, we have 8 force finance available from the last mission that has mostly been untouched. At this point anyone who wants a little something extra for there builds should definitely hop in and ask for some extra money if they want it. I know Luce has asked to access 1 force finance and I'm down with that for sure. So we have 7 left to spend. Alternatively, if anyone is interested in becoming the armored spearhead, we could use the funds and maybe someone's left over company cash to buy a cheap armored vehicle for next mission.>General unfamiliarity with vehicular operations by most means that those operating them have their experience level reduced by up to two levels, to a minimum of Green, though familiarity in operating them will grow after a successful operation.It seems to me that driving a cheap armored option can be used to train up and we could potentially trade in the cheap option (like a patrol armor platoon or armored car platoon) up to a more formidable armor option for the following operation.>>6417748>>6417804>>6419017>>6419009Track is open, reckon we should race these motorcycles huh? Wanna throw some dice to see who wins?
Rolled 4, 4, 6 = 14 (3d6)>Gamble Camo Cloak
>>6419152I'm game
Sensing commotion a few tables over, Hans Neiger looked up from the dice he was weighing in his hand. As he expected, there was Sergente Schatz - no, Fogl these days - looking almost disappointed to walk away with winnings, while So'gnt Rotfeld talked stormily beside him. Neiger caught a few words as they passed near. "-entrusted their lives to. Personalized. Do you think nothing of the loss they'd-"Neiger had been in those shoes once. He didn't miss filling them now. Seconding his Sergente was a serious job at the side of an unserious man. Finestra - no, Fogl - didn't shirk his duties, but he did play with them, seemingly pleased to watch the things he disturbed settle once more. He'd done just that in what first built his reputation in 2nd Company, cajoling comrades away from their assured, all-seeing way of war and into the vicious knife-fight confusion of the red sands. Countless times the role of So'gnt had tested Neiger's sense of responsibility. Now, as just one of The Boys, he surmised from Rotfeld's admonitions that the whole unit had nearly lost some gear on a bet, and idly took mental inventory of what personal touches he'd want to reclaim from his equipment before Rukadom came to collect. Other eyes at the table had followed Neiger's for a time, hoping for the spectacle of a fight and whatever enforcer came to break it up. As it became clear that nothing would become of the dispute, most turned back to the table, impatiently calling for him to make the next cast. So he did."Ah, damn!"The little diversion had been all the time Neiger needed to decide the dice felt fair. Still, things like this happened. It was just the way things were.
>>6419166Hell yeah. Let’s see if you’re as fast as you are lucky. Let’s roll a d10 to see who greets the other at the finish line. Let’s say loser has to custom paint the losers bikes.
Rolled 1 (1d10)>>6419445Here’s that roll.
>>6419447The dreaded curse of the phone poster.
>>6417656>Spend 3 personnal Funds for Motorcycles>Vroom(Though if people are down to let me try with more funds I'd be cool to attempt the T8 Tank experiment)
Rolled 2 (1d10)>>6419447
>>6420259We both suck with our new rides, but at least I suck a tiny bit less
The sun was shining bright on the camp, a stark contrast to the foggy morning but a few days past when the Legion had disembarked their transport aircraft not far from here. Louis had been up early, spurred on by his loss the previous evening to focus harder on his training regimen. He would ensure he was at his peak for the next combat operation, if not for his comrades sake then for his wounded pride, as it would allow no less than perfection now.After finishing his routine, he retired to the mess for breakfast. As it was still early it was almost completely barren of people, save for the one mess attendant on duty who quickly poured him a bowl of porridge. He grabbed a handful of hardtacks to go and set about devouring the meal. Sating, but flavourless. He had gotten used to the Legions' austerity long before they had left Vinstraga, but he never found it pleasing. He quickly finished up the tasteless meal and brought the bowl back to the attendant, and then asked the youth to put on a kettle for him while he went to get something from his effects. Today he would treat himself a little, he thought. Just to get that gruel-like taste from a Legion meal out of his mouth for once.Louis had never liked Coffee. He had tried it first at the age of 13 when his father (whose day would often be ruined without his morning cup) had insisted he try it, to help him grow big and strong. He had not taken to it well, much to his father's amusement. He had said that one day, when he had grown up, he would see the value of a good cup of coffee in the morning. Naturally, he would never come to enjoy it.It had developed into a running joke between himself and his father and in correspondence from his family, Louis, despite his age and size, would often recieve the question if had managed to grow up yet. It was something that never failed to amuse him, especially since his father knew exactly what kind of brew Louis preferred and how far removed it was from coffee.He had developed a taste for it in Emre, during his service in the Emrean War of Liberation and he subsequently brought the drink with him home after it ended. A sweet citrus tea, brewed with lemongrass and mint had caught his interest when they had found a cache of various assortments of tea during a raid on a storage yard controlled by Protectorate troops. It had become his unrivaled favourite, and he maintained a healthy stock of it in private so he could enjoy it whenever he fancied.He returned from his tent with tea and utensils both, and began brewing himself a pot. The fresh, citrusy aroma rapdily began to spread across the mess. For a moment it reminded him of those old days, of his former comrades: Émeric, the educated and compassionate leader of their small unit; the brothers Aloïs and Alexis; twins whom were indistinguishable from the other in both manner and apperance (the rascal twins they called themselves); Gustave, the half-mad gunsmith from the coast... ...and of course, her.
>>6420336Louis shook his head sharply before his mind could settle on their faces, before the flash of black cloaks lit by the light of flares would cover his mind in gloom. Such melancholic thoughts would only serve to distract him into despair. He had to leave the past behind, and focus on the future that they had tried to build. He took the pot and the cup with him outside, intent on enjoying the tea out in the sunny morning and light breeze, before this island decided to grant them any more mysterious weather.A few tables were arranged against the side of the mess tent, facing the new motorcycle track that the men had fashioned yesterday. A few of them were milling about in the field, some engaged in training while others were busying themselves with adding their own unique flairs to their vehicles. A quaint idea, Louis thought as he seated himself at the furthest table. He took a sip of his tea and sighed contentedly. It was a marvellous brew, perfect accompaniment to the lovely morning sun. He closed his eyes and relaxed. He would not mind it if all days could have such a beautiful start to them.A commotion from the track made him open one of his eyes inquisitively. His Trelani comrade from the 1st Company, Fabiani, gleeful as only he could be after a fruitful night spent gambling was engaged in animated discussion with one of the Sosaldters, Rudolf Schwarz of the 6th Company. What their dialogue was about he could not hear; but after a few minutes of back and fort dialogue and a strong handshake wtih exchanges of excited smiles it became clear what it was about: A race, though what was at stake he had again not managed to discern due to the distance. Nevertheless, it would surely make for acceptable after-breakfast entertainment! Louis sat up attentively to watch the spectacle unfold.
>>6420082Endorsing. There's no point keeping floaty tank if we don't have a somewhat trained driver when it's fixed.
Alright, shop time is almost over, this is going to be the last day for it, then tomorrow morning I get on the updating again. It'll be related to the mission, but there won't be loadouts yet because you might want a different one depending on whether it'll be day or night. I'll have the 1.2 of the rules out for loadouts as well so decisions can actually be better made.If you want to get tanks but aren't decided on who should get them, I can allow for that too.
>>6420260Rudolf was excited someone had taken him up on his offer for a race on the new motorbikes. In truth, he hadn't had much experience with the machines, and figured the best way to learn would be some spirited competition with his trusty comrades, rather than the fiery crucible of battle. Strangely, the most receptive to his offer was a member of 1st Company. Lucio Fabiani, or "Fortunato" as he styled himself. He should have known that if there a challenge to be had, 1st Company could be relied on to show up and answer it.Meeting up on the track, they hashed out some basic rules for the race. No ramming or bumping, both to ensure no one would be senselessly put out of action before the coming battle, and to make sure they did not receive an epic dressing down by the big man himself. First around the track 3 times is declared the winner, and receives bragging rights, as well as some custom paint from the loser. The bikes were all mostly being painted the colors of the legion already by most who had purchased them from the market, and labor provided to do so by the loser gave some stakes to the race just to keep it interesting. A firm handshake was exchanged and arrangements made.Lining up at the start, they exchanged one last excited sets of grins before the pistol shot rang out signaling the start.Lucio proved a fearsome opponent, and a misplaced landing on one of the impromptu jumps that almost send Rudolf sprawling to the ground sealed his defeat. "Well raced Fabiani, I should have known better than to test myself against the luckiest of the legions finest, but I'm sure the 1st is glad to win back a little bit of that pride today."With another firm handshake, Rudolf pulled out the small ledger he used to keep track of his unit's finances and began to doodle a fitting reward for his victorious comrade.>>6420082I also endorse this, it seems that the best use for force finance right now is to train someone up with armor veterancy.
Rolled 2, 4, 2 = 8 (3d6)>>6417655Gambling funds, all in.
>>6420499>>6420360Wow! Well I'd be glad to get us working on at least having q unit of tank support on our little adventure. Your support is definitely making me want to push it forward so I will do this right away (unless big objections slam in.)>>6417659>>6417659>>6420082I'll switch the fund spending from Motorcycles to:>Spend 3 of my funds and 5 General Team funds to get my platoon transfered into a T-8 platoon. OH BOY I SURE DO LOVE GREEN LEVEL (and you thought being Regular was shifty)>Better open the Manuals
>>6420548It's 10 wealth, not 8
>>6420475>spoilerWould you be able to roll for it now or is it a vote? Something like say the mortar upgrade might become pretty relevant depending on the result.
>>6420499>>6420338>>6420260A rather flashy, if amateurish race, Louis thought to himself as he watched the two men brave the track with little fear. It was clear neither were in their element, but that didn't stop them from committing fully to the spectacle. Daring overtakes, sharp corner swerves to earn precious seconds and brave jumps were all made with intent to grab the initative and gain an edge in the surprisingly close race. It all came down to a desperate gamble on Rudolf's part on the final lap, braving a jump neither of them had attempted previously due to their unfamiliarity with their machines. Now, it might the decide the whole outcome. As Rudolf hung precariously in the air for a moment, it would seem the gambit would pay off and would give him a clear win over Fabiani. However he did not stick the landing, veering off course precariously and losing all the momentum the jump had gotten him. It gave Fabiani the opportunity he needed to snatch victory on the final stretch as his opponent struggled to bring his cycle under control. Sadly, Rudolf would not manage it in time.A valiant attempt. Louis took another sip of his tea as he watched the two men shake hands after the race. A satisfying conclusion then. He poured himself another cup of the fragrant liquid, rolling it around the cup lightly as he hummed on an old Emrean battlefield tune. Yes, this morning had been marvelous indeed. As he saw Rudolf snatch out a small book from his pocket and begin to doodle ferociously in it, he leaned back on the bench he was sitting on and returned to enjoying the sunshine and his tea. Today, at least, life would be good it seemed.>>6420548>>6420360>>6420499If I recall we sent the actual armored contingent of the legion on a trip elsewhere, so it's not like we need to train up a unit to handle armored combat per say since we already have a dedicated unit of tankers in the Legion. That said, if there were to be any unit here that would take up tanking it would probably make the most sense for the units of the 2nd Battalion to do so, from a quest perspective.Personally, I am in favour of holding on to as much Force Finance as possible as I suspect it would carry over as extra payment for the Legion as a whole once we return back to the PoV of the Legato himself.
>>6420548>>6420698counting is hard>>6417659Sorry it would be 7 force finance in addition to my 3 leaving 1>>6420805If your so concerned about future force finance you can just put money in it later though
>>6420807Just airing my thoughts. I'm not particularly impressed with the T-8 as a choice of combat vehicle and would rather you have something better, if you must go tank. I would wait until we have enough cash for the T-13, which would do excellently in making up for losing two levels of proficency with it's big bonuses. It might be too late to try and coax money from your those in your company for it, but if you can place individual funds in the Force Finance bin you'd have my 1 remaining funds support for that. (Though that seems to go against the spirit of the rules about sharing cash between units, Tanq would need to make a ruling on that.)
Schedule's too full today to get things done, pushing to tomorrow.
>>6420769>Would you be able to roll for it now or is it a vote?It'd be a vote.
>Spend gambling winnings on Petrekoran Standard. Personal funds 1->0
Rolled 2 (1d10)I did spend most of my funds on wild misadventures and motorcycles, but I have no objections whatsoever to us pushing together Force Funds and acquiring a tank that someone wants to operate.You see, soldiers, gentlemen, louts, ladies, our looting last deployment was atrocious. I think our ability to generate additional funds going forward will be entirely sensible.That naturally means spending more is good too. If you want to be the one in the tank, di Serrata, I say go for it. I'd help but unfortunately my sad addiction to grenades and fancy kit have resulted in minor cash liquidity difficulties. Next time, though.
>>6420837Not to throw too big a wrench in things this late, but actually do agree somewhat with Cialdini, the goal of buying armor at the first buy phase if we can't afford the best I think would just be to get the cheapest option to train up armor veterancy. The patrol armor platoon has better stats than the T-8 and is cheaper. That being said I don't know how bad poor traction is going to hurt next mission. If you have 3 di Serrata, that would only cost 4 of our force finance to buy, then next mission we swing for the big tank. I'm cool with whatever call you wanna make, just throwing in my last two cents before things finish up here.
The Aurora Legion camp was a terrific racket both the previous night and the morning after- many had chosen to procure motorcycles, and while a fair few of them hadn’t known how to ride them, they were quick studies- not that a motorcycle was a complicated machine if you didn’t treat it like a fool. Any foolish mistakes were gracelessly made early and not on the field of battle, Foulk observed as he went about collecting information on the most recent procurements. The motorized vehicles of all sorts were the most notable assets gained en masse- perhaps the volunteers were envious of 4th Company’s motorcycle-heavy organization in the Mobile Battalion, and sought to contest themselves against them when the Legion was whole once more. Plenty of gasoline was procured where it wasn’t prepared for. Nobody would want to be forced to abandon this kit for lack of fuel.Besides the motorcycles were standard utility trucks, mostly procured from local stock and, while made to haul farming equipment and crop cargo, was equally well suited to transporting soldiers and equipment. The other type of motor vehicle was actually a Federation invention- rough-terrain, squat and powerful vehicles called Combat Cars, possessed of six wheels and a wide platform in the rear which a variety of weapons and mounts could be fitted to. They had been thoroughly used in many theaters now, but they had been slow to find acceptance with the Federation’s associate militaries in spite of its positive traits, perhaps overshadowed by a lust for tanks. The Legion’s weapon teams did not overlook it, however. After all, the Legion’s Mobile Battalion Stijder tanks were far above anything the Merc Market could provide…but those belonged to Captain Von Trocken and his Company, and nobody else was likely to get anything like them, at least not for a long time.So, a few endeavored to familiarize themselves with what they could get. T-8s weren’t very impressive vehicles besides being bulletproof and respectably swift, but to some the tank you could get was leagues better than not having a tank at all. The new platoon would just have to watch out for any anti-tank equipment- the T-8 was made for affordability, not safety of its crew, and many of the Dustlands would attest to the T-8’s mass export and localized copies in Sosaldt proving it to be as popular as a grave as it was a budget armored vehicle…One minor but invaluable benefit was that the T-8, its simplistic and aesthetic design originally a Twaryian design philosophy, was also very simple to operate, and easy to train on, that most any fool could learn quickly on it as a training tank, and the same applied to many Federation tanks. Where the Stijder were incredibly complicated machines to operate in most every way, only made easier from some strange moleman secrets, it would take but a single battle to become used to tank operations.
The Merc Market remained open for latecomers, but for the Aurora Legion, it was time to leave- on the same road that was preceded down by newly minted tankers, off to stop the Petrekoran and Turncoat counterattack. Whether they would succeed where the Legion would was not the concern of the Legion, by Faulk’s measure. In the first place, the most the Federation had to offer there would have been a potential vastness of battlefield loot. Most mercenaries did not have the Legion’s noble purpose- and as a man constantly looking over its possessions and gains, the only victories Foulk found himself caring about were ones where Legionnaires returned safely and well compensated for…-----The Legion and those accompanying it loaded onto freighters from barges at the ad-hoc landing zone, fighting against a tide of those still flowing in, safe harbor at a premium enough that even with their high priority mission there were frustrating disruptions, but no delays with the application of justified force. One such practitioner was the returning Coordinating Captain, a Gorodiyan (or something like one, Schwarzehand didn’t care to ask) called Yosyf Chumak, who swept aside wielders of permissions and red tapes and priorities with what may as well have been a backhanded slap each time they arose. His patience represented that of the Federation, after all.When all were aboard and the transports were being led along by their escorts, the Coordinating Captain and his staff met with their counterparts of the Legion, staff and section leaders alike, as well as an attached Federation Combat Engineer unit who would be responsible for building and maintaining a base of rear operations for the Legion while they were in the midst of their operation- as well as any post-battle needs for the harbor, when it was captured. They would not be expected to take part in any offensive operations.An aerial photograph, treated and drawn over, was blown up by projector on the wall of the ship’s mess made into a briefing room. Chumak pointed to places as he reiterated what was to be done, and what was there. A few photos were closer and more specific, as he shifted to different foci. Portaborde Anhel and its surroundings seemed fairly developed- many villages and towns were linked by road, and the harbor itself was a dense urban area indeed, though the roads did seem to have heavy traffic…
“The objective is to capture this harbor and its fortifications, Portaborde Anhel.” The fortifications did not seem overly substantial- no castles of concrete and earth were these, but the rushed efforts of a defense that did not expect to be so important. Enough to keep away light ships, however- there was no shortage of guns and munitions. “Once the harbor facilities are ours, we dig in and prevent any counterattack from seizing it, but we will not interdict any enemy retreat. The purpose is to deny them the route, not to defeat them on our own. Doing that would be impossible with our numbers and supplies anyways. We stand a good chance solely because we are landing ahead and engaging only a portion of them.”“Presently, there is a Petrekoran Royal Navy destroyer vessel docked at Portaborde Anhel undergoing repairs. It suffered severe damage to its propulsion when it skirmished with a Federation Armada patrol, and was separated from the rest of its squadron. It will not be in condition to withdraw at the time of our planned attack- the Petrekorans may scuttle it, or they may use it as a fortification. There are other vessels in the harbor, but only that one is incapable of departing. Given its armament was not harmed, it would be a formidable firing platform, especially if more combat vessels end up moored in the same place. Your escort would be able to assist you in such a case, but there have been ad-hoc coastal fortifications erected around Portaborde Anhel. They would be put at great risk supporting you unless those forts are neutralized, of course, but those forts are not nearly as imposing from the land side…”“What about all this?” Schwarzehand asked of a particular aerial photograph. It showed what seemed to be a horse-drawn convoy, stretching down the roads, across them, around.“Refugees.” Chumak said. “They are stopping up the roads and rails in a chaotic panic, and probably helping to slow down the Aeropirates in escaping in a timely manner. The Petrekorans, after the next couple of days, will likely withdraw to the eastern half of this island. They’ve little other choice, if the strike from their turncoat allies does not buy them more time. I hope I don’t need to remind that, Petrekoran or no, the Federation does not wish ill on its citizens in hostile territory, and they are not to be abused.”“We’re no fools.” Schwarzehand said, “And we’re no brutes either.”
“Some had to be reminded. They claimed to have been ambushed by armed civilians, and were taking “precautions.” Excessive ones in certain cases. Some of them disproportionate retribution. Unacceptable, I’m sure you know, though we’re not in a position to properly punish them…yet.”The cost of haphazard hiring practices. Hurling whatever could be found to the front in an attempt to overwhelm. Or…perhaps some less scrupulous commanders amongst the enemy’s militia, considering the less uniformed state of some hurried members of them. Back in the day, Schwarzehand’s own commander had his men shed their infamous black coats for unassuming disguises, though not often to fight in. “I’m sure if you gave our boys names some of them would go settle things themselves. You’ve got nothing to be concerned with except doing your part in making this thing go off right.”“That will be unnecessary.” The Coordinating Captain said, putting his hands on his hips. “In all likelihood, the Petrekorans will judge them for us. Now, if any of you have questions before we disperse again…”>?Also, for Operation Timing->Begin the assault as soon as possible, under cover of darkness. (More difficult scouting rolls, lower vision, but lower enemy detection and Zone of Control. Refugees will be en masse.)>Wait until daylight comes to operate. With the amount of civilians and the superiority of firepower, it would be best not to factor in the confusion of poor visibility. (Enemy will have time to make ready or reinforce, if they anticipate attack. Refugees expected to be present, but diminished, may be fewer or different ships in harbor)I wanted to have a map ready to help this choice, but it's not in a state I like and I just haven't had any time these past couple days to amend that. I'll finish it and post it when I get home from work.
>>6421775What's our expected opposition? Armed sailors pressed into infantry roles, or actual marines?
>>6421775>>Begin the assault as soon as possible, under cover of darkness. (More difficult scouting rolls, lower vision, but lower enemy detection and Zone of Control. Refugees will be en masse.)If it's too dark to identify the refugees then we don't have to feel bad for shooting at them.
>>6421775>Questions?Persons of Interest were mentioned to be coming here, are we expecting them to have already arrived and be holding out somewhere or could they be mixed in with the throng of refugees?>>Begin the assault as soon as possible, under cover of darkness. (More difficult scouting rolls, lower vision, but lower enemy detection and Zone of Control. Refugees will be en masse.)Smaller Zones of Control mean we can move more aggressively. Combined with so many picking up extra movement I am sure we can figure out how to get what we need scouted.
>>6421775>Begin the assault as soon as possible, under cover of darkness. (More difficult scouting rolls, lower vision, but lower enemy detection and Zone of Control. Refugees will be en masse.)>Questions?Is our naval support able to provide us with illumination once we silence the shore batteries? (whether through searchlights or starshells)
>>6421775>Begin the assault as soon as possible, under cover of darkness. (More difficult scouting rolls, lower vision, but lower enemy detection and Zone of Control. Refugees will be en masse.)>>6421811Something, something like "Just add them to the list of NSF casualties"Not that I plan on shooting civs. Not that unskilled.
>>6421775>Begin the assault as soon as possible, under cover of darkness. (More difficult scouting rolls, lower vision, but lower enemy detection and Zone of Control. Refugees will be en masse.)It would be more difficult for our enemies to use their large guns, be it the Destroyer or other fixed artillery, if they have trouble spotting us amongst all the refugees.
A large amount of refuges clogging up our opponents operations and making demand on their logistics seems to me a boon. And I'm not too keen on attacking militia that turn out to be hungry civilians.So we should wait until daylight. Secondly, almost inevitably, if our enemies have been handling mass human movement all night and suffered a hundred false alarms from 'scouts' that turn out to be hungry civilians, they'll be fatigued, worn out and disordered. >So we wait until daylight.
>>6421775>Begin the assault as soon as possible, under cover of darkness. (More difficult scouting rolls, lower vision, but lower enemy detection and Zone of Control. Refugees will be en masse.)Feels in the 6th company spirit to go for the daring night raid. Also, I’m going to be focused a lot more on looting and support next op, so I wouldn’t mind coordinating refugees if we gotta. Call me naive, but it wouldn’t be the worst thing in the world if we could give these refugees a positive impression of the legion and the coming dawn.
>>6421770The T-8 rattled like it was trying to shake itself apart. Adrien was immediately in love. The little tank lurched across the camp, bouncing over ruts while motorcycles buzzed between tents and trucks hauled fuel and ammunition toward the docks. Somewhere inside the engine compartment, something made a concerning noise.The driver glanced back. "Was that important?""It stopped making the noise, didn't it?" Adrien replied from the commander's hatch.The driver looked unconvinced. The tank completed another lap of the camp before returning to the line of freshly purchased vehicles. Adrien hopped down from the hull as his crew gathered around. The T-8 was objectively unimpressive. Thin armor, a small gun, and a reputation throughout the Dustlands as a mobile grave.But it was theirs. One of the crewmen slapped the hull."So, Chef. What's her name?"A nearby Legionnaire called out from another tank."Name it after a woman. That's what officers do."Adrien considered it."No.""No?""Women are expensive, complicated, and difficult to understand."His gunner raised an eyebrow."And this tank isn't?"The T-8 chose that moment to leak a small amount of oil. Laughter erupted around the group. Adrien climbed onto the front hull and sat down."Jumelles," he said.The crew quieted."My home.""The twin cities?" the driver asked.Adrien nodded."The twin cities.""Then call it Jumelles."Adrien looked offended."We are Emrean, not barbarians."That earned a few chuckles.He pulled a piece of chalk from his pocket and carefully wrote across the turret:**LA JUMELLE** The Twin. The crew stepped back to admire it."Sounds elegant.""Sounds like a girl."Adrien patted the armor."She is a lady.""You've known her for less than a day.""And already she tries to kill us."The driver sighed."Definitely a lady."More laughter followed. For a moment Adrien rested his hand against the armor. Tomorrow they would sail with the Legion toward Portaborde Anhel. There would be fortifications, artillery, refugees, and plenty of opportunities for someone to get killed. But tonight they had a tank. And she had a name.
>>6421775>Begin the assault as soon as possible, under cover of darkness. (More difficult scouting rolls, lower vision, but lower enemy detection and Zone of Control. Refugees will be en masse.)We have to get in there twice, no, three times as fast.
>>6420837>>6421386OK I know it's a bit late to just hit "Go Back" since I kind of thought it would be fine. (I also admit that +Move, may have been a major part) T-13 would have been a dream choice especially this early but alas I wasn't exactly in the best situation to pick it. Patrol Armors numbers were also not very appealing since if I am to guess, Poor Traction would probably mean "road only"I'm not sure how this will go considering but if you guys are willing to trust me just for the sake of tank training at least so we can have at least 1 tanker and maybe do the switch to a better vehicle (hoping we can sell this one to further the operation and transaction) I'll do my best.tl:dr : Trust me bro, I'll make it worth it and we'll upgrade
Did I say this morning? I actually meant late tonight apparently. I'm leaving day or night up until tomorrow just in case the supplementary post changes any minds, though I don't think it'll shift much.
>>6421775Are there places we should expect civilian concentrations aside from the roads?>Attack by dayQuick, close and ugly's mah kind of fight, but Ah'm being contrary because Ah don't think you've all thought what you're in for. >Assume that at night, base scouting DC is raised to 4, scout range reduced to 2, and autoscout range reduced to 1We spent most of mission 1 sustaining three efforts at once. Under the above conditions, I think we're limited to two. You want four scouting parties at the front of each push, because what're you going to do, engage civilians blind? You back those scouts up with at least as many fighters to sweep up what they find so the scouts can move again. Eight commands to keep a push moving at reliable speed of one or two targets per turn. With full attendance of 22, we have the manpower for two good pushes, or two decent ones while a small detachment pushes areas with very low target ambiguity. Anything more risks bogging us down in unknowns, where solutions will tend toward risky or unscrupulous.tl;dr Concerns of high civilian presence amid low visibility may severely limit speed and violence of action, defeating the typical advantage of night attack. Day attack reduces surprise, but gives more leeway in allocating forces to exploit it.
The question of exactly who to expect was presented- Petrekoran Militia, most likely, but what of rogue mercenaries? Sailors? Naval Infantry? The latter two, most certainly on the ships, but what of around them? The answer was a straightforward yes- Portaborde Anhel was occupied by Petrekoran Naval Infantry in order to secure it, themselves being in any practical way equivalent to army troops in skill and equipment, besides minor differences of kit and uniform (foggy blue-grey rather than khaki), including tools such as machine guns, mortars, and even support cannon in order to be fully capable of fighting ashore. More imposing than militia- though likely equal in skill to the more intimidating specimens of before. Sailors would be equivalent to them, though unlikely to be encountered unless boarding, but most imposing would be a limited complement of Petrekoran Expeditionary Marines. They in particular were not to be underestimated, even if they were only few, and in these times, restricted to a role as landing parties scattered amongst ships, if not pulled back landside. They had not only been the pride of the Kingdom, but a force vital enough to the Federation’s southern machinations that they were exceedingly well-equipped to Federation standard.By contrast the militia here would be of lesser quality than encountered before. The Citizen Defense Militia the Aurora Legion had first fought had represented a mobile quick reaction force in large part, and with their defeat had come a culling of their best. Though they should still not be underestimated, they would certainly be only supporting Naval Infantry defenses or manning less significant outposts rather than representing a fixture of the line.Another query- that concerning who this was meant to isolate and trap in the first place, that they might hide amongst refugees in order to affect an escape, or that they had already made it out.
“No,” Captain Chumak said with a grim certainty in his demeanor. “We know they would not be able to reach this place until the next day at the absolute earliest. Their progress is impeded by having to use the roads we harry, and the refugees that stop up those same routes with their mass. They also prefer not to travel, it seems, where too many can see them. That preference for concealment also inhibits their progress…” If they associated with anybody, seemingly, it was solely with select groups of armed forces.Then, the question of naval support. The commander of the squadron assured the Legion immediately- if the shore batteries were silenced, his squadron’s guns would come as close as they could- or, if it was desired, a torpedo attack could be launched upon the harbor’s ships. If absolutely necessary for victory, he would risk his squadron’s health before then, but considering that their destruction would also risk the Legion and all accompanying it having any means of support elsewhere, doing that would be dangerous enough to require careful consideration.Finally, the matter of the refugees. They’d be stopping up the roads in places, obviously, but from what could be noticed from aerial photographs, the Petrekoran Navy was not organizing an evacuation effort from that harbor…“It seems that most civilian refugees are being directed further along,” Captain Chumak said, tracing a finger along a road to the northeast, “Whether we have the Aeropirates being given preferential treatment or they simply do not have the means to safely convey anybody but themselves, we cannot be certain of. Most will be directed further along. Others have been observed remaining. Though I doubt they will continue doing so once their refuge becomes a battlefield…” >Voting remains open
>>6422517>Begin the assault as soon as possible, under cover of darkness. (More difficult scouting rolls, lower vision, but lower enemy detection and Zone of Control. Refugees will be en masse.)I want to catch that destroyer's crew in their sleep. It's the best chance to take it before they scuttle it.
>>6422519Does seizing the ships in harbour as prizes count as battlefield loot?
>>6422519Can any Motorized unit still deploy in Infiltration 1/2 instead of 'Motorized Only' or are we restricted to that one deployment area?>>6422528>>6422541Now this is the proper attitude a true mercenary!
>>6421775>Begin the assault as soon as possible, under cover of darkness. (More difficult scouting rolls, lower vision, but lower enemy detection and Zone of Control. Refugees will be en masse.)Night time is the right time.
>>6422267What's done is done. I wish you'd announced your intent to become a tanker earlier, then we could've maybe scrapped together enough cash when more people were present to get you proper gear. But a tank is a tank, and if you advance with the less experienced infantry you can help block some damage for them at the very least. We'll just have to avoid pushing you directly into AA guns without support or any of those infantry support guns the naval infantry supposedly has.>>6422528>>6422541>>6422588If we are capable of deploying in Zone 1 with vehicles, those with +4 movement on roads can hit the harbor defenses on turn 2 if we advance down the road and manage to succeed Infilitration rolls, possibly even taking out the AA position that same turn. We'd then need to split into a minimum of two groups (Team Lime and Team Cyan) to secure the Destroyer and the Frigate before they either scuttle them or attempt to set sail. Anyone not fast enough to keep up with the vanguard, or those who lack the die pool and bonuses to make infiltration rolls, can team up to attack any bypassed infantry or loot any free Point of Interest for the big money, then pivot north to attack/loot the outer island (Team Gold) or engage the first Costal Fort (Team Indigo) while the vanguard secures the port facilities and ships.
>>6422541Does seizing the ships in harbour as prizes count as battlefield loot?Yes- though the Federation will have something to say about that.>>6422588Can any Motorized unit still deploy in Infiltration 1/2 instead of 'Motorized Only' or are we restricted to that one deployment area?They can. It's just that the third zone is too far away for anybody but fast movers to get there for initial deployment.Seems this'll be night ops. Time to actually knuckle down and get out the errata for actual enrollment...
>>6422833>Yes- though the Federation will have something to say about that.That something had better be a check with a lot of zeroes on it
Alright, just about there.Though since the coming update is going to involve choosing equipment and deploying, I'm getting out this hurried Errata out ahead of time, both to try and make some less clear rulings coherently phrased and to wrap in things implemented from the first operation- as well as a new concept that might be neat for this coming mission in particular, even if I don't intend for it to be a major playstyle type.This is mostly just a lot of words that is superimposed over prior rules and is meant to supercede prior rulings. This is mostly to be referred to for clarification purposes rather than going through the effort of remaking the entire ruleset over again to repost over a long series.
The matter of what battlefield looting and salvage rights applied to ships obviously came up. Ambitious as the Legion was, considering its patron hoped to change the world, seizing a small fleet of boats was a thought that couldn’t help but be entertained- and queried about. Something that gave Captain Chumak pause, not out of uncertainty, but a look in his eyes and the corners of his mouth that implied incredulity at what was being implied.“You would have no use for a combat naval vessel,” he said, managing to not sputter. “In the first place, they were elements of the Federation armada, and still registered in its logs as such. Compensation may be offered for seizing these vessels intact, perhaps the Kyklos, as an Auxiliary Vessel, might be one suited for general use as part of an exemplary reward.”“I beg your pardon, Captain,” Lieutenant Foulke coughed, “But terms of battlefield procurement have no rules concerning whether or not a piece of captured equipment can be effectively used, and the guns of combat vessels would be of great use in securing this holding after taking it.”Chumak flashed an irritated glare. “The Federation’s contracts are made upon good faith. Petrekora’s gold bullion reserves have a specific exemption made, and though mercenaries were never expected to board and seize naval assets, that you may elect to do so now would bring about a swift amendment to any agreements. Be reasonable. You’ve little use for a destroyer, and the Federation can commission a recaptured one on short notice. Compensation would be of far better use to you than hiring a tug to take it to a scrapyard.”Yet nobody doubted that the money a scrapper would pay would probably be what the Federation would offer as compensation anyways, with that defensive tone.The subject thereafter turned to review before the meeting was adjourned.“The object of this operation,” Chumak pointed again, “Is primarily to obstruct the route of egress for the persons of interest. If all goes well, they and their very dangerous allies may not even approach this position. While the Federation would be most benefited by the harbor in its entirety being captured, if that should prove too difficult, all that is required will be to deny any entry to the harbor by seizing blocking positions around it, and eliminating the coastal forts. That way, a follow up assault will readily handle the rest of what needs be done, if they do not retreat on their own, as would be their best option. As long as our quarry is denied this route of escape, that is sufficient.”Much of the Legion seemed little content to accept such low operational requirements.-----
The hum of seaplanes scouting the night was as constant as the wind and waves. According to the Federation, Operations September Two and May Three had begun- the Petrekoran Air Force would be far too occupied to send much to the west, but whoever was in charge of this operation wasn’t taking their security lightly. Patrols were constant, watch shifts were alert. Schwarzehand had to appreciate it- considering that the enemy in particular concern here were not the Petrekoran military. Yet even though security was had in the sky, Schwarzehand still found himself watching the black waves for submarine towers rather than sleeping soundly.No underwater menace came for the squadron or the convoy. Light signals were flashed from the landing beach by Paramarines, and a shore party confirmed that the landing site was safe. If the Petrekorans knew that the Legion was landing, they didn’t wish to draw the ire of their escort, as the Legion and all of their equipment was loaded onto barges and launches before being offloaded on dry land, the supplies still being ferried over as the Legion set out towards its objective to clear a route.They had the advantage of being unexpected for certain this time- but didn’t necessarily need to operate in the night. Waiting until dawn could prevent much confusion, but the enemy would have had time to prepare, in the event that any had seen this landing and reported it. Something which seemed rather unlikely, given the size of what was happening…There had been enough time to allow for a delay until sunrise before launching the assault, but it was decided to immediately move on after landing to the objective. The difficulty of a night battle would be the enemy’s to share, and the less time the enemy had to reinforce and prepare, the better it would be for the Legion.The Legion was no stranger to fighting in darkness. Many in it had no choice but to do so in the Subterranean War, where the only natural light was dim phosphorescence either by glowing flora or the colonies above that shone like a starry night. Many had come by the Subterranean’s own solution to such. While they had developed vision suited for the dim light, they were still human, and used point-lights that could be used to shine a very narrow beam of strong light at a target without spreading it too far around. A vital instrument- and one that most knew to only use when necessary, as they would draw fire as readily as a normal electric torch. If the situation demanded it, hand-flares and mortar flares were also available, but those were more often the tools of a defender against night attack, rather than the attackers dispelling their own shield…
The Legion would deploy among three axes of advance- the enemy had no idea that this operation was being enacted, and when the strength of the Legion fell upon isolated militia patrols they had no trouble driving them off or forcing them to surrender without a fight- especially when driven up on by a fleet of motorcycles, combat cars, or in one case, a platoon of tanks, which was incomprehensible to encounter so far behind their lines. Yet it was these advances that were the limit- any further, and the news of encounters with refugees would spread up the line, and remove any precious element of surprise, which the Legion had managed to properly maintain this time, unlike the initial operation which landed them on the Roxorient Isles in the first place.The night was a bright moon and stars, clear sort, and it would have to be- Portaborde Anhel was darkened, minimal light to reveal where enemies might be hiding, where aircraft might pass over and find opportunity. There was one source of light that could not be controlled so strictly, however- those from the long train of refugees clogging up the main road…A road that was one of the Legion’s primary routes of access. Dealing with that would have its time. For now, Schwarzehand had Foulke review the list of those who were involved in this assault, as well as their equipment…>Register your Unit in this operation by entering your identity and loadout. Your weapon load and equipment may be changed freely, either among normal default equipment or with new purchases you’ve made. >After Registration, state which initial infiltration point you wish to deploy to. Only units with access to trucks or other quick vehicles may deploy at Entry C.Registration will be waited on for three days, and if anybody's late they can still join in after things have begun, but we'll be starting and on mission pace starting Sunday.
>As more default weapon loads have been made available, they are listed below>Standard Complement- The typical Legion squad has one submachine gun allotted to the squad leader or a picked man, and two automatic riflemen, the rest supporting with rifles. +1 All, +1 Screen, Ammo 4>Submachinegun Assault-- Particularly outfitted for close quarters fighting and individual short-range firepower. +3 CQC, -2 Screen -1 Support, Ammo 3>Automatic Rifle Support- With a higher proportion of automatic rifles, this loadout makes a unit better suited to fire support, but ill-suited to close-in or independent operations. +3 Support, -1 CQC, Ammo 3>Heavy Weapon Specialist- Committed to use and maintenance of one particular weapons system, at the cost of other duties. +1 All, +3 Support, -5 CQC, One Move. Ammo 2. Must take a Support Weapon in an Equipment Slot. >Backline Backup: Compromises direct combat capabilities to maximize auxiliary capabilities. +1 Inventory Slot, -1 Screen, -2 CQC, Ammo 3>Intrepid Infiltrator: A tactical specialization loadout that trades flexibility and ranged capability for specialist capability. +1 Inventory Slot, -1 Range (Does not apply to special weapons), +1 CQC, -3 Screen, +2 Infiltrate, +2 Melee, Ammo 3>Vehicle Crew: As primary weaponry is the vehicle of choice, this loadout wipes everything extraneous. Obligate and exclusive weapon load of tankers.
>>6423156>Unit EquipmentHeavy Weapons Specialist (+1 All, +3 Support, -5 CQC, Ammo 2)Light Armour (Innate) (On combat dice failure take one less damage, Artillery does -1 damage)Federation Anti-Tank Cannon (+1 All, +5 AP, +2 Fortified, -1 Move)Combat Car (+2 Move with Support Weapon)>DeploymentMotorised Only
Emmanuel fidgeted with his moustache as the briefing began in earnest. He wasn't particularly thrilled for this specific operation, as he had argued for the Legion to join the assault on the fortress to secure their rear lines of communication. It would've been a battle he'd personally enjoy; the breaking of a great stronghold, a toppling of the frontline, a fight in tight quaters where only the skill of the individual soldier and the strength of his gear would determine survival. Ah, what stories that would bring. Another accolade to add to the Legion's tally of great deeds when the Flag of the Dawn waved over yet another bastion of the old era.Alas, it was not his descision to make. The Legion was here to fight, but it was not the Legion's war. Someone else would have to take the glory of storming the citadel this time, the Legion was to go elsewhere it had been decided. He straightened himself out and listened half-heartedly to the Federation Captain as he droned on about the necessity of taking these poorer cousins of true fortifications and secure the harbour. Expected resistance, points of advance, refugee concentrations and their evacuation routes. A bore of a briefing. He perked up slightly at the mention of a Petrekoran Special Forces Unit supposedly present in the operational theater. Good, at least there would be someone on the battlefield that could give him a challenge this time. He twiddled his moustache again right as a voice amongst his comrades presented the question of the right to 'confiscate' any vessels in the harbour should they be captured. The Federation Captain, much to Emmanuel's delight, could hardly control his temper when presented with the audacity of the inquiry. He chuckled to himself, not alone amongst the gathered Legionnaire officers to do so, as Lt. Foulke and the Feddie traded remarks briefly about what did or did not constitute allowed battlefield acquisitons. The meeting was swiftly adjourned afterwards."Bah, a bold view for a man such as him to suggest the Legion would have no use for such vessels." Emmanuel remarked dryly after the Feddies had excused themselves from the briefing. "The Legion's home is Vitelia, which is far from lacking in experienced sailors and officers. If the Legato so wished it, surely 300 strong men could be arranged in no time for to crew whatever ship we may take at anchor." He said haughtily, before he returned his attention to the aerial photographs presented earlier. He may not have his grand battle yet, but to storm and seize a fighting vessel would be no small feat indeed. Emmanuel smiled to himself. A feat he had no intention to pass up on.>>6423156>Weapon Loadout and Equipment-Federation New Standard (+2 ALL, +1 SCRN, 4 Ammo)-Legion Heavy Armour (-3 to Infiltration and Withdrawal)-Legion Heavy Armour-Motorcycle>Deploy on Infiltration 1
Grenades, gears, guns. Bullets, beans, bandages. Helmet on, road googles polished. Alright then! Nighttime high speed raid and only the minor chance of being smeared by the full might of a mighty floating fortress. The Legion really did send you to all the very best, most bespoke places to die. Pezzi yawned, clicked her jaws, tested the throttle on the motorcycle one last time and, all otherwise in order, went to find the essentials of life. More tea, for one, and a wrapped bundle of biscuits and... Yeah, well, night-fighting, right? Maybe a few more knives. You never did know...>>6423156>Deploy to Infiltration 1/LogSgt. di Platone Pezzi di Ricamb6th Company>WPN Loadout, EQ- Vanguard Grenadier: +1AP, +1CQC, +1SUP, +1AdjRange, +1GrSlot, Ammo2- GrFree: Grom Grenades, INF 2WKN- Galvanic Assault Kit: +1Frt/CQC/Melee, 1WKN- Galvanic Assault Kit: +1Frt/CQC/Melee, 1WKN- Motorcycles. 1MV, +2Infil, +2WDr>>6422791I think this is an effective plan. I'll stand by to support. Adapting a little in liue of hostile response, we can still push through and up adequately. If someone can support me against either the coastal forts or, possibly, other entrenched enemy positions such as the decks of a ship, I should be able to reduce any lingering enemy resistance to allow a faster sweep without hard points turning into slow-down slogs. If we shock them and stun them and bat them, anyone else should be usually able to sweep things over, cumulative degradation of HP and DC in one action making short work of hardened positions.Maybe just wave or shout loudly if you need my help for that. We're fairly mobile, if a little fragile ...
>>6423227Actually, Command, this is a *night* mission. I am going to use these vanguard grenadier guns once things get loudly and screaming, because I think the odds of encountering hostile panzers are. . . Up there.But no. Let's get the other bundle out for the moment, shall we?>Make that the Intrepid Infiltrators instead, please. >How many Galvanics can this one unit even support? Because I *will* take three if viable.
So I know Screen units can be attacked with CQC bonuses when in range. Is it the same for infiltration? I haven't actually gotten to try. And if not, what about under does ZoC reduction at night?
>>6423156>Intrepid Infiltrator: A tactical specialization loadout that trades flexibility and ranged capability for specialist capability. +1 Inventory Slot, -1 Range (Does not apply to special weapons), +1 CQC, -3 Screen, +2 Infiltrate, +2 Melee, Ammo 3>1st Company Heavy Armor (-3 to Infiltration and Withdrawal)>Miasma bombs>Motorcycles: Combat bikes with sidecars for fire support and/or courier duties. Gives +1 Move. +2 to Infiltration and Withdrawal. May not be used by Support Weapon Carriers.>Infiltration 1Tanq, what's the next dice level above Legend? 2d12?
>>6423156>Deploy to Infiltration 1Silvio de Pastori>2nd Battalion>TenenteSkill:>New Money Manifest: Blood AnointmentWeapon:>Intrepid InfiltratorItems:>New Money Manifest>Medical Support Kit>Powder VermillionTransport:>MotorcyclesCombat:>+1 CQC, -3 SCRN, +4 INF, +2 Melee, Ammo 3, Range 1>Trained - 2d4Move: 3Unit:>4 Squads of 12, 48 total
>>6423156>Weapon Loadout and Equipment-Standard Complement (+1 All, +1 Screen, Ammo 4)-Heavy Armor-Heavy Armor-Motorcycles>Deploy to Entry CMotorcycles count as quick vehicles yeah?
>>6423266>So I know Screen units can be attacked with CQC bonuses when in range. Is it the same for infiltration? I haven't actually gotten to try. And if not, what about under does ZoC reduction at night?Infiltration is movement rather than combat- so it's not really a part of most attack rolls. Where there is an infiltration roll involved as part of an attack itself, it would certainly apply.>>6423271>Tanq, what's the next dice level above Legend? 2d12?That would be a Legend that has ascended past a Legend. Or, Legend 2. Then there is to go even further beyond.I hadn't anticipated too much dice stacking, but 2d12 makes sense. d11 sounds like an esoteric medieval torture device.>>6423357>Motorcycles count as quick vehicles yeah?A motorcycle unit is counted as motorized like with trucks, yeah.
Does Miasma still apply the -2 when used in melee?
>>6423379It does. You are not immune to the awful aroma- but displacing certain enemies can be very powerful. Who knows what happens when you gas out a fort and they have nowhere to go?
>>6423378I'm not confident that I wrote my question clearly. If I want to infiltrate into CQC range against a Screen enemy, do I get to apply my CQC score to the infiltration? If not, what about when that same enemy's range is reduced to 1 by night rules?If I have CQC and Anti-fort scores, does attacking a Fortified unit force me to choose one of them, or can I combine them?
>>6423399>I'm not confident that I wrote my question clearly. If I want to infiltrate into CQC range against a Screen enemy, do I get to apply my CQC score to the infiltration? If not, what about when that same enemy's range is reduced to 1 by night rules?Both apply, yes, since the tag infliction is in play. Of course, if illumination goes up, then night rules stop applying.>If I have CQC and Anti-fort scores, does attacking a Fortified unit force me to choose one of them, or can I combine them?They are combined- all active tags apply at once.
>>6423462Speaking of, I know it says all actions are simultaneous but how does that affect the use of flares/illumination? That seems like something that might have major implications
>>6423463If you use them, they come into play in the area you use them after any combat. This is to prevent accidental illuminations of the stealthy and to make the mechanisms operate cleanly- also, you know, it's better to operate knowing it's coming instead of being surprised by it. If the enemy uses them they will not be applied until the start of the next turn.
>>6423254>How many Galvanics can this one unit even support?I am also curious about this. After reading the rules updates, this was the first thought I had. Also, of importance to the coming combat, if you engage in melee on an unscouted contact, would you be able to deny doing any damage if they are civilians? Feels like if we get up to stabbing range, we should be able to tell if they are armed combatants or not, and stop the attack.
>>6423462>They are combined - all active tags apply at once. In that case, grenadier kit appears to be generally superior to incendiary kit. Their bonuses both add up to 2 vs fortified, but grenades have a +1 to the more universal cqc. Incendiaries' sole defined edge is when launched at range by vanguard kit against fortified. Given that this edge could not exist before vanguard kit, this looks like an oversight unless incendiaries have fire rules attached to them.
>>6423383We're about to find out what happens when you gas out a ship and they have nowhere to go
>>6423156>Unit Equipment-Federation New Standard (+2 ALL , +1 SCRN, 4 Ammo)-Camo Cloak (Rolls one dice tier higher for Infiltration)-Light Rigging (+1 Movement. SHORT SHORTS!)>DeployInfiltration 2Infiltration
>>6423156>Federation New Standard (+2 ALL , +1 SCRN, 4 Ammo)>C+C equipment>Supply support equipment.>Utility Trucks Light trucks able to carry much over even terrain. Gives +1 Move>Deploy to Entry CBecause why have trucks otherwise.It's the old loadout, but with new guns and trucks.
>>6423156>LoadoutWPN: Federation New Standard (+2 All, +1 Screen, 4 Ammo)EQP A: Camo CloakEQP B: Marksman Kit (it's still bad (maybe even worse at night), but see if i give a fuck)>DeploymentInfiltration 1
Would have had this out earlier but my internet provider had a scheduled shutdown for maintenance through last night.>>6423473>I am also curious about this. After reading the rules updates, this was the first thought I had.I anticipated doubling up of kit- but not tripling of it. Unfortunately the limit will have to be on two in order for unforeseen consequences to not make themselves unpleasant in scope. There's having extra, then there's having more than you could possibly be likely to use.>Also, of importance to the coming combat, if you engage in melee on an unscouted contact, would you be able to deny doing any damage if they are civilians? Feels like if we get up to stabbing range, we should be able to tell if they are armed combatants or not, and stop the attack.While that's a good point, it brings into question of what's going on and how, like if people are being detained, if you're revealing yourself, if it's catch and release and whatever, that I think it'd be better off to just be able to get close without being detected and prompt action next turn. Especially in a case where things may not be as they seem.>>6423509>Given that this edge could not exist before vanguard kit, this looks like an oversight unless incendiaries have fire rules attached to them.It would be, yes, though not one I'm too concerned about, unless you really want to burn down this town.Which is probably not ideal. Fire rules would be more abstracted in regards to irresponsible arson, considering military history of controlled burns.
>>6423156>Unit Equipment Main Weapon: Submachinegun Assault-- Particularly outfitted for close quarters fighting and individual short-range firepower. +3 CQC, -2 Screen -1 Support, Ammo 3Equip Slot A: Light Armour (Innate) (On combat dice failure take one less damage, Artillery does -1 damage)Equip Slot B: Grenadier Kit +1 to CQC, against Fortified and +2 AP vs Armor in adjacent engaement>Deploy on Infiltration 1
>>6423156>Unit Equipment:Weapon Loadout:Vehicle Crew: As primary weaponry is the vehicle of choice, this loadout wipes everything extraneous. Obligate and exclusive weapon load of tankers.-> T-8: +1 All, +2 AP, +1 Move, ArmorEquip Slot A: Light Armour (Innate)Equip Slot B: Heavy Weapons, Heavy Machine Gun>Deploy on Motorized Only
>>6423156>Weapon loadout and equipment>>Submachinegun Assault-- Particularly outfitted for close quarters fighting and individual short-range >>Light Armor>After Registration, state which initial infiltration point you wish to deploy to. >>Deploy to entry C with the new motorcyclesI always do this when I'm too tired to actually be thinking about anything.
>>6423156>Loadout:Weapon Load - Heavy Weapon SpecialistEquipment 1 - Large-Caliber Heavy Machine GunEquipment 2 - C+C Support KitVehicles - Combat Cars>Deployment:Infiltration 2
>>6423156Sottotenente Rudolf Schwarzx3 squads of 10>Loadout:>Intrepid Infiltrator: A tactical specialization loadout that trades flexibility and ranged capability for specialist capability. +1 Inventory Slot, -1 Range (Does not apply to special weapons), +1 CQC, -3 Screen, +2 Infiltrate, +2 Melee, Ammo 3>Support A: Galvanic Assault Kit- +1 dice level melee/ +1 FRT/+1 CQC/ -1 DC>Support B: Galvanic Assault Kit- +1 dice level melee/ +1 FRT/+1 CQC/ -1 DC>Support C: C+C Kit Reroll- Reroll to ally within 2 tiles with +1>Motorcycles: Combat bikes with sidecars for fire support and/or courier duties. Gives +1 Move. +2 to Infiltration and Withdrawal. May not be used by Support Weapon Carriers.>Infiltration 2
>>6423156>Petrekoran Standard: +1 ALL, +1 SCRN, Ammo 4>Camo Cloak, Miasma>Infiltration 2
>>6423156>Unit Equipment: (2 Funds Remain)Weapon - Heavy Weapons Specialist- +1 All, +3 Support, -5 CQC, One Move. 2 Base Ammunition- Equip Slot A - NMM: Glass Third EyeEquip Slot B - Mortar, -1 Screen, +3 Support--Mortar Shell Diversification Upgrade: Flares/SmokesVehicles - Combat Cars: +1 Move, Support Weapon Load another +1 Move >DeploymentMotorised Only
>>6423156>Heavy weapon specialist>Camo cloak>Large-Caliber Heavy Machine Gun>Combat cars>Infiltration 2
The Legion had set up a field headquarters a good half a kilometer to the south of the operations area. They’d move up as the Legion fought forward, but for now, they held back- to not potentially disrupt the infiltration efforts currently ongoing. It left Lieutenant Colonel Schwarzehand with little to do but wait, and eat- he’d finally gotten the chance for dinner, and last he’d checked it was the witching hour. Back on Vinstraga, plenty believed it wasn’t safe to be in woods like they headquartered in at this time of night. Something about the darkness being hungry for those who could only be wakeful at such a time if they were lost and afraid. The Legion was neither…but perhaps the refugees clogging the roads with constellations of lanternlight, visible even from here in the distance, might have thought such a thing might happen to them. Schwarzehand would have preferred to eat alone, but Foulk had come along with him to the edge of the trees, to ensure that word would be passed along as soon as the Legion was ready to commence operations. Until then, he waxed philosophical.“Are you a follower of the Cathedra, Lieutenant Colonel?” Foulk asked of Schwarzehand. “I have heard that the Legato is, but I’ve not had the nerve to ask, when I have been near him.”Schwarzehand shrugged. “Dunno how deep of one he is. He’s Vitelian, which means, probably, but he’s also shagging a mosshead nonstop. As for me, I’m of the Reich. So are you. You ought to know what that means. Plenty of Emreans followed the Cathedra to set themselves apart from Alexander.” Schwarzehand took a loud chomp out of a lump of leathery jerky, his hard teeth and powerful jaw never having found an opponent they could not best. “What, you think our chances need divine help? This operation isn’t so bad. Hear the way the men talk, think they want it harder than it is.”“No.” Lieutenant Foulk said bluntly. “I belong to the Sect of Solemn Liberty. The Judge has left us humans this world, and only lays claim to our souls. The future, and everything else, is in our hands. I just want to reach into the minds of the Federation. The Petrekorans. To understand this land and our allies and enemies. The Federation has a grandiose dream. They see some future worth exerting overwhelming might towards. What of the Petrekorans? They cannot believe in nothing, to have prepared, to fight as they do, to even inspire mercenaries to fight their hopeless war alongside them. Perhaps they are of the Sect of Valiance in all but acknowledgement.”“Hmph.” A Sosalian Sect. One that found its roots in the prideful pigs of the Archduchy of Strossvald. “They’d run in opposition to your belief, wouldn’t they? That the Judge tips the scales for the righteous.” Portrait updates are to be done soon, just not now.
“Even if their belief had merit,” Foulk said with his chin raised, “Then the day would still be carried by ourselves. But I would rather that he who made us more than animals trusted us with his divine image.”“Huh.” Schwarzehand stretched his arms out and cracked his heavy knuckles. They made a sound like boulders rolling. “Don’t think it’s that complicated or holy minded. They weren’t high in the pecking order. They were in debt. They wanted to be the sword of the Federation, their best warmakers, but they were having their land picked away from them like vultures over a corpse. So they’re taking their shot in what they’re most proud in. If they lose, then at least their nation dies doing what they’re proud of.”“A war for pride alone then?” Foulk mused. “They fought it with such confidence, a kind not lost. I hope that is not the war we are waging. I’d rather not share the fate that seems inevitable here.”“Guess we’ll see.” Schwarzehand said noncommittally, shoving the rest of the jerky in his face and walking back. “Hey.” He said as he walked behind a staff officer listening to the Filament. “Our drivers in place yet?”“Soon.” Replied the Staff Officer furtively, “The western parties are ready to begin. They should all be heading out at the same time. On your mark.”“As soon as the third infiltration point rolls in, everybody has the go ahead. Keep that coffee pot going. We won’t be getting any sleep tonight.” The Federation Coffee wasn’t to Schwarzehand’s liking, but it definitely did not lack for strength.-----The darkness of night, early morning, had allowed the Legion to pierce deep behind enemy lines, where they were not even expected to dare to go, especially not with heavy equipment as they had. Any patrols encountered were weak enough to deal with non-lethally, through intimidation or brute force, but thus far, any weapons fire going off was far away. The element of surprise would be a necessity- though the enemy here was not so fierce and the circumstances of attack were better, the Legion did not hold the advantage of superior numbers. Defeat in detail, through overwhelming and quick force at the right time and place, would be the order of the day…>TURN IS OPEN>WARNING: Loud weapons fire is likely to elicit illumination response from heavy weapons or ships.You may have noticed that I put some alternative gear on the armor. Some ideas I forgot to try and implement, retroactively done. Innate bonuses and gear get their own armor equivalent, I'd say.
>>6424944>Movement + ActionMove 5x along RoadOnce again asking for grid numbers tanq
>>6424954Ah damn, I knew I'd miss something. I'll post the grid overlay next I get back.It's legit just a single layer I forgot to turn back on.
Moving North x 3, ultimately I'd like to bypass the outskirts and capture the supply yard and take the battery on the point, but nobody's plans survive contact with the enemy, much less the enemy's civilians.
And I forgot the image because I hit the back button on this dumbass gamer mouse in the middle of waiting for the captcha.
>>6424944>Deploy in the east deploymentSergente de Platone, 6th Coy, 1st Battalion (Waste Wench Charmer), Harzwohlkan Chaingun (Harzwohlkan Long Shots, Supply)Utility Trucks
Rolled 4 (1d6)" Ah, what a night for it " Pezzi noted, philosphically, to no one in particular. Hard working earnest Legion troops too busy with the particulars of preparation to take in the splendour of the stars above. But that's what being in command was all about, *really*, in the end, right, having the foresight to look up while everyone else was busy with the mud. Pezzi had almost certainly read that in a manual of arms once (possibly it was a vaguely scandalous imported romance novel featuring remarkably curious uniform details, but one or the other. A manual that had arms in it in any case)" So " Pezzi sipped some tea, checked a map. Darkness never bothered much. Everyone else always seemed to get faintly ill of breath in small tunnels, dark rooms or dead of night. As far as Pezzi was concerned, not being able to see what was over the next hill implied the faint possibility it was something nice. Boon for the soul, in the end." The way I see it... "What followed was a lot of gestures and sharp finger pointing and her almost spilling her tea.>>6423521>>6423208>>6423921You three wonderfully charming big heavies *will* eventually run into something where you infiltration will fail you courtesy of the armour, but you're so good at fighting it won't matter. If you punch straight east, you can be inside the city in two turns, sharp.>>6423279>>6423655Pastori you're faster, Ebner you're a fantastic scout. If we let the heavies clank into closer quarters with the hostile scouts, we shouldn't hit problems until the city itself. If you can scout out likely hostile enemy *harder* positions, they won't surprise us.What I mean is between the five of you (And all our troops), we've got plenty of mettle but it is pretty dark. Keeping the pressure up on the right locations is going to be the challenge, so I suggest scouting liberally ahead with the expectancy that the firepower will catch up. That might not seem as exciting as shooting, but it helps a lot.As for *me*, I'm going to take a little island side-trip, check out the scenic port village of Neta, get you all a postcard, and curve around the coast to the coastal fort.I should meet you all there right about turn 3?--. . . Pezzi looked up from the map and finished with a smile. >>6424944>MOVE: >3NW, curving across the open field and (hopefully) avoiding any checkpoints. Take the little strip of land around and over to the island, end in the upper quadrant of the tile so as to be close to Neta and the PoI>ACT:>SCOUT/CHECKOUT: >Isla Neta is the exact sort of place I'd hide a platoon or two of QRF forces if I was a competent, dangerous commander. Let's keep it quiet, keep it low and investigate the area. If I happen to be near a storage shed worth looting, I'd love to do that instead, but scouting and competent officership comes first...>OPERATIONS NOTE:>Late night, dark hours, roads and dirt. We *might* blunder across a patrol? I'd like to instruct everyone to focus on MELEE.
>>6425028>If you punch straight east, you can be inside the city in two turns, sharpPunch East? That doesn't seem very useful, there is barely anything east of anyone
>>6425173What? But the -- the whole-- I mean-- AhnowaithemapIseetheissue.Well, I suppose if I don't turn the mapupside down, though, really, the east and north directions are both towards the vague direction of giant hostile ships. But yes yes, if you want to be specific, try, err, north-east.
>>6424954Alright, this should be better. All griddied up. Even has the HP and Ammo bars now since I decided to get those done since I'm not in a big hurry for another thing anymore.>>6424991Also I shoved you in to where I think you want to be.
Rolled 2 (1d6)>>6424944>Assuming I can scout the Southwest Outskirts, I do so>After, I follow the road North, moving 4 (2 as baseline, 1 from bikes, 1 from road)We are sure to alert the enemy soon, within four actions definitely, we can try to overwhelm and move carefully, but neutralizing a single unit in melee is extremely difficult At least we are unlikely to encounter actual full squads of soldiers, simple patrols of few men are more likely(I can roll a melee 2d4+8, a minimum of 10 and an average of 13, which means that a DC of 10 would be 4 damage)(rolling 1d6 for scouting, assuming it's meet or exceed, there is a 50/50 on a DC4)
>>6425192(failed scouting roll, hopefully other people can pick up the slack, everyone rolls the same on these misc rolls)
Rolled 3 (1d6)>>6424944>Movement1 North, 1 North, 1 Northwest>Action>Interrogate some civilians for any local info they may have.If they have seen or heard anything about what to expect here from inside the refugee column or from any contact with the Petrekoran military, they may be willing to spill it to a moderately friendly face. At least one that can somewhat speak to them in a way they understand. Hopefully they cannot really tell whose side all these mercenaries are on anyway.Rolling misc dice for wasteland charm?
Rolled 1 (1d6)>>6424944>Scout the Western Outskirts>Move 4N along the road with de Pastori
Rolled 3, 2 = 5 (2d10)>>6425210And an infiltration roll just in case
Rolled 6 (1d6)>>6424944How beautiful the stars shone, thought Bertram. He observed the night sky, a myriad of twinkles strewn about, as if a child took a handful of shiny rocks and scattered it in the careless manner befitting a small rascal. But, while the beauty of the night was eternal, distant and unbothered, the dimmed lights that followed the road to their next target told a very different story. It was the story of fear and uncertainty. The story of families leaving their homes and hearths, forced out by forces they don't quite understand into a future they don't know. It was a grim reminder of the cost of war and Bertram felt an uncomfortable knot form in the stomach. It reminded him of the brutalities of the Northern Wars, when countless Pohja, Trelanis and Imperials walked the way of refugees, their tired faces and slumped bodies morphing into one amorphous stream of misery. The things he had seen...He shook his head slightly. Now was not the time for agonizing about such days. The past is the past. He is a man of the Future now. And for it to pass, he must act in the present. He threw an sharpy eye at the rest of his men. Ferocious and frightening, they looked, covered from head to toe in camo and paint. One could barely peep their eyes behind their masking, the only proof that something human hid in all that shrubbery. As if the forest floor spat out ferocious spirits to deliver swift vengeance. It was not far from the truth, atleast for those unfortunate militias and soldiers his men will eventually stumble over. He took in a deep breath and let out a sigh, relaxing his shoulders for a moment before taking up his rifle and signalling for the men to start their march, not many words exchanged. The night fell upon this land and so will the hunters of 2nd Company.>MOVEMENT1 NE, 1 N, 1 N (I should be in the middle of the E15)>ACTIONScout (I guess the Terrain Visibility doesn't apply for that little village or whatever that is there?)
Rolled 4 (1d6)>>6424944I really like the Combat Car design, these fuckers move! Odds are good I crash mine into a ditch in pitch darkness tho.---TURN>MOVEMENT:NorthWest 1, NorthWest 1, NorthWest 1, NorthWest 1 to space I_17 (1 Base MOVE +2 MOVE due to Combat Car, +1 MOVE due to Road)>ACTION: SCOUT >Probably too far to really get any idea but maybe we can hear some activities over our incredibly loud carsAmmo 2/2---Sergente di Platone Garza was in a fine mood, although it was well hidden by the dim light and his own churlishness. Years of re-appropriated investments (as he would call it) over the years had paid off and secured him the funding to...ride in style this moonlit eve."The mortars and ammunition are secured well? I do not want our first foray to be marred by such a simple blunder.""Yes Sergente, the squad is ready to begin," cautiously replied his newly 'honored' driver: Trooper Bianchi."Get to it! Signal to the other cars that Garza One is rolling and to keep their eyes peeled open."Bianchi internally cringed and replied, "Ah, sir, as we aren't technically an Armor section, we were not required to have named the..."Garza reprimanded the unlucky Trooper, "Enough of your prattle, the next time I endure your unsolicited advice I'll stick you into the trunk of Garza Two!"
Rolled 5, 4, 3 = 12 (3d6)Etto tried his best to hold his head high. His last showing hadn't been to his standards or the high stardard of the Legion, and the aftermath was embarrassing to say the least. Such things couldn't keep a man with hope for the Future in his heart down however! A nighttime raid was nothing he wasn't used to, but prior and recently acquired experience told him to keep himself open to the unexpected, even more than usual. Battle under the stars was always a tricky thing, yet as a Revolutionary, marching headlong into the dark to bring about victory for all mankind was his philosophical and on occasion literal purpose.Chin up and big grin plastared on his face, he step forward, on his own two feet, into the fray, only ever so slightly bitter the funds to equip his squad with anything more mobile was offered up as sacrifice to that pretty little golden toothed woman...! >>6424944>ACTION: Scout>MOVEMENT:Move W1, NW 1First Roll for Scout, Second Two Rolls for Infiltration if needed
Rolled 3 (1d6)Louis revved the throttle of his vehicle and felt the power of the machine rumble beneath him, both ready to leap into action. He had managed to get some track time in before they loaded up for the journey, but this would be the first time he'd truly get to let lose with his new vehicle. He squirmed slightly in his seat as he waited impatiently for the order to advance. He had gone over the plan with his unit before the deployment, and like him they were excited for the daring raid on the harbour. Not simply a repeat of Nuvole Blu, when they had settled for sabotage, but to do one better.As the command was given and the sounds of engines began in earnest, the stomping of marching feet by those who had not their own vehicles playing second fiddle to the cacophony of machinery, Louis remained still. He was lost in a grand vision of the outcome of this battle; his unit standing victoriously on the decks of the captured Destroyer, cheering before the assembled Legion as they hailed their great victory. Fortunately, his second was aware of Louis penchant for strange moods and was quick on the ball:>"Sir? Should we not advance? The rest of the force is on the move.", Tommaso asked tentatively over the filament.This starttled Louis out of the little dream world he had constructed in his mind. He quickly adjusted himself in his seat and cleared his throat:>"Ahem. Yes, of course. Of course we shall. Where else do the First belong if not at the spearhead of a formation? Let us move with all haste!">>6424944>Thunder down the road along the number 6 column (either N4 or NW1, N3) to K6>In lieu of lacking anything else to do, Scout.
>>6424954>MOVE:Between Takt and Rosseau in the forest.
>>6424944>MOVEMENT: Move 3 N>ACTION: Move 1 N
Rolled 3 (1d6)>>6424944>Move 2N, 1NE to K7>ScoutSection:Squad 1 10/10Squad 2 10/10Munitions 4/4
>>6425237>>6425346>>6425196>>6424429Plan's simple. Kitted loud, you're scouting. Kitted quiet, you're bushwhacking. Got talkies, stay central. Luce can try to talk us across the convoy without raising a fuss. We take or bypass F16 and H12 quiet as we can, for Anhel South. Take G13 if we need it, but Ah don't care to cause a panic. Crowded place, a convoy.>>6424944>Move NW NW N into E15, north edge
>>6424944>Follow after 4/5-5 Garza>Support Neaby unit in case of engagement.
Rolled 4 (1d6)>>6424944>MovementNW 3, W 1 (4 Move from motorcycles + road) dipping into the treeline at I15>ActionScout
I'll be updating in the evening as per two day turn interval. In the meantime, to save some time later...>>6424954>>6424972>>6425028>>6425192>>6425275You lot, roll Infiltration. Which is just your combat dice but still.
Rolled 6, 7 + 1 = 14 (2d8 + 1)>>6425813Rolling.>2d8+1 (+2 from Federation New Standard, +2 from Motorcycles, -3 from Heavy Armour)I have an additional +1 if I am infiltrating against a SCRN enemy.
>>6424944>Move 1x NE, 3x N
>>6424942>Deploy to Infiltration 1>Intrepid Infiltrator>Still have the Heavy Armor but we have +1 Inventory so: Grenadier Kit
Rolled 3, 3 = 6 (2d6)>>6425813
Alright, in an hour and twenty minutes, I'll roll for anybody who hasn't rolled yet so I can finish turn processing. I know it's a bit awkward to call for it here instead of at turn resolution but there's movement stoppage to consider.
Rolled 2 (1d6)>>6424944>MOVE 4 NW along the road>SCOUT
>>6425942Alright, getting the 2d6 rolls out of the way. First for Di Ricamb, second for Takt, third for Weisskopf. I'll do the 2d10 for Fabiani and the 2d4 for Pastori after.Modifiers will be added in processing.
Rolled 1, 4, 2, 3, 6, 6 = 22 (6d6)>>6425965Ahem,
Rolled 3, 2 = 5 (2d10)>>6425965Second,
Rolled 3, 1 = 4 (2d4)>>6425965And third.Finishing up the turn now.
The Legion advanced. Many were vehicle-borne, and though none of the machines had subtle engines, they were not exceptional here, either. Local vehicles sounded much the same, especially with what was moving steadily with the convoy and the utility carriers moving freight, chaotically moving in from all over, the sound of motors was not the giveaway one might assume.Motorcyclists drove boldly, cocksure, to the harbor town, 1st Company troopers practically daring to be shot at, but the confusion behind the lines did not immediately signify an enemy, not even with the risky behavior of driving with the headlights darkened. Federation aircraft were not uncommon even still, to the point that the only reason none were expected here was that they wouldn’t be able to tell friend from foe, especially in such light as this. Remarkably, for how aggressively they thundered forwards, there was little response, even when the enemy was close enough to positively identify. The initiative was the Legion’s, though it wouldn’t last for long- extended close contact was dangerous. Such was the case everywhere but one place. On the other side of the Southwest outskirts from Cialdini’s group, motorcycles sped by- but a portion of the enemy spied the armored forms of 1st Company’s troops, and Petrekoran militia with just the right mix of lack of nerve and lack of caution opened fire. The glancing hits gouged armor, but caused no casualties- only a hurried rush to cover that arrested the advance, and stuck Fabiani’s section in place. While motor vehicles were excused, gunfire was not- the enemy knew something was up now.>You have one turn after an alert before illumination in the area goes up.>Remember that, to maintain quiet, any attacks have to be from adjacent melee attack range, and melee attacks cannot be supported.Both to the east and west edges of the assault, there was little effort to be subtle. The same was not so down the middle, on the southern tine of the trident.It was impossible for Sergeant Luce to pass off as a local, the Caelussian tongue was shared with Twaryian with only minute differences, but it was a different sort of accent, a stronger and harsher emphasis on syllables. Yet most here did not know the breadth of the Federation either. It was simple to pass off as somebody from elsewhere in it- especially with the uniform jacket shed, to look sufficiently civilian. It was enough- apparently the civilian image of the foreign mercenary didn’t imagine somebody like the Sergeant to be a part of it. Her freckled and pale skin stood out amongst the olive toned and notable un-speckled Petrekorans, for whom such traits were most uncommon, the same as those of Roxolani descent.
The ears, of course, were a fascinating mystery that distracted from anything else. Children (most of the refugees were by nature of Petrekora outside of fighting ages) asked her if she was some sort of fey creature, like a nymph, or an alfar, one of the hulduvolk from northern myths.Fine. Luce could be an alfar if the children wished it. That would loosen their tongues well enough. No touching of the ears though, no matter how they pleaded. The civilians didn’t know all that much. They had coalesced here with many others, following each other, rumors going up and down the column. One thing was for certain, though- they were being directed away from the harbor, to a point further north where, rumor had it, the Royal Fleet would sally out to rescue everybody from the islands. Unlikely, if the Federation’s picture of the situation was accurate. Other rumors said they were being directed northwest, then southwest, because such was just how the roads were. A general retreat being made to the western half of the island, where Petrekoran aerial forces were in range, where the Federation’s reach was not so long- and that included militia forces.Some had taken measures to disguise themselves. Others hadn’t. Whatever the case, it was a guarantee that somewhere in the column was a military presence.At the same time, 2nd Company Lieutenant Di Granesta attempted to go up the road, but the press of refugees and their wagons was too difficult to navigate, great care being required even to avoid accidents. The new combat cars were good all-terrain platforms, and thankfully movement was not slowed, but it became clear that attempting to use the same road as the refugee column would be of no help in moving more quickly.Another party of two sections from 2nd Company made their way into the large forest that separated their entry from the mobile component’s. An old lumber mill lay in the midst of those woods- though not one that saw much use. Suspicion was that it was now a patrol base and storehouse for other things, but there was only one way to be sure of that. Contact was encountered quickly- but they had little chance of detecting 2nd Company troops in the dark. Yet 2nd Company was not made up of Molemen- the dark and the density of trees made them little better at seeing. There were certainly other enemies not directly seen, but hidden behind foliage.>TURN IS OPEN
Rolled 1, 5, 4, 5 = 15 (4d6)>>6425988>MOVEMENT:Infiltrate NW 1, N 1>ACTION: Direct Attack: CDF Militia On Successful Hit, use DAWN LIT LANCE to move toward Isla NetaFirst Two Rolls for Infiltrate, Second Two Rolls for Attack.
Rolled 3, 9 + 2 = 14 (2d10 + 2)>>6425965>>6425967I'd already rolled infiltration here >>6425211 but the Judge in his fairness gave both rolls the exact same result>Attack the CDF Heavies in melee
Rolled 2, 2 + 12 = 16 (2d6 + 12)>>6425988>Support Attack against Veteran Stolos Heavy Weapons (+5 Support, +2 All, +5 AP)>>6425495>>6425947"Feel free to go loud, my guns will make quick work of them."
>>6425465>>6425237>>6425196If you guys would like, I've got a decent infiltrate and melee kit, with a potential Luce reroll I could possibly wipe out that minute section, unless you guys wanna sneak on by.
Rolled 2, 3, 1, 1 = 7 (4d6)>>6425998... Sergente Etto, thank you for the assistance, though I must say your understanding of "Stealth" differs somewhat from mine. Is it possible next time you wish to loudly bang through the undergrowth and fire guns and lob grenades at everybody I'm trying to sneak up on you could arrange to give me some forewarning? It makes it easier to plan, you see, if I know that trying to be quiet is rather a waste of my time and talents. Well, you're trying your best. I'm sure peculiar problems like "inter-company communication" is hard to remember when you have all that armour and panache wearing you down. I'd have softened them up for you if I knew we were fighting them head on, is all.Persnickety? Me? Perish the thought! I'm serene like the rain! I think you're doing a stellar job, actually, because someone does need to draw all their fire and this means we can take this lovely dirt patch elsewhere. Have fun in the village, get me a postcard, you hero! I'd blow a kiss but it's late at night, you couldn't see it! Best of luck! I think the noise and fire will make them fire illumination flares soon, so I've got to go do something unreasonably daring and reckless while the night is still night.>>6425988>WITHDRAW: Sergente Etto is fine making all this noise, so we shall simply leave in good order: Move 3N to M4 [+4, Withdraw]>ACT: Infiltrate 2NE to O6, whistling quietly, keeping low, avoiding spotlights. No, no, we're an engineering section, us, pay nooooo nevermind, and on the docks, get ready to take this ship *next* turn... [Infiltrate, +6]>TELEPATHY: I expect perhaps there might be other partrols out there, but we're intreprid infiltrators, us. Our total infiltration against unaware enemies is a +6, so we should simply bypass most of them with a smattering of half remembered Pestrokovan, a smile and a shortcut... Therefore, if I critically blow an infiltration roll I don't expect to need to make *and* perhaps rerolling it could save us, would the Judge be kind enough to use Dustbitten to flip the dice again? Of course with this many people around, such things are hard to remember, so no flaw if not.
>>6425988Given that this tile is all one terrain, I'd expect the minute section to see either both or neither of the circled areas. Is the discrepancy here intended?>>6426019They're oddly more serious about security here, so I'm inclined to see what they're hiding. You go ahead. The pair of us will either destroy them or negate their ZoC, and Maus can move in to find us a new target.
>>6426150Ah, speaking of *telepathy*, see, this is why you remember you have certain talents! How exciting! Though even an 8 will get you fairly far these days.Do Dustbitten reroll this if I *need* to, but I might not even...
>>6425813when an enemy is close enough, they get their tag forcefully replaced with CQC for all purposeswhat is this range?because if it's 1 tile (and I don't know how closer it could be), then I have 2d4+7 infiltrate rolls, and thus, cannot fail unless the DC is 10 or higher
>>6426181and if that *is* how that works, I'm bumrushing the destroyer with 4 of my movement (2 base, 1 road, 1 bike) and scouting at the end of my move (not gonna make a scouting roll right away, waiting for conformation)
>>6426181>>6426182You force inflict CQC when striking from adjacency, so to get adjacent to targets with infiltration, you would need to pass a roll that is not itself CQC (you are not yet adjacent to the target and are testing to move/get there).Note also that tag adjustment >>6423143 is explicitly called out as NOT tag replacement, all special other rules still apply. That would include SCRN type enemies seeing you from further away with their higher zones of control. So your idea that it is replaced for all purposes is subtly wrong.So all in all, +CQC is not a replacement from +INFIL. I'd just get stuck in and support the others, rushing ahead into unknown terrain is likely to mean passing through multiple overlapping zones of control where +CQC does not apply.
>>6426206As written here >>6423462 entering CQC range inflicts the tag. Doesn't discount an oversight, but it's what we have so far.
Rolled 9 (1d10)The air rushed by them as Emmanuel lead his troops forwards through the outer lines of the Petrekoran defences. Somehow they had managed to avoid detection, or at the very least retaliation as his unit blared down the coastal road towards the port. As they reached the first outlying buildings of the town surrounding the harbour, he called for a halt to the advance so his men could consolidate for the next step. Armed with binoculars he observed the line of houses that lay on the approach. Infantry, wearing the naval uniforms shown in the briefing, were occupying several houses along the route. He furrowed his brow as he spotted multiple machine guns in positions that would provide overlapping fields of fire across the road. That could be a problem, he thought to himself as the sound of disjointed gunfire opened up behind him. He snapped his head to the sound of fighting that had suddenly erupted, a sound he had not expected yet. Someone had been engaged already!?They say that no plan survives contact with the enemy, but Emmanuel had hoped that this plan would've survived a little bit longer. At least until there were more units in position to properly assault the docks. The crease on his brow grew deeper. If they got tied down here, it might mean whatever sailors were on station near their ships could either scuttle their ships or depart long before any of the Legion's units would be in any position to stop them. But his unit had seemingly not been detected, maybe if they made a mad dash the momentum might be enough to carry them all the way. But if they went ahead that far, what would become of the others? Could they follow, or would they too be pinned down in firefights and potentially picked off by attrition?Emmanuel cradled his chin in his hand, turning his eyes back towards the harbour as he spent a few precious moments he didn't have pondering what he should do...--->Rolling D10 to determine action
>>6425988Hm, if I'm not mistaken, I could engage them in melee too, no? But I don't see much point to it, considering me and Fogl are most likely going to wipe out the old lumber mill faster with our guns.>>6426226What do you say Fogl?
>>6426238He did not need to think at all. The plan had already gone sideways, and he could not take the risk of advancing so far ahead alone. They would have to push the enemy back and secure the town before any attack on the harbour could materialize. He comrades needed him to break the line, not rush ahead to win glory for himself (even if he wished dearly to do so).He called his men back to their vehicles.>"The plan has already been disrupted, and we'll only manage to infiltrate this far. It will have to be enough.", he relayed to his troops. "We'll now have to crack open their lines and carve a path to the docks for our comrades to follow in."Mounting his motorbike, Emmanuel signaled towards the crossroads that were barely distinguishable between the rows of houses in front of them.>"We'll advance at speed to the crossroads and secure it. With it under out control, we'll have a straight shot to the harbour after we've secured our rear and our allies have caught up with us."The men nodded in confirmation and they all quickly straddled their vehicles while awaiting the signal to advance.>"Tommaso!", he called out to his second as he was perparing his own ride. "Radio Sergente Ebner >>6425370 and Tenente de Pastori >>6426181 to inform them of our plans. Perhaps they can make use of the ruckus we are about to make to better their own positions."He fired up the engine once more, and together with his platoon skirted off the road and rode across the open plains towards the town proper.>>6425988>Infiltrate to the T-intersection on L7 (should only need one set of dice since I think I'll be out of range of the Heavy Weapons Squad)>Attack Stólos Infantry in L/K 7/8First set of dice for infiltration with a +2 bonus (+3 from F.N.S and +2 from Motorcycles, -3 from Heavy Armour), second set of dice for combat with a +3 bonus from F.N.S (+2 ALL and +1 SCRN).I fucked up some of the post, but the rolls were 7,3 for infiltration and 3,5 for attack not counting modifiers. >>6426258 I'll leave the link to the dead post here so anyone can check the archive for it.
>>6426226Yeah, I don't think we disagree at all. Entering CQC range would inflict the tag, but to enter, you do needs must first infiltrate which isn't you being in CQC range. If you're coming from further away than adjacency, you're surely not already in CQC, so why would CQC apply?So at the moment, I read the battlefield as this little scribble indicates. Due to the tile system, you have to place yourself properly to benefit. Right?I note it sort of "has" to be like this, because [ARMORED] enemies explicitly require engaging in CQC to damage without AP, requiring a combined infiltration and cqc roll. But if your CQC applies eternally to all infiltration checks made *against* armor, no matter the actual distance you're infiltrating them, then +CQC is just +AP with more steps! Grab a rapidfire ripgun and an intrepid infiltrator, and you can casually hunt tanks at +6 base, which, *surely* cannot be how the universe works; I declare a 3 zone move against their ZoC and charge right at them and blow them up, laughing? What?That said, I'm not in charge of the universe (nor would I wish to be). Treating +CQC as fundamentally an omni-tag that always applies the highest value to every action you reasonably want to be doing in the first place just seems . . . . . . Rather a strange reading of warfare? Surely you're not telling me my fine fighting troopers are so damn dogged dead-hard we're at +7 to everything we'd want to do and the range malus of infiltrators barely matters because I can infiltrate against targets far outside my effective combat range using guns that have less range than the infiltration I'm doing? Does my head in ! Hehehe. Well, in any case, I'll certainly watch the resolution of this with interest. I was mentally just applying "works on adjacent only", but if that ain't the case... Uh. I guess. I guess we pick up the pace a LOT?
>>6426151>Given that this tile is all one terrain, I'd expect the minute section to see either both or neither of the circled areas. Is the discrepancy here intended?It is not. Through forests (and in urban sprawl that aren't cleft by open streets for that matter) their ZoC should be limited to adjacency.>>6426181>when an enemy is close enough, they get their tag forcefully replaced with CQC for all purposes>what is this range?>because if it's 1 tile (and I don't know how closer it could be), then I have 2d4+7 infiltrate rolls, and thus, cannot fail unless the DC is 10 or higherIt is 1 tile or less, yes. Though as per >>6426206 it does not replace, but rather, adds.One might notice that being in the dark makes things pretty advantageous to the close-in types. I'll see after this if I have to tune it down or not, but we'll see. This is a pretty close in format after all, and cqc weapons tend to have maluses on Screen targets so it's not that big a boost against some targets.>>6426245>Hm, if I'm not mistaken, I could engage them in melee too, no?You may indeed.
>>6426304My working understanding is that each big tile you cross Screen ZoC, you roll infil with Screen modifiers. Where enemies have no illumination and are stuck at 1 vision, there's effectively no Screen ZoC to cross. If the vehicles in your example can see you aproaching, they get some shots before your CQC gets any say. >>6426245I'd like to preserve stealth while possible.
Rolled 3, 5 + 2 = 10 (2d8 + 2)>>6425988>MOVE:Move E to CDF Minute Section(not rolling infiltration since I can't fail, but if it triggers another I will roll it.)>ACTION:Melee CDF Minute SectionThe lights of the convoy were strangely beautiful in the dark sea of night, Rudolf thought to himself as his unit raced across the open field. More importantly however, the cacophony of engines and humanity that flowed out from the convoy provided it's own unique type of camouflage for the unit's motorized thrust into enemy territory. Rudolf and his men had always been the sort that excelled in work best done in the dark, away from prying eyes and flying bullets, and he was hoping to preserve that condition for as long as possible.The sounds of distant shots broke him out of his train of thought. To the east and west it seems the other pushes had been engaged already. That could be a problem, and the initiative granted to them by the element of surprise and cover of night might be coming to a close soon. No matter, Rudolf had learned long ago though that if you called problems "opportunities" it made the whole thing rather more bearable, and so he considered this opportunity. If the East and west kept making all this loud noise, then the middle thrust of the attack might be able to advance quietly up the middle as forces diverted to reinforce the two engaged flanks.Luckily, he found himself accompanied by some of the 2nd company's finest, who also seemed to appreciate getting things done quietly. And so, after a few accidental shocks to himself (and a stern look from his non amused second) that proved the galvanics were in working order, they moved to eliminate all the hostiles in their way that disrupt their push..
>>6425196Hmmm, perhaps I could get a re-roll if it's not needed elsewhere?
Rolled 5 (1d6)>>6425988>Movement1 East, 1 North Northeast (to the top middle of tile E14), 1 North>ActionScout, should be able to see through half a tile of foliage fine.Luce found it somewhat difficult to shake the attention from her quickly, one child in particular had taken an interest in following her closely around, but eventually she managed to slip away into the darkness back to regroup with her section of trucks holding position a small ways from the main road. Mixing in with people who would normally rightly call you an enemy was taxing, and Luce was comforted to be covered by the anonymity of darkness again as she planned out her next move.The information she had gained was not specific enough to be acted on alone, but it did help to confirm that hidden elements were indeed mixed in with the civilian lines somewhere. She made sure the inforamtion was relayed on the radio and gave to order to advance up to the trees. The element of surprise did not seem like it would be lasting much longer, but while it seemed to still hold on there was an opportunity to do more scouting of the enemy. More civilian contacts were almost certainly up the road, and a garrison was likely also in the nearby buildings to the north as well. With a little luck more contacts could be spotted from the trees, and a plan could be made with the nearby units to take out any enemies piece by piece.>>6426450Go for it.
>>6426338>it does not replace, but rather, adds.if that's the case, then you have multiple weapon tags applying at the same time, meaning that if someone with the Federation New Standard, which has +2 ALL +1 Screen were to attack a screen target in CQC, they would be adding +5 just from that weaponironically, it would be the least effective against CQC, as it would only add a +2that seems ridiculous
>>6426484Your question included the words 'forcefully replaced with CQC for all purposes.' Which at logical extreme would mean that the unit would lose its Screen range. This does not happen, by Tag Type Engagement rules in the errata. You get in range, Inflicting CQC tag on the target, which matters to you specifically. Everyone else has to treat that target as the Screen unit it still is, because you haven't Replaced any tags but Inflicted one.
Rolled 2, 8 = 10 (2d8)>>6425988Bertram observed the section milling about on the edge of the forest. They were close, painfully so. Yet, they didn't notice nothing. They didn't notice the dozens of masked murderers in the forest nor the slowly rolling squadrons of Schwarz approaching them.Close quarters combat, then? It seemed that training done with Cialdini will become quite useful after all. A cold bead of sweat rolled down his forehead still. Such fights were always risky, always brutal. And disgustingly personal. It was one thing to shoot a man from far away, allowing oneself to atleast distance themself from the deed of murder. But up close? You stuck somebody with a knife or bayonet and watched them slowly wither away, like an animal you just caught, drained from blood and life.His fingers slowly grazed the handle of his dagger, the old thing beautifully carved and decorated. It was one of the rare luxuries he owned, given to him by his father which he himself got from his own father. Many Fealinesse families had such weapons pass from one generation to another. Some would keep them like decorations, but his family was different. All three men used them in wars, all three men killed with it. A dagger had a purpose and it wasn't to collect dust on a wall.He pulled it out and for a moment it shone viciously in a ray of moonlight which pierced the branches above him. Time to fight.>ACTION Melee attack on the CDF Minute Section. I will do movement after seeing the roll.
>>6426566Great, me and Schwarz cleaned out the section silently. Time to make a move.>MOVEMENT1 N, 1 N (I should be in the middle of G15)
>>6426499I still don't understand if I apply my -3 Screen or my +1 CQC (or both, resulting in a -2, and causing shenanigans elsewhere) when infiltrating on a target which as 1 range
Rolled 6, 8 + 5 = 19 (2d8 + 5)What a lovely night for a seaside stroll. The din of motorcycles half the Legion task force was inexplicably enamored with did little to shatter the serenity for Ebner. After all, with nary a refugee column or enemy picket in sight, it was all a matter of walking up the road and sauntering past whatever Petrakorans were standing guard on the outskirts. A soothing prelude to the bloodletting to come.Alexandra closed her eyes and exhaled as gunfire exploded all around. Yes, it was definitely too much to ask.>>6426261Ebner nodded along as her filament operator relayed the transmission from Cialdini's section. "Tell him that we are receiving and that we'll be getting stuck in along with them. There may be more foolish ways to die than to blunder further into the enemy-occupied port with no clue what waits past the initial defenses, but that's not much of a ringing endorsement.">>6425988I was going to infil, but seems that I am close enough as is to force a CQC tag on that naval infantry unit, per >>6426338>Attack V. Stólos N. Infantry (Screen+CQC, roll: 2d8+5)Seems a little weird, but I can see it as the section getting in amongst the spread out Screen-type enemy and doing more damage. Enemies that are natively CQC are too concentrated for that. Mechanically, that does make the "+X All" weapons very strong in forced CQC against Screen types, potentially even stronger than dedicated solutions. The exact numbers might bear considering after this map is done. Depending on how things shake out, ofc.Section:Squad 1 10/10Squad 2 10/10Munitions 4/4 -> 3/4
Rolled 1 (1d6)>>6425988>Move 1x E, 1x NE, 1x N>scout"Quiet" wasn't usually the experience of a heavy machine gun platoon, especially not one newly riding growly combat cars, but so far the night had been little but. With Luce's fellow combat car platoon screening amongst the refugee convoy, and whispered radio reports indicating that enemy patrols in the eastern woods were being quietly cleared, Alesso had little to do but roll his combat cars forward parallel to the road until things got hot. If only they could continue their quiet drive all the way to the docks, surround the sleeping destroyer with their heavy weapons, and take its surrender without a fight.However, the outbreak of distant gunfire brought a helpful reality check. Receiving the report of enemy patrols on the road ahead, Alesso directed his car's driver to ease the platoon into the forest, where a hopefully less busy road would allow them to thread the needle of enemy contact a little longer.
Rolled 7, 7 + 2 = 16 (2d8 + 2)>>6425988>MovementWest 1 to J13's treeline>ActionEngage Heavy Platoon at the crossroads.
>>6426806Lucky roll. I think Powerful makes that a one tap.
Rolled 3 (1d6)"Simple and clean, boys, that's the ticket. Clean so far as their boss knows, anyway.">>6425988>Starting D15, move NW to center of E16>Scout>>6426651Just CQC.
Rolled 1, 1 = 2 (2d5)>>6425988Shot in the dark. Need to clear a way to that delicious logistic point.---TURN>MOVEMENT:N/A>ACTION: ATTACK on DC 6 (SCRN) CDF Militia Patrol (HP 4)2d5 Regular Roll + (+1 All, -1 Screen, Glass Third Eye)Ammo 2/2->1/2---
Rolled 6 (1d6)>>6426820Thank you>>6426181So that means I have 2d4+7 on infiltration (and will soon lose it, as stealth is going to break)>>6425988Thus, I use all my movement (that is, 4) to move to 7M, moving 2 spaces North, 1 space West, and another 1 space NorthAt that point, I will scout. (which I roll for in this post)
Rolled 4, 4 = 8 (2d6)>>6426015"Thank you kindly Sottotente! I'll need a little breathing room to bring my toys to bear.">>6425988>ATTACK V. Stolos H. Weapons (chaingun, long rifles)
Planning to resolve the turn in about five hours or so, as a heads up for anybody who hasn't acted yet.
Rolled 4 (1d6)>>6425988>Move up the road and support the attack of Weisskopf
>>6426449If I could add on to my move now that the minute section has been dispatched, I would like to move 2 north along the road with the rest of my movement. If the camp needs help clearing out, I can come back down there.
>>6426907Nice, just enough damage between us to one tap them.
>>6425988>>6426916>MovementFollow the blob.>actionThen just roll me as giving supportive fire to what's the least fired upon target with the most hp left over.Didn't rolls because don't know how many people engage that target.I do apologise for this.
Schwarzehand watched through binoculars towards Portaborde Anhel from the southwest infiltration point- the closest, and by his measure, the best place he was going to get a picture of a developing situation where elevation wasn’t an option. He turned out to be quite correct, as battles erupted violently, and in little time, searchlights and flares from all around converged on the attack going on.“Not as lucky as I hoped,” he said gruffly, lowering the binoculars, “But nobody’s said they’re in trouble yet, yeah?”“Indeed.” Foulk reported, “We already have units inside the town, and engagements have surprised and routed enemy positions both to the west and east, though the eastern elements are slower.”“They’ve also not been lit up yet either.” That was sure to change from the amount of noise coming from there. Not the center, though. Apparently, the mixed complement of dusters and skirmishers hadn’t raised a fuss yet, and even though the former lumber yard wasn’t a Federation objective, it was too large, and evidence grew, too heavily guarded, if just by militia, to be nothing.Said militia were not enjoying themselves. Set upon on one side by knife and bayonet where swift death was a necessity of operations, those who avoided being attacked by 2nd Company people were assaulted by wielders of Galvanics, which crackled and sparked menacingly. Subterranean technology weaponized in a nasty manner to arc lightning through its victims, few cared to understand just how it worked. Merciful sorts even used the lower-power incapacitation voltage of their spiked clubs instead of the power used by the Molemen often, which could cook a man into quivering charcoal…or so it was said. The lower power setting did have the advantage of not being so hard on the subterranean power cells, which held puzzlingly large amounts of electrical energy.The central infiltration had alerted no foes yet- it found more, and short scouting actions determined, even if they were not immediately visible, there were surely foes in the lumber yard facilities. Of less certainty was a group sighted by the other 6th Company element, lingering out by the civilian refugee convoy. Petrekoran militia were spotted as expected…but another group stuck out. Having been so close to them, Sergeant Luce expected mostly people who were out of the range of fighting age. Yet in one group were recognizably sturdy sorts; including, she recognized, the sorts of women best not underestimated. Yet there was no reason they couldn’t also be civilians…Lines are done, another chance to ask for changes before colors go back on.
The same sight was encountered west on the small islands off the coast, where a 5th Company section smashed its way through enemy militia so quickly that they had not even stopped to check their handiwork, so certain was their advance. Yet upon reaching the target, they saw many fit folk, hanging around in the dimly lit fishing village. They couldn’t be out of place though. What sort of people besides the physically fit worked fishing boats and all the industry around them, after all, especially in a small settlement as that?>Certain entities cannot be identified for certain without making intimate contact- be wary that such may give them an advantage over you if they turn out to be hostile, and skilled.Illumination going up over the west had lit up near half the town- the enemy naval infantry was not underestimating the threat by far, but the light served the Legion’s intrepid as much as it exposed them, as the enemy was much clearer now.They radically outnumbered the Legion’s spearhead. For now, they maintained inertia and surprise, but if the enemy learned the scale of the attack- and on second look found that they could outmatch it- a fierce counterattack from all sides could prove ruinous. If more of the Western Assault pushed into the harbor, such a threat wouldn’t be so pressing, but with the Eastern Assault still outside the urban sprawl, there was a certain headiness in pressing the attack too brazenly. Especially when the weapons of the vessels in the harbor seemed to be getting made ready to support their defenders…That wouldn’t be a factor, though, if the attack continued to find success. Schwarzehand gave no advice to retreat- the shock of a sudden assault had precious little time to ever be told to hesitate, before it was adapted to, and there was little doubt that the defenses would only grow harder the further in the Legion penetrated...>TURN IS OPEN
Rolled 6, 3 + 7 = 16 (2d6 + 7)>>6427051Support Attack against Militia Patrol
>>6427053>Also after wiping those militia out if this is fine as a free action (no looting) have a look at those heavy weapons platoon we just took out, what armour and weapons are they using?
>>6427051FRT forces CQC, as per the rules, but what is the actual tag type of the units marked with just PWR or AP? Also, do the increased Scout DCs still remain in areas that have been illuminated?
Bah, I knew I should've botted Messe before I went to bed so we could've (hopefully) freed up Fabiani to move this turn. Takt too so that Militia unit in the east would've been cleaned up aswell.>>6427051How far down the M row does the Marine section have ZoC? It's a little difficult to make out in the image, but I assume it goes up to M7 and no further?>>6427050Looking good, though I think Emmanuel probably has a little more volume to his moustache. If you could make it a little bigger I think it would be perfect, if it's not too much trouble.
>>6427054>if this is fine as a free action (no looting)That's just fine.>>6427061>FRT forces CQC, as per the rules, but what is the actual tag type of the units marked with just PWR or AP? AP is heavy weapons, which basically means they can hurt any tanks or armored units you have without having to play other games. Technically speaking I wasn't thinking of your AP applying to them, but thinking about it, they are heavy weapons, and anti-materiel weapons and cannon were used for disabling those frequently, so I let that one go through.PWR doesn't have an associated tag for extra damage though. That's just the Powerful one, which means they whoop your ass extra hard.>Also, do the increased Scout DCs still remain in areas that have been illuminated?They do not, they are lowered again. Or should be.>>6427062>How far down the M row does the Marine section have ZoC? It's a little difficult to make out in the image, but I assume it goes up to M7 and no further?The multiple overlapping ZoCs is tricky to look at I know, but basically, where there aren't obstructing groups of architecture, in illumination, a normal enemy will have 2 range to their ZoC. CQC ones have a ZoC of 1, and if they have more than 2 it'll be listed as such from here on I've decided.Once you actually scout them out at least.>if it's not too much trouble.It's no trouble at all really. Just as long as it isn't a full redo.
>>6427072I think I get it. We can force the CQC tag on both by getting close enough, though, right? And the "+All" bonuses apply regardless, I assume.
>>6427072>AP is heavy weapons, which basically means they can hurt any tanks or armored units you have without having to play other games. Technically speaking I wasn't thinking of your AP applying to them, but thinking about it, they are heavy weapons, and anti-materiel weapons and cannon were used for disabling those frequently, so I let that one go through.Oh lol I mistook them for being mounted on some kind of mechanised or armoured platform because of the AP tag, that makes more sense. Still happy to see what these guys are packing in comparison to my AT guns though.
>>6427072Gotcha, assume 2 as default unless it isn't.>where there aren't obstructing groups of architectureThen does the port buildings obstruct the Marines from exerting ZoC over the tiles N/O 6? It looks halfway like it does, save for a pathway between the larger building to the west and the rest of the buildings.
>>6427072>Technically speaking I wasn't thinking of your AP applying to them, but thinking about it, they are heavy weapons, and anti-materiel weapons and cannon were used for disabling those frequently, so I let that one go through.You know, actually a funny coincidence, since I just started reading On Artillery and there was this passage in the first chapter regarding the development of quick-firing guns and gun shields:>"[...] during street fighting in Constantinople, a battery of quick-firing guns was sent into action against rebel infantry at a range of 500 to 600 meters. Although the enemy rifle fire was heavy, the only casualty among the gunners was an NCO who was shot through the head while trying to peer around his gun shield."And there's a preceding passage about Danish experiments yielding similar results: >"[...] artillerymen fired 270 shrapnel shells against a battery of quick-firing guns set up 2,000 meters away. Although the shields were frequently hit, only five shell fragments or unexploded shells managed to penetrate the shields." The mechanical representation of needing heavier firepower or having to get real close (to force a CQC tag) passes muster. The shields evidently do great job at protecting the gun crews from long range direct anti-infantry firepower.
>>6427075>We can force the CQC tag on both by getting close enough, though, right? And the "+All" bonuses apply regardless, I assume.Sure, even if it feels a bit funny that the optimal range for what is ostensibly a typical rifle composition unit with support is right up in the face. I feel I have to think a bit more on how to work that out better, but it's sort of the nature of keeping things simple too. By chance I was flipping through my old Warhammer general rulebook the other day, and I had to notice how many pages were devoted to special cases just by nature of being a wargame with a bunch of numbers and a lot of flexibility in positioning and potential events. I can only imagine if the prior editions had any less.>>6427079>Then does the port buildings obstruct the Marines from exerting ZoC over the tiles N/O 6? It looks halfway like it does, save for a pathway between the larger building to the west and the rest of the buildings.Partially. They'd naturally be exerting it within a half tile distance by nature of just being next to it, but otherwise.
>>6427090>even if it feels a bit funny that the optimal range for what is ostensibly a typical rifle composition unit with support is right up in the face.Yeah, that's that +All doing work. Especially on 2nd Company vets, infil into close range is safe on most DCs and then Screen types get shit on. I don't know what specific tweaks would be good here that wouldn't disrupt the generalist character of the standard complement option. Higher CQC bonuses on dedicated loadouts could work to counteract the penalty from Screen when they move in close enough to apply both tags, but that could trivialize CQC encounters for them. It's a pain.>I had to notice how many pages were devoted to special cases just by nature of being a wargame with a bunch of numbers and a lot of flexibility in positioning and potential events. I can only imagine if the prior editions had any less.A lot of modality in wargames at a tactical level, yeah. Purely as an example, in the aforementioned case of AP, there could be grounds for a carveout for the mortar heavy weapon option, since you don't have to stretch your imagination too far to see how accurate indirect fire would ruin any crew-served unit's day. I'm sure you'll find plenty of other things like that if you look close enough and will then have to fight the impulse to bloat the rules all to hell.
All right, let's cut a little red tape. Politeness about C+C ownership is good, but our C+C needs are in fact very simple; no other sections nearby; few infiltration rolls, nearly halving potential calls for rerolls. Lastly, Schwarz is our heavy lifter. It should be assumed that Schwarz gets to pull Luce's reroll on any turn he's in range. Anyone joining him on an attack gets to pull his. Just remember to factor the -2 DC from when Galvanics hit. Every reroll saved can be put toward fixing unforseen infiltration rolls. Under these conditions, there shouldn't be a problem with C+C permissions being assumed. When conditions become more complex, we can shelve this idea. Any objections?--That aside, I'll let Schwarz take the first whack at the latest enemy. If it's a one-shot, I'll get a closer look at the millyard. What we see in there will decide if we should just raid its working parts and leave, or commit to clearing it fully, sentries included.
Rolled 4 (1d6)It was too early in the mission to be self satisfied, but Etto couldn't wipe the grin off his face.After being unable to move how he wanted throughout the prior engagement, this was a welcome return to form.High speed, overpowering action.Decisive and violent. Total victory.No losses.He knew not every fight could be as clean. He knew battle would eventually take from him as he took from his enemy. But this was as close to ideal as he could imagine and as such was what he strived for.Etto hid his grin behind a large calloused fist, took a few deep breaths. He wanted to keep up the momentum, but he was a ways away from the next reported contacts and needed to investigate the town. The villagers seemed friendly enough, but Etto was known to make positive snap judgements of folks, and such had gotten him in trouble in the past. He needed to keep and eye out, just in case.>>6427051>Certain entities cannot be identified for certain without making intimate contact- be wary that such may give them an advantage over you if they turn out to be hostile, and skilled.Yikes, well let's hit the town with a scout and hope Etto doesn't run into the martial equivalent of the Interlopers from last map.>ACTION: Scout
Rolled 1, 9 + 2 = 12 (2d10 + 2)>>6427051Bertram looked down on the floor, at the still warm body of a Petrekoran soldier. He was dead, viciously stabbed between his ribs and with a cut throat. A grizzly sight. Bertram spared one last look at the man's dimmed eyes, devoid of the twinkle of life. A shame, but he didn't linger too long. He took a nearby leaf and wiped with it the decorated dagger he held in his hand, sliding it back into the sheath. Bertram didn't like close-quarters combat, yet it had to be done. And that which had to be done must be done effectively and he was no slouch.The battle was far from done, of course. He had plenty of comrades nearby who were in need of help. He heard reports of Fogl encountering another enemy section further south, yet he was confident that the old fellow will handle it, either he or Schwarz with that terrifying molemen weaponry he had. That left him with some further options. The lumber mill stood eerily silent, but he knew something hid there. There were simply too many soldiers for this to be an ordinary forward base. Besides it, a report came from Comrade Iliyana that suspicious individuals were seen among refugees. Bertram didn't give it much thought, yet their description made him wonder.The Petrekorans were a highly martial people and nation. All the reports indicated that most of them, including the women, were either in the Army or the CDF. Shouldn't these ones be fighting with the rest of them? Another thought made itself known. Didn't the Interlopers have some women among its ranks? The more he connected the dots, the more likely it seemed to him that the mentioned refugees were most likely the escapees from the last battle. He clicked his tongue in frustration. So many choices to pick from and none were easy. Yet, a revolutionary never traveled down the easier road, he knew this lesson well. He called to himself his second-in-command, a tall man by the name of the Reinhard Roth, a black-haired fellow younger then he was. "Reinhard, bring me the filament operator. I have to contact some of our comrades to keep them informed.">>6427121"Comrade Fogl." A soft voice came through, made tinny by the machinations of the filament. "I'm afraid to disappoint, but I will be backtracking to the refugee caravans to investigate the report of the Comrade Iliyana. I trust that you, Schwarz and Tenente Granesta will keep everything in order here in the mill? Should it be nothing, I will rush back, my boys can take the strain, worry not.">>6426483"Comrade Iliyana, Holzmann speaking. I've heard the earlier report about the foreign elements in the procession. I'm coming to investigate. If it truly is our old friends from before, I'm counting on the support of you and those big guns of yours, yes?">MOVEMENT1 SW, 0.5 SW (I should be right on that corner where the big F is.)>ACTIONSurround and investigate the suspicious civilians. Also, rolling for infiltration against the CDF Militia Patrol, if I'm not mistaken.
Rolled 3, 4 = 7 (2d6)>>6427051Going to skirt the militia at the corners and proceed 2E, 1NE, as pictured. Still aiming for the supply yards, which will provide cover once we can dismount and get dug in, unless we're quiet enough on this front compared to the others.
>>6427253"What. Maus, mate, what's the cover, moving in on'm like that? You don't look like an MP, you don't sound like an MP. At least let Luce - Judge, he's doing it. Rest of you, let's take care of this minute section and stand by for a headache."
Rolled 6, 6 + 3 = 15 (2d8 + 3)>>6427051>MOVE: Move to new Minute Section aiming to be on the north side of them to get a Luce re-roll if necessary.E 1/2 S 1. THEN, if I confirm the kill, move N 1 onto POI.>ACTION:Melee Minute Section.The galvanic truncheon landed with a final arcing crack against the skull of the unfortunate militiaman who found himself caught unawares by Schwarz and his section. He said unfortunate, but in fact, looking at the other half of the bodies lying on the grassy forest floor, maybe they had been quite lucky indeed, as Holzmann's unit had made far bloodier work of their victims."Oddly reminiscent of our careers back in Sosaldt huh? Who knows haw many times we've been in knockdown-dragouts with goons to get a look at their shinies eh Sergente Weiss?""63", Weiss responded flatly, administering a finishing jolt to a groaning militiaman."Huh?""63 scraps by my count.""Feels like less than that, sure you're not exaggerating?""It probably feels like less since you were unconscious for a few of them."Rudolf chewed his lip and took a quick swig of his flask. "Well you're wrong anyway Sergente, by my count it's 64." He said motioning in the direction the newest minute section had been reported in."You may just be right Sottotenente." Weiss replied as they both made their ways back to where the motorbikes had been hastily hidden."Race ya Weiss!" Rudolf declared twisting the throttle back."No" >>6427121This makes sense to follow as a rule to follow for now, and is how I was feeling about the C+C kits in our section.
>>6427382>Oops, for movement I actually meant:E 1/2 S 1 E 1/2. Looking to end movement 1/2 S of Fogl's current position.Also, it seems I got a little excited about the re-roll and gave myself an extra +1 on that roll on accident, so the Minute section is on one health as of right now. I'm rolling another set with the plus one, just in case Luce gives me a reroll.
Rolled 2, 4 + 3 = 9 (2d8 + 3)>>6427387Ahem.
Rolled 8, 2 + 2 = 12 (2d10 + 2)>>6427051>Continue cutting down the CDF in meleeMore lightly defended at night, the briefing had said. Weaker enemy presence than last mission, the briefing had said. No matter. Fabiani's luck was surely about to turn, those Petrekorans couldn't hold out much longer against the furious assault of the Legion's finest.
Rolled 3, 2 = 5 (2d6)>>6427051>Movement1 South Southwest, 1 East Southeast, 1/2 East. Intent is to end up where Fogl is now.>ActionAttack CDF Minute section in Melee.They should only be at 4 DC and 1 HP now after Schwarz' attack, so here is hoping I can finish them off here and free up Fogl for something else.>>6427121I am ok with anyone taking the C+C reroll without asking, I think tanq alluded to this earlier but it may help just to get it said explicitly.>>6427253"Try not to get into too much trouble before I can circle back to support you. If it doesn't turn into a fight for you I might even be able to translate over the radio after we handle things over here."
>>6427090When Galvanics hits, does that attack benefit from the reduced enemy DC?>>6427387Actual total was 14. If Galvanics -2 DC is retroactive, that's a oneshot.Before I continue, I should acknowlege my fault in not establishing an exact time the provisional agreement takes effect. There is no 'just in case' when you roll with C+C. To do so, were it legitimate, would allow to look at your result and decide if she prefers the rerolled result or to keep the C+C for later. It's giving Luce has the power of takesies backsies, and it's entirely improper. In normal play this doesn't happen because C+C carriers give permission on request, legitimizing the dice that follow. In an established C+C agreement system, the permission is built in, again legitimizing dice before they are rolled. Here, with legitimacy requested /after the fact/, we're in limbo.>>6426483The responsible thing is to declare Luce's reroll spent. Sorry Luce, one way or another it won't happen again. From there, two options. 1. Continue with the standard request-permit structure. Slower irl but safe. 2. Begin the C+C agreement /next/ turn. There won't be the ambiguity that caused this incident. Red tape will be reduced, but growing pains are to be expected. Center folks, please vote. Considering the trust required for the agreement to work, I won't pursue it without unanimous approval.>2
>>6427422I probably could have posted earlier to make it clear but I would have always been ok with the C+C rerolls being used without asking for them first. Asking for permission is a niceity but it just makes practical sense to trust that a reroll is being used in good faith and whenever it is called as being used that expends it there.I am ok if this is the method we use going forward starting now, or if we feel better officially starting that next turn.>2
Rolled 2, 4, 1, 4 = 11 (4d4)>>6427051>Infiltrate 1 East, into the center of 8M (should only be targeted from the AA position, don't think other have line of sight), rolling 2d4+5 (CQC applies as it is within 1 tile)>If this infiltration fails, try it again until it works (up to 2 times)>If all infiltrations fail, use medkit to heal self up>If infiltration succeeds, attack Shore Party in Melee, using Powdered Vermilion to get boost of +4 in exchange for 8 HP, leading to a total bonus of 2d4+6 (+whatever no doubt numerous blood anointment stacks I have at that time)(On this post, I am rolling 4d4, for the initial two infiltration attempts, with the latter possibly being an attack if the first infiltration succeeds)
>>6427455so the first roll, infiltration, succeeds on the first attempt (I did not expect that)the second roll, also succeedsthe specifics of the second roll are 5+2(infiltration kit)+4(powdered vermilion)+2 (blood anointment from the powdered vermilion)total 13resulting in the Shore Party taking 4 damageand my unit expending 0 ammo (because I used melee) and 8 health (from powdered vermilion)leaving me at 40 health (3 squads full, 1 squad at 4)
Rolled 3, 3, 5, 5 = 16 (4d10)>>6427050>Infiltrate into 1NE and engage CDF Heavy Platoon
Rolled 6, 4 + 3 = 13 (2d8 + 3)The Naval Infantry put up a stubborn front. It had taken them but a brief moment to react to his move, but it was still a moment too late. Louis and his men had already passed through the fields and made it to cover behind the buildings that lined the roadway when rifle fire opened up behind them.They found safety in the fenced off backyard of a three story building. It would do excellently to set up a base of fire in. Louis kicked down the back door and scanned the room. An enlarged kitchen with quite a lot of hanging pans, and a large masonry oven set in the wall. The pantry door at the opposite end was flung open, left empty. Patches of flour and egshells could be seen scattered about. A Bakery perhaps? No matter, where were the stairs? He hurried on through with little thought spared for the ransacked kitchen.He and his men reached the second floor just in time to aid Ebner's section which had used the commotion to great effect; wiping out a good portion of the infantry he had bypassed. With their enfilade fire, they were swiftly mopped up. Textbook, Louis thought. He was glad he could rely on the strength of the Second Company.With the short firefight over, he had time to gather his wits. He gazed south and saw muzzle flashes in the distance, in one of the outlying villages. Along the road came a large unit of men and women, their blue and white armbands barely visible in the night. De Pastori's men, he thought. That must mean Fabiani had been caught out. A chuckle escaped him as he thought about his comrades luck in the gambling tent earlier. He must've overspen-Then the sky was ablaze with light. Louis threw himself from the window instinctively, anticipating gunfire to sweep over the building. No such attack came. He rose to his feet and sprinted throug to the facade of the bakery overlooking the road. His men were reporting new contacts, including a contingent of Marines assembling to the North West. All in all, four new contacts had been reported. He was suddenly very glad he had not gone glory hunting. Even he would surely have struggled under such odds.He saw Pastori's men halt briefly on the road, before charging ahead under the flare's light. Bravery, or simply madness. It could be difficult to tell the difference. This appeared more insane than brave. If luck was against him, Pastori could be surrounded and have his whole section cut to shreds in minutes. Louis knew he had to do something.>"Prepare for suppressing fire!" he cried out to his men. "De Pastori is infiltrating through the enemy ranks, possibly all the way to the docks. We mustn't allow him to be overrun!" He checked the bolt on his rifle before stepping up to a window. "We'll lay in to those troops down the road, tie them down to stop them from pincering our comrades!"His rifle sang a song a cappella, before his platoon made it into a concertato.>>6427051>Hold Position>Attack Stólos Infantry in the L/M Row2d8+3 from F.N.S (+2 All and +1 SCRN)
>>6427422>2 Makes total sense. We can start the agreement cleanly next turn. Sorry for the presumption Luce.
>>6427422>When Galvanics hits, does that attack benefit from the reduced enemy DC?Not the attack itself- but subsequent ones do. Reduction of DC to do extra damage in the attack itself would be a bit roundabout as far as processing order goes.
Rolled 5 (1d6)>>6427051"Eastern Crossroads secure. My squad will advance toward the Supply Yards to see what we are dealing with.">Free ActionSecure the Crossroads Logistics Point. It's not connected yet so I imagine it'll be inactive for now.>Movement (4 move from cycles + road)North 4 to N14, closest grid to the Supply Yards >ActionScout the Supply Yards and all nearby areas.
>>6427653Actually looking at it again, I think the crossroads logistics point will be connected to the eastern starting point since the road splits off before the SE Outskirts. Guess I'll take the quick resupply as well.
Rolled 2 (1d6)>>6427051>Rolled 1, 1My disappointment is immeasurable and my day is ruined.---TURN>MOVEMENT:NorthWest 1>ACTION:SCOUTUntil I get the logistic point I'm not worth muchTempted to deploy flares but will wait until requestedAmmo 1/2
Will be wanting to resolve the turn by tomorrow afternoon, that'll be the deadline for turn submission, before I go to work.
Rolled 3 (1d6)>>6427051>Search defeated section south of me for evidence of what they're guarding. Can't read any notes, but maybe there's a map, an unusual smell or they're carrying unusual gear. Failing that, just take their stuff.
>>6427653>At the same time, 2nd Company Lieutenant Di Granesta attempted to go up the road, but the press of refugees and their wagons was too difficult to navigate, great care being required even to avoid accidents. The new combat cars were good all-terrain platforms, and thankfully movement was not slowed, but it became clear that attempting to use the same road as the refugee column would be of no help in moving more quickly.You probably don't want to be using the road unless you want being stuck in refugees and/or disguised soldiers.
>>6427051>Make sure the South-East Outskirts are captured>Stick with Lovato
>>6427702Tanq could >>6427053 be swapped to a normal attack roll? It'd be +2 instead but that's still enough to take out the Militia.I understand if you think its too gamey but it'd be kind of awkward to have a support action that doesn't go through because no one attacks the target.
>>6427774If nobody else does then sure.Though since I'm not sure how this >>6427753 is intended since I have an omniscient view of the board and not of player motivations, I might just interpret the action to enact a maneuver and attack to use that support.
Rolled 3 (1d6)>>6427051>Move 1/2 S, 1 E into lumber mill>Loot POI
Rolled 5 (1d6)>>6427780So it's a choice between attacking or supporting for me? Ideally I think if I attack it's fine? I'll attack then to make use of the support
Rolled 3, 4 = 7 (2d6)>>6427051>ATTACK CDF Militia Patrol>Move N 2Hey guys it's working out these couple turns but I'm kitted as a support hyper specialist, I should not be the one initiating attacks and no one else is taking attack actions over on the right side.
Putting off turn resolution and update until tomorrow actually, just not feeling it for today.
Rolled 2, 2, 2 + 6 = 12 (3d6 + 6)>>6427051" Hmmm. You know, it's a little daring, but I imagine we can take a closer look if we keep low and pretend we're a supply run... " -->**INFILTRATE** to the docks at O5, roughly 3N, bypassing the fort (quiet, quiet) (2d6+6, they don't know we're about)>**SCOUT** at this location. I'm interested in the defenses of the coastal fort at O3, the PoI at N5, and the status of the motor-launches and Destroyer PTV-Katas-TVN. What's their defense operations like? Lots of troops about, I know, but who's coordinating this whole lot...
Rolled 7, 4 + 3 = 14 (2d8 + 3)>>6427051Since we're coming up on the turn resolution and Ebner hasn't submited a move yet, I'll just go ahead and make an action for her. If she comes back and makes her own move before resolution this can be ignored.>BOTTING EBNER>Move to the corner of K/L 7>Attack Stólos Naval Infantry to the North East
Rolled 7, 4 + 5 = 16 (2d8 + 5)Ebner stood alone in the open, not far from one of the large buildings on the western outskirts of the port, her attention split between the lazy descent of a parachute flare and her semi-automatic. The rifle's operating mechanism was locked to the rear so she could top up the magazine, first with a stripper clip, then with loose ammo. Two spare magazines. Only two. She didn't know if the merc market peddlers had stiffed her or if there was some actual Federal doctrine behind it. In either case, with the cover of night being stolen from her, she was quite cross and thought back to her query of "why don't the rifles come with more than two magazines" being answered with "they just don't". Ebner imagined pressing a bayonet against the peddlers belly, inquiring, "why not, you stupid son of a whore?" She loaded the last round in against some unexpected spring pressure and let the bolt travel home.Stirring in the shadow of the building brought her mind from imagined violence to the sort that was very much real. The issue with spare magazines aside, the rifle really was something. She had gunned down the three-man team sulking along the side of the structure in seconds with it. Still, the last man had the time to try and bolt, which caused the first shot to go wide and the two followups to maybe catch him low. Despite herself, Alexandra puffed up her cheeks. She'd have to top up the damn rifle with loose ammo again. But was this not the sort of occasion for which the Judge Above invented sidearms?Handgun marksmanship was not her forte. The lighting was inconsistent. The range was hardly ideal. And, of course, the Vitelian 7mm was somewhat anemic even at the muzzle. This made the exercise much like pulling legs off an insect: fun.The last man still lived by the time the rest of her section finished mopping up and converged on her, though it wouldn't be so for long. Alexandra turned to her filament operator."Get me Cialdini. Ask him this: who dies next?">>6428338That is what I was going to do, but with two caveats. The move puts my section within a tile which means that I can force the CQC tag and get an extra +2 on the roll. Also, I would probably go to the NW corner space of K/L 7/8, right on top of the "Defeat VS".>>6427051>Move to K8, occupy NW corner space (on top of "Defeat VS").>Attack V. Stólos N. Infantry in L/M 8/9 (Screen+CQC, roll: 2d8+5).Section:Squad 1 10/10Squad 2 10/10Munitions 3/4 -> 2/4 (keeping track on my end; having 4/4 on map is a graphical oversight, I think)
>>6428378>>6428338>dice roll the exact same on both posts, bar the multipliersThe dice are very uncanny today.
Near all of Portaborde Anhel seared bright as day now, though the shadows were long and dark. Things looked much like some fights did back in the Gallery, Schwarzehand thought, when things really got serious. It was too late a reaction though, at least on one side. The Legion had already penetrated deep into the place, almost to the harbor itself, though they had largely maneuvered between the enemy instead of smashing through. That made the town still plenty dangerous, especially with reports from a 6th Company Platoon Sergeant who had weaved her way up through several fortifications while the rest of the Legion had been dismantling the enemy elsewhere. The fortifications were about what was expected- bristling with guns and piled earth and rubble, some pre-prepared mobile concrete barricades making things particularly tough on man-portable equipment. Manned by militia crews, though, not naval personnel. Those were crawling aboard the ships as well as ashore. Most of the ships seemed to be preparing to get underway; they were preparing wisely for the worst. Save for the biggest and meanest vessel there, the destroyer PTV Katas-TVN (the first three letters being an abbreviation for something like “Royal Petrekoran Navy” and the last three being a class or assignment identifier) loomed high, its engines incapable of evacuating it in time even if it tried.It bristled with cannon, and several, including the lesser ones of its brethren, appeared to be making ready to give their part to the fighting. Hostile artillery support would now be a factor. With the destroyer’s guns as well as its fellows, they made quite an imposing battery…>Each turn after the current one, the Katas-TVN will either support a friendly unit or bombard an enemy. This will either lend half of its individual DC to a unit or force a roll against it, though damage inflicted is mitigated by artillery resistance. Its range, practically speaking, is map-wide, but it cannot support or target those who are engaging in melee battle. Its allied ships will depart in four turns- but may only bombard or support within one tile at most from the docks.The outskirts of the objective were largely seized, save for one- and it might have been already, were it not for a shared miscalculation amongst the Legion, in several places. Perhaps it was their romantic view of war, untainted as their charismatic patron tried to keep his Legion pure and directed to the Future rather than acting as a Sosaldtian brigand-mercenary might for pay and personal wellbeing alone. Schwarzehand himself should have said something about it, as his experience as a Black Coat had taught him, as well as during the Gilician War where the line between civilian and combatant was blurred. Yet the Petrekorans thus far had not been shy about revealing who was intended to be in a fight or not.About time I got these rather done. If your eye color was unmentioned I went with intuition.
Something had changed. The Legion either had cautiously approached seeming civilians, or charged ahead assuming they would be all that was present. Such was not the case, as when either seemingly ignorant or passive fighting age adults were approached, they waited until the Legionnaires were certain targets- then pulled out concealed weapons and explosives and let loose with all they had. They were no shoddily equipped militant civilians either- they bore the devastatingly powerful ripguns and carbines of proper combat troops, and the skill to use them…>Petrekoran Insurgents spring their trap! They force an immediate combat roll, to be taken before any other actions. Their DC for this ambush roll is +2, but afterwards they return to their normal of 8.Aside from Portaborde Anhel, the lumber yard base had nearly been cleared, and with little indication that the enemy might know how near it was to falling. A 2nd Company lieutenant boldly drove in to find what seemed the last remaining nearby enemy- only through fortune not actually spurring a fight, as another of his unit searched through a defeated enemy’s things to see what might be discovered.>x1 Petrekoran Standard Equipment obtainedSergeant Fogl did not find much besides the arms carried. The dispatched foe was little different from any other militia fought thus far, besides certain minute differences. Word on the Filament told of what armbands the militia wore. Different from the ones at Vilaconezo, of course, but these ones were also different. They must have come further from elsewhere. Might that say something about what they guarded? Perhaps. Maybe the distinction was the cause for them being separate?It would be certain soon anyways.>TURN IS OPEN
Rolled 5, 3 + 1 = 9 (2d8 + 1)>>6428456"Dismount and return fire!">ActionAttack the ambushing CDF insurgents
Rolled 3, 4, 3, 1 + 3 = 14 (4d6 + 3)Etto bared his teeth in a lopsided grimmace. "Brothers, look alive! We have hostiles to put down.">>6428456I would have hoped to have avoided the "ambush" with the success Scout roll, but so it goes.>ACTION: Direct Attack: CDF InsurgentsFirst Two Rolls for Trap Defense, Second Two Rolls for Attack.
Rolled 3, 7 + 1 = 11 (2d8 + 1)>>6428459>>6428456Didn't realize I needed two rolls. The 9 will be for last turn defense against the dc 10.This roll will be for the current turn against the dc 8.
>>6427787>>6426984Pick a target and start shooting, don't worry about the DC as there's enough people with support builds to ensure you'll be fine.
>>6427787I just barely managed to take out the insurgents (4 damage + 2 from Powerful vs 6 HP) this turn so you're free to move up or engage other targets, etc.
Rolled 2 (1d6)>>6428474>>6428480I'll trust you on this, move forward at best and keep a check on your ammo>Attack Heavy infantry in K 12
Rolled 6, 6 + 7 = 19 (2d6 + 7)>>6428456>MOVEMENTMove to western edge K14, resupplying ammo on the way>ACTIONSUPPORT di Serrata's attack against K12 Heavy Platoon
Rolled 1, 1 + 2 = 4 (2d8 + 2)>>6428456First, the roll for the ambush. +2 because of the Fed Weaponry
>>6428652Oooof, can this ambush roll be supported? That's some nasty damage... Would be nice to reroll, but I think both of our C+C people are too far away.
I can take down the Shore party and move onto the boats, however, I cannot take the boats alone within the time limit.We have 2 Tugboats, 1 Minelayer, 1 Frigate, and 1 Auxiliaryall have to be taken within 4 turns otherwise they may flee, and, potentially, with VIPs aboard.In practice, there are 4 piers, the destroyer and auxiliary is on Pier 1, Frigate in Pier 2, One tug and the Minelayer in Pier 3, and the last tug in Pier 4I can go to Peers 2, 3, and 4, with 1 being blocked off by an AA position (which I can take care of, but it would take a turn or twoI'm not sure how long capturing a boat takes, however, it is safe to say it's at least one main action per boat (probably more for the bigger ones, but if you get aboard, you should probably be able to capture it as long as you don't lose)As far as I can see, there are four people available for this turn, those being Pastori (me), Cialdini, Ebner, and Ricamband further potential two for next turn, Messe and Fabianithe eastern flank looks to be bogged down a bit, so I would not expect much immediate reinforcement from thereAs is, I would say Ricamb has the best path to the Peer 1 and it's Auxiliary VesselI think I would be good for taking the Pier 2, as at this point, I will have enough Blood Anointment to have great infiltration (+5 Blood anointment, +4 Infiltration, worst I have to roll against would be the Marines across the road, and I would be rolling 2d4+9 vs DC12, doable) I would request that Cialdini and Erben consider Pier 3 and 4, and Ricamb consider Pier 1Feedback is welcome and appreciated
>>6428654>can this ambush roll be supported? That's some nasty damage...The actual order of events of the turn is pretty funky, but instead of hemming and hawing over the precise way things turn out in simultaneous actions I'll just point at the C+C kit going "may provide a reroll to a friendly unit within X" and say if somebody with one moves over to be in range then you can. Call it moving over to mitigate the situation before it collapses.
>>6428666>I'll just point at the C+C kit going "may provide a reroll to a friendly unit within X" and say if somebody with one moves over to be in range then you can.SAVE ME SCHWARZ OR LUCE, SAVE ME
>>6428666Not to add to the haw-hemming, but Schwarz is in range and had a C+C unused last turn, unless you had Granesta use it on the back end. May that apply?
>>6428663The VIPs whose escape we're cutting off aren't here yet. The ships leaving in 4 turns are just trying to save themselves.>“No,” Captain Chumak said with a grim certainty in his demeanor. “We know they would not be able to reach this place until the next day at the absolute earliest. Their progress is impeded by having to use the roads we harry, and the refugees that stop up those same routes with their mass. They also prefer not to travel, it seems, where too many can see them. That preference for concealment also inhibits their progress…” >>6422519>“The objective is to capture this harbor and its fortifications, Portaborde Anhel.” The fortifications did not seem overly substantial- no castles of concrete and earth were these, but the rushed efforts of a defense that did not expect to be so important. Enough to keep away light ships, however- there was no shortage of guns and munitions. “Once the harbor facilities are ours, we dig in and prevent any counterattack from seizing it, but we will not interdict any enemy retreat. The purpose is to deny them the route, not to defeat them on our own. Doing that would be impossible with our numbers and supplies anyways. We stand a good chance solely because we are landing ahead and engaging only a portion of them.” >>6421774Strictly-speaking, we have no reason to grab these ships aside from the money to be made selling them back to the Feds and bragging rights. We can even call in our escort ships early to try and torpedo the Katas if it's giving us too much trouble securing the town with the bombardment >>6422519 (but any damage they might suffer with the coastal forts up is likely going to come out of our pay).Either way, me, myself, personally? I wouldn't suicide myself into the port because the rest of the guys out east are slowpoking it, but you do you.
>>6428663It might sound counter-productive, but Pezzi should probably aim for the costal fort rather than any ship right now. We've got naval escorts waiting for us to clear the forts if I remember right, (Two frigates and a pair of Federation destroyers), and I expect them to be capable of halting at least the frigate from departing if they're on station unless their only function gameplay wise is to kill the ships we can't sieze ourselves.This of course would require the eastern flank to push quickly for the north fort, Takt >>6427257 and Weisskopf >>6427796 seem to be heading in that general direction so hopefully they can be convinced to aim for that rather than stopping at the Supply Yards, wink wink nudge nudge.I'm personally thinking about boarding the destroyer this turn since it's the biggest threat with it's map wide bombardment (and it's probably worth the most cash to the Feddies). It also has the keystone tag so taking that out first would most likely make it easier to storm the auxillary vessel afterwards.>>6428666A question about Fortified units. It says they force CQC or Anti-Fort rolls against them, does this mean you can not engage them in melee?
>>6428688>Schwarz is in range and had a C+C unused last turn, unless you had Granesta use it on the back end. May that apply?Maybe, but thinking on it more it's probably not a good idea to softly encourage saving the rerolls in case turn resolution needs them, better to just punt things to the next turn for the sake of the proverbial machine running smoothly.>>6428722>A question about Fortified units. It says they force CQC or Anti-Fort rolls against them, does this mean you can not engage them in melee?You can engage them in melee, that particular blurb got written before the melee rules got in and were differentiated from CQC. Since you'd basically be crawling/running into them.For the purposes of vulnerabilities you can assume that Melee works where CQC would, when it comes to damage restrictions against type.
>>6428688>>6427786>>6427432If I am reading the map correctly, I believe that I could loot this POI we are investigating this turn and the central sneaky coalition here could move on with that last enemy none the wiser. What say you guys?>>6428682Don't worry Holzmann, we won't hang you out to dry. If we move on from this POI this turn, we will have plenty of rerolls to spare, otherwise I'm sure me and Fogl could clean up this last section and Luce could assist.
>>6428753My impression was that the last enemy section is close enough to block looting of those POIs because I don't think my loot from last turn went through. I am eager to move on to the town and not get bogged down in this mill, so if we do have to fight hopefully we can eliminate them as efficiently as possible and still leave some of us to support Holzmann/advance up the road.>>6428722I'm not one to talk since I'm not in position to help either way, but I do agree that our best bet is to rush for the coastal forts and try to get our naval support in to mop up the enemy ships, rather than rushing into town and trying to fight through the ships one by one.
>>6428753>>6428762>>6427432>>6428682Think Granesta's right, there's a watch on the PoIChokey smoke'll kick these ones away. Schwarz and Granesta can loot the place before they come back, and Luce can dig Holzmann out so he can get back to the forest. Position yourselves to take the lumber road north next turn. Sound good?>>6428751Do we have any knowledge of the roads south of here? Do the lumber road and convoy road come from the same fork somewhere south of here? How possible does it seem that the VIPs will path through the lumber mill?
Rolled 8, 4 + 2 = 14 (2d10 + 2)Let's just get this moving. As main effort this turn, I'm claiming Schwarz's reroll if I roll a loss. Miasma forces retreat regardless, so you looters grab the PoIs and scoot north. >>6428456>Move to F16 south edge>Melee the minute section with Miasma. 2d10-2>If out of ZoC, move to G15 SW corner
>>6428819Actual result 10. If Luce and Holzmann get out without needing a second reroll, leave it to me for a chance at a clean kill.
>>6427402"Sorry I took so long to get here Fabiani. You know the works, gambled too much of the cash away, result? Couldn't get motorcycles. Since it's like this I'll let you have the decision baton. I can either watch our back and take care of the unknown SE"(He points to the Unknown contact still in G9)"Or, we/one of us, keeps on moving and start making for the port. Catch a few hands with the marines. After looting these guys of course. Which idea suits us good?"
>>6428722Oh, I think it's entirely productive. Once the big guns are silent, we know our own friends out in the deep black can provide more direct assistance. >>6428663I like this plan I suppose, but I am not going to follow it. Heroic ship to ship action is very daring, but we're here to take the yards and to defray the abilities of the enemy to control naval lanes. Once the enemy realises large-scale gunfights will occur in town, odds are good they rally marines to assist the local garrisons. I'd rather give them time to leave the deck of their ships and get caught in our kind of combat than have to face people like that on home-ground and with no support.Once we take the forts east and west then we can focus on capturing pretty prizes. But we *are* here to do a job, and the Federation will complain mightily if we don't do it. Forts first, fishing later.>>6428455Stellar !
Rolled 5, 1 + 8 = 14 (2d6 + 8)>>6428456>Movement1/2 West, 1 West Northwest. Should end up 1 tile East of where Holzmann is now.>ActionSupport Holzmann's action against the CDF insurgentsdice 2d6 + 3 All + 5 Support, total 2d6+8(!!!)Ammo 2/2 -> Ammo 1/2Looks like we will not have the cover of darkness for much longer. Should be ok though, we bought all these new guns to use them after all.>>6428682Hold tight Holzmann, help is on the way. We may have to work on your people skills, it won't do to have civilians attacking you on sight like this.>>6428455Blue eyes is an inspired choice on Luce.
>>6428456Going to swing even further out to try to conceal our true numbers from the AA emplacements and fortifications. Alright, I can ignore that and push harder, but I'm not being left all alone to fight a fortification >>6428722,
Rolled 5, 6 = 11 (2d6)Forgot to roll.
Rolled 3, 4 + 7 = 14 (2d5 + 7)>>6428455Garza is absolutely hideous. It's perfect.>>6428456TURN>MOVEMENT:North 1, NorthWest 1, North 1 on the Southeast outskirt PoI>ACTION: (might as well try it)Mortar SMOKE -> Grid N12 - V. Stólos N. Infantry DC 9 (SCRN) HP 102d5 + 7 (+1 All +7 Support -1 Screen), Glass Third Eye)Ammo 1/2->0/2->2/2RELOAD if freely available this turn---
>>6429002Ah shit, sorry, ignore the Support roll, was a holdover from a previous idea.
Rolled 1, 2 = 3 (2d6)>>6428456>MOVEMENT:N 1, then after looting, N along the road with the rest of my movement.>ACTION:Loot the lumbermill POI that Granesta is not sitting on. I will leave the other point for you to loot Granesta, since you are already on it. Rudolf took a sip from his flask to calm his nerves. "That's a nasty habit you know" Weiss commented, lighting up a cigarette and taking a drag.Rudolf gave a non-committal grunt as he reviewed his section. Gratefully the most severe injuries reported from the recent engagements were a few superficial cuts and one unlucky soul with a broken nose. Far better than could be reasonably expected of fighting hand to hand in the dead of night. Good, hopefully this luck would carry forward, there was still a lot more to do before the dawn would come.The section advanced forward in the newfound relative silence they found themselves in. The lumbermill wasn't much to look at up close, nothing seemed out of the ordinary from the outside other than the remains of the numerous patrols that had guarded it, and the distant coughing of the one that still remained.Rudolf gave the signal and his squads went to work. Hopefully it wouldn't take too much searching to get to the bottom of whatever was going on here, and make all this trouble worthwhile. Pulling out a notebook and pencil, he also made a quick note about the locations of all the lumbering equipment, just in case he got a radio request to acquire some trees...
>>6428456>movementMove three North after first replenishment of Rosseau>actionDismount and Support the attack on the insurgents although don't know what dice it would. Be yet.>Free actionResupply Rosseau and after moving resupply WeisskopfWhich means Reasupply amount 2 ->0
>>6429146Insurgents are dead >>6428480 , you can shoot and the Heavy Platoon and ask Weisskopf to support you maybe
Rolled 4, 1, 5, 6, 1, 4 = 21 (6d8)Return fire wracked the position Emmanuel had been firing from, the debris from the now ruined window frame bouncing off his armour and coating the floor in wooden scraps. He could hear the distinct sound of bullets striking plates, ricocheting off into the night like rain would roll off an umbrella. None of his men fell under the withering barrage. They did their duty well and fixed the enemy in place with disciplined bursts of fire. Now they only had to wait for the Coup de Grâce to be delivered.The Filament sparked to life. A quick comminqué. The Coup de Grâce was on the move. Another volley of fire suppressed the remainder of the Naval Infantry as the cloaked marksmen of the Second Company took position on his right flank. Another torrent of return fire, more broken glass and shattered wood flew past him. This would be the last of it. The two enemies he saw hugging a corner of an alleyway fell, two shoots having rung out moments before their demise. The others fell just as easily to the accurate rifles of the marksmen. The engagement was over.They were like a well oiled machine of war, a testament to the almost three years the Veteran Companies of the Legion had fought together. Merciless, unstoppable. Deadly efficient. Emmanuel kept his eyes peeled down the road for any sign of movement. There were none, corpses tend to not move without outside interference. Content with this, he returned his attention once more to the docks, and the ships that lay berthed there. A frantic level of activity had suddenly sprung to life, and from the elevated position he could see men moving to and fro along the piers, preparing defences or moving cargo. But something else caught his eye, something much more concerning. The gun turrets of the Destroyer were moving. Whatever complement of sailors present on the ship must've finally been roused to action. They would fire on them? Surely not, that would destroy the town. They could not be that desperate...And yet the cannons swung around towards them all the same.A decision was made. Emmanuel called for his Filament Operator. Those guns had to remain silent at all cost.>>6428716>"Ebner, I am about to do something reckless. An audacious act, even by my own standard. I may need your rifle to open the path for me. Those ships must not be allowed to be used against us!">>6428663>"Pastori, this is Cialdini. My men will leapfrog over you towards the Destroyer. Mop up that shore party and advance with us! Those guns must be taken out at all cost!">>6428456>Infilitrate against Shore Party/AA Position>Board the Destroyer and attack the Keystone target in Melee6d8. First two sets of 2d8+1 for infiltration, I think this move makes my infilitration against the AA Position into CQC but I will accept a different ruling on it. This move should also skirt the ZoC of the Marines. Final set is combat against the Destroyer, +2 for combat due to Legion Armour giving me a +2 to Melee.2/4 Ammo = 2/4 Ammo
Rolled 8, 7 + 2 = 17 (2d8 + 2)>>6428875>>6428652Alright, using the C+C reroll from Luce for the ambush.
Rolled 7, 2 + 2 = 11 (2d8 + 2)>>6428456>>6428652How extremely close, Bertram thought.When his men rushed out of the forest to quickly surround the suspicious men and women who travelled down the road, he considered it was going to be straightforward. If some of them understood Imperial, it would be a sign that maybe some Interlopers were among them and he would've done the appropriate moves. Yet, as the language barrier proved too difficult and he too impatient, he was almost ready to leave the people alone. How foolish, he thought, he should've let Luce handle them, she knew the language... The moment he thought of her, a rushed report came from the very same woman. She carried a message of Comrade Etto encountering similar folk who turned out to be competent ambushers. The warning came in the right time as mere moments later, the "refugees" revealed their true nature. Guns, pistols and bayonets were pulled on the soldiers of his contingent, but the small warning of Luce was good enough for the experienced soldiery under Bertram to react. Bertram ducked behind a small crate as bullets started flying, releasing a small sigh of relief. He was a lax idiot, he thought of himself. He was so preoccupied with the possibility of facing the Interlopers that he didn't take the very real danger of them being ordinary Petrekorans soldiers seriously. Yet, Luce's warning saved him from a catastrophe. He owed her one, that was for sure.This wasn't the end, of course. He still had to deal with the ambush. He checked up on his new gun, still unfired this night. It was time to baptize it in the fire of battle.>ACTIONAttack the Insurgents. Should be straightforward, considering the support from Luce.
Rolled 4, 1, 3, 3 + 5 = 16 (4d10 + 5)>>6429208The Insurgents should be dead so I'm thinking about advancing through the enemy lines and heading straight for Portaborde Anhel South to help the take it behind the enemies back. It should be two infiltration rolls with a +5 bonus (+3 from the weapon loadout, +2 from the night)>MOVEMENT1 NW, 1 NW, 0.5 NW
Rolled 4, 1 + 4 = 9 (2d8 + 4)>>6428456Ebner asked the filament operator to repeat Cialdini's transmission word for word twice. She turned to her second,"You now, Stigler, when I asked Cialdini 'who dies next', I did not expect 'myself' to be one of his possible answers. Was that stupid, on my part?""I cannot say, Sargente. Either way, our aid is requested.""Of course. Let's see what can be done on our part and then we pull back to the outskirts. We're running dry.">Support Cialdini's first infiltration attempt. I don't see the Fort rating, so I'll just trust you to apply it for me when processing. Cialdini's result: 6. DC 10. My roll: 2d8+4-Fort.>Move 0.5SE, 0.5S, to the Logistics Point in J/K8, carry on the proud scout tradition of facechecking. If I don't have LoS to support Cialdini, nix this move and instead move me 0.5NW to the center of L7 before my support act, from where I will presumably be able to support by having LoS up the road.
>>6429219>>6429172Shit. No dice, big man. Sorry.
Let it not be said I forsake the friends we made along the way.In case any return is planned or feasible. If not, I already had the sketches anyways.Anyhow I'll be processing the turn in about nine hours or so.>>6428778>Do we have any knowledge of the roads south of here? Do the lumber road and convoy road come from the same fork somewhere south of here? How possible does it seem that the VIPs will path through the lumber mill?You know enough that the Lumber Road is more local in nature- the chance of the VIPs coming through there in a way that's faster than going from somewhere else is small.Not that the possibility isn't there but if it was as accessible as the main refugee convoy road they'd be clogging up that way too. The Mill Road doesn't reach much further south, while the other one does, being something more to serve the mill and another thing down rather than being the main route from the south to the harbor.
>>6429172Now that's an impessively terrible set of rolls, though I suppose I am happy enough I passed the fort infiltration against the AA emplacement even without buffs. Hopefully Pastori and his cocaine gremlins can knock down the shore party this turn so I can at least make it to the ship.>>6429221I think it should be fine? The first infiltration roll (the one I failed biggly) should be against the shore party, not the AA battery though? It looked to me like it had no line of sight on the approach I drew up, until I made the turn to cut across the pier. I'll leave Tanq with the judgment >>6429234 on this one, but if it works the way I planned it out maybe we can get your action annulled and free you up to do something else.
Rolled 5, 4 = 9 (2d10)>>6428456>Move 4N (Infiltrate roll against the unknown contact>Scout the unknown contact>>6428663"I like the general shape of this plan. Let's get ourselves a fleet while Di Ricambi deals with that Coastal Fort.">>6428824"All good, all good. Lucky that you got here when you did. Let's keep moving, gotta catch those ships before they leave."
Rolled 5 (1d6)>>6428456>Loot POI>Move 3x NW, 1x WThe platoon's combat cars had quietly rolled to a stop in the seemingly abandoned mill yard without incident, but soon the troops who were beginning to dismount to establish a perimeter and explore the area began to shout in alarm and rush back into their vehicles. They had unknowingly parked practically under the guns of a CDF security section watching them from just deeper in the compound. Why the enemy didn't open fire immediately wasn't clear; perhaps Alesso's platoon was just outside of their sectors of fire, or they had mistaken the combat cars for refugee vehicles in the dark, or recognized them for what they were and were hesitant to draw fire from the platoon of powerful heavy machine guns. Either way, Alesso knew that his mounted platoon wasn't ideally suited to delve into the occupied yard and drive out the enemy in close quarters. Although it may have seemed cowardly to back away from a fight, Alesso would leave Fogl's platoon to distract the enemy long enough for the combat car platoon to find out what was being defended here and extricate themselves from the awkward situation before too much time was wasted on the town's outskirts.
>>6429156>>6426907Are you up for this plan Weisskopf?
Rolled 7, 1 = 8 (2d10)>>642881980% it's still legal by turn resolution rules for me to use Schwarz's C+C. It will be clearly legal or illegal to tanq, so rolling. -1 total modifier.
>>6428456>Attack Shore Party in Melee, use Powdered Vermilion, taking 12 health (2d4+11)>Move 1 tile N, 1/2 tile W, 1/2 tile NW, 1 tile N (ending up right on the center border of O7 and P7)Not rolling for infiltration, due to having 2d4+9, so I think I'm safeI don't think I have to roll to attack either, as a minimum of 13 to a DC10 is 4 damageThe squad is left at 28 out of 48 health, +5 Blood Anointment
>>6429445>I don't think I have to roll to attack either, as a minimum of 13 to a DC10 is 4 damageProbably still should just to see damage done. It's what I'd be doing anyways instead of taking the minimum.Gonna be a bit longer before I start resolving, anybody who hasn't acted, you've got a few hours before I open season on getting botted.
Rolled 5, 6 = 11 (2d6)>>6428456>Reload (preferably from logi point, but if I'm too far then from my reserves)>Move SW until in range of the CDF Heavy Platoon>Support Attack against the same (chaingun)
Rolled 4, 9 = 13 (2d10)>>6428456>Loot current tile>Move as far up North I can go (Infiltrate)
Rolled 1, 5 + 6 = 12 (2d6 + 6)>>6428456[... Terribly written narrative flair to come later]>MOVE:Infiltrate to O3, at the Fort. [2d6+6, we've been quiet]>ACT:Alright. Tunnel-fighting. Shockers favorite. Move fast, be mean, let them surrender if they promise to stand down. This is a *MELEE* attack.However, due to Galvanics adding Melee level and other factors, this should be 2d10+4 ? 2d10+6 which must be rolled in the next post. Weakening, as well, but I admit I've somewhat lost track of what tags apply at this stage. Surely, it's 2d10+4 (+2 Fort, +2Melee) and not 2d10+7 (+2Fort, +2Melee, +3CQC) which would turn us as into gods. And we're good, I admit, but we're not *that* good. Sorry, getting philosophical, ahem:Once infiltration is accomplished and everyone is ready, sweep the fort. >OPS NOTE:This is a fort. Surely they have a line of communication with someone important. I'm sure they scuttle the equipment, per standard practice, but if we can blow a little extra effort in taking the comms room faster so we can get some intelligence on ship-bound intentions or likely suprises out there, please.
Rolled 4 (1d6)>>6428456loot rollDropped my trip this is me>>6429533
Rolled 7, 3 + 4 = 14 (2d10 + 4)>>6429534Being conscientious, I refuse to countenance having +7 in aggregate. I notch +2 for Infiltrators, +2 for Fort, +2dice *levels* due to Galvanics, and I hope the hard working souls manning this installation are ready for a really bad day.
>>6429522That's everyone gone I think.Just to check, how long does the enemy's illumination last for? Will it stop if we take out the ships and/or they leave or are there other sources of illumination?
>>6429562>Just to check, how long does the enemy's illumination last for? Will it stop if we take out the ships and/or they leave or are there other sources of illumination?It'll last basically the whole time, since it's also from support weapons and the like. Practically speaking when it stops you'll have already won.
Rolled 1, 4, 1, 1 = 7 (4d4)Alright, managed to actually get to things, rolling a couple sets of d4s, neither should be terribly consequential either due to bonuses or support, but I've gotta get the baselines. First is for Pastori, second is for Storia.
Rolled 3 (1d5)Ah, I misinterpreted what was being attacked anyways as far as it being that low on health.Oh well. Anyways this is for something different.
It was ironic for the Legion of the Dawn, to be so well served in the night and by the chaos of its entry. Or perhaps, one could say that the Aurora was the Dawn seen at night anyways? Schwarzehand had no taste for flowery language. He just knew that the Legion was showing the Petrekorans here what a real enemy fought like. What the New World had to offer that it had come across the sea to show. A good thing too. Some early signs he’d overheard was that the armored battle that was being attended to by others hadn’t gone well for the Federation’s mercenaries. Would he have to worry about an armored attack from behind? Not yet, Paramarines had insisted. The battle was still ongoing, and relatively distant. At the rate of the Legion’s advance, a route of escape for victors would be cut off, and in its way a formidable defensive position prepared.Schwarzehand had little choice but to trust them. And to trust that the Legion would follow its commands well, and continue to smash aside or weave through what was in their way. The Filament network was becoming particularly stressed as many a Legionnaire was moving through enemy formations in their bold drive forward, whether it was by sheer force and suppressive action or just being quick and quiet, or in the darkness. The way that Subterranean filament worked, when the barely visible strands broke, they were often supplemented by others, or naturally drew towards another like magnets to self-repair, ingeniously. That still had its limits though, and all that kept parts of the Legion in contact with each other was where other sections would move up and unwittingly reconnect their brethren back into the system. The situation might have served enemy insurgents as well- but their ambush hadn’t been as effective as it might have been. Quick adjustments, armored protection, or rapid support mitigated the worst risks, and counterattacks wiped away most of the opposition, save for in the western fishing village where the enemy held out stubbornly in the buildings and behind beached craft in the dark, not doing much damage but also not being cleanly dealt with as 5th Company troops cautiously avoided spraying rounds into hiding places that might have kept true noncombatants, slowed by their conscience.The now-rearguard of 1st Company’s western attack picked through the Heavy Platoon they had defeated, picking out salvage to be categorized by the secondary line trail and appropriated by the Legion. The “Heavy Militia” were the prime of the Citizen Defense Forces of Petrekora- but that largely meant that their equipment was good to standard, rather than exceptional. Still loot for the taking.>x1 Petrekoran Standard Weapon Load, x1 Utility Trucks Looted
There were enemies still about, but they stuck in their holdfasts, and the west was plenty occupied with their daring mission to attack as forcefully and swiftly as possible. The southern end of the general assault, by comparison, was quieter. An ambush by insurgents had been the first sound that had indicated anything was happening at all in the midst of the Lumber Yard, and though it had been a fumble at the last moment, it hardly mattered. Everything pointed to the enemy having been cleared out of the forest, Sergeant Fogl’s last assault sending the final militia elements into a choking retreat. Whether they’d be finished off or simply left to scatter wasn’t sure yet, but the south already moved to aid the general assault. Any serious battle was in its final moments, as teams picked through what had been seized, finally finding out what was significant enough to guard with well over a platoon of enemy combat troops. It took some doing, as efforts had been made to conceal it even from close inspection…The Lumber Yard Depot, as it turned out after combing through, had been converted into a surreptitious maintenance yard for mechanized and motorized elements. There wasn’t all that much, it was no King’s Hoard of the gear, but it was all relatively intact, and only immobilized due to poor maintenance or partial damage, anything that looked like a write-off already scraped down to its mechanical skeleton. The state of the sum total made it hard to see how much was useful or not, however…>Roll 1d6 for Armored Cars Looting (Schwartz)>Roll 1d6 for T-8 Looting (Di Granesta)>[1-2] Platoon (Damaged), [3-4] Platoon, [5] 1 Platoon 1 Platoon (Damaged), [6] 2 Platoons Thanks to the Filament disruptions, exact reports from the main offensive thrust were slim and incomplete, largely reported by follow-on relay rather than direct connection. Though apparently 1st Company motorcycle-borne troops had ridden around or even over enemy fortifications, not stopping to engage, using the mass and surprise of their advance to simply blitz through. They had rushed to the Petrekoran destroyer, seeking to silence its guns, but their boarding actions had stalled as they were forced to be channelized into well-guarded ingresses or stymied in finding other ways aboard. Their heavy armor protected them to a degree, but they were still being punished by a determined defense.
One of the rookie platoons had made a similarly aggressive action, eyes and minds blazing with Federation combat drugs as the effects on reflex, ferocity, and throwing judgment to fanatical impulse let them overrun one damaged Federation naval infantry group and straight into the harbor’s docks. A similar effort by 6th Company, though far less aided by red powder or red hearts, was making headway nullifying the harbor defenses as well. In the fortifications, the Galvanic Bombs were particularly effective as arcing tendrils of electricity snapped out with the explosive force of power cells dumping everything they had into all unfortunate enough to be around with sun-bright flashes of white energy; the garrisons had no idea what they were being struck by other than that the sounds of war were thunderclaps like a fierce storm.The thrust by the mobile task force to the east had gotten bogged down by comparison, but wasn’t in trouble, just not as fast- they’d surely be in the town soon, and advances and wrap-up elsewhere was ensuring that even if the harbor attack went tits-up the day would still be a victory. The unfamiliar T-8 crews were making fantastic distractions even if they were not impressing anybody with their fighting, as enemies attempting to button the imposing vehicles were flushed out by cannon-armed combat cars of fellow 5th Company troopers nearby.Schwarzehand considered what he would soon say to the Federation Armada task force off shore- with no small amount of confidence- when a huge, orange flash was a sunrise in the night- followed by a series of explosions, including an absolutely titanic one.“…What in the darkest of abyssal night Hell was that?” He demanded of Foulk.Answers were slow. Then they were overwhelming. Finally, certainty was had as crackling ammunition remained like a hearth’s fire after the greater explosions, off in the sea.“An attack by light surface boats and a submarine, Lieutenant Colonel,” Foulk reported with some concern leaking into professionalism. “The supply support ship was that particularly large explosion. One of the escorting destroyers was heavily damaged by a torpedo strike as well. They’ve driven off the attack now, but our support force has suffered much suddenly. It seems our assault on the ships at harbor may be more consequential than presumed.”“Hmph. We’ll pass that down to the troops, then. I’ll let them know we’re doing the heavy lifting again.” Irritating on one hand. On the other, there wasn’t any telling how long that submarine had been stalking the force, and Schwarzehand was thankful all were ashore before the deadly ambush struck…>TURN IS OPEN
Rolled 7, 10 + 4 = 21 (2d10 + 4)>>6429694...Four quick hand signals and Pezzi tightens scarf and ducks into a side-path. Someone throws a flasher, and it's thirty seconds of noise and some quick thinking with a knee-strike because - whufh- some brawny fellows just don't know when to quit. Pezzi adjusts her hat. Tries to, anyway, but it got knocked off in the scuffle and as she's looking for it, the fighting rolls down another hallway. Judging by the distant noise and the crackling electricity intermingled with the occassional scream, things weren't looking better for the defenders down the hall. Or anywhere, really. Holding on pretty well, this lot, really, and you couldn't fault neither their bravery nor their rapid response to suddenly having twenty and some motorcycles roar into the yard in front of the fort and hard, fast moving troops sprint into buildings and crevices with shockbatons roaring. If they'd shut the doors faster, it might've worked but advance elements of the first squad slammed their vehicle almost through it and, wedged open like that, everyone else had simply flowed over and in. Bravery didn't get you all the way there. Most of the Petrosk' were technicians and artillery troops, garrison militia or support operators. They were trying but sometimes, the cards just don't roll your way. She flagged down a Filament operator. Adjusted her hat. Blinked away the fuzzy lingering blue-bright stars from shockbatons and grom-grenade lightshow. Ten times the noise, half the bullets..." Pezzi to Cialdini. Don't get yourselves killed now, alright? We've got some hardliners barricaded in an armory, but finishing up. Will re-orient towards dockside once this situation is stabilised " Tapped her chin, some reflexive gesture of thought. Hm." Pezzi to Legion, fort O3 pacified. I'm requesting a new tasking. If none are forth-coming, I will endeavour to support 1st Company.If anyone knows how to operate a ... coastal gun... at night... in the dark... and are worried about patrol boats, consider this a present. " -->ACT>Finish up the holdouts at this fort. I wouldn't mind engaging the CDF AA Position while I'm here, since we're in direct adjacent contact, but I don't think there's any damage overflow options. [2d10+4, MELEE; 2x WEAKEN].>MOVE>Move? In my hour of triumph?
Rolled 4, 4 + 7 = 15 (2d6 + 7)>>6429694>ACTIONSUPPORT Attack against L12 Naval Infantry>MOVEMENTMove to centre of M14 (free resupply from logistics point)
>>6429242"Fabiani to Cialdini. Do you need help with the Katas? We'll board the Kyklos otherwise."
"Lumber job's a good'un.Getting loud and bright. Trouble for you, Schwarz, 'least 'til we have buildings for cover again. Plan's the same. Anhel South's our target. Holzmann's assault lead. Nice clear target this time, yeh, Mausefalle?">>6429694>Use road, Move W, 2 NW to I13, north edge>Monitor the convoy
Rolled 7, 6 + 2 = 15 (2d8 + 2)The ingress to the docks had gone surprisingly well. A co-ordinated effort by their impromptu team up saw the AA position suppressed and bypassed without much effort, though Ebner herself sounded overly fatalistic in her assessment of the action. The shore party itself was cleared out nicely by a furious charge by de Pastori's men, though as Louis passed their former positions he saw a number of bodies belonging to the Legion lying dead where they had fallen. A sad affair, he thought to himself. What's more, this was the second time now that Pastori had taken such grevious losses in such a short span of time, both times in equally reckless affairs. Would he be able to find men to serve under him with such a growing, bloody reputation? Louis knew not the answer, as he sped on by towards his target.If the approach was an easy affair, storming the ship was evidently not. Louis had scarcely heaved himself over the gunwale before he was running for cover from a hail of gunfire. Most of his platoon made it to the safety of the furthest gun turret, though one poor soul caught a bullet in between his plates and was left bleeding on the deck. Not an ideal start, Louis admitted to himself. At least they had made it aboard. Now all that was left was to dislodged the stubborn mariners.The filament, which had been eerily silent as they advanced (broken wires from the maneuvering most likely), suddenly sparked back to life with a voice he didn't expect:>>6429721>"Ah, Fabiani! Good of you to finally join us. I was beginning to think you would be stuck back there for the whole mission. We've been bogged down on the decks but advancing steadily, though resistance is tougher than expected. We're red on ammo, and can only sustain combat for a few more engagements. Assistance would be greatly appreciated! The bow of the ship remains out of reach for us, you could attempt to breach there to split our enemies attention. Afterwards, when the ship is cleared we can move on the auxilliary vessel."With the message passed on, he affixed his bayonet and made sure his combat knife was within reach.>"Affix bayonets!", he bellowed to his unit. "Prepare for close combat! We'll drive this rabble away yet. Show them the courage of the Legion's finest!">>6429694>Continue to assault the destroyer guns in Melee2d8+2, +2 from Legion Heavy Armour x2
>>6429719As his platoon's cannons blasted away at the closest concentration of Petrekoran marines, Edouard was filled with a certain je ne sais quoi.Odd. Bloodlust, or a sense of deja vu? Perhaps it was the feeling of being in a "proper war" again. The battles in the north and underground paled in comparison to the current conflict- the resources of a continent on land, air and sea mobilised to crush an unruly vassal.From the briefings the Legion had received, the Petrekoran marines they were facing had skirmished plenty in the Federation's expeditions against the Hvrgullites of the south. They would be determined as an older generation of Emreans had been for the cause of national survival against a continental superpower. Yet such experience could not compare to those select few of the Legion. Of those currently in the field, only the Lieutenant Colonel, Cialdini and Messe could relate to a war involving millions of soldiers.And even amongst those few, he had seen more than most. The blood of more than a hundred thousand Emreans and thirty thousand Imperials had flowed into the L'Donneur at Karadenstohn. He would carry its mental scars for the rest of his life, with the nightmares of the gas and flames. Yet, on this night, as flares lit the skies of Portaborde Anhel and the sound of heavy weapons fire abounded all around, for the first time in years Edouard had never felt so alive.>>6429363>>6428590"Lieutenants, a fresh volley into these marines if you would oblige."
>>6429522sorry, just saw this, will do so in the future
Rolled 3, 7 + 2 = 12 (2d8 + 2)>>6429694Bullets licked the edges of Bertram's cape as he rushed through the fire headed his way from the numerous militia patrols and sections, but he didn't feel no particular fear from them. The night was the Dawn's ally in this fight and it gave him the much needed cover, ironically enough. Such cover didn't last forever as he found himself in the flare light that revealed most of the city now. It was the aforementioned Naval Infantry that guarded the South of the city and they had quite the firepower. He licked his lips in hesitation as he saw them, not sure how efficient he would be against them. But his second-guessing was quickly subdued after witnessing the approach of Tenente Granesta's vehicles. That should ease up the charge into the south of the city considerably. >ACTIONAttack V. Stolos H. Weapons in Anhel South (+2 because of weapons loadout, not sure if anything else applies.)
Rolled 3 (1d6)>>6429756"Reçu Sous-Lieutenant, firing on target.">>6429694The operation of the vehicle was becoming second nature to the crews although still far from perfect. All in the teamwork. The driver drives, the loader loads and Adrien commanded the tank, spotted, operated the filament and was in turn also the gunner. A multitasking that allowed him to learn as much he could about the operation of the vehicle. Truly the Jumelles was a complicated women."Cible en vue. Feux!"Action:>Attack the L12 Naval Infantry>Move to ressuply point and ressupply
Rolled 6, 4 + 3 = 13 (2d6 + 3)If the swift and speedy charge of their last encounter was Etto and his team at their best, this situation was them at their...least optimal.Dealing with these Insurgents, without harming any civilians, wasn't quick and satisfying work. It was a delicate thing, like separating yolk from egg whites or tempering cream for a sauce. A noble thing while preparing food for his brothers and sisters on the rare occasion anything but austere rations was on the menu. Not so great when being forced to sort which heads to crack or not.Often, it was only when the hostiles took their shots when Etto and his men truly knew who to gun down, only for the enemy to hide away again and reset the situation.Etto would not whine however, here too he would triumph eventually, hands free of civilian blood. It was just a matter of if he'd have ammo enough to do so before things got...messy.>>6429694>ACTION: Direct Attack: CDF Insurgents
Rolled 2, 1 = 3 (2d5)>>6429694---TURN>MOVEMENT: (rolling angry infiltration honking at the DC 1 Civvies)Free ReloadAssuming since L12 Infantry is being attacked twice its ZoC isn't in play, and really hoping that smoke lasts one more turn on the other one:Follow the road up to M10 (1 Base MOVE + 1 MOVE due to Combat Car, +1 MOVE due to Support Load, +1 for Road)>ACTION: Available on requestAmmo 1/2->2/2---Insults and threats were issued freely, quite typical in Garza's personal arsenal, anything to get his squad loaded and moving deeper into the city ahead. What was not typical however was using 4/5-5th Section to spearhead an assault. Basking in the surprise and sheer indignation from his bluebloods at his order to advance almost made Garza smile properly. Almost.
Rolled 4, 2 = 6 (2d10)>>6429694>Move 2NW 1N, board the destroyer's bow (Infiltrate )>Assault in melee the defenders that are not engaged with Cialdini, deploy miasma bombs>>6429746"We'll be there in a moment. Hold your noses if the air begins to smell foul.">>6429537>>6429219"Messe, Ebner, can you suppress the defenders on the shore?"
Rolled 2, 3 = 5 (2d12)>>6429820And double legend miasma melee dice (Though that infiltrate roll sucks, can I get some help with it?)
>>6429821Lucky? Not today
Rolled 2, 2 + 13 = 17 (2d4 + 13)>>6429694Not a single bullet fired. They ride upon their foes like knights of old.Their Rifles bayoneted as lances, their combat knifes as short swords, their steeds of steel whinny under, as they piece, slash, trample their enemies.They wear no armor, aside from their will, and they feast of glory, in powdered form. Now they ride, on a beast most great, to pierce it's metal flesh, and scour it whole....this vermilion stuff really is something>Attack Frigate in Melee, Powdered Vermilion +4, sacrificing 16 health, down to 12 health inflicting a -2 one squad penalty, Blood Anointment to +9 (2d4+13 = 2d4+2+9+4-2)>If I somehow manage to defeat the Frigate fully in one turn, I spend my move action going to the Minelayer
>>64298719 damage dealt to the Frigate, leaving it at 3 health
Rolled 2, 3 + 5 = 10 (2d8 + 5)Ebner looked out into street, occasionally spying the indistinct forms of the Petrekoran naval infantrymen running across the road, ducking into buildings, or silhouetting themselves in windows by the pale light of parachute flares. She had one spare magazine left and had just topped off the rifle with her last clip. The bastards blocking the road had to go, no two ways about it, and if it came down to going hand-to-hand with them, then them's the breaks. Alexandra looked out into the road again, despite a few opportunistic, ambitious rounds being cracked off by individual Petrekorans in her section's direction. If they managed to get the center secured and supplies flowing in, the Legion would mop up the whole lot and be home free before daybreak. A relatively easy outing, all told, despite the expense and how intricate the lead up to the assault itself was.A giant explosion rattling the town from out in the bay and the reports that that was, in fact, a friendly vessel going up dashed any hopes of an easy night's work. This was going to suck. But at least Cialdini and the bloody bunch from the 2nd Battalion had made it to the boats. Misery would find plenty of company on the other side."Any one of you riflemen that's not got your bayonet fixed, see to it now. It's gonna come down to them real soon. Everybody ready? On three.">>6429820"Can't, sorry. Low on ammo and there are still hostiles crawling over the supply route into town. Speaking of...">>6429294"Tenente, this is Ebner. Enfilading fire of your machine guns from down the road will help clear out this lot ahead of me. That'll connect the eastern and western advances, to say nothing of opening the way for supplies. Holzmann could use your help finishing the guns, but me and mine will be back in the fight much sooner if we deal with the infantry at grid [J/K9] first. How copy?">>6429694>Attack V. Stólos N. Infantry J/K9. Within one tile, CQC forced. Roll: 2d8+5.
>>6429694What does the general loadout/equipment of the CDF heavy platoon look like and what sort of movement does it get?
>>6429890Oi, that's poaching, so that is. Which -is- our job, but listen:>>6429294A second attack on Anhel South nulls their ZoC, which lets Schwarz nip in unshot. We repeat that trick as needed next turn, and Ebner gets her resupply in no less time.
Rolled 3, 5 + 2 = 10 (2d5 + 2)>>6429694>Movement Stay>ActionAttack ln the L12 marines>>6429756At my command...FIRE TILL EMPTYAND GET THOSE TRUCKS READY! WE THOSE SUPPLIES WILL NOT CARRY THEMSELVES.A question Tanq. Could I run back and forth from the southern outskirts to carry ammo to the front after the volley?Also people don't forget I give the C+C boost if you got shit rolls
>>6429914"Whatever gets you and the rest of gang here, eyebrows. Don't dawdle. If I have to bash one of these sorry bastards' head in with the butt of my *brand-new rifle*, know that I'm not gonna be in a good mood when you find me. Fair warning, comrade to comrade. Good luck."Di Storia's action should have the other unit's ZoC going down. If someone else hits the heavy weapons, it really is going to be a straight shot up the road for Schwarz wherever he wants to go.
>>6429928"And sure, Ah didn't talk up the Petro Standards for nothing. Fair tripping over spares, Ah am."
Rolled 5 (1d6)>>6429693Rolling 1d6 for our lumbermill loot
>>6429694>Support Rolls may also not be made in support of Melee Combat- enemy and friend are too close together.Just checking before I submit my turn, but does this also apply to enemies that are being attacked with weapons fire on the same turn if I wanted to melee attack someone?
>>6429823The dreaded curse of being too good at gambling, picture very much related since it seems I have to fight this boat alone for another turn.>>6430006Schwarz over here finding a million cars just sitting in the forest.>>6429693Hey Tanq, I've been working on and off on some of my characters backstory on the side and I'd like to ask some questions.I've skimmed the other quests you've run in your setting for information about the Emrean War but there doesn't seem to be much at all to find, with the only real mention being the Battle of Karadenstohn and how it ended the war. From the primer and what I've read from the perspective of Bonetto in the prologue the war appears mostly as a 1:1 parallel of World War 1 with the static lines of trenches, no-man's land, artillery and machine guns and all the rest, yes? Until of course the aforementioned Emrean not!-Kaiserschlacht™ broke the lines and ended in the not!-Second Battle of the Marne™.But how was the war fought between the Emrean Protectorate and the Revolutionaries in the beginning? Did the Revolutionaries hold ground, or was it a guerilla campaign only, and if so were they operating in small cells or have larger command structures? Did they recieve material aid, weapons and equipment, from other nations? Did the Revolutionaries have a "shoot all Reich collaborators" type of policy in place (due to radicalism) or did it vary from command to command?There's also the Blackcoats that were active as some sort of discount stormtroops on the Vitelian front. I assume they saw as much, if not even more use, against Emre as well since it was the main front of the war? And aside from the Blackcoats, did the Grossreich have any other elite formations that they utilized against Emre? Was trench raiding a common occurance? How did the initial frontlines end up looking after the Protectorate and the Revolutionaries joined forces, and did it change much from that before the final offensive? Was there active resistance behind the front, with Emreans loyal to the Kaiser doing raids and ambushes behind Emre lines and vice versa? Were there any other great battles or grand objectives fought over other than Karadenstohn, and if you're not at that stage in the worldbuilding for Emre to nail down those details would you mind if I took a small slice of the frontline to tell some of Emmanuel's experiences in?It seems to me the way you do world building is you keep a relatively tight focus on whichever area you're currently telling the story in; keeping nations that aren't vital to it in a sort of vague semi-existence off to the side and we just never really got to flesh out Emre yet, so I'll understand if you don't have many answers. I might not even get to post much of the backstory even if you do, but I enjoy having that little extra flavour for my character ready just in case so it would be nice if you could provide some ingredients for it.
Rolled 5, 6 + 3 = 14 (2d6 + 3)>>6429914That makes sense to me, especially since I think I'd have to roll infiltration to move to support Ebner. I just hope I'm not useless without my support bonuses.>>6429694>Attack the J11 heavy weapons dudes
Rolled 1 (1d6)>>6429693Also rolling for free tanks
>>6430074Well, they were tanks at some point...
Anhel South should now be standing at 1 HP.
Rolled 1, 5, 1, 10 = 17 (4d10)>>6429820"We'll do what we can. No promises">>6429694>Infiltrate Move 2N and attack the AA position (Not sure if this needs to be a support for Fabiani to infiltratre. Im guessing that's what he meant by suppress)
>>6429910>What does the general loadout/equipment of the CDF heavy platoon look like and what sort of movement does it get?It's Petrekoran Standard, basically- their trucks mean they get some heavy support like heavier MGs but as far as differences in gear relevant to your own people's usage what's mostly different is their transportation.>>6430050>Hey Tanq, I've been working on and off on some of my characters backstory on the side and I'd like to ask some questions.Oh boy, if you're up for long answers, then I'm happy to share. Though I don't keep logs of my lore posts so I might accidentally contradict myself here and there when things aren't directly part of a story/update.Strap in because this is gonna be a long one.>I've skimmed the other quests you've run in your setting for information about the Emrean War but there doesn't seem to be much at all to find, with the only real mention being the Battle of Karadenstohn and how it ended the war. From the primer and what I've read from the perspective of Bonetto in the prologue the war appears mostly as a 1:1 parallel of World War 1 with the static lines of trenches, no-man's land, artillery and machine guns and all the rest, yes? Until of course the aforementioned Emrean not!-Kaiserschlacht™ broke the lines and ended in the not!-Second Battle of the Marne™.I wouldn't quite call things 1:1 necessarily (what with no Britain or Russian Front) but it is meant to heavily evoke it in tactics. >But how was the war fought between the Emrean Protectorate and the Revolutionaries in the beginning? Did the Revolutionaries hold ground, or was it a guerilla campaign only, and if so were they operating in small cells or have larger command structures? The actual start of the Emrean War was after about six months of raids and general unrest, revolt, and preparatory assemblies. Famously, there was an event called the Peace of Reichsordnung Square in the capital of Lunaire itself, where protectorate troops sent to quell protests instead met with and had a dialogue with the leaders of the mobs, which got the commanding officer of the troops thrown in prison- a message to the Revolutionaries, so it seemed, that there would be no diplomatic solution. When things actually kicked off proper in early 1905 the Revolutionaries made a sudden assault and captured Fort Georci, which was the seat of Imperial Command in the northeast and the headquarters of the Protectorate of Emre's armed forces, coinciding with many more organized uprisings which forced the Protectorate's military forces to abandon the north of the country in many places.
Putting my trip back on.Anyways, as far as the 1905 situation, a general back and forth existed, but the Revolutionaries continued to press their general momentum and upper hand, which caused the Protectorate to fortify and make heavy use of the machine guns and artillery in their still well stocked armories in a defensive capability. Brutal lessons taught to countrymen early on. The bloodiness wasn't what would be the peak of the war, and one could generally expect to surrender or to not try and completely obliterate their enemy, but it was still brutal enough that plenty of Emreans were sore with one another even in years after the war.As far as organization goes, the Revolution began in small cells, but eventually coalesced into the Revolutionary Army as a loosely administered overarching authority, though even that did not reach its mature organization as a singular group until after the Garde Nationale of the Protectorate joined forces and necessitated an equivalent command council authority to them, no matter what anybody below might think of such traditional structures of generals and fronts.Such was also when they became particularly effective, as the innovation and individual initiative of small groups were combined with the support of army command managing supplies, directing effort, and elevating particularly successful men and inventions rather than every Revolutionary cell basically doing their own thing. By the end of 1906 pretty much all of the Revolutionary Army was wearing uniforms and had a certain standard of equipment, and were largely not the rabble that the Imperials expected to break with impunity. It was the Revolutionary Army that was by far the most effective of the two armies, though their boldness and aggression practically ensured their defeat when they failed in the final offensive of the war, fatally spending themselves in the process so that they were a shadow of themselves compared to the Garde Nationale, who absorbed them in the following years.>Did they recieve material aid, weapons and equipment, from other nations? Did the Revolutionaries have a "shoot all Reich collaborators" type of policy in place (due to radicalism) or did it vary from command to command?Naukland was Emre's primary benefactor throughout and before the conflict- a necessity in their minds given its place on their border and the most threatening piece of the Reich to use against itself. Besides that, Emre was very large and very industrialized, so much of what they made they needed they had the capacity to make themselves once the means were secured. As for the policy on collaborators and such, it wasn't particularly strong in the opening years. Only towards the end when total victory seemed to be in sight did the confidence to secure it forever spread amongst some of the more highly ranked ideologues. So basically, it varied based on command, though some were in far more convenient places to actually enact their bloodthirst.
Another deal is that Naukland is firmly Republican, very much a conventional liberal democracy, and most certainly not sympathetic to Revolutionaries outside of the problems they might cause for the Reich. So when the option became available, and after shipping their problematic sorts as volunteers in the early days, they directed most all of their support to the Republican Conservatives of the former Protectorate once Emre united against the Reich.Vitelia was also involved in support, of course, but other nations were either consumed with their own affairs, or absolutely did not want to support Utopian Revolutionaries even when the other option was the much-feared Grossreich, due to the threat it might have on their societal structure.>There's also the Blackcoats that were active as some sort of discount stormtroops on the Vitelian front. I assume they saw as much, if not even more use, against Emre as well since it was the main front of the war? They weren't just stormtroops (though the danger of such missions meant they were often used as such), but also deep-infiltration insurgents thrown behind lines and enabled to go wild in disruption. Of all troops of the Reich during that war, the Black Coats were the most hated, especially since no secret was made of their criminal origins, along with a penchant by many purposefully picked psychologically unstable leaders to purposefully inflict terror wherever they went. Indeed many were sent north, certainly much more.Schwarzehand is a not uncommon but also not publicly known aspect of those who were politically inconvenient and thrown into what was sure to be a butcher's shop. Whether this was to buoy the sanity of the unstable troops or to conveniently dispose of certain people is uncertain, because the Reich kept no records besides those of official exile. Black Coats were thrown in, and erased of any existence besides fighting at the front or inside the lands of others as bandits.>And aside from the Blackcoats, did the Grossreich have any other elite formations that they utilized against Emre? Was trench raiding a common occurrence? Trench raiding was quite common, at times necessary to break the deadlock at all, but the Emreans had more experience with adapting to trench warfare from having done it against themselves. So the Emreans were doing it more and the Reich was relatively slow to adapt. The Luftwaffe, as it was, was a very capable opponent and both Emrean and Imperial pilots became famously fierce as the power of their planes matched their skill. Their armored forces also received particularly great attention at the end of things, when they were some of the few units not ravaged by mutiny and poor morale, remaining vitally mobile- but the decentralized nature of the Imperial military, supplemented as it was by its protectorates, meant that elite formations were often the more small scale sort from particular regions and commands rather than particularly organized groups.
An exception was the Imperial forces who held out on the great island north of Emre, the Lonely Giant, who resisted for years in open battle in spite of having poor supplies and a serious lack of reinforcements.Basically anybody is considered above a Black Coat, though, as they themselves are held in contempt for their brutality no matter who is asked.>How did the initial frontlines end up looking after the Protectorate and the Revolutionaries joined forces, and did it change much from that before the final offensive? Once it was clear that the Protectorate was no longer a thing, the Imperials did react quickly- and the south was of course completely unprepared to be defended, so the Garde Nationale had to pull up everything from the south and establish a line about halfway up the country, holding at Lunaire where they'd been fighting the Revolutionaries not that long ago. The ensuing defense went extremely well- and a general counterattack regained much territory in the period before the Imperials learned how the war was actually going to go, and found that throwing more men at the problem wasn't working. The most dynamic parts of the war were thus in the opening year, 1906 afterwards, and then the final bloody year of 1910, as far as the main line goes. Different stories were the case on the Lonely Giant, for example, and in the rural open terrain of the west where other protectorates such as Felbach were, though such fronts were also never as intense as the southern one.>Was there active resistance behind the front, with Emreans loyal to the Kaiser doing raids and ambushes behind Emre lines and vice versa? Not so much in Emre, but rather in the protectorate of the Emerrach, where the blood of Imperial and Emrean blurs to become difficult to distinguish. Anybody particularly loyal to the idea of an Imperial Emre was driven out either early on or once the Revolutionaries joined forces with what would become the Republicans in 1906, when the Protectorate government was dissolved by the Garde Nationale, who were both subverted by Liberals and Nationalists while also frustrated by the failure of their leadership to handle the situation so long. Before that union, sympathizers would have had a lot more traction, but afterwards, part of the initial effort while holding off the Grossreich was simpler, was ensuring everybody was convinced to pull in the same direction, even particularly recalcitrant Revolutionaries or Nationalists who weren't enthusiastic to work with one another. Which would be saying something since the Armee d'Revolution and the Garde Nationale, known as the Bloody Flower and the White Flower for their emblems (the Fleur de Sang and the Fleur de Fidelite), already operated as two separate armies and commands wrestling for more authority over the other.
>Were there any other great battles or grand objectives fought over other than Karadenstohn, and if you're not at that stage in the worldbuilding for Emre to nail down those details would you mind if I took a small slice of the frontline to tell some of Emmanuel's experiences in?"Of course there were" sounds dismissive, but it's true that since the focus hasn't been given, they don't have names or particular import yet. Though the ones any would know songs of would be the First and Second Battles of Lunaire, the first between Emreans, the second holding off the Imperial's first grand offensive in its most dedicated and ferocious thrust as they tried the hardest to seize the capital, and also split the nascent country in half by running through it all the way to the coast. The Imperials almost reached the gates of the city, but never quite broke the line to get into Lunaire itself.Feel free to do what you will, considering how large the fronts were. >It seems to me the way you do world building is you keep a relatively tight focus on whichever area you're currently telling the story in; keeping nations that aren't vital to it in a sort of vague semi-existence off to the side and we just never really got to flesh out Emre yet, so I'll understand if you don't have many answers. I might not even get to post much of the backstory even if you do, but I enjoy having that little extra flavor for my character ready just in case so it would be nice if you could provide some ingredients for it.That is indeed basically how I do things- and normally I'd be all for just sharing everything I've got, but I'm still unsure on how I'm going to handle Emre when, and if, it comes to be the main focus. The events of the Liberation basically define the history of the continent in the opening half of the 20th century, after all, both when it comes to war and also political relationships.Anyways that's the end of that particular text wall. Sorry if it didn't answer everything you might have liked, but as pointed out an entire quest's worth of lore would have to be figured out for this sort of thing, and it's hard to have all the details for such a big thing on the spot.
>>6429921>A question Tanq. Could I run back and forth from the southern outskirts to carry ammo to the front after the volley?Yes. Movement can be spent at any point in your turn.
>>6430215So based on this, what was the trigger point for the two factions to unite against the Reich since the Republicans had cracked down on those showing solidarity before?
>>6430246Nvm I missed this >>6430219Was this dissolution a bloodless coup or how much violence was involved?
>>6430246>what was the trigger point for the two factions to unite against the Reich since the Republicans had cracked down on those showing solidarity before?Various things. Fatigue from fighting. Distaste of fighting a war against their own people rather than merely quashing dissent or conducting actions that were delays or distractions from mounting problems including taxation, new Imperial cultural impositions, and ever increasing public support for their foes. An Emrean will never, ever consider themselves a traitor to their land, no matter what their affiliation is, after all. The Grossreich, aloof and afar, also did not give much support to the Protectorate or heed their warnings, so after enough people found themselves in a position of leadership any loyalty to Kaiser Pieter II was thin indeed.>>6430249>Was this dissolution a bloodless coup or how much violence was involved?Mostly bloodless, as much as a group of Republican officers entering the houses of military governance and politely demanding the present authorities resign can be. Even in bloodless coups somebody has to be gotten rid of or exiled, or just vanished. A few people vanished, so that the people replacing them would immediately allow whatever was being obstructed. This change of guard also allowed the Garde Nationale to improve its command effectiveness, of course.
Rolled 5, 3 = 8 (2d6)>>6429694>MovementNorth 1, North 1, North 1/2, Northwest 1/2, Northwest 1. 4 Total movement with 3 base +1 roadMovement should be ending in the center of tile I13>ActionSupport Holzmann's attack against the V. Stolos H. Weapons in Anhel South from long rangeNot sure if there are any changes to the bonuses I get but if they are just the standard I am pretty sure this goes through no matter what to give a total of +1.>>6430106Long range support only gives a +1 bonus max but if that is all we need...The new combat cars were proving their worth Luce thought, as her small convoy picked through the woods on their way north to support the main attack on the town. Her group stopped at the edge of the treeline and began setting up to support an attack seemingly well underway already. At this range they would not be able to help a great deal, but it would have to do for now. If Luce had been questioned in other circumstances, she would say such an engagement, made from long range at the edge of the treeline, all under the cover of darkness, would actually be the best way to get into a fight second only to avoiding a fight at all. Such an option would not be possible further into the town, but maybe there would still be enough fighting yet on the outskirts that it would not be a concern.
>>6430257Where would the largest communities of Revolutionary Emrean emigres be found?Sosaldt and Vitelia (post rise of the Leagues)?
>>6429921>>6430238Then I wish that as my movement to move into position to do resupply runs next turn.
>>6430262>Where would the largest communities of Revolutionary Emrean emigres be found?>Sosaldt and Vitelia (post rise of the Leagues)?Those would be the primary places, yes. Plenty of Revolutionarily inclined Emreans did remain home- but being politically isolated as they are, merely live there, and do not (openly) forward the cause of the Revolution. Not that it is illegal- but that it is seen as divisive and distasteful. Plenty of the similarly inclined Revolutionaries, naturally, refuse to live a life keeping quiet and subdued, as though the fight for the future is over simply because Emre is free, and such are the Expatrie. Such people are seen as dangerous agitators most anywhere on Vinstraga and so are rarely tolerated when discovered, usually deported straight to Sosaldt where most political agitators and rabble rousers (even merely potential ones) end up in the less tolerant countries. A kinder place might merely send an Expatrie back home to Emre, like sending a delinquent child home and upon arrival treated much the same.The Revolutionary Leagues of Vitelia are much more receptive, but anywhere else, they would do well to keep their identity secret, as their reason for being in any place is to forward the cause of Revolution- else they would not elect to leave the north.
>>6430072>especially since I think I'd have to roll infiltration to move to support EbnerI don't think so, since with di Storia neutering the infantry's ZoC, you could have moved to NE corner of J11 without needing to infil or withdraw, as you were on the edge of the heavy weapons' ZoC to begin with. The current plan works better, though. It lets Schwarz do his stuff.>>6430106With Luce's attack they're gone. Who does Schwarz go for now, though?
Rolled 5, 3 = 8 (2d6)>>6429694Moving East 1, then Attacking the CDF heavy platoon. If we can get our hands on some heavier arms and those trucks it makes our job on the coast easier.
>>6430263Of course after the shooting
>>6430282Loots the buggers, I suppose. Won't stop him if he wants to whack your guys immediately, but he's got no backup.
>>6430372Don't know if he's got the movement to get into melee with them. Even if he forces the CQC tag on them, he's still rolling an unmodified 2d6 and has to infil on the way in. Better off finishing the naval infantry unit holding up the armor and the rest of them. Their ZoC is gone and he'd probably instagib them in melee. Or just loot, like you said.
>>6430220Thanks for the answers Tanq. I was working a couple of angles for Emmanuel's service history that fits neatly into what you've posted (such as him arriving early enough to join with a revolutionary guerilla cell before being folded into the Revolutionary Army as some sort of mixed scout/trench raider unit, and him possibly fighting his final battle where he was badly wounded against a particularly nasty unit of Blackcoats), so it's good to see I wouldn't have intruded much on what you've already established yourself.One final question if it's not too much: Do you have names for the different regions and rivers in Emre? It's no big deal at all if you've not, it just makes it easier to reference if I can place the action in a named region instead of having to go "frontline next to the river south of Couronne" or "trenchlines along the mountains in the west" when describing a location.
Rolled 2, 2 = 4 (2d6)>>6429694>MOVEMENT:NW 2, W1>ACTION:Loot Portborde Anhel South. Seems like from last mission these named points have got the goods.As the doors to the warehouse slid open, Rudolf acquired a wild grin that would not disappear for some time. If he had been able to peel his eyes away from the haul before him, he might have even noticed a slight smile threaten to break the facade of his normally stoic second. Armored trucks and tanks, and dozens of them too! Sure some looked a little worse for wear, but it wasn't anything that some time and attention couldn't fix, or a scrappers pay out couldn't remedy. Hastily, improvised flags his unit had prepped before the mission were laid out on everything that even resembled a vehicle to ensure that no one could contest the find they made here. What fools those Feddies were to include provisions so accommodating to to battlefield looting! He hoped that by the end of the operation, both he, and the brave units assaulting the ships moored at the pier would make them feel just a little sting from that decision."All units on the eastern front, if you want a little extra bunker busting, if that Stolos Naval Infantry camping that logi point on N 12 is cleared out next turn, I can be at the coastal fort shortly after.>>6429928"We're camping this resupply point, don't worry, we'll beat anyone senseless who tries to get between you and your ammo."
Rolled 6, 4 + 2 = 12 (2d8 + 2)>>6429694Think I'll keep it simple and follow Garza in.>MovementFirst E1 back into the Outskirts to resupply>Free ActionResupply (2/4 -> 4/4)>MovementThen 3W to the T junction at L11.From there I should have an angle on the Infantry at M12 corner>ActionAttack the VSN Infantry
>>6429808>>6430478Didn't one tap them this time so if you'd like to give damaging fire support on the VSN Infantry that you smoked before we might be able to take them out.
Rolled 2, 5 + 7 = 14 (2d5 + 7)>>6430479[FRT] and [AP] seem beyond my means, but this I can do. By the Judge I love seeing [SCRN].>>6429694>>6429808>TURN AMENDMENTADD SUPPORT -> [1-5 Sec.] Lovato ATTACK on DV. Stólos N. Infantry DC 9 (SCRN) HP 102d5 Regular Roll + (+1 All, +7 Support, -1 Screen, Glass Third Eye)
Turn resolution will be made in about five to six hours, as a heads up.>>6430395>One final question if it's not too much: Do you have names for the different regions and rivers in Emre? It's no big deal at all if you've not, it just makes it easier to reference if I can place the action in a named region instead of having to go "frontline next to the river south of Couronne" or "trenchlines along the mountains in the west" when describing a location.Sure, I can just do some on the spot stuff, when it comes to just geographical names. I'm pretty sure, at least, I haven't named most of them somewhere else, but if it was, then it probably wasn't associated with a place on a map yet anyways.Emre was once a proper set of independent kingdoms, not all of them united into one entity at the time of the Shattering, naturally, but there is a shared ethno-linguistic group nevertheless. I won't go into much detail for all of them, but the most distinct is Allandie, which has their own sort of rural northerner culture, known for being woodsmen and hunters in relatively wild lands- even if much of it has been tamed in all but name for centuries, it's still roughing it, as it were. A place of relatively uncultured hicks, though Emreans would say they have more romance to them than the country brutes of any other place. Some presumptions can be made of the other places too, as Abrisale is the refuge of greater civilization and culture in the northwest of Emre, Camin Pelerin is relatively sparsely populated and dominated by old holy sites variably made defunct by the Kaiser's rule, maintained in isolation and secrecy that gives the land a sort of mystique and standoffishness. Lunaire is the ancient heart of Emre, and the adjacent Demeine Montaicu was the land of guardsmen who watched the west for the enemy. Trisselune is a place of exchange by sea between Naukland and Emre, with all the exchange that entails, while Fin D'Vissna was the lands of another rival Emrean kingdom to Lunaire, with all the braggadocious exceptionalism of such a feature of the folk who dwell there- people who would seek to be the most Emrean of all in passions, particularly those more of aesthetic and sensuality than practical invention.These regions are geographical rather than necessarily administrative, mind you- we won't get into government structure and substates here and now.Maybe that's more than asked for but I get sidetracked on such things.
>>6430541How did the Delsans avoid getting absorbed into Emre? Do both nations see themselves as having a special relationship based on their ethnic ties?
>>6430567>How did the Delsans avoid getting absorbed into Emre? Do both nations see themselves as having a special relationship based on their ethnic ties?If you mean in the modern era with the Liberation rather than anything before, it'd be the same deal as historically. Delsans and Emreans consider each other distinct (though not too much so) but Delsau also has a good relationship with Naukland, and it generally fits into a niche of a go-between of other countries, having gentler (though not officially friendly) relations with the Reich than most in select cases, avoiding the diplomatic inconvenience the east might have from dealing with the Reich directly. Delsau has mostly protected itself by ingratiating itself to those outside of it- though such has not helped it during internal troubles.Delsau's monarchy was made into a constitutional one, heavily weighted to public representatives, because of Revolutionary influence nevertheless. Actions and policies made to sate the liberals during the latter days of the Emrean war when the Revolutionaries were on a winning streak resulted in such a change being inevitable.
>>6430570I was thinking more of during the post-Shattering era since that'd seem like the best time for that to happen, but no issue.Also I assume Couronne Arc-En-Ciel was/is the centre of Fin D'Vissna? Is there anything else it's famous for besides its university?
>>6430578>I assume Couronne Arc-En-Ciel was/is the centre of Fin D'Vissna? Is there anything else it's famous for besides its university?It's a place that claims to have it all, really, but its primary appeal to many is its gardens, monuments, mosaics and murals. It is a city of beauty before other things, and it takes its name to heart when it comes to color. It claims both its own cuisine as well as inspirations from its neighbors (the better parts of Nauk, they'd say, that don't involve pickled fish or a mushroom obsession). It's the closest thing to a holy place for many an artist or painter, as even the poorest feel the obligation to decorate with simple field flowers or what some might call weeds, but at least nice looking and sturdy ones. Some might even consider it a testament to excess if they were of particular Revolutionary inclination, but one cannot deny that the lack of industry and focus on transit and exercises of the mind and creativity lend the place a cleanliness enviable to many.It's a very pretty city and the happening place to be for both philosophers and socialites, but some would say by that token it either makes nothing of value or the only things with true value at all. At least, once the arms factories set up in the Revolution were moved downriver.
Rolled 6, 2 = 8 (2d6)>>6429694>Support the attack against V. Stolos N. Infantry (chaingun)>Move back to the logi point for reload
Sirens had already been blaring, alarm bells ringing, lights turning the whole of the town into daylight wherever they could reach, but it was too late now to prevent what was happening. The Legion was well and stuck into Portaborde Anhel now, and fighting boarding actions upon ships struggling to put out to sea. One of the coastal forts had been silenced, and the Federation Squadron, wounded though it was, edged closer to try and position themselves to cut off any escape. Everything was a madhouse, and though the enemy fought stubbornly, they were not powerful enough to hold back the concentrated attack of several units at once upon each. Multiple caches of equipment had been discovered and seized, a perimeter around the town and harbor over half secured. The Petrekorans hadn’t been expecting to have to fight here, Schwarzehand concluded. They were doing so, yes, but the disjointed and reactive response told that nobody here had been intending to stay too long. Piled up materiel, ships stuck, roads clogged, he knew a mess when he saw one, and it was the Legion’s benefit that they could make even more of one. His command was moving forward towards the secured eastern outskirts- enemies were still nearby, but Schwarzehand accepted the risks rather than remain far off and ignorant of developments. He didn’t want to wait long to see a victory field with his own two eyes.“Lieutenant,” he said to Foulk, “I need a sitrep on the ships.”“The Federation Squadron, Lieutenant Colonel?”“Feh. I’m not in a hurry to give a damn. By the time our men take out the other coastal fortification they’re afraid of, we’ll not need their help anymore anyways.” They should have been more concerned about submarines, it turned out. “Our boarding parties is what I meant. I’ve been waiting for those ship guns to fire and to hear some bad news.”“Yes…” Foulke adjusted his spectacles, “I might have too, but it seems that the boarding attacks have disrupted the enemy’s gunnery. Without the support of their heavy guns, Lieutenant Colonel, I wonder how the Petrekoran commanders expect to prevail. Their defense line is in disarray.”
Schwarzehand grunted in agreement. “If I were them, I’d try and bust out while I could. Not getting out on the ships. Perimeter’s shot. May as well ball together and break for the east while they can, from what I’m putting together of their situation. Might try to help the ship crews escape, might not, depends if they think they can do it.”“Should I advise the troops of that possibility?”Schwarzehand rubbed his jowls in thought. “Yeah, sure. If it were up to me, I’d say to let them run for it. We just want the port and what’s in it anyways. But they might destroy whatever they can on their way out too. Wouldn’t want to deal with them organizing a counterattack with outside forces either. Maybe whether we like it or not, we’ll have to deal with them. One thing’s for sure. Only a fool would still be in a defensive posture.”>The enemy naval troops are now moving with purpose.As the south of the harbor town was cleared out, Legionnaires of 6th Company combed through the buildings, searching for prizes. Much had long been cleared out- civilians who hadn’t left early were likely part of the convoy outside, so silver was nowhere to be found unlike before. Instead, military materiel searching for a storage place before being evacuated by sea, it had been surely hoped, was cached. In this case it was electronic parts for things such as radios and telephones. Not exactly precious metal, but there was enough of it that it no doubt had significant monetary value to somebody…>+3 Force Finance gainedAt the same time as the edges of the town were secured further and further, the harbor defenses were methodically chewed through. The Petrekoran Frigate was near overwhelmed in a battle-haze brought on by Federation chemicals, while more conventional metal wore down the disabled destroyer, though they still stalled at the surface. Attempts to reinforce were held fast, though only superficial damage was suffered, it did slow matters down- when the enemy craft and their guardians were trying to buy every second they could.>2 turns remain until uncaptured ships get under way. The Katas, with its engine damage, is immobile.>TURN IS OPENShould have had this out earlier but I stalled on unrelated things.
If at all possible some fire should be put on the Marines and the AA position blocking Messe and Fabiani from reaching the docks to remove their ZoC, otherwise we might lose out on capturing Kyklos before it can escape. I suspect the Katas might be scuttled in two turns (or less, since the Petrekorans might've figured out they're losing) unless we can engage the other hardpoint, but hopefully I should be able to clear the one I am on this turn and move on afterwards.It also looks like if Garza can smoke the eastern Marine Section with his mortars it could give Lovato a chance to board the Minelayers this turn, if he wants too do that.
>>6430670That's certainly an option.The Southeast Outskirts group (Serrata, Rousseau, Weiss, etc) could also try moving up through the hole in the enemy ZoC Garza and I made to try and kill that Marine unit with their combined firepower. That'll free both Garza and I up to move on the ship.
Rolled 4 (1d6)Slowly but surely, the Insurgents were hunted down and killed. Without the element of surprise they fell as quickly as any other when faced with revolutionary might, and yet Etto's blood had cooled greatly. The town was theirs, sure. But the real battle was a ways away, too far to reach just by marching before it was all over. He'd try, by the light of Dawn he'd try, but without ammo and without personal vehicles they would surely miss the real party and be stuck with the noble task of clean up duty. Etto would not whine, however, even as the smug golden tooth grin of a certain vice merchant intruded into his thoughts. Head held high, he ordered his brothers and sisters to secure the town and any supplies or clues along with it. They'd be on the move again, soon enough.>>6430667>ACTIONScout Town/Loot Dead/Secure TownResupply if possible.MOVEMENT NE 1, E 1
Rolled 4, 1, 2, 1 = 8 (4d4)>>6430667>Attack the Frigate in Melee (2d4+9, 3 damage guaranteed)>Move 1S, 1/2 SE, 1/2 NE, 1N, ending up next to the Minelayer (effectively moved 1E from my starting position, but around the water)(I have guaranteed 3 damage, plus 2d4+11 on Infiltrate rolls, so I don't think anything can harm me, but I will roll for both anyway, in that order)And so, the beast fell. Many knights lay exhausted, left to garrison the corpse from glory too great.A dozen left. So a dozen rides upon their mighty steeds for another prey is soon to flee.
>>6430768(6 Damage, 3 overkill)(14 on infiltrate, hopefully good enough)
>>6430610>>6429768>>6430263Any opinions on where we want to go this turn? The way I see it we can either head into town to clear out the Marines et al or start assaulting the Supply Yards. Whatever option it's probably best if we act as one on it.
>>6430818Lets hit up the boats and Marines. Whoever ends up bringing up the rear can go help Takt and Assault/Loot the Supply yards. How about it?
Rolled 6, 5 = 11 (2d6)>>6430667Going to move east one and continue attacking the heavy platoon, if they don't fold or if backup doesn't arrive we'll try the fort, but the mobile cover will be helpful, since I doubt they'll be distracted by the action in the city.
Rolled 2, 6 + 10 = 18 (2d6 + 10)>>6430667Anyone that wants to move over to support the attack at the docks could use the Logistics Points by J13 and L14 to scoot over to J8 more easily. The only issue with that may be the V. Stolos infantry by K9 that could possibly be preventing that, so I am going to move up to support an attack on them and hopefully someone can combo with that on their actual attack to take them out.>>Movement1 Northwest, resupply at Logisitics Point, 1 West, 1 Northwest>>ActionResupply at Logistics Points by J13Support attack against V. Stolos N. Infantry on PoI by K9. Hopfully this is not obstucted by terrain but the ZoC does not seem to just be a 1/2 tile so hopefully that means they can be engaged clearly from 1 tile awaydice 2d6 + 3 All + 5 Support + 2 innate, total 2d6+10. I found the extra +2 in the errata for support actions.
"Seems like the ship might have sailed on our backup comrades, I doubt that fort will be busted in time to stop those ships slipping their mooring. I may just have to do something brave, or stupid, or both."So, contemplating this route for Mr. Schwarz's wild ride, would I get to add my CQC to all the infiltration rolls? From what I can tell no one on the way really has more than 1 tile of visibility, but I wanted to check before martyring myself just for the love of the game.
>>6430839Make your action and I'll support it I guess.You down for it Studente? >>6430354
>>6430962>So, contemplating this route for Mr. Schwarz's wild ride, would I get to add my CQC to all the infiltration rolls? From what I can tell no one on the way really has more than 1 tile of visibility, but I wanted to check before martyring myself just for the love of the game.You would get to, sure.
Rolled 8, 1 + 5 = 14 (2d8 + 5)>>6430667>MOVEMENT1 NW, 1 NW, 1 N>ACTIONAttack the V. Stolos N. Infantry that Luce is supporting against. (+3 to Screen, +2 to CQC, I think? Correct me if I'm wrong.)
Rolled 6, 4 + 6 = 16 (2d6 + 6)>>6430667" Best make it quick. Pack up, stow the crates, and since we can't turn the guns on the ship, we'll have to do it ourselves.Five minute break for battery reset, stretches and tea! And then we're going to do something daring and madcap! "-->MOVE>Form up and Infiltrate to O7, that's E, E, NE [2d6+6] >ACT>Come down like a sack of bricks and MELEE our way into this bridge. I imagine these are infantry marines? Grom Grenade them, if viable.
Rolled 10, 5 + 5 = 20 (2d10 + 5)>>6431130I'd say we're onboard. Now, don't hit the hat this time, and let's keep it together...>Melee, I have that down as 2d10+5, courtesy of CQC, Galvanics and Infiltrators...
Rolled 1, 1 + 2 = 4 (2d8 + 2)Bullets whizzed around him as he sped down the deck towards the hostile crew of the ship. They had managed to catch Emmanuel and his unit off-guard as they boarded, forcing them to take a defensive posture under a hail of coordinated fire. But they had not pressed their advantage when they held the initiative, they had not stopped them from regrouping. Now the men of the 1st Company were ready, and the inexperienced deckhands would suffer for their blunder.Bullets ricocheted and skid off his armour harmlessly. Those who impacted with it, shattered upon it into tiny splinters of copper and lead. Against these puny attempts to stop him he was as a formidable steel beast, descending on them with unstoppable fury and rage. Despite the deck of the ship offering little chance to maneuver out of the way of any fire, Emmanuel and his soldiers had little trouble storming the hastily prepared fighting positions along the gangways. Two teams were working their way amidships, Tommaso in charge of 3rd squad and half of 1st squad along the portside with Emmanuel leading the remainder of the men along the starboard side. They had quickly overrun the first line of improvised defences, making any weapons fire too dangerous for their comrades behind them. A tumultuous melee ensued, in which the veterans of the 1st Company would make short work of their foes.An armoured fist connected with the face of a brawny sailor, shattering his jaw under the strength of the blow and knocking him out cold. Another man, hidden in an alcove along the central structure, attempted to strike at him with a hatchet. Emmanuel deftly deflected the blow and drove his combat knife deep into the man's ribcage in a swift riposte. He could feel bones splintering under the weight of the strike as the limp body collapsed before him.Emmanuel pulled the combat knife out of the chest of the dead fellow. They had gained significant momentum, and were in a good position to overrun the remainder of the midship defences. All they needed was for Fabia-Dull repetetive thuds echoed across the mostly empty piers. Autocannon fire. It seemed his reinforcements were being held up. Not good. He queued up his second on the filament:>"Tommaso, report."The sounds of a struggle came over the line.>"I'm busy, S.T!" came the curt reply a few seconds later, followed by the sound of someone's nose being broken. "Bastards are lying in wait for us in every crevice. They've even hidden themselves in the lifeboats!">"I am aware.", Emmanuel replied tersely. "Progress?">"Steady.">"Casualties?">"None.">"Good. You've heard the guns?">"Yes, I take it that we're-">"Indeed. For now, at least.">"Does this change anyth-">"We continue.", Emmanuel said without hesitation.>"Understood S.T. Tommaso out."Brandishing his combat knife at the head of the formation, Emmanuel signaled for his men to resume the advance.>>6430667>continue attacking the Keystone Hardpoint in melee2d8+2 for combat, +2 from H.L.A.
>>6431147Incredible. If it's not too much for anyone else I'd like to reserve >>6430962 Schwarz's re-roll for myself if he makes it up here. I'll hold any re-rolling until he confirms his move.
>>6431148Well, this has certainly shifted the calculus, I’ll be there shortly Cialdini. Up to the dice if I make it though..
>>6431147>Dust BittenI wouldn't happen to be able to nudge that roll a little, would I? Reroll *any* dice, you see, so . . .I wouldn't normally stick my fingers in, but we're passing right by and we are on the clock here... And if Mr. Schwarz' wild ride doesn't get him all the way, well, it's good to have a backup.
>>6431165I won’t be able to post until later today, just asking for any Kyklos boarders to attack the north point, so if I do get there I can help put in work on the south point.
Rolled 3, 3 + 4 = 10 (2d8 + 4)Reports on the filament came in as Ebner's section restocked. Her second kept her appraised,"The naval infantry that retreated from us has been intercepted by the bat-ear and Maus, Sergente di Platone."Alexandra, having exercised the privileges of rank to get to the front of the line and secure two extra magazines for the Federation semi-automatic, turned to face Stigler, "It's anyone's game now that they're running. Send my thanks to the Tenente and the rest for keeping up the pressure and opening the road for supplies.""Understood. What do I tell the men? Are we moving out?""You bet we are. The gun crews from the outskirts wheeled their pieces to cover the central road. Can't have that. Let's try to make it quick.">>6430667>Resupply at Logistics Point>Move 1NW, move 0.5 to W edge of L7.>Attack V. Stolos H. Weapons. Force CQC. Roll: 2d8+4.Section:Squad 1 10/10Squad 2 10/10Munitions 0/4 -> 4/4 -> 3/4
We are not going to be making this one quick.
As a heads up, I won't be updating tonight, gonna push it to tomorrow afternoon. Sundays are hard for me to get stuff done on.
>>6431165Depending on your rolls you could get Granesta and/or Garza to support your infiltration if you need it
Rolled 5, 5, 6, 6, 3, 1 = 26 (6d6)>>6430667>>6430962>MOVEMENT: We taking the wild ride.Rolling for infiltration. I don't have to roll against anything 9 or lower. So first set is for the Stolos Shore party (10), second is for the AA (10), and 3rd is for the marine section (12 yikes!) if they can see me, which I am not sure about. Adding +7 to all.The light of the illumination flares searing above head cast long shadows in the alley where the unit had stopped to get their bearings. Rudolf leaned against his bike and looked at the map before him as he chewed on the edge of his pencil. On the page were two potential routes he had sketched out. One led north, through an area practically devoid of enemy contacts, rife with big warehouses potentially bursting with loot crying out to be claimed by the legion, and a nice seaside view. The other was drawn straight through an area speckled red with reported enemy positions that made the map look like the skin of a man with a virulent pox, and rather made him feel similarly. Just as he was about to make the call to head north, a report crackled over the filament. The assaults on the vessels had met stern resistance, fighters were bogged down on the docks, and ongoing battles were beginning to produce casualties. Rudolf chewed his pencil harder and grumbled. His second cleared her throat next to him. "We joined the Legion to fight for something bigger than just our next paycheck."Damnit she was right, and he knew it. Failing to be wrong was one of her most annoying traits."Fuck it," he said, kickstarting the engine on his bike. "But Cialdini owes me a damn drink after this!" He yelled over the roar of the engine."Hope you like tea" she responded evenly.
>>6431331So if the marine section, cannot see me I'm good, but if they can I've been just barely stopped by 1 at the road by the docks.
Rolled 2 (1d6)>>6430965Alright, fuck it we ball and go for the thunder run. Lets get it.>>6430667>Move and screen engage the V.Stolos Marine Section in N10
>>6431333Alright, well I couldn't roll my attack with my infiltration anyways because I intended to do a melee but if I'm engaged I'll have to do a regular attack, and I'm actually not quite sure where I am right now with how the ZoCs are on the docks. The options I see them as they are now are..>>6429537>>6429823Messe, Fabiani, there are basically there are a couple things we can do here. One of you guys can support my infiltration and then I can assault the boat, or we could have 2 attacks go through to nullify their ZoC (one of them being mine) and one person attack the boats, or you guys can just attack the boats and try to infiltrate. Obviously I'm partial to the support roll, but I leave it in your capable hands to decide which path to take.>>6431147No matter where I was stopped, I'm surely in range of a C+C reroll for you Cialdini, so..."Comrade Cialdini! I'm trying to muscle through to aid your assault, but I can see the deck of the Katas from here. What a pleasure it is to see your work with my eyes this time! The enemy is regrouping and they've left a gap on the starboard side. Have at them."
Rolled 6, 1 + 7 = 14 (2d6 + 7)>>6430667>MOVEMENTMove to N12 corner/PoI>ACTIONSupport attack against N10 Marine Section
>>6431423Actually my max dice would be able to help di Serrata meet the DC but he should be fine as a tank so I'll keep the move but switch the target of the support action to the Heavy Platoon 1-1 is engaging if that's alright tanq.
>>6431423*Logistics Point, my bad
Rolled 8, 1 + 3 = 12 (2d8 + 3)>>6431404>>6430667>>6431147Alright, we're trying that once more. It quite literally can not get worse than it already is.Re-rolling combat against the Keystone Hardpoint. 2d8+3, +2 from H.L.A and +1 from C&C Kit.
>>6431440That neatly put down the remainder of the Keystone section, very nice. Which means I should be free for next turn to get on the final section of the ship.
Rolled 8, 4, 3, 3, 5, 4, 8, 8, 4, 2 = 49 (10d8)>>6430667Genuinely don't know what the plan is with the Marine unit at N10. I thought it was going to be killed so I could move up, but that doesn't seem to be happening. So fuck it, hail mary bike ride to the minelayer.>MovementNW 2, W1, N1>Action4 Infiltrates + attacking the Minelayer if I can get to it.I don't know if all these infiltrates will be needed, but I'm going to roll them anyway.First four 2d8s are for each move. They should be at a +3 due to bikes + tag iircLast 2d8 is for the attack. Only at a +1 from tag.>>6430503If you want you can try smoking off the Marine unit to your direct north to make moving easier. Or you can attack support something that needs help. Your call.
>>6431467Looks like I got caught right on top of the Marine unit. Oh well. Unless it's killed or smoked I'm stuck here.
I'm not quite sure what to do here that would be the most helpful. I'm tempted to hop on the wild ride myself, but I'm not sure if I'd be able to reach a position with LoS on the destroyer, especially if we start piling up on eachother.
>>6431498You could use the Logistics Point fast travel and help support Ebner's attack against the heavy weapons maybe
>tfw chad petrekoran marines take your logistics awayJust a point too far it seems.>>6431467Happy to oblige, it's not *just* because I'm bitter.>>6430667---TURN>ACTION: SMOKE-> V. Stólos Marine Section DC 12 (PWR) HP 10>MOVEMENT:I can see when I'm not wanted. Mostly because all of those enemies are going to rush into me and CQC kill me.Follow road to J13 Logi point (1 Base MOVE + 1 MOVE due to Combat Car, +1 MOVE due to Support Load, +1 to Road)Ammo 1/2 -> 0/2 -> 2/2RELOAD---
Rolled 5, 8 = 13 (2d10)>>6430667>>6431404>Support Schwartz's infiltration
>>6431513Thanks bud. I think I do make it now with those guys blind for a turn.
Rolled 1, 2 + 2 = 5 (2d8 + 2)>>6430667>>6431331Okay, with the Fabiani support role I should be fine. So just to make things easier for turn resolution my total turn is:>MOVEMENT:NW4>ACTION:Melee southern Kyklos point.
Rolled 2, 2 = 4 (2d10)>>6430667>Attack through the AA position and get on the Kyklos to begin clearing it>Im just throwing dice really
>>6431662I think rules as read should see you roll 2d10's as you have two Galvanics equipped, but I could be wrong.
>>6431696Actually no you rolled right, my bad. Your card shows you as having Veteran Dice (2d6) as base but you should have Regular (2d5). Oops. Carry on.
Rolled 3, 1 = 4 (2d8)>>6430667>From I13, Move 2 NW >Attack naval infantry at K11. If LoS forces me into CQC, +1. Otherwise +2.
Rolled 6, 4 + 10 = 20 (2d6 + 10)>>6430667>Move 1x NW, 2x W, 1x NW>Support Ebner's attack on the Heavy Weapons section>ResupplyRolling with the +2 innate bonus to support that Luce mentioned
Didn't quite have time to finish processing and writing before it's time for work, I'll update when I get back in around nine hours or so. A near two day delay is rough I know but that's how working weekend nights is, for all the perks of it.
>>6430667>Action and movement.>>6430965Fuck it we ball. Joining in.>Free actionResupply Luce if able, but think I ran out of resuply right? If not then resuplly beford joining in on the mad run
Rolled 5, 3 + 4 = 12 (2d6 + 4)Considering how much I've delayed and nodded off I should have called for botting earlier but since I didn't I'll just do an obvious one.>>6431951>but think I ran out of resupply right?No, not yet.As a reminder I am not a mind reader so while I can make a move dependent on intent, if you describe an action without saying directly where you are going or what sort of route you're taking, I see a map with far more information on optimal moves and risks than what is posted in the thread so I'm incapable of making a fair move that isn't extremely limited.
Multiple ships in the harbor were being taken by storm now. Normally, such operations would be dangerous, and have high casualties- but those who were not covered in armor were specially outfitted in one way or another, whether with the odd technology of the subterraneans or the Federation’s unusual chemistry experiments, and that combined with the surprise of the matter meant that the sailors were caught utterly off-guard. By now, the sky was beginning to brighten with the slightest wink of sunrise, but it would be all over with by the time it was no longer dark.Such was Schwarzehand’s estimate. There might be a final mishap that could cause significant casualties, but nothing that would prevent a victory. It was the reward of taking so many of the Legion’s better soldiers for this. For all the company captains might have lamented the loss of talent, their tasks were so much simpler than what was demanded here.Of course, the communications were such a mess now that he couldn’t listen in directly anymore, the sitrep a patchwork of reports of new contacts and old ones dispatched, tactical movements foiled then an opportunity making them viable again. The battle was a complete mess, but one that wasn’t from a loss of control.“The destroyer is taken,” a grizzled Imperial adjutant missing a few fingers and teeth reported what was suspected but now a certainty, “Resistance has been cleared off the decks and out of the magazines and engines. There’s not much chance they’ll be able to scuttle it now, but they were certainly in the process of trying.”“Their work isn’t done yet.” Schwarzehand withheld any congratulations. “What about the rest?”“They’re making ready to leave, but our people are already boarding,” another adjutant said, one of 4/5th Company’s liaisons, a pretty wavy-haired Sea Vitelian lady with more business in a ballgown than a uniform, but Schwarzehand wouldn’t complain about whatever deal the Legato had struck for that formation. They were doing better than he anticipated. “The Frigate had been captured, too. Are we concerned about the tugs escaping?”“No.” Schwarzehand said curtly. “Those are civilian vessels, and there’s no report of enemy on them. Better not to take chances.” If those motor launches had been around, that would have been another target, but they had absconded into the night after their attack run on the Federation support.
The ships were loot in and of themselves, with how clear the Legion’s possession of them was, but takings were also had in the outskirts as 5th Company elements finished securing the fishing village on the island off the coast. Another supply cache- field equipment meant to be evacuated on the fishing boats, presumably, when such plans had been interrupted. It was quite a lot of guns- ordinary ones, really, but enough that they might have value just selling them off, if they weren’t useful to others.>x3 Petrekoran Standard WL LootedWithin Portaborde Anhel, a new situation was developing as the one with the ships was wrapping up. With the possibility of friendly artillery support eliminated, the remainder of the harbor force was beginning to move together- to reassert whatever numerical advantage they might have left, focused around the strong Petrekoran Expeditionary Marines, whom even the Legion had not dared engage directly in combat yet rather than avoid to the best of their ability. Seeming to move towards the center of the harbor, where a large warehouse was, if the enemy managed to coalesce into a singular defensive position, they would be very difficult to dislodge. On the other hand, if they similarly united to try and force a breakout, the Legion, dispersed as it was, would find it difficult to stop them from escaping through sheer force of firepower. They wouldn’t be able to stop the Legion from accomplishing the objective of taking the harbor…but the decision whether to try and destroy them or to settle for besieging them would have to be acted on very soon, and succeeded at.“Priority report from the Feddies, Lieutenant Colonel,” Lieutenant Foulke said after he had been pulled aside, “A reconnaissance flight from them spotted reaction forces being prepared to the north and south. The Federation is diverting landing forces and airborne reinforcements to beat back the brunt of it, but they advise we must have the perimeter of the harbor secured. Morning is coming soon, we will have support, but this is going to escalate to a point soon that we should not be fighting alone.”“Yeah, yeah.” Schwarzehand sighed. Guess they wouldn’t hire mercenaries if they could handle this themselves, for all their wealth and power. “Here’s my order on that then. Double time it. Secure those supply yards and clear out that coastal fort. We’re not getting paid more to hold off whatever’s coming by ourselves, and from the sound of things, we’ve been listed as breakfast.” >Combat will END in THREE TURNS. If the objectives are not secured by then, there may be severe consequences…>TURN IS OPEN
Rolled 1, 3 + 13 = 17 (2d4 + 13)>>6432041>Attack the Minelayer in Melee, using powdered vermilion for +2, taking 5 damage, and bringing me down to 2 HP (2d4+13 = 2d4 +11 Blood Anointment +2 Powdered Vermilion +2 Melee -2 Single Squad)>If Minelayer is slain, move to the NE coastal fort (details will be specified if I do actually beat the Minelayer)And then, they were two.The Minelayer was a lesser foe, but many men were exhausted and simply unable to go on.Even the powdered glory became scarce and it's effects lessened.So, it was him, leading the charge from the start, and unceasing yet.Alongside, surprisingly enough, the medical officer. A waifish looking fellow with a soft voice, Silvio deemed him lazy at first (though he would never say so aloud, poor form, poorer still to the medic), but he wielded a knife like any other, and used it with the hand of an expert.There was sense in it, Silvio supposed, one has to know what can go wrong to patch it up, and that same knowledge can be used to fight. Though most surprising of all, was that while the medic partook of the powder like all others, no changes overcame him, same lethargic movements, same distant attitude. He would have to get a drink with the fellow after this, at least, after the rest of the men get sorted.
Rolled 6 (1d6)>>6432041>MOVEMENTMax move north>ACTIONRolling for loot from Supply Yards, if not applicable then another move north instead"Making best speed towards the Fort, anyone with heavy weapons you'll be needed over here. Those not stuck in town can rendezvous at the Supply Yards."
Rolled 7, 8, 10, 2 = 27 (4d10)>>6432041>Move to melee range of those marines>Attack them in melee
>>6432041Just wondering, can the destroyer's guns be turned on the fort (with the unfamiliar equipment malus ofc)?
>>6432051>Just wondering, can the destroyer's guns be turned on the fort (with the unfamiliar equipment malus ofc)?They can be- they're big enough, but without spotting it'll be hard to get effective fire on the fort, considering said lack of artillerist experience.
Rolled 4, 1 + 15 = 20 (2d4 + 15)>>6432045(17, exact kill)The ship fell quickly, and with it, any time pressure he was under. The other ships far enough that, if they were trying to flee, and were allowed to flee, were already on their way out.A chance to reflect then, ask command for an update....Or it would have been if the command to pick up the pace hadn't just gone through.So, with the consideration that his fellows are likely to have the city handled, he, alongside his dour compatriot, mounted their metal steeds and rode out once more.>1S 1/2S 1/2SE 1E 1NE 1/2N(This will provoke infiltrate rolls, some close enough to include the CQC bonus, and against a single target that has Scrn, thus inflicting a -3 against them, none can mathematically hit, as I am rolling 2d4+15, but I will roll none the less)
>>6432053That's fair.>>6431513Garza, if you could start heading north to lob a flare over the fort that would be nice?
>>6432041Do units engaged in melee still exert ZoC? Relevant as to the Marines engaged by Fabiani. We can't Support to help get rid of them sooner, so it'd be good to know if their massive ZoC is going away or getting reduced because they are busy being stabbed.
>>6432053Do the vessels need to be looted with an action to count as claimed for battlefield looting purposes, or is clearing them enough?
Rolled 6 (1d6)>>6432041Pezzi raps her knucles on a bulkhead, whistles faintly. Being a sailor must be an nice gig. A tanker, of course, to be preferred, land having the boon that it seldom shifted beneath you. She was admittedly somewhat jealous of di Serrata, encased in steel like some modern day knight out of old tales. But if one could not be a panzercommander, one could be an admiral, and apparently admirals and naval captains got to slip around to visit exotic port towns in vessels with enough firepower to level nations. Maybe Pezzi was in the wrong line of work? The tall 1st Company trooper she'd been hiding behind for the last few minutes of combat was also encased in steel. He just sort of was a modern day knight. Tanks, ships, valour in arms, and she was definitively working up a minor case of military jealousy. The Legion supply clerks had a lot of opinions about exactly what amount of equipment her troops were allowed to have, and when, and why. Kept denying her reasonable requests for additional allotments of munitions. Unfair, when you thought about it. Serrata got a tank, Fabiani and Cialdini's hard-headed too-tall troopers got customised light plating, and somehow her last two requests for explosives got turned down. But they'd see. They'd all see. She was eminently reasonable and could be trusted with excess firepower. If only. . .. . . Hang on a minute." We cleared the captain's deck, yeah? " >ACT>You know, they leave these destroyer guns armed, right, and it's not as if they scuttled the armoury, and, sure, the instructions are in Petrekoran, but I've been around. I think I faked being a bosun, once. Does anyone here know how to operate a destroyer main gun? No? Well, we'll... Make a go of it. >Let's give the coastal fort some inducement to vacate the premises. They're hardly going to fire back at us and risk hitting their own people in the dark. And if we miss and make a splash out of the local landscape, that's actually better. They might get even more intimidated.>So... Turn the destroyer guns on the Coastal Fort at S9.>MOVE>Stand still and brace.
>>6432041>actionSuporting fire on any attack done by Rousseau. Dice will follow.>Movement>free actionDo supply runs from the southeastern outskirt and then move back to supply units such as Rosseau and Weisskopf.>>6432018I apologise. I would want to use laptop but my ip is sadlt blocked on there. Otherwise I would draw lines on a map. I will also attempt to communicate more clearly. Weekendshifts man. They also got me.
>>6432051>>6432056... Oh. I, uh, I should have pressed 'update' before I committed, I see.You know, a flare would be nice. I don't think I entirely know what I'm doing.
>>6432059>Do units engaged in melee still exert ZoC? Relevant as to the Marines engaged by Fabiani.That's a good question. Normally I'd have concluded that two attacks as normal would be needed to shut off zone of control, but considering that melee's conceit is that you're shoved all the way in there and mingling about to the degree that shooting into the mass risks friendly fire, I'd say that it'd be near impossible to still maintain a secure perimeter.>>6432061>Do the vessels need to be looted with an action to count as claimed for battlefield looting purposes, or is clearing them enough?Clearing them is enough. Looting is for extra stuff, potentially.
It seems to me I have mostly three actions I could take from here:1a: Support Schwarz's boarding action (would prefer supporting a CQC attack so I can make use of the +3 support modifier from my weapons)1b: Storm the stern of the Kyklos while Schwarz attacks the bow2: Attack the somehow still standing AA position, or support someone infilitrating or attacking it3: Loot the KatasI'll hold my action for now to see just what those in my vicinity are planning to do and how it turns out, but I'll probably end up supporting whatever goes on here. I'm not really in a position to get across the map in time to help with the objectives but I could reach the Supply Yard this turn if it's needed, possibly even the fort with some lucky infiltration rolls should it be neccessary (if Pezzi's roll to destroy the fort is declared null and void.), though I won't be able to attack this turn.So I hope the ones not engaged in the quagmire in port (Holzmann/Luce/Serrata/Fogl/Weißkopf basically) consider resupplying in the south and use a double move to get as far north and east as possible to help secure those objectives.
>>6432065It's probably not going to be happening this turn so in the meantime you can help seize the Kyklos instead?
Rolled 4, 5 = 9 (2d6)>>6432041Not sure what this action will be, but since we've gone loud, I think I'm going to>Move 1W, take those civilians hostage (combat?)>Move 2N towards the AA gun and fort with those shields.>Pile the civilians into those trucks, if possible.
>>6432041>MOVEMENT E 1, SE 1 to the K8 Logistics Point>ACTIONResupply!
Rolled 3 (1d6)>>6432041>Screen out the CDF Militia >Move 1E, 1NE, 1N, 1NW and Capture the supply yards
>>6432041>Movement1 East, resupplying at Logistics Point to the south, 1 Northeast, 1 North, 1 North.Should end up just north of where Rosseau is shown on the map if I got my landnav right.>Action+1 MoveI would have liked to support an attack on that shore party but it looks like we are short on actual attacking power to make that work, and the full 2 turns of ammo might be needed to take that coastal fort.