[As always, if you're interested in joining, just send me a PM! Until Thursday, I can slot you in quite easily. After that, your options would be limited to something available.
]
Colonel Acer Macrophyllum engages in conversation with Violet, outside of earshot of the other prisoners, under the pretense that he wishes to speak with her about the conditions of said prisoners.
During their talk, he decides she can be trusted. He suddenly raises his voice, without warning, and declares that he is now convinced that Violet had been working with the Commandant, and is to be executed for treason. In light of Acer's desire to not harm the remaining prisoners' spirits, he declares she'll be taken to the nearby northern forest. He sends his bodyguards into the compound to retrieve her. The other prisoners make no moves to defend her, and Acer experiences pangs of guilt for putting them through this, but he can think of no other way to free Violet within Imperial Law. The needs of the many.
Lugg takes a solid reverse headbutt, and grumbles an innuendo to Violet about how Catachans like things on the rough side, which settles her down somewhat. Leaving behind anyone that Acer wouldn't trust with the information, under the guise that he wants to see this done personally, they get out to the forest. They have a confrontation in which Violet issues the rather clichee, “Lets just get this over with,” whereupon Acer explains that he wants her to find any friendly geurilla fighters, and explain that the Ambrasians are here to help.
She leaves, and Acer expresses his worries to anyone within earshot, but decides it's a risk worth taking.
Upon his return to camp, Acer meets up with Magos Ferrous, briefly goes over the plan to capture the refinery, is informed that there should be minimal resistance, and sets about getting prepared.
Within a week, the Ambrasian task force has arrived at the underground refinery, only to find that the Ivalyans have been overrun by another force. While dressed similarly to the Ivalyan military, all Imperial iconography has been defaced, and a green Hydra-like creature has been painted over top of them...Briefing - Mission 2: A Thirst For PowerYour mission is to wrest control of the refinery from whatever forces oppose you, be they Ivalyan regulars or Ivalyan “rebels”.
Primary Objective:Open the Main Entrance door, and secure the entrance to the refinery, marked “X”. The Mechanicus scouts have determined that there are computer terminals located at points marked “A” to “F”. The Mechanicus
believe that they can be used to open the Main Entrance door, somehow. They may be linked through an internal network. I don't know what a Poke-ball is, quit asking.
Secondary Objective:Control as many of the computer terminals as possible. The terminals may have uses beyond opening the blast door
[ Secret Objective! ] ... Computer terminals are “plant your flag” type objectives. All terminals begin under “Ivalyan Regulars” control, and may be taken by any faction. The Rebels are also attempting to gain control of the terminals. Once a terminal is captured, the capturing unit may move away, and the terminal will remain under their control, unless another faction attempts to capture it.
Tertiary Objective:Destroy the ability of the enemy to mount a counter attack. [Destroy 75% or more of enemy “points” of models.]
So what was the whole, “Technology Skill” about, anyway?See “Objectives” below. It has to do with how you capture the computer terminals, and maybe how you gain access to them.
Objectives:Controlling the Main Entrance is the primary objective. Open it with
certain computer terminals, and then occupy the space inside the ring at the end of the mission, like any other objective.
This mission requires that computer terminals be captured. Each terminal is protected by an AV 11 door, that is destroyed by 3 HP of damage, or by the use of a “Breaching Charge” that all PC units are issued. Assault a door, and “pop!” it's open. A glance causes a single point of damage, a penetrating hit causes 2.
You can also open a door, by passing a Technology test on a d10, while in base contact. No chance to destroy the console inside, that way.
The terminals in “ruins” have doors on the ground inside of them. If you're inside the ruin, you may freely attack them. If you're within 12” of a ruin, you may make a
“called shot” to attack them. A “called shot” works by declaring you're trying to hit a specific / hard to hit target. Roll to hit as normal. If you hit, roll a Ld test. On a 5 or less, you hit your target. On a 6+, but pass your Ld check, you still hit something from the unit, or in this case, you'd hit the ruin, which would probably have no effect, unless I think it would be dramatic for it to do so.
If you fail your ld check, the shot is discarded.
The doors to the “Buildings” are the same as those within the ruins, but you can “called shot” them so long as you can draw LOS to them. They're the big, black, door looking things on the buildings. You can also destroy the buildings the terminals are in to gain access... but there has to be a catch!
The catch is, that if you “over destroy” the doors, or destroy the “buildings” that the computers are inside, you might damage the consoles. For example using a breaching charge will destroy the computer on a 6+ on a d6. Collapsing the building might destroy the console on a 4+, while an “exploded” building might destroy it on a 2+.
Once you've gained access to a console, you must gain control of it. Pass a technology test to do so, on a d10. Easy, right? You can do this on the same turn as you open a door... if you can deal with the guardians first.
Half of the consoles effect one thing, half of them effect another. Controlling as many as you can is a good thing. There are varying degrees of success, so the more the merrier!
I have 6 different guardians, and as each objective is explored, I'll randomly determine which guardian is found. Rebel units can also explore objectives. The guardians range from “nothing”, to, “an unfairly difficult guardian” in terms of difficulty. Each one will only be found once. I'm also going to randomly determine which type of console is found / destroyed.
If you have any questions, please ask. I'm not trying to hide
how to succeed, just what happens if you do.
The Battlefield:This battle will take place on a 6' x 4' board, using Hammer and Anvil deployment. The Ambrasians start on the left side. Outflankers will arrive on either the North or South side [long board edges].
Deployment:Ambrasian Warlord Trait: “Inspiring Presence”.
Ivalyan Rebel Warlord Trait: Unknown – Warlord not on the table yet.
Many of the Rebel forces are kept in reserve. Many.
There are low walls along both sides of the road, with openings between them.
Rebel Forces Currently DeployedYou don't get to see
where these guys are, but they have the same objectives you do, and are likewise able to score objectives with non-troop units. Numbers after letters represent that unit's tech score.
A: 7 - ISQ: Autocannon, Grenade Launcher, Vox
B: 6 - ISQ: Autocannon, Grenade Launcher, Vox
C: 5 - ISQ: Lascannon, Plasma gun, Vox
E: 4 - CCS: Lascannon, Vox
F: 7 - PCS: Autocannon, Vox
G: 6 - Hellhound: Hull Multi-Melta
H: 4 - Vets: 3x Meltagun, Autocannon,
Chimera w/ Multi-Laser, Heavy Flamer
I: 8 - Basilisk: Hull HB
[Letters subject to change before game start... About half of their points are in reserve.]
Ambrasian Forces: Let me know if you'd like to deploy by reserve or otherwise! If outflanking, let me know if you'd like to flank North or South. If you Deep Strike, decide if it's by air or by tunneling... not that I think that applies.
Acer: 5 – CCS: 2x Grenade Launcher, 1x Flamer, 1x Quirk [Vox / Astro] 2x Bodyguards,
ChimeraAntonoch: 6 – LRBT: Dozer Blade, Upgraded Coms, Lascannon, 2x Heavy Bolter
- Proper Russ Commander: May fire Turret, and other Weapons, as normal.
Cassie: 8 – Vets: 3x GL, Demolitions,
Cassie's ML and upgrades BS5, Scout, re-roll successful cover saves from ML, Relentless,
ATSKNFKorama: 8 - Marbo-ish (3+ Armour save, 5++ invulnerable save)
Deploys like Marbo, ETA turn 2- Power sword, replaces Envenomed Blade
- Haywire grenades
- Shred to ripper pistol
Madigan: 7 – Devildog: Scout, Twin-linked Melta-cannon, Hull MM, Heavy Stubber,
JinkNor Erlok: 9 - Enginseer: Inferno Pistol, grenades
- 5x Skitarri [Like Stormies] 3x Boltguns, 2x Meltaguns
- Modified Centaur: Extra Armour, Melta Cannon
Like an open-topped Chimera?Oxnard: 2 - [5] Ogryn: 2x Autocannon
1: 6 - Lieutenant Rodriguez – PCS: 2x Plasma gun,
Chimera 2: 6 -Sergeant Eduard - ISQ: GL / HB
3: 7 - Sergeant Ferdinand - ISQ: GL / HB
4: 8 - Sergeant Grimaldus - ISQ: GL / HB
5: 5 - Sergeant Thantos – LR Demolisher: Hull HB
6: 7 - Sergeant Desmond - 3x Scout Sentinels: 3x AC
Outflanking North, ETA turn 2* * * * * * *
Please describe where / how you'd like to deploy. The Friendly NPC's will be deployed near the road, coming in from the left side, unless otherwise mentioned. A-1 is top left, B-4 is bottom right. Be as picky as you'd like. Once deployment is done, we'll issue orders for first turn. Doesn't seem fair to make you issue orders without knowing where the baddies are.
The enemy NPC's are trying to achieve the same objectives you are, so you can probably guess where they'll be. Keep in mind, that the watch tower is within their deployment zone. They'll take advantage of that.
* * * * * * *
First Turn:Will be had by no-one, remember!? Everything's simultaneous.
Night Fighting:Is not in effect on the first turn, thankfully. I won't screw that up until turn 5...
Game Length:Is 6-8 turns, unless things are clearly over before that.
Good Luck! This mission is more difficult than the last, and more likely to result in PC death. This is probably the hardest mission of the three. If you're taken out of action, you can take over any remaining NPC unit, except Acer. 'Cause then whom would I control?
If your character bites it, you get to start with something new
You guys have about 1650 points this mission, to your opponent's 1500. There will be some 3rd party gribblies in the way. There are varying degrees of success, so don't get bent out of shape if the mission results don't seem all that “good”. Any success is better than none, but if you have “great” success, you'll have a really easy time in the 3rd mission. Well, not “easy”, but easier.
Keep in mind, come what may, that the Ambrasians are dangerously low on supplies, particularly fuel and energy cells. If you don't secure the refinery, you'll suffer in the next mission. Regardless of the cost.