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File: OP1.png (1.55 MB, 1200x800)
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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…

-----
>>
>>6400196
E
>>
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December, 1928, Roxalania, Audaxio Isles Capital, Boveda Princeza

Despite 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.
>>
File: chargen_companychoices.jpg (1.81 MB, 3423x3730)
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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.
>>
File: chargen_supportequipment.jpg (1.3 MB, 2655x3730)
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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.
>>
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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.
>>
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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.
>>
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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 >>6400203
Weapons, and Equipment Slot A annd Equipment Slot B

So 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.
>>
File: supplemental_racialtraits.jpg (2.6 MB, 2865x3327)
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In another time, I'd just put all the supplementals in a singular pdf, but we can't do that anymore, it seems...
>>
File: supplemental_caelus.jpg (1.61 MB, 1899x3848)
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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.
>>
>>6400202
The 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 Battalion
Old blood Honor

>Unit Equipment:
All standard rifle compliments for all squads
Command + coordination for the A slot.
Supply support rigging for the B slot.
>>
>>6400244
Extra:
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 Battalion
New Money Manifest - Blood Anointment
>Unit Equipment:
Submachinegun Assault
Blood Anointment - Slot A
Medical 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

>Extra
Born 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.
>>
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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 related
Very 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 Company
Dawn-Lit Lance - Can move through enemy to other side on successful attack.

>Unit Equipment:
Submachinegun Assult
Light 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 Complement
Equip Slot A - Camo Cloak
Equip Slot B - Light Rigging
>>
>>6400229
They'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
>>6400245
The 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.

>>6400271
Welcome 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.

>>6400284
Another 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.

>>6400288
A 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
>>6400315
The 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.
>>
>>6400375
Take 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.
>>
>>6400196
Are 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.
>>
>>6400396
Not 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 Company
Waste Wench Charmer- +1 Squads Base

>Unit Equipment:
Weapon Load: Standard Complement, +1 All, +1 Screen, 4 base Ammunition
Equipment 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 Fortified

Extra: 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.
>>
>>6400201
Can 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;
>>
>>6400210
Trelani mossheads follow Vitelian (Italian) naming conventions?
>>
>>6400209
There 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" Bellucci
Most 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 Mare
He likes his women like he likes his meat bloody
If 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 Battalion
Old Blood Honor


>Unit Equipment:
Heavy Weapons Specialist
(Mandatory:) Mortar
Command and Coordination

Potentially 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.
>>
>>6400628
Tanq 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
>Origin
Hill 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 History
Daughter 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 Records
Clearly 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 Traits
5th Company of 2nd Batallion
New Dawn Disciple
>Equipment
Standard Complement
Heavy Machine Gun
Medical

Reporting for muster, sir!
>>
File: mechanical_scoutingandzoc.jpg (1.71 MB, 3048x2359)
1.71 MB JPG
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...
>>
>>6400445
Never 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.

>>6400553
Welcome 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.

>>6400628
The 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.

>>6400905
Whose 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 name
The 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 Company
Old Wars Warrior- Upgrade base combat dice one tier.

>Unit Equipment:
Weapon: Submachinegun Assault, +3 CQC, -2 Screen, -1 Support, 3 Base Ammunition
Equipment 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 Standard
1x SMG Assault
1x Automatic Rifle Support

I hope I did that right, I'll clarify anything that needs it.
>>
>>6401059
Little header, the weapons you pick, you pick for all your squads, so it's either standard, SMG Assault or Automatic Rifle Support.
>>
>>6400988
So 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?
>>
>>6401026
Another 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.

>>6401059
Naukland 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.
>>
>>6401277
How 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 impossible
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.

>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?
>>
>>6401424
Heavy Weapons do occupy an equipment slot, yes, and taking them requires the Heavy Support Weapon Load.
>>
>>6401431
How 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 Company
Waste Wench Charmer

>Unit Equipment:
Harzwohlkan Chaingun
Harzwohlkan Long Shots
Supply Support Rigging

Extra:
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.
>>
>>6400209
Okay, 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 Specialist
Slot A: Camo Cloak
Slot 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...
>>
>>6401770
More 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.

>>6401779
All 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: II
2nd Company: III
5th Company: II
6th Company: II
4th and 5th of 2nd: IIII
It should be 3rd really but whatever everything's still in a reorg mess diagetically anyways
An 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: IIII
Sottotenete: III
Sergente di Platone: IIIIII
And 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.
>>
>>6401940
Yeah 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
>>6401770
I 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
>>
>>6402003
When 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 Trait
6th Company
Waste Wench Charmer

>Unit Equipment
Weapons: Standard Complement
Support A: C+C Support Kit
Support B: Supply Support Rigging

-

Lets see how this works out, eh?
>>
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>>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
>>
>>6402003
I 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.

>>6402006
Alack, another Emrean with a name the size of a novel.
Taken on.

>>6402116
Educated 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.

>>6402139
Huge 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.
>>
>>6402174
Just to check there's still time for changing loadouts after the mission briefing if needed?
>>
>>6402182
>>6402197
Changing 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.
>>
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>>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 Detachment

From 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.
>>
>>6400203
the heavy weapons specialist squad is woefully undergunned
all 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
>>6402311
More 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?
>>
>>6402316
SL: Carbine + pistol
3x weapons specialist: 1 carbine, 2 smg
2x automatic riflemen
1x sniper
3x riflemen also carry ammo for the csw
split into two fireteams
ft1: 3x ws, 1x ar, 1x rifle, fireteam leader is a heavy weapon specialist
ft2: 1x SL, 1x ar, 2x rifle, 1x sniper
maneuver occurs as standard bounding overwatch
when 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
>>
>>6402330
oh and when I say carbine I mean the 11mm slug jobbies
gotta 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.

>>6402315
Appreciated and noted. Things turned out more balanced than I thought they would, honestly.

>>6402316
>>6402330
>>6402335
>the heavy weapons specialist squad is woefully undergunned
Okay 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.
>>
>>6402343
that's fine, of course!
current heavy weapons squads are weak to assaulters, and that's just how it's gonna be
>>
>>6402343
>>6402315

Updated list accounting for 1st Company not getting -1 squads per platoon:

Aurora Legion Special Detachment

From 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
>>
>>6402343
I realize I got way too far into the weeds
in 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 fire
again, 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.
>>
>>6402367
Ive 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.
>>
>>6402362
to 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 available
and/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
>>
>>6402384
5th 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
>>6402385
Support 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.
>>
>>6402399
I 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
>>6402389
Missed 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.

>>6402367
It'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
>>6401328
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.
>>
Nomme de Guerre: Fogl
Nation of Origin: Sosaldt
Physical 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: Sergente
Company + Unit Trait: Ghost Step
Unit Equipment: Camo Cloak, Miasma Bombs
>>
>>6402431
Forgot 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.

>Rank
Sergente

>Company + Unit Trait:
6th Company
Waste Wench Charmer

>Unit Equipment:
Submachinegun Assualt
x2 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.
>>
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>>6400628
>>6402448
>>6402452
May 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.
>>
>>6402455
Uo-oh, samefag got busted. Good catch anon.
>>
>>6400988
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?
>>
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 Card
Mole Market - Dust Bitten

>Unit Equipment:
Weapon Loadout: Submachinegun Assault
Equipment Slot A: Medical
Equipment 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 Company
First and Fiercest

>Unit Equipment:
Weapon: Standard Complement
Equipment A+B: Heavy Armor
>>
>>6402452
>>6402455
I 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.

>>6402431
As long as we keep you away from representing sandwiches things should be fine.

>>6402674
Name shortened is Cat. Actual name meaning is Sow. Women, am I right.

>>6402690
These 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...
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>>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 Leader
x3 squads of 10, +2 to Finances

>Company + Unit Trait:
6th Company: Wild Card Company
Pillager's Pluck

>Unit Equipment:
Weapon Load: Motor Chain Gun, +2 Screen, +2 Support, -1 CQC, -1 Ammunition
Equipment Slot 1: Supply Rigging- 2x resupply of self or nearby ally's ammunition
Equipment 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
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>>6402739
How many missions are you planning for this to run for compared to the last skirmish?
>>
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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.

-----
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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.
>>
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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?”
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“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!”

-----
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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)
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>>6402755
Late 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?
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>>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
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>>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 Approach

Stuffy. 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."
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>>6403014
I mean attacks by the one whose zoc is entered.
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>>6402983
>Landing Site A- Fields
>>
>>6402983
>Reporting in
>Landing Site A
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>>6402983
>>Landing Site A- Fields
>>
>>6402983
>Landing Site A- Fields
>>
>>6400905
>>6402116
>>6401779
>>6400284
Sergente 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
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>>6402983
>Landing Site B- Southern Approach
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>>6403099
Forgot my flair.
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>>6402983
>Landing Site B- Southern Approach
>>
>>6402983
>>Landing Site B- Southern Approach
It 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.
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>>>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.
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>>6403196
Also, 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.
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>>6403197
Does the dark green terrain around the lake mean anything?
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>>6402983
>Landing Site A- Fields
>Landing Site B- Southern Approach
2 for fields and 2 for southern to support and supply both attemps
Going fields himself.
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>>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.
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>>6403253
2 squads each of course
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>>6402983
>Landing Site B- Southern Approach

The 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.
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>>6403253
>>6403255
I don't think you can split squads like this.
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>>6403253
>>6403277
In that case all in:
>Landing Site B- Southern Approach
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>>6402983
>Landing Site A- Fields
Site B is simply too far away, reaching the objectives will prove difficult from there.
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>>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- Fields

Upon 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.
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>>6402983
>Landing Sights A- Fields

Charging into rough terrain seems quite dangerous. I’d like to see what’s trying to kill us.
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>>6402983
>Landing Site A- Fields
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>>6403350
Scratch that, make it B. A is too crowded
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>>6403351
by my count both sites are equal without your deployment
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>>6402981
>air-deployed to get a big something
>last-minute commander change
>>6402983
>unknown hostile

uh oh
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>>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 B
Another beautiful day in the Legion.
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>>6402983
There 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
>>
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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
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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.
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>>6404108
Righto, 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
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>>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?
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>>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."
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>>6404182
Forgot my trip
>>
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Rolled 1 (1d6)

>>6404108
>MOVEMENT:
North 1, North 1, East 1/2
>Action:
Scout, should just be a 1d6 roll right?

>>6403012
>>6403609
Takt, 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
>>
>>6404108

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?
>>
Rolled 5 (1d6)

>>6404108

>Movement
None
>Action
Spot/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
>>6403304

Di 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
>Movement
South, East, East

>Action
Recon

My 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)

>>6404182
And forgot the scout roll, blegh.
>>
>>6404108
can you move through corners? like 1NE for example?
>>
>>6404155
The 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.
>>
>>6404454
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? And would a move like that inflict a malus to the infiltration roll aswell?
>>
Rolled 1 (1d6)

>>6404108
>MOVEMENT
West 1, West 1, West 1, NW 1/2
>Action
Scout

Bertram 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.
>>
>>6404454
Hey 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:
Scout
I'm following the blob going to PoI T2.
Will support where needed.
>>
>>6404478
>Rolled 1
*grabs popcorn*
>>
>>6404107

By 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

>>6404107
Small correction, I'm from Trelan not Vitelia
>>
>>6404369
I 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.

>>6404539
Eh 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 Vitelia
Noted, fixed for Etto too.

Should have gotten to these earlier but I'm a bit enervated today.
>>
Rolled 4 (1d6)

>>6404108

>MOVEMENT
North 1, setting up in the middle of the grid square.

>ACTION:
Scout

Moving 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 range
Also I seem to be missing from the map.
>>
>>6404784
Whoops 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)

>>6404484
Forgot 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
>>
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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.
>>
>>6404784
Apologies, 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.
>>
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Rolled 2 (1d6)

>>6404108
Posting 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)

>>6405125
My 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.
>>
File: op1_turn2.jpg (3.21 MB, 3662x3051)
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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 OPEN

A 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)

>>6405466
INFILTRATION 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)

>>6405466
Infiltration Roll first.
>>6405468
A heads up, you roll your combat dice for Infiltration.
>>
>>6405473
2d5 IS my combat dice
>>
>>6405473
>Serra
Hm, is the +1 from the weapons added to the Infiltration roll or no?
>>6405474
Sorry then, must've misread your unit veterancy.
>>
>>6405465
You didn’t move me >>6405024
>>
>>6405466
>>6405469
So 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?
>>
>>6405489
Apologies, 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.

>>6405473
Weapon bonuses get you over that DC, great.

>>6405466
How long do you have to be on a road to get +1 move?
>>
>>6405474
The switch to 2d5 was considered, not confirmed, far as I can read.
>>
Rolled 4, 4, 6, 1 = 15 (4d6)

>>6405495
RIGHTO!

>>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.
>>
>>6405500
I assure you. That 2d5 is my combat dice. Source: Trust me bro
>>
>>6405500
I 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.
>>
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>>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)
>>
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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.
>>6405466
Bertram 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.

>MOVE
1 SE
>ACTION
Attack 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.)
>MOVE
1/2 E
>>
>>6405466
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.

>Move 1x West
>Support any friendly actions in range
>>
Rolled 1 (1d6)

>>6405466
Move 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
>>
File: roadview.png (1.81 MB, 1132x799)
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>>6405466
>MOVEMENT:
North Northwest 1, Northwest 1, West 1
>Action:
+1 Movement

Not 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
>>6405876
Parallel 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

>>6405465
Move 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)

>>6405951
that'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."
>>6405656
Slight aliteration to my movement.
>MOVE
1 SE
>ACTION
Attack 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.)
>MOVE
1/2 NE

This position will allow me to target the men in T3 from a safer distance.
>>
>>6405806
Oi!

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?
>>
File: da t1 movement.png (2.64 MB, 1394x1256)
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Rolled 5, 5 = 10 (2d6)

>>6405466
Moving 1NE, 1N. If the lake isn't in the way.
>>
>>6406071
Dunno 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
>>
>>6406072
Oh 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.
>>
File: attack.png (1.22 MB, 986x692)
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Rolled 1, 4 + 1 = 6 (2d8 + 1)

>>6405466
I 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.


>Movement
South 1
Southeast 1 on the southeast corner

>Action
Attack Militia Patrol
>>
Crap roll, but idk if the dc is lowered since this isn't a screen attack.
>>
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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.

>>6406111
I 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.
>>
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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.

>>6405552
Truly 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.
>>
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>>6405724
My bad, to the edge of the tile as per pic.
>>
Rolled 5 (1d6)

>Move 1S, 2W. Scout T3 and that Unknown.
>>
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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 Prowl

Immediately, 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)

>>6406600

Action: 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
>>6406600
Ah, 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)

>>6406708
Hey, thanks, another roll of the dice!
>>
>>6406600
Hm, 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
>>
>>6406735
so 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)

>>6406600
Alexandra 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 10/10
Squad 2 10/10

Munitions 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
>MOVEMENT
Use DAWN-LIT LANCE to Move North-East.
>ACTION
Scout

Here's hoping that Weisskopf will be able to finish off the CDF Militia Section, while Etto Scouts and prepare for the next battle.
>>
>>6406599
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 as
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?
>>
>>6406599
>Move 3 North
>Move 1NW, 1W
Sorry, I thought we started this coming week
>>
Rolled 5, 1 + 2 = 8 (2d8 + 2)

>>6406802
Thanks for the clarification.
>>6406600
>MOVEMENT
1/2 NW, 1 N. I should be in the middle of the square right of me.
>ACTION
Shoot 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.
>>
>>6406814
I 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.
>>
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Rolled 3, 1, 6, 8 + 2 = 20 (4d8 + 2)

>>6406600
>Movement
Infiltrate East 1 into the village to secure harder cover.
>Action
Continue attacking Militia Patrol to our East

Two sets of d8s. First in the infiltrate and the second is the attack which I think comes with a +2
>>
>>6406960
I 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)
>>
>>6406814
You 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 as
You 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.

>>6406831
It'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.
>>
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Rolled 5, 2 + 2 = 9 (2d6 + 2)

>>6406600
It 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.

>MOVEMENT
South 1

>ACTION
Attack the CDF Militia Patrol by T3, Standard Weapon Load gives +1 All, +1 Screen, for +2 total
>>
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>>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
>MOVEMENT
South 1

>ACTION
Attack 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?
>>6407078
Also 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
>>
>>6407156
10 vs 14, so 8 casualities, bringing me up to a total of 26 casualities

leaving me with one squad at full health, and another squad at 10 out of 12 health
a bloodbath to be sure, but they shall die in turn
>>
>>6407157
with this in mind, I assume I am at the position noted on the map, that is, 1S of the Interloper prowl

my 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 attack

for 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)

>>6407159
first infiltration roll, 3 and 1, total 4, with blood anointment bonus of 6, total 10
4 margin, 8 damage

total damage taken at 34, current bonus +8

second infiltrate, 2 and 1, total 3, plus 8, is 11
margin 3, 6 damage

total damage taken 40
we are at 1 squad of 8 health, that's right, 8 men left, with a blood anointment of +10

but seeing as I failed both infiltration rolls, as per >>6407158
I now roll to heal
>>
>>6407161
3! 1 health healed

currently, we are at 1 squad of 9
with 40 damage taken total, 1 healed (so we got 39 wounded at the moment)
>>
>>6407162
correction, that 3 is actually a 1, due to the penalty of being at 1 squad, a penalty of -2 to all rolls
so I do not heal
and my current bonus is effective 8 aaaand probably can't get any higher without just dying

didn'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 get
my 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 turn

sorry for messing it up, not sure how to resolve it
>>
>>6407007
>>6407008
You're probably right. This uneeded gamble didn't pay off.
Would have been pretty slick if it did though!
>>
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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)

>>6407232
Guess the dice didn't fancy being part of that post, we'll try again.
>>
>>6407130
I 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)

>>6406600
Moving 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 it
I will figure out something when I get back from work.
>>
We still accepting recruits?
>>
>>6407478
Open 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 patrol
Hopefully I did this right
>>
Rolled 2, 3, 1, 2 = 8 (4d5)

>>6406599
>Move 2E, 1SE
>CQC Attack into the Airfield Hangars, Militia Section
>>
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Rolled 4 (1d6)

>>6406600


>MOVEMENT:
SW 1/2 to center of tile

>ACTION:
Scout unknown contact (DC2)
>>
>>6407078
>>6406600
I 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:
>MOVEMENT
South 1, East 1/2
>>
>>6407130
Changing movement to southwest 1
>>
Rolled 3, 4 + 4 = 11 (2d4 + 4)

>>6407770
Forgot dice
>>
Rolled 4, 5 = 9 (2d6)

>Movement: 2 North, following the road, up to the PoI dot corner.
>CQC (+3) Attack CDF Raid Platoon
>>
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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.

>>6407173
Alright, 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.
>>
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>>6406600
>Move x2 North
>Support Weisskopf's attack
>Give Weisskopf a reroll with +1
>>
Rolled 6, 2 = 8 (2d6)

>>6407821
>>6407007
>>6406600
Rerolling attack
>>
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>>6407816
Take your time, it's all good.
>>
Rolled 3, 4 + 1 = 8 (2d6 + 1)

>>6407821
No dice huh.
>>
>>6407523
Hi 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 Size
Company 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 Eye
Equip Slot B - Mortar, -1 Screen, +3 Support
>>
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>>6407816
>those AD-style intersecting gridlines
we are so fucking back

If 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.
>>
>>6407816
o7
>>
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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.
>>
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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 OPEN

Still 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.
>>
>>6408032
I 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.

>>6408057
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'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
>MOVEMENT
1 N
>ACTION
Shoot 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?
>>
>>6408145
Ah, I processed you wrong then, I put you on the wrong target I think.
>>
>>6408156
Understandable. I did get the name wrong at first. Do I just act from my current spot?
>>
>>6408158
Act 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
>>6407824
Ayyyy, Look at that! All's well that ends well!
Now if only I passed the damn Scout roll...

>>6408124
>ACTION
Direct 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

>ACTION
Resupply ammo (I should be in range, unless I'm misinterpreting the radius?)

>MOVEMENT
NW,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."
>>
>>6408167
Resupplying 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 them
Ammo 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."

>>6408191
That said, I think with your CQC bonuses you smoked the MG nest. You should be able to resupply at V1 next turn.
>>
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>>6408124
Much 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 Objective
Ammo 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!"
>>
>>6408202
Affirmative. 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.

>>6408123
Acting from north edge of J17
>Attack Raid Platoon. +3 CQC, -2 Miasma
>-Ghost nulls engagement
>>
>>6408209
If 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."

>MOVEMENT
West 1/2, Northwest 1

>ACTION
Support Fogl's attack the CDF Raid Platoon, 2d6 + 1(All)
Ammo 3/4 -> 2/4

>>6408221
If 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.
>>
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>>6408249
You make a good point! I was worried it would interfere with the road movement bonus.

>>6408124
Sorry 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 Movement
Ammo 2/2
>>
>>6408190
I'm fine with where I am movement wise, just need tanq to clarify the "within a one tile radius" part
>>
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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."

>>6407577
Upon 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-11
I 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

>>6408210
It 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 E
Many 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.

>>6408135
Alesso 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
>MOVEMENT
1/2 east
>ACTION
Shoot at the CDF raid platoon

Dicz will follow and Tanq can we ask that platoon ro surrender due to totally outnumbered?
>>
>>6408372
Good 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)

>>6408488
Going for a Dust Bitten reroll here.
>>
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>>6408505
Was 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
>>6408372
The 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.

>>6408202
He 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 10/10
Squad 2 10/10

Munitions 2/4 -> 1/4
>>
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Rolled 4, 8 + 1 = 13 (2d8 + 1)

>>6408541
"Roger that. Fire support inbound."

>>6408123
>Movement
East 1 into H10 to secure PoI V1. Resupply and then head to the Northeast corner of H10

>Action
Support Di Serrata's actions against on CDF Minute Section in the airfield.
>>
>>6408127
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?
>>
>>6408383
Suggesting 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)
>>
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Rolled 4, 3 + 4 = 11 (2d5 + 4)

>>6408123


>MOVEMENT:
North 3

>ACTION:
Support attack on CDF Raid Platoon occupying the intersection around K-16

Rudolf 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
>>6407302
If both of you can attack the Raid Platoon that'd be great
>>
>>6408820
There are two separate attacks on that target. One by me, one by de Murso. Which one are you supporting?

>>6406831
>>6407302
>>6408383
I 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.
>>
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>>6408210
I 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)

>>6408964
I'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
>>6408124
Rerolling 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)

>>6408123
medkit and pass, need to take advantage of healing when I have it
currently 1 squad full, second squad at 3 health
>>
>>6409024
4 health now
>>
>>6408933
Apologies, 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.
>>6408383
Roll your thing my man.
>>
Rolled 3, 2 = 5 (2d6)

>>6409135
Go 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.)
>>
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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.
>>
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“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
>>
>>6409217
T(h)anks for rolling. Work shedule wrecked my sleep shedule and was recovering some sleep.
>>
Rolled 2, 3 + 1 = 6 (2d4 + 1)

>>6409374
>Movement
stay standing
>action
shoot 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.
>>
>>6408964
Hey, 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!
>>6409373

Paperwork? 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, Wildcard
Dust-Bitten

>Unit Equipment:
WL: Harzwohlkan Chainguns
A: Galvanic Assault Kits
B: 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
>MOVEMENT
Move to centre of J17

>ACTION
Support 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.
>>
>>6409398
That'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.
>>
>>6409421
Well, 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
>>6409423
Also 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 Ricamb

Sottotenete, 4/5 B,

>Unit Equipment:
WL: Standard Rifles
A: Marksmanship Kit
B: Marksmanship Kit
Old Blood Honour
+6 Finances

>Formation
Trained [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.

>>6409374
Here's hoping I don't low roll as soon as I engage in a bit of roleplay.
>ACTION
Direct Attack (CDF Militia Section)

>FREE ACTION
Reload Ammunition
Prepare DAWN-LIT LANCE to move to P8 on successful hit.
>>
>>6409454
AAAAAAAAAAAUGGH!
>>
>>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)

>>6409374
The 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
>MOVEMENT
1 NW (I should be on the line between J15 and J16)
>ACTION
Shoot 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.
>MOVEMENT
1 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.
>>
File: GarzaMove2.png (1.31 MB, 921x927)
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Rolled 5, 5 = 10 (2d5)

>>6409374
Regular 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.
>>
>>6409386
Might >>6409403 need your reroll, we'll see how everyone else's attacks go first
>>
>>6409373
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?
>>
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 tagless
So Support is mutually exclusive with the +1 All on standard complement or machine gun?
>>
>>6409631
Granted
>>
>>6409374
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.
>>
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.

>>6409395
I 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 CQC
Ammo 0/3->3/3->2/3

>>6409787
Much obliged

>>6409813
That 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+1

Section:
Squad 1 10/10
Squad 2 10/10

Munitions 2/4 -> 1/4

>>6409463
>Support is tagless
tragic.
>>
Rolled 3 (1d6)

>>6409374
>Use Medkit to heal (last turn I'm able to heal from the second turn of damage)
>Move 2N
>>
>>6409893
another 1 health healed,
in total, that's 1 squad full, 1 squad at 5 health
meaning 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.
>>
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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."

>>6409787
As 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 turn
Rolling 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
>>6408259
Need support and likely reroll to put that stubborn platoon away.
>>
Rolled 4 (1d6)

>>6409374
As 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.

>MOVEMENT
West 1, Soutwest 1, ending in the middle of K15

>ACTION
Scout

>>6410082
Take my reroll and give them hell.
>>
>>6409640

Pietro, 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
>>6409767
Re-rolling >>6409403 support roll
>>
Rolled 4, 2 = 6 (2d6)

>>6409374
>SUPPORT Etto's Attack (chaingun)
>>
>>6410145
I'm game
>>
Rolled 5, 3 + 2 = 10 (2d6 + 2)

>>6410139
That 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 move

Rudolf 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."


>>6410145
Lovato, 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.
>>
>>6410180
By 'support is tagless' ruling >>6409463, your CQC penalty doesn't apply. Only your +5 Support and possibly +2 All.
>>
>>6410201
I 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.
>>
>>6409374

Quick 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.
>>
>>6410294
Oh yeah, the heal needs a d6.
>>
Rolled 3 (1d6)

>Move up to Fogl, attempt to heal.
>>
Rolled 3 (1d6)

>>6410294
Rolling 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.
>>
File: op1_turn6.jpg (3.39 MB, 3662x3051)
3.39 MB JPG
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 OPEN

Putting 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."
>>
>>6410512
Tanq 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."

>>6410529
I'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 Ammo
Oh...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

>MOVEMENT
Move N (Resupply from Logistics Point), S, S (End SW corner of I 17)

>>6410552
"Hear you loud and clear, will provide overwatch shortly."
>>
>>6410572
Jeez, 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.
>>
File: GarzaMove3.png (845 KB, 651x873)
845 KB PNG
>>6410512
TURN
>MOVEMENT:
NorthWest 1, NorthWest 1 to space P7 (1 Base Move + 1 Move as Action)
>ACTION:
Move as Action
Ammo 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
>Movement
2 West
>Action
Support the attack on the MG bunker
>Free action
WHO NEEDS AMMO ON THE EASTERN BLOB? Just respond to this message. Got two resupply left I think
give out resupply to who strolls up
Will give C+C Reroll to who asks.
>>
>>6410572
Did 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?
>>
>>6410635
I may have forgotten some people, and I think you were one. I'll fix it.
>>
File: 1724907061888537.png (147 KB, 301x260)
147 KB PNG
>>6410636
Very nice. The violence may continue.
>>
>>6410512

>MOVEMENT
West 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.

>ACTION
Resupply? Not sure if that can be done and also using the Logisitics point to move 2o2.
>>
>>6410636
>>6410672
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?
>>
>>6410516

>sky-pirates and secret weapons

oh my!
>>
Rolled 6, 7, 8, 4, 7, 2 + 1 = 35 (6d8 + 1)

>>6410512
>Infiltrate South x2
>Attack CDF AA Position

First 2 sets of d8s are for the Infiltrates, last 2d8+1 is for the Attack.
>>
>>6410678
>>6408124
Forgot 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.
>>
File: position.png (1.61 MB, 1430x804)
1.61 MB PNG
>>6410517
Before 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 there
4d8, 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
>>
File: map.png (2.31 MB, 1412x1109)
2.31 MB PNG
Rolled 5 (1d6)

>>6410512
>FREE ACTION
Resupply because I'm out of bullets.
>MOVEMENT
Pic related, the star is the starting point. I have +1 Movement because of the road and +1 because of the Light Rigging.
>ACTION
Scout

Bertram'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.
>>
>>6410529
If you want to try to reroll that infiltration roll with my C+C you can.
>>
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.

>>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.
>>
>>6410595
I 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
>>6410595
Actually 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 L5

Section:
Squad 1 10/10
Squad 2 10/10

Munitions 1/4 (potentially) -> 0/4 -> 4/4
>>
Rolled 5 (1d6)

>>6410512
>>6411198
Either 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.

>>6410529
I'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)

>>6410972
Gladly!
>>
>>6411227
SE-SE still puts me one tile from the AA guns and within CQC, right? if so, I prefer the reroll, thanks
>>
>>6411234
It 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
>>
>>6411227
Have 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.
>>
>>6410616
No 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 Twice
First two for Infiltration, second two for Attack.
>>
Rolled 5, 2, 4, 6 = 17 (4d6)

>>6410512
>>6411297
Oh shit, my roll!
>>
>>6411300
>Fail the Infiltration Roll
>Pass the Attack Roll which I assume doesn't count due to failing the Infiltration Roll
Bah, ain't that a stinker.
>>
Rolled 4 (1d4)

>>6411281
>>6410616
And also roll
Modifier depends on how many attack the unit.
>>
Rolled 1 (1d4)

>>6411370
and the other dice fuck my life
>>
Rolled 4, 3, 3, 4 = 14 (4d4)

>>6410511
>Move 2 NE
>If hurt, heal, if not, scout
I 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)

>>6411380
with both of those having a bonus of +8, I don't think anything hurt me
now, scouting roll, assuming there is something to scout
>>
Rolled 5, 6 = 11 (2d6)

>>6410511
Move 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
>>6411515
I'll take that for my Infiltration Roll, thank you!
Wish me luck!
>>
File: op1_turn7.jpg (3.46 MB, 3662x3051)
3.46 MB JPG
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.
>>
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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.
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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
>>
>>6411557
what 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!

>>6411557
I'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.
>>
>>6411596
That...is NOT a crit
>>
>>6411594
This 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)

>>6411557
TURN
>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 right

Ammo 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-IFVs

someone seems to be running some interesting shock doctrine here
>>
Rolled 1, 4 + 1 = 6 (2d4 + 1)

>>6411380
On it

>>6411557
>movement
2N
>Action
Supporting the attack on the militia section
>free action
Premaring to give
C+C support to who asks.
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>>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.

>MOVEMENT
Southwest 1/2, South 1/2, ending up basically on top of the PoI V1 icon.

>ACTION
Attack 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)

>>6411720
Let's try that again
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>>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."

>>6411553
Ripgun 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
>MOVEMENT
Move W, W (end corner of I 14)

>ACTION
Support Fabiani and Lovato against AA Gun
>>
>>6411553
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?

I know there is no rule about this, but I wanted to check the feasibility of bonuses for squads overrunning an position like this.
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>>6411557
Tanq, what's an Anti-Fort roll >>6400204 ?
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>>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."
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>>6411555
>tfw panzers show up in the PCQ skirm
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>>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.
>>
>>6411781
Forgot 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.
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>>6411830
Galvanics, you say? Well, well, well. Of course!
>>
>>6411655
>>6411722
Changing my action to what Fogl is planning.
>>
>>6411876
You're fine. We need another turn to stack up, anyway.
>>
Rolled 5, 7 + 1 = 13 (2d8 + 1)

>>6411557
>Action
Attack AA Position

Pretty much locked here until we beat these guys.
>>
>>6411881
Are you planning on attacking this round? If not, I will pitch in to attack those raiders from far.
>>
Rolled 5, 5 = 10 (2d6)

>>6411553
Move W1, N1, engage the militia section (combat). Won't forget my name this time.
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>>6411967
Go ahead.
>>
Rolled 5, 4 + 1 = 10 (2d8 + 1)

>>6411557
>MOVEMENT
1 W
>ACTION
Attack 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.
>>
>>6411721
You should be close enough to use Luces C&C
>>
>>6412110
>>6411721
I 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
>MOVEMENT
Changing 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)

>>6412196
Whoopsie! Here is that roll. C'mon crit..
>>
>>6412193
Just 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
>>6411970
Similarly , 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
>>6412117
Alright, let's try that again for one more time
>>
>>6412216
Whoops, 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?
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>>6412245
I am Lucio Fabiani and this was my favourite reroll on the battlefield
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>>6412216
If I'm obstructing the support, have me shoot from one of the edges. So my movement and action should look like:
>MOVEMENT
1 W, 1/2 S
>ACTION
The already mentioned and rolled attack.

That should clear up the way and make it possible for both of us to shoot.
>>
>>6412216
How far up the hills do units need to be to benefit from the Elevated trait?
>>
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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)

>>6412346
He 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.
>>
>>6412370
1 ammo was expended, leaving me at 2
14 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
>>6412273
This 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?!
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>>6412354
>>6412388
>>6412521
The 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.
>>
>>6412525
Together we have three braincells.
>>
>>6412531
And not one pair of functioning eyeballs.
>>
Rolled 9, 9, 2, 10 = 30 (4d10)

>>6411557
>Move 2N
>CQC Assault CDF Militia Section
>>
>>6412531
>>6412535
But we do have the most important ingredient of a ground offensive! Unerring panache!
>>
https://www.youtube.com/watch?v=uRzkO_IoW14
>>
>>6411419
Assuming 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
>>
>>6412683
Yup, 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.
>>
>>6411553
A 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
>>6412888
Rerollin
>>
>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?"
>>
>>6412999
Forgot 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.
>>
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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 Remaining

For 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 OPEN
Thing I wanted to get done isn't- will get it done in morning.
>>
Rolled 1, 3 + 6 = 10 (2d6 + 6)

>>6413434
>MOVEMENT
SW, SW (to where Fabiani currently is)

>ACTION
Support roll against enemy armour (either the normal T8s or commands tanks, depending on other anons target selection)

>FREE ACTION
Refill 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
>>6412531
I'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?
>>
>>6413434

Just 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)

>>6413434
Infiltrate to the Interloper Machine, and then attack it in CQC
that means a 2d4+8 for the former, doing that first
>>
Rolled 4, 4 + 11 = 19 (2d4 + 11)

>>6413632
Infiltration successful, now, to the attack, 2d4+11
>>
>>6413633
oh 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.
>>
>>6413632
Unfortunately, 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?
>>
>>6413643
Guns don't apply to Infiltration rolls, or anything aside from Attack and Support rolls, good catch
so that means
>>6413632
This 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
>>6413633
a 20 in total
>>
>>6413647
Guns apply if their tag does. See first greentext. >>6405495

The only question for me is if Armored or some other special rule nulls it.
>>
Rolled 3, 5 = 8 (2d6)

>>6413434
Fuck it

>move 2 north and attack it the AA position

If 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...
>>
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>>6413432
Freaking Yikes.
What is that, less than 10 men left?

>>6413685
Is it possible to WITHDRAW and loop back around between the two Zones of Control here?
>>
Rolled 4, 6 + 2 = 12 (2d8 + 2)

>>6413556
Certainly. 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.
>>6411557
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.
>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 N1
2d8+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?>>6413842
It 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.
>>
File: charcards_incomplete_3.jpg (4.76 MB, 5016x6815)
4.76 MB JPG
>>6414014
>I have finally gotten out the rough sketches for everybody.
Would help if I attached the file.
>>
>>6414015
Good 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 Twice
First 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.
>>
>>6414025
Got it, balls thoroughly smacked.
>>
Rolled 1, 1 = 2 (2d10)

>>6413434
>Move 1E, 1NE
>>6413577
Mind 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
>>
>>6414028

Happy 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!"

>>6414015
Ah like the look of me. Smidge darker. Mutt of the sands, me.
>>
Rolled 3, 2 = 5 (2d6)

>>6413434
The 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.

>MOVEMENT
No movement.

>ACTION
Attack CDF AC Platoon.

>>6413465
If 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 frowns
It's a certain kind of charm for sure
>>
Rolled 3, 5 + 8 = 16 (2d6 + 8)

>>6413465
Re-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?
>>
>>6414194
You're not built for cqc so probably going after the motorised infantry
>>
Rolled 4, 8 + 1 = 13 (2d8 + 1)

>>6413434
Before 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.
>ACTION
I 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.
>MOVEMENT
I 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.
>>6414015
They 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
>Movement
NW 1 to I12, Southwest corner of the square

>Action
Attack the Heavy Platoon
>>
>>6414359
Holy 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
>>6414338
Appareance notes taken.

>>6414084
>The Waste Wench Charmers exclusively wear frowns
Being charming in the Dustlands is a carefully managed affair.
Or one not managed at all, really.
>>
Rolled 3, 1 = 4 (2d5)

>>6413434
By 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)

>>6414453
Just 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)
>>
>>6414015
Love it.
Do find it annoying I got some casualties while my character was meant to be support with some gap filling, but shit happens.
>>
>>6414461
Only 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)
>>
>>6412891
Sivertsen, 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 Messe
Attack 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

>>6414015
Our 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

>>6414520
I'll probably need your spare supply next turn if you'd be so kind.
>>
>>6414536
well, 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.
>>
>>6414673
Airline Nebengeschichte when?
>>
>>6414462
Best returns on giving C+C to Pietro.
>>
Rolled 5, 3 + 4 = 12 (2d6 + 4)

>>6414015
Woah! 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
>Movement
Follow Fogl and the boys
>action support the attack on the unit Fogle and the boys on the interloper party
>Free action
Ask QM how much ammo I can give out still... I uhm forgot tanq
>>6414752
Haha 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?
>>6414536
C+C bonus buddy. You get a reroll buddy acording to the C+C support kit rules.
>>
>>6414837
Man 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)

>>6414837
Thanks, hopefully I can make something of it.
>>6414536
Rerolling
>>
>>6414848
Man I guess my gunners are really exhausted after that road march
>>
>>6414837
3 including you.
>>
Rolled 4, 6 + 1 = 11 (2d7 + 1)

>>6414988
So 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?
>>
>>6415096

I 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 tanq
Going 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.

>>6415118
1 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!
>>
>>6415096
So 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
>>6415129
C+C is for anyone in range? huh, neat.
Amazing synergy with old blood honour.
>>
Rolled 6, 2 + 2 = 10 (2d6 + 2)

>>6413434

Ooop, 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


>>6414015
Love 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
>>6415226
I will reroll with Sivertson's C+C, can't hurt anything right?
>>
File: op1_turn9.jpg (3.48 MB, 3662x3051)
3.48 MB JPG
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.
>>
File: scene6_skybitch.jpg (610 KB, 1037x1200)
610 KB JPG
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.
>>
>>6415593
Are 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!
>>
>>6415604
Exactly enough to deal 5 Damage!
>>
>>6415602
Well, at least no more of my boys are getting gunned down like dog.
>>
>>6415603
They can still be engaged yes.
>>
Rolled 1 (1d6)

>>6415608
Gotcha, anyway it seems like I'm out of ammo so the point's moot anyway.

>>6415593

Loot 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."
>>
>>6415605

If 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

>>6415602
Reduced to one squad as you are, I believe you take a -2 penalty to rolls.

>>6415604
Prowl might take a shot at you with that move?
>>
>>6415593
Isnt the raid platoon I shoot at that defeated? I did like 5 points of damage >>6414338
Here
>>
>>6415634
Oh 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.
>>
>>6415642
Disregard that I did my own math wrong, that guy's toast.
>>
>>6415610
>if there is nothing else more pressing
Don't think there is
Loot away, hopefully you saved your luck for this
>>
>>6415604
Eyo Pastori, maybe use the roll to help Etto with the machine gun nest? Those guys are already dead, tanq simply didnt notice it.
>>
>>6415697
I 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
>>
File: margin_based_Damage.png (148 KB, 1123x129)
148 KB PNG
>>6415707
also, 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
>>
>>6415710
I 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
>Movement
Move 2 North
>action
Support the attack Fogl and the lads are doing.
>Free action
Resupply 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.
>>
>>6415707
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.
>>6415710
If 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.
>>6415712
Tanq 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 round

with the round start being here
>>6413432

maybe attacking the tank canceled it's turn, thus it's protection? but that's not how enemy actions were portrayed
the other examples we have is "I go U go" type, with using going first, and enemies having their round after for movement and stuff

does 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 confusing

I'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 10/10
Squad 2 10/10

Munitions 3/4 -> 2/4
>>
>>6415593
>Move 1x West
>Rest unless the shooting starts again

It 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)
>>
>>6415593
Aurora's player is bowing out due to continued IP trouble.

>>6414520
>>6415349
Shouldn'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)

>>6415593

TURN
>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.
>>
>>6415604
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,
if it is not possible to reuse rolls, another roll will be provided (rolling to infiltrate is pointless as it is guaranteed to succeed)
>>
>>6415858
Your 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 1/2

A 12 to loot this cool machine would be much appreciated RNGesus.
>>
>>6416075

Damn, 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 Ebner
Rolling 2d8+1 for close quarters combat. The unit doesn't seem to be generating a Zone of Control so I will not roll infiltration.
>>
>>6416114
woah. savage
>>
Alright, back home.

>>6415707
>>6415710
>>6415727

I 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
>MOVEMENT
1 W 1 W 1 N. Close to the AA position
>ACTION
Explore 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.
>>
>>6416132
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?
>>
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

>MOVEMENT
No movement.

>ACTION
Attack 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)

>>6416421
Finders 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
>>
>>6416431

There’s some cosmic level misfortune happening with the groups looting rolls.
>>
Rolled 1 (1d6)

>>6415593
>Movement
North Twice

>Action
Loot 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.
>>
>>6416541
You 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
>>
File: op1_turnfinal.jpg (2.69 MB, 3662x3051)
2.69 MB JPG
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) Obtained

More 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.
>>
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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.
>>
>>6416864
We'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...
>>
>>6416866
Oh 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, now
The 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.
>>
>>6416852
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 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
>6417059
Keep it.

>>6416888
>>6417000
Sell it.


>>6416882
>6416888
>6416913
>6416939
>6417044
>6417045
Night on the shore.

>>6416890
>>6416909
>>6416910
>>6416940
Dance with metal mercs.

>>6417000
>>6417027
The 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 it
A 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.

>>6417007
agreed

>>6417123
>a couple platoons of tanks
Why 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)
>>
>>6417284
to be fair it is pretty shiny
>>
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>>6417339
Yes, that is true. But is it as shiny as the Dawn?
>>
>>6417339
I 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
>>6417564
It 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.
>>
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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.
>>
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>Shopping is Open

Weapon 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.
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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 Traction

This'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)

>>6417655
Put 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.

>>6417655
Put 1 Finances down on Rukadom.
>>
Rolled 2, 5, 6 = 13 (3d6)

>>6417671
Nice!
...But, let's run that shit ONE more time.

>>6417655
Put 2 Finances down on Rukadom.
>>
>>6417671
>You may gamble as much of your own Finances as you have saved, once
>once
Alas.
>>
>>6417687
FUCK!
Oh well.
>>
Rolled 3, 5, 2 = 10 (3d6)

>>6417695
If 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?"
>>
>>6417659
How does the Armour trait work in relation to taking damage?
>>
>>6417659
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?
>>
>>6417659

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?
>>
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.

>>6417659
Starting with 7 Finances (3 Base +4 as 4/5 Company)
2 Funds remaining
PURCHASE:
>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?
>>
>>6417659
Can we buy something now and then sell it back to buy something else later?
>>
>>6417775
I 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
>>
>>6417802
Ha! 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
>>
>>6417749
That 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.
>>
>>6417659
Bertram 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...
>>6417695
He 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.

>>6417656
Does 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.
>>
>>6417917
Oh 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?
>>
>>6417919

I 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 Finances
In 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.
>>
>>6417878
Tank stats seem kind of underwhelming considering their costs and the dice hit, so I don't think people are going to bite.
>>
File: 1767048191880689.png (1.1 MB, 1312x1391)
1.1 MB PNG
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
>>
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>>6418087
Leaving 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.
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>>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?

>>6418106
While 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?
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>>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?"
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>>6418056
Miss 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.
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>>6418157
He 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.

>>6418063
It's an Investment. Ah hear nobs are all about that kind of thing.

>>6418125
Mission 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.
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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 ships
If 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
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>>6417659
>Buy Utility Trucks

>>6417992
Thanks but I don't need it for now
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>>6417659

Rudolf 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.
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>>6417659

>>6417992
>+2 Finances
Thanks 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 Specialist
Equipment 1 - Large-Caliber Heavy Machine Gun
Equipment 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.
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>>6418160
consider 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
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>>6417840
Have my 3 and lock it in.
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>>6418328
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>>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.
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>>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.
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>>6418366
I'M THE BOSS OF THIS RING
>>6418333
You can consider the Fed Weapons locked in for me. I'll most likely get the anti-tank rifle for the next one.
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>>6418366
>>6418371
>Lose (barely), Win, Lose
Damn, 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?
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>>6418372
We'll alternate it, it will give something for the others to read.
>>6418366
Speed. 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?"
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>>6418377
A 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.
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>>6418381
To 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)
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>>6418398
Bertram 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.)
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>>6418400
>>6418398
It 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.
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>>6418407
Bertram 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!"
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>>6418328
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>>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?
>>
>>6418280
Since 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.
>>
>>6418712
We'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.
>>
>>6418712
Shouldn't be a problem imo, go for it
>>
Would have posted earlier but my internet dropped for a while.

>>6418328
>>6418334
>>6418339
>>6418501
I 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.
>>
>>6418761
just sperging out again, I hope I haven't caused offense again
out of what I posted, only the portee might be within the capabilities of a motorized unit's repair shop
was 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.
>>
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Looks like the Lieutenant Colonel will be eating boot soup alone tonight in his tent. Whoopsie daisy.
>>
BOOT SOUP BOOT SOUP BOOT SOUP

Always happy to disappoint Schwarzehand (in a good way, of course.)
>>
>>6417741
The 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.
>>
>>6417659

So, 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
>>6419009

Track 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
>>
>>6419152
I'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.
>>
>>6419166

Hell 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)

>>6419445

Here’s that roll.
>>
>>6419447
The 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
>>
>>6420259
We both suck with our new rides, but at least I suck a tiny bit less
>>
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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.
>>
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>>6420336
Louis 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.
>>
>>6420082
Endorsing. 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.
>>
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>>6420260
Rudolf 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.

>>6420082
I 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)

>>6417655
Gambling funds, all in.
>>
>>6420499
>>6420360
Wow! 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
>>6420082
I'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
>>
>>6420548
It's 10 wealth, not 8
>>
>>6420475
>spoiler
Would 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
>>6420260
A 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
>>6420499
If 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
>>6420698
counting is hard

>>6417659
Sorry it would be 7 force finance in addition to my 3 leaving 1

>>6420805
If your so concerned about future force finance you can just put money in it later though
>>
>>6420807
Just 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.
>>
>>6420837
Not 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.
>>
>>6421775
What'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.)

>>6421811
Something, 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.
>>
>>6421770
The 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
>>6421386
OK 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.
>>
>>6421775
Are there places we should expect civilian concentrations aside from the roads?

>Attack by day
Quick, 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 1

We 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.
>>
File: op2_prebrief.jpg (2.08 MB, 3663x3053)
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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.
>>
>>6422519
Does seizing the ships in harbour as prizes count as battlefield loot?
>>
>>6422519
Can any Motorized unit still deploy in Infiltration 1/2 instead of 'Motorized Only' or are we restricted to that one deployment area?

>>6422528
>>6422541
Now 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.
>>
File: Scribbles.jpg (1.87 MB, 3663x3053)
1.87 MB JPG
>>6422267
What'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
>>6422588
If 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.
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>>6422541
Does seizing the ships in harbour as prizes count as battlefield loot?
Yes- though the Federation will have something to say about that.

>>6422588
Can 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...



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