[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/qst/ - Quests

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
Draw Size ×
  • Please read the Rules and FAQ before posting.
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: OP1.png (1.55 MB, 1200x800)
1.55 MB PNG
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
>>
File: assemblyisle.jpg (586 KB, 1621x1592)
586 KB JPG
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)
1.81 MB JPG
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)
1.3 MB JPG
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.
>>
File: chargen_weaponload.jpg (1.58 MB, 3411x4000)
1.58 MB JPG
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.
>>
File: mechanical_breakdown.jpg (5.17 MB, 5843x3934)
5.17 MB JPG
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.
>>
File: supplemental_primer.jpg (1.34 MB, 2177x1727)
1.34 MB JPG
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)
2.6 MB JPG
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)
1.61 MB JPG
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.
>>
File: Etto.png (75 KB, 1444x1080)
75 KB PNG
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?
>>
File: 1757194383310149.png (484 KB, 1000x563)
484 KB PNG
>>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.
>>
File: Spoiler Image (30 KB, 130x148)
30 KB
30 KB PNG
>>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.
>>
File: 1754507147005100.png (60 KB, 633x688)
60 KB PNG
>>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...
>>
>>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
>>
>>6402739
How many missions are you planning for this to run for compared to the last skirmish?
>>
File: scene2_foulk.jpg (228 KB, 728x900)
228 KB JPG
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.

-----
>>
File: landingsstart.jpg (305 KB, 1000x982)
305 KB JPG
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.
>>
File: op1prebrief.jpg (2.58 MB, 3609x2992)
2.58 MB JPG
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?”
>>
File: scene3_petremilbrief.jpg (388 KB, 1200x1140)
388 KB JPG
“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!”

-----
>>
File: op1deployment.jpg (3 MB, 3662x3051)
3 MB JPG
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)
>>
>>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?
>>
>>6402424
>Forgot to say for you, the Adventurer's Legacy means you have a Support Slot freed up from switching from heavy to light armor. I only noticed now when organizing all the information, so if I could grab that from you it'd be swell.
Sorry, I didn't see this until now. Light Rigging then.

>>6402983
>Landing Site B- Southern Approach
>>
>>6403011
>Do the Feddies have an idea of which way the rail transport will come from, and which way it will leave?
It hasn't actually left yet, but it would be leaving East.
>Do ZoC attacks cost ammo?
If you mean infiltrations then no, as it's movement.
>>
Got myself a trip, just in case.
>>6402983
>Landing Site B- Southern 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."
>>
>>6403014
I mean attacks by the one whose zoc is entered.
>>
>>6402983
>Landing Site A- Fields
>>
>>6402983
>Reporting in
>Landing Site A
>>
>>6402983
>>Landing Site A- Fields
>>
>>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
>>
>>6402983
>Landing Site B- Southern Approach
>>
>>6403099
Forgot my flair.
>>
>>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.
>>
>>>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.
>>
>>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.
>>
>>6403197
Does the dark green terrain around the lake mean anything?
>>
>>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.
>>
>>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.
>>
>>6403253
2 squads each of course
>>
>>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.
>>
>>6403253
>>6403255
I don't think you can split squads like this.
>>
>>6403253
>>6403277
In that case all in:
>Landing Site B- Southern Approach
>>
>>6402983
>Landing Site A- Fields
Site B is simply too far away, reaching the objectives will prove difficult from there.
>>
File: Fuck1.png (3.54 MB, 1619x1341)
3.54 MB PNG
>>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.
>>
>>6402983
>Landing Sights A- Fields

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

uh oh
>>
>>6403318
>>6403326
"Course they won't all run. That's when I make'm chase me... Hey, you're going the wrong way!"

"..."

>>6403281
>>6403128
"You. Ah like the look of you..."
>>
Creaking. The aircraft carrying his unit lumbered heavily through the mist. Every so often the view would clear for just a second to show the progress made by the air armada that were carrying the Legion towards it's mission. Ocean. More ocean. Now, land. Grass. The target was close, only a handful minutes left before they would hit ground.

Creaking. Louis was ill at ease in the aircraft as it tossed back and forth in what must've been turbulence, he couldn't say otherrwise. He never had been one for flying, his talents lay elsewhere. Down there. It didn't help much either that he had to stand hunched in the aisle due to the cramped interior making sitting impossible for a man of his stature. He sighed heavily.

More creaking. The radio in the cockpit suddenly went active, but the transmission seemed garbled. The co-pilot was turning knobs and checking dials, but the distortions remained. Louis moved down the ailse towards the cockpit to assess the situation.

>"Report!", he demanded of the co-pilot.
"Plan wrong.", he responded in heavily accented Vitelian. "Landing insecure. Land other place." The man shrugged his shoulders. It seemed the infiltration team had failed to secure the defunct airstrip.
>"Which other place? Did they say which location?", he shouted against the engine noise.
The co-pilot just shrugged his shoulders again helplessly, gesturing towards the radio that was now emitting nothing but static. "No words, Signore".

Louis furrowed his brow in annoyance. This was bad, the order had been to divert to a secondary landing site but there was no way to confirm which it was with the radio out of order. He couldn't order the pilots to maneuver at random, if they ended up landing at the wrong location his force could be isolated at best. At worst, ambushed.
The mist was heavy now, and it was difficult to make out anything other than the shadows of other craft behind the veil.

Suddenly though, for a brief moment it cleared up and he could see one of the other transports clearly before it dove back behind the curtain of fog. An image of a flightless bird on the tail. He had seen the smoker, the paper-pusher from Sosaldt board that aircraft. He nodded to himself. He would know the situation, his type always knew. He leaned forward into the cockpit.
>"Follow that aircraft.", he ordered.

>>6402983
>Landing Site A- Fields
>>
>>6402983
>Landing Site A
>>
>>6402983
>landing site B
Another beautiful day in the Legion.
>>
>>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
>>
File: charcards_incomplete.jpg (2.34 MB, 4424x5296)
2.34 MB JPG
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
>>
File: op1_turn1.jpg (3.04 MB, 3662x3051)
3.04 MB JPG
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.
>>
>>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
>>
>>6404108
"... Ah don't get it. Where's the fight? Hey, you in the green! What stopped you? Where?"
>>
Also, can the Supply Points be carried with us? Can they refill charges of Supply Rigging?
>>
>>6404108
>MOVEMENT:
Move to E edge of tile
>ACTION:
Scout

"Let the others advance to contact, we move to provide a base of fire over T2."
>>
>>6404182
Forgot my trip
>>
File: facecheck1.png (3.14 MB, 1504x1182)
3.14 MB PNG
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
>>
File: 1751136726413997.png (1021 KB, 1287x1186)
1021 KB PNG
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.
>>
File: Proofs.png (17 KB, 533x115)
17 KB PNG
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)
3.21 MB JPG
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.
>>
File: D5.jpg (23 KB, 324x223)
23 KB JPG
>>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)
>>
File: to p.jpg (140 KB, 1083x794)
140 KB JPG
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)
1.81 MB PNG
>>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)
2.64 MB PNG
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)
1.22 MB PNG
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.
>>
File: 1765946007172603.png (823 KB, 961x1107)
823 KB PNG
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.
>>
File: funstuff(1).jpg (728 KB, 1961x1103)
728 KB JPG
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.
>>
File: DA Turn 2.jpg (199 KB, 907x767)
199 KB JPG
>>6405724
My bad, to the edge of the tile as per pic.
>>
Rolled 5 (1d6)

>Move 1S, 2W. Scout T3 and that Unknown.
>>
File: op1_turn3.jpg (3.38 MB, 3662x3051)
3.38 MB JPG
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.
>>
File: attack2.png (386 KB, 573x335)
386 KB PNG
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.
>>
File: crampedCQC.png (1.05 MB, 1875x865)
1.05 MB PNG
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
>>
File: Spoiler Image (100 KB, 498x476)
100 KB
100 KB PNG
>>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!
>>
File: 1752057121635681.png (432 KB, 588x720)
432 KB PNG
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
>>
File: Funstuff T3.jpg (997 KB, 2714x1056)
997 KB JPG
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
>>
File: blankmapgrid.jpg (2.98 MB, 3662x3051)
2.98 MB JPG
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.
>>
File: Fug2.png (2.36 MB, 1360x1093)
2.36 MB PNG
>>6406600
>Move x2 North
>Support Weisskopf's attack
>Give Weisskopf a reroll with +1
>>
Rolled 6, 2 = 8 (2d6)

>>6407821
>>6407007
>>6406600
Rerolling attack
>>
File: Spoiler Image (557 KB, 643x1104)
557 KB
557 KB JPG
>>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
>>
File: 1776055175089789.png (972 KB, 905x711)
972 KB PNG
>>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
>>
File: op1_turn4.jpg (3.48 MB, 3662x3051)
3.48 MB JPG
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.
>>
File: charcards_incomplete_2.jpg (2.75 MB, 4605x5428)
2.75 MB JPG
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.
>>
File: GarzaMove1.png (1.46 MB, 1291x639)
1.46 MB PNG
>>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.
>>
File: GarzaMove1Edit.png (1.15 MB, 1194x565)
1.15 MB PNG
>>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
>>
File: 1757867955418511.png (559 KB, 813x658)
559 KB PNG
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.
>>
File: demurso.jpg (310 KB, 551x662)
310 KB JPG
>>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
>>
File: support.png (931 KB, 1120x448)
931 KB PNG
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)
>>
File: funstuff.jpg (879 KB, 1975x1347)
879 KB JPG
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.
>>
File: Fug3.png (2.36 MB, 1398x959)
2.36 MB PNG
>>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.)
>>
File: op1_turn5.jpg (3.33 MB, 3662x3051)
3.33 MB JPG
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.
>>
File: development_1.jpg (276 KB, 1294x515)
276 KB JPG
“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)
1.31 MB PNG
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.
>>
File: 1769214791093561.png (929 KB, 982x1234)
929 KB PNG
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.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.