You're really leaning into the scalpel role huh? Well, let's see at what stage of the operation you get called into action. Rolling a d4, the lower the sooner your part of the fight begins.
[X] Helping secure the exit for the fortress infiltration team, making sure they'd escape alive after setting the explosive.
Maybe it was guilt. Maybe it was duty. Maybe it was glory.
Perhaps it was all three at once that spurred you to volunteer Fifth Battalion to secure the exit route for the 59th Moebian.
Your declaration was met with an equal gaze from both your commander and that of the Penitents. After a wordless exchange, they agreed and so it was set. Your soldiers were now responsible for making sure the mission to the power nexus was not a one-way trip for the infiltration teams. The Vaulters had to hold the line for everybody to evacuate successfully.
Once that was settled, you excused yourself to tell your own officers now of the upcoming mission. The techpriests watched you leave, both sets of eyes following your movement outside. It wasn't long until you discovered her promised aid for the upcoming fight, a large war crawler that dwarfed the Sentinel you had worked with just before. Unlike the walker as well, it was undoubtedly a machine of destruction in purpose, with a daunting laser weapon attached to its side.
The Skitarri pilots within did not bother leaving the cabin to address you and instead talked to you through the local comm network. "We are Centari-109. You will refer to us as such. The blessed machine is ready for war." A leg of the Onager Dunecrawler raised and slammed into the ground. "Magos Flammel commands us lend our aid to you in the name of the Omnissiah. We obey."
There was a hint of annoyance at the end there, like they had been detached from the rest of the Knightly Host because a Magos had directly commanded it so. But they hopefully would accept service with the Astra Militarum as another way to serve the Machine God. When the shock faded, you had half a mind to seek out the Magos to either strangle or hug her. Possibly both, depending on how well Centari-109 performed out there.
If they performed just as well or worst than Ghost-3, you had to only assume your noble ancestor offended the Omnissiah in some way, enough to have vehicles suffer around you but not enough to forsake your weapons.
Otherwise, the presence of the war machine immediately gave a needed morale boost to your troops. Now there was a brimming eagerness for the operation ahead of them, a determination to right the wrongs with a big and large gun to make it so. This was doubled when from their shuttlecraft did the Knights finally disembark their mechanized steeds, the ground shaking with each and every step. It wasn't long before you received notice that it was time to act. Speed was of the essence, so there would be no grand strategist planning or setup for the ideal battlefield conditions. The march to battle had begun.
The Knights loudly blared their war-horns a final time before setting out, each of them taking massive strides to head towards the plains. They would take the path used by the rebel armor to sortie out from the fortress, passing by it on the way to certainly draw watching eyes. With any luck, their grand size would mean that whatever commander the Necrons had would be tricked into thinking them the main threat, and focus appropriately out in the plains. You shuddered to imagine whatever they could muster and teleport into being to contest these Imperial Knights, but you hoped that the Knightly Host could deal with them all the same. They did seem like an experienced lot from your brief interaction with them.
Following in their steps was the main supporting force. The rest of the 99th Scintillia and the survivors of the 407th Steel Legion trailed behind, auxiliaries to help make sure the Knights weren't overwhelmed. They also brought vehicle recovery and repair equipment on them, intent on scavenging through the wrecks of vehicles during the battle to see if any could be immediately reactivated. Any armor would be welcomed to help fight against the Necron threat, and if they could even scavenge their command Baneblade, then the pride of the 407th wasn't yet lost.
Once the others were gone, the 59th Moebian then readied themselves. Eclectic of Stormtroopers, Crusaders, Ogryns, and more got themselves outfitted and equipped with a dizzying array of weapons, a complete deviation from the ordinary standardization so emblematic of the Imperial Guard. You wondered if they had raided the remains of a stockpile somewhere, and carted it all off without care for what they had taken. They had to be the worst nightmare for any quartermaster.
Yet you couldn't help but be slightly envious when some of them openly racked bolters and activated plasma guns. They would need those down there.
When they were ready, the Penitents left without further comment or word. They did so in small teams of four curiously, making sure to take great lengths to not draw attention to their descent down into the fortress' internals. Now it was just the command reserves and Fifth Battalion left at the base camp. You ordered your unit into standby, ready to move in when the time was right. Any sooner and you risked alerting the Necrons too soon about it.
The commmunication then came alive with a report. This so happened to coincide with the fortress' outsides suddenly glowing alight. "We've found the nexus, but we've also alerted them to our presence!" One of the teams shouted over the crack of gauss weapons. "We're fighting our way to it now, get that exit secured now! It's going to be like a whole army descending down upon us!"
That was your cue. "Fifth Battalion!" You hollered, tapping at your comm-bead. "We're moving out! Get ready for battle!"
Briefing: The infiltration has gone loud, but success is near. Make sure that your allies have an escape route out before the bomb goes off and destroys the power nexus. Firstly, open that path. You are attacking and will go first.
Victory Points: The objective at (Sector 3, E5) is worth 40 points for the side holding it at the end of each turn. Expect an additional update when the objective is captured by Imperial forces.
-[ ] Fighting Retreat (1 CP). Maintain fire cohesion, even when retreating. A unit that Falls Back may still act in the Shooting phase.
-[ ] Set Trap (3 CP). Setup a little surprise for whoever storms your abandoned position. Activate when the enemy ends movement on a Terrain Feature. They take d3 Mortal Wounds.
-[ ] Double Tap (1 CP). Just to be safe, they're tougher than they look. Activate when rolling for wounds. Reroll all 1s.
-[ ] Take Cover (1 CP). All Troopers, hit the dirt! A targeted unit gains a +1 Cover save until end of Shooting phase.
-[ ] Inspired Orders (1 CP). In the Guard, follow the one with the most stars. An officer can immediately issue an additional command after their last one.
-[ ] To the Last (1 CP). Prove yourself worthy of the pin, Sergeant. An infantry squad may roll using a d3 instead of d6 in the Morale phase.
-[ ] Loose Grenadiers (1 CP). Ready grenades! Hurl! An infantry squad may use all Grenade weapons instead of only one when in Shooting or Overwatch.
-[ ] Experienced Eye (1 CP). Show them why experience matters over rank, Veterans. A Veteran squad in the Shooting phase increases -1 AP to all their weapons.
-[ ] Vaulter Precision (1 CP). Chosen and Blooded! A Vaulter unit gains a +1 to Hit for the Shooting phase this turn.
-[ ] Fate Point (1 CP). Sometimes, the gods are amused. Reroll a friendly dice roll.
-[ ] Indomitable Bravery (2 CP).The time to run is gone, now is the time to stand. A unit automatically pass a morale test. Must be activated before a morale test.
-[ ] Heroic Intervention (2 CP).Acts of daring are at home on the battlefield. A unit led by a character within 3" of a friendly unit in a fight may join in the Fight phase.
-[ ] Counter Charge (3 CP). Meet the enemy with equal fury in close combat. A targeted unit strikes first in the Fight phase after an enemy has charged. Must be activated on enemy charge.
- So this battle is going to be something a little different from the regular battles we've had till now. It's going to be something that adjusts, so expect things to shift. A glance at the scenario stratagems should give you an idea of what to expect when you get that fun mission update going.
- To clarify the deployment zone, you can deploy anywhere in Sector 1, Sector 2, and that row of blue tiles in Sector 3. I imagine though that taking that active objective would probably be easier the closer you are to it.
- You do start with 5/4 CP this time (+2 from Speech action, -1 from allied detachment).
If they performed just as well or worst than Ghost-3, you had to only assume your noble ancestor offended the Omnissiah in some way, enough to have vehicles suffer around you but not enough to forsake your weapons.
Any armor would be welcomed to help fight against the Necron threat, and if they could even scavenge their command Baneblade, then the pride of the 407th wasn't yet lost.
When we take the action to request help from our allies, what ever unit we pick we get only for the next mission. If the unit survives the mission, they return to their original regiment and we get half of their requisition cost back.
So, aside from our command squad, we should deploy the Onager, one regular squad to help with quickly taking over the objective, and one veteran squad, with the reserves being the rest of the Veterans.
So, hang on, it's first sector's A hexes goes into sector 2's I hexes and so on and so forth?
If I'm right, all I'll have to say is, Gee, I wonder if we'll be cut off at sector 3 at some point huh.
[X] Plan: Bring the Pain
-[X] Set Trap (3 CP)
-[X] Double Tap (1 CP)
-[X] Inspired Orders (1 CP)
-[X] Loose Grenadiers (1 CP)
-[X] Heroic Intervention (2 CP)
Command squad, a regular trooper squad to help us take command of the objective faster, a veteran for firepower and our new Mechanicus allies for super firepower.
In stratagems, we most likely will have to do a fighting retreat during this mission, so choosing stratagems that help with maximizing damage, movement orders and enemies charging at us.
[X] Plan: Close and Personal
[X] Plan: Bring the Pain
The one known as Centari-109 was...annoyed. Was that the word? It had been so long since they had access their emotional vault, feelings being nothing more than an annoying hindrance to the operation of their steed. Awe and fear were both such unpredictable variables that upset the calculation of battle, so better to just lock the distractions away to better interface with the machine. Yet they could not help themselves, feeling ever so slightly irritated by the superior known as Magos Flammel. The one who had commanded their unit aid the 99th Scintillia Grenadiers.
Processing the order immediately highlighted the illogical matter of task, that being the waste of their powerful anti-armor weaponry. It was meant to counter heavy enemy tanks and machines, that which could actually pose a threat to the noble Knight-machines that they served alongside. Removing this war machine away from its designated tasking and placing it to aid an infantry battalion was ineffective. It did not compute.
But they supposed it didn't matter. Any attempted dispute could be overridden by the command protocols possessed by the senior techpriest. It hadn't come to that though, for Centari-109 was a loyal Skitarii encased within the blessed machine. It did not matter what their orders were, for in this steel shall they carry out the Omnissiah's holy will, gladly time and time again.
The errant processing was thus terminated and the mind of Centari-19 focused on the sight ahead. Through the sensors of the Onager Dunecrawler they saw, the darkness of the fortress interior barely a hindrance. Though according to the energy readings surging all about, there was a high likelihood that the ground and walls were at least illuminated when blasphemous xeno glyphs made themselves known.
The readings spiked and Centari-109 reluctantly accessed the local comm network. "Alert. Power surge detected. Awakening likely ahead." True to their words, there was movement coming from the back and heavyset forms emerged, flickering orange eyes peering from silver skulls "Processing through analysis systems...match found."
"Foe identified: Necron Immortals." A sudden buzzing hum filled the air. "Weapons warmed up. Safeties disengaged. Unit is ready for battle."
"Good time as ever to be," you mentioned to your soldiers, who made low chuckles. Then you raised your hand and gestured. "Now spread out, and get ready! We need to take the point those Immortals are holding if we want to open up a path for the Penitents to escape through. Set your lasguns to full-power and don't you hold back, they're tough to bring down."
"And if those don't work, then shove a grenade in there!" Sergeant Trouttet hollered. "If that doesn't do a trick, then well, I hope you have bigger guns!"
Another round of mirth rippled through Fifth Battalion. Perhaps it was a bit excessive to be so jovial before the first shots were fired, but you knew that they desperately needed it. You were fighting perhaps one of the hardest opponents for the Imperial Guard to take on without appropriate equipment, and it was very unlikely they'd hold back out of consideration of this fact. Still, volley of lasguns could prove effective if the Vaulters maintained their firing lines and avoided getting too close to draw return fire. You've seen what gauss weaponry would do, a flash of light accompanied by horrific screaming as flesh was atomized and annihilated into particles of dust.
Before you could too drawn into the terrifying memory though, there was a loud blare from the allied war machine to your side. This was accompanied by a burst of static that you faintly recognized as binary, before the pilot within had the courtesy to speak in Low Gothic for the benefit of the Guardsman. Begrudgingly, you suspected.
(Canticle of the Omnissiah: 5. Invocation of Machine Might activated!)
"Take strength in the certainty of steel, and feel the rage of the machine spirit!" The Onager Dunecrawler announced, looking almost ready to charge in at that very moment. It was tempting given the range, it very well could look like it would completely body those hulking skeletal machines. Though perhaps you should remind it to fire its weapons first before doing so.
- Set Trap (3 CP). Setup a little surprise for whoever storms your abandoned position. Activate when the enemy ends movement on a Terrain Feature. They take d3 Mortal Wounds.
- Double Tap (1 CP). Just to be safe, they're tougher than they look.. Activate when rolling for wounds. Reroll all 1s.
- Inspired Orders (1 CP). In the Guard, follow the one with the most stars. An officer can immediately issue an additional command after their last one.
- Loose Grenadiers (1 CP). Ready grenades! Hurl! An infantry squad may use all Grenade weapons instead of only one when in Shooting or Overwatch.
- Heroic Intervention (2 CP).Acts of daring are at home on the battlefield. A unit led by a character within 3" of a friendly unit in a fight may join in the Fight phase.
- Canticles of the Omnissiah are a unique Mechanicus army ability, similar to the Militarum's Orders. They randomly shuffle between different benefits each turn, which can good in different situations. This one gives +1 Strength to their units (not weapons), so make of that what you will.
It was meant to counter heavy enemy tanks and machines, that which could actually pose a threat to the noble Knight-machines that they served alongside. Removing this war machine away from its designated tasking and placing it to aid an infantry battalion was ineffective. It did not compute.
"And if those don't work, then shove a grenade in there!" Sergeant Trouttet hollered. "If that doesn't do a trick, then well, I hope you have bigger guns!"
You drew your power sword and hefted it up, raising your voice. "Fifth Battalion! Today, we atone for our shortcomings. Today, we do better!" You yelled and swung your blade down. "We will again open a path for the Penitents, and we will hold it! Or die trying! Forwards, Chosen!"
"Chosen and Blooded!" The soldiers roared and advanced under the blaring hymns of the Onager Dunecrawler.
Squad Nero Moves to Sector 3 G6
Squad Cintus Moves to Sector 3 G5
Squad Tretium Moves to Sector 3 G4
Centari-106 Moves to Sector 3 G3
It was a simple and flat general advance across the line, set to a steady and maintainable pace. Of course it did draw the attention of the hulking skeleton machines in your way. They sluggishly turned about and made to raise their weapons, only for a screech of binary to fill the air first.
The weapons of the Dunecrawler then erupted, the machine spirit no longer willing to be contained when the enemy was right before them.
Centari-109 Attacks with 1 Cognis heavy stubber (A3)! Dunecrawler hits on BS 3+
Hits: 2
Cognis HS S4 vs Immortal T4. Wounding on 4+
Wounds: 2
Immortals have SV 3+
Saves: 1 1 Immortal from Target Beta has been eliminated.
Centari-109 Attacks with a Neutron Laser!
d3 Attacks: 1
Dunecrawler hits on BS 3+
Hits: 1
d6 Damage: 2
Neutral Laser S10 vs Immortal T4. Wounding on 2+
Wounds: 2
Immortals have SV 3+, reduced to SV 6+ due to AP -4
Saves: 2
Solid and accurate fire from the mounted heavy stubber in the war machine brought one down, then the primary armament let loose. It was blinding, a pulsing laser that carved away at the bodies of metal before it. But when it ceased, all were taken aback by the fact that the Necron Immortals still stood. "Behold, proof of the blasphemous tech-heresy!" Centari-109 raged over the comm-bead. "See it stands in defiance of the Motive Force, an affront to the Omnissiah that shall be torn down and smashed to dust!"
"Maybe they'll settle for just being shot up instead!" Your hand shot up. At the signal, your soldiers drew up short and leveled their lasguns or laspistols, you included among them. "All squads, volley fire!"
"Grenade out!" barked Gauin out when he pulled the pin and hurled it at the alien foe.
Squad Cintus: First Rank, Fire! Second Rank, Fire!
Squad Tretium: First Rank, Fire! Second Rank, Fire!
Command Squad Nero Attacks with 1 Frag grenade!
d6 Attacks: 1
Veterans hit on BS 3+
Hits: 0
Command Squad Nero Attacks with 1 Lasgun and 1 Laspistol! Rapid Fire! Veterans hit on BS 3+
Hits: 1 + 1 = 2
Lasgun S3 vs Immortal T4. Wounding on 5+
Wounds: 0
Squad Cintus Attacks with 9 Lasguns and 1 Laspistol! Rapid Fire! Volley Fire! Guardsmen hit on BS 4+
Hits: 8 +6 +5 +2 = 21
Lasgun S3 vs Immortal T4. Wounding on 5+
Wounds: 5
Immortals have SV 3+
Saves: 4 1 Immortal from Target Beta has been eliminated.
Squad Tretium Attacks with 9 Lasguns and 1 Laspistol! Rapid Fire! Volley Fire! Veterans hit on BS 3+
Hits: 10 +6 +7 +6 = 29
Lasgun S3 vs Immortal T4. Wounding on 5+ Double Tap Stratagem Activated! (4/4 CP)
Wounds: 13
Immortals have SV 3+
Saves: 9 Target Beta has been destroyed!
If the neutron laser was a supernova, then the las bolts were the sun that lit up the inside of the fortress passageway. The grenade landed somewhere and detonated ineffectively, but it mattered so little compared to the volleys unleashed upon the Immortals. The veterans of Squad Tretium in particular were pinpoint accurate, specifically hitting the machinery exposed by the earlier beam of energy. One by one, the eyes of the skeletal giants flickered and they fell to their knees, shuddering a final time before completely collapsing.
Without prompting, the veterans lowered their weapons and fired an additional full set of shots into the twitching bodies. This seemed to do the trick and the machines vanished in a burst of orange light. "Sector cleared!" Sergeant Trouttet giddily reported and you grinned.
Maybe it was a bit premature but you radioed your allies anyway, counting the way cleared. "We have your exit, Penitents! Move, move!"
Scarcely moments later, figures emerged from the far end of the cleared passageway. It was allied squads, retreating to your line as planned. It was clear that there were wounded among them along, some needing to be carried by their comrades. You eyed the empty weapons among them and shook your head- part of the plan had suggested that any still active Penitents join the rearguard, but that had always been something of a long shot. You couldn't blame them exhausting all their ammunition in fighting against the Necron guards set upon them.
You probably would have been reduced to just your blade too by the end of it.
With the first objective captured, you need to buy time for the Penitents to get away in time. Delay the foe from capturing the objective at (Sector 3, E5) as long as possible. At the end of every turn the objective is still held, you gain 20 points. When the objective is captured, there will be a new objective in Sector 2. Additionally, a random reinforcement will be automatically successful.
It was soon very clear that their lack of spare ammo was for good reason, as enemies were right behind them! The stomp of metal feet against the ground had lasguns immediately rising, getting ready to fire on surely what were incoming enemy forces. It was an instinct you approved on, along with the glance back to make sure that avenues of retreat were available as the last of the Penitents stumbled past your line. You didn't have to hold this ground to the death, you just had to do as much as you can before falling back to the next position, just as what had been drawn up in the command tent.
Yet no amount of preparation could prepare you for what came next.
There were familiar shapes emerging first, some stormtroopers you recognized. Had they been a rearguard themselves? Clear maniac panic had overtaken them in a shocking manner, something that normally would never occur with the ironclad discipline these elite troopers had been drilled with. But then one let out a broken scream moments before something slammed down onto them, piercing straight through their body. This was followed by another being immediately bisected, both halves flying your way and spraying blood everywhere.
Then there, from the darkness, emerged something that made your mouth dry. A sight yet unseen by you, a Necron foe that towered over the Warriors marching next to it. The top half looked like the Heavy Destroyer that roared hatefully alongside, but that was where its similarities ended, for the lower half instead had three blood-stained legs arranged like a tripod. As if that was not enough, it too had three unnatural limbs sprouting from its body, each arm ending in some cackling weapon that had the hairs on the back of your neck stand up.
But most dangerous of all was the gleam of alien intelligence in its eyes. This one was not like the others, there was a calculating and hateful gaze that cast about, coldly noting down the Imperial forces. Then it let out an aching groan that brought forth a wave of Scarabs to accompany it so.
Centari-109 spoke up, calmly identifying this enemy you've never seen before. "Designation: Skorpekh Destroyer. Amendment: ornamentation on carapace indicates higher rank. New designation: Skorpekh Lord."
And so, a spiteful universe awakens forgotten evils in an attempt to break you.
Bonus Objective: Kill the Warlord (50 victory points)
Target Alpha Moves to Sector 3 B3
Target Golf Moves to Sector 3 C3
Target Charlie Moves to Sector 3 D6
Target Foxtrot Moves to Sector 3 D8
They marched, hovered, or scuttled however they did to move on your positions. At this point, you snapped out of your shock and roared defiantly, the sound helping break the horrified trance on the rest of your troops. "This is nothing. This is nothing compared to what we have faced before!" You shouted, rallying the them best they can. "Remember your training, remember what blood runs through you! We will not break this day, and we will see this evil defeated no matter what!"
Almost as if in response to your speech, energy weapons were brought to bear and fired upon the Imperial positions, their wielders seeking to eliminate the intruders in their abode.
Target Alpha Attacks with 10 Gauss flayers! Warriors hit on BS 3+
Hits: 6
Gauss Flayer S4 vs Veteran T3. Wounding on 3+
Wounds: 3
Veteran has SV 5+, reduced to SV 6+ due to AP -1
Saves: 1 2 Veterans have been eliminated from Squad Tretium
They found their mark and a couple of Vaulters were hit by the flickering orange beams. The result was immediate when their screams filled the air, armor and flesh alike disintegrating into dust at the impact site. It was a sight that triggered fear in many, seeing the comrade next to you crumble into nothing when hit by the obliterating weapons of the Necrons.
Target Foxtrot attacks with 1 Heavy gauss cannon! Destroyer hit on BS 3+
Hit: 1
d6 Damage: 3
Heavy gauss cannon S9 vs Dunecrawler T7. Wounding on 3+
Wounds: 2
Dunecrawler has Invuln 5+
Saves: 1 Centari-109 has suffered 1 Wound.
Then its larger variant fired at the Onaeger Dunecrawler in your midst. Before it could impact, there was a flicker of energy and a force shield was suddenly projected around Centari-109, easily weathering most of the laser. Some did get through and scrape a bit off the side of the war walker, but it was only a glancing hit- the unit was still fully operational and ready to continue fighting.
Sergeant Neginol could have watched the fight go on between the two armored enemies, but he had bigger issues to worry about. Namely, a clicking noise that alerted him to an incoming opponent. "Scarabs coming at us! Don't let them get close, fire at them!"
Target Charlie Charges Squad Cintus! Overwatch!
Squad Tretium attacks with 9 Lasguns and 1 Laspistol! Rapid Fire! Overwatch hits on 6+
Hits: 0 + 1 = 1
Lasgun S3 vs Scarab T3. Wounding on 4+
Wounds: 0
Charge roll: 6. Failed.
Squad Cintus hadn't the same experience as Sequet when it came to defending themselves against the incoming beetles, but they did know the theory. Which was to just fire as much as possible into the air, forcing them to scatter and fall back. Even if they missed, which almost every shot did, it was enough to have the Necron constructs skittering back when self-preservation protocols activated. Given that the result was their position remaining free of their presence, it likely worked well enough.
"Get those hit out back! Even if they aren't responding, I don't want to leave their bodies to these xenos!" Trouttet snapped. "Maintain discipline, stick together. Do not panic, that's how you'll get picked off."
Even though you were still slightly shaken up by the emergence of unimaginable horrors awakening to slay your command, the perimeters was still intact. You did have a decent position at the moment, but that could also change just as quickly the closer the enemy drew to your location. It was up to you to decide if discretion was the better of valor when it came to figuring out what to do next.
(Canticle of the Omnissiah: 4. Shroudspalm activated!)
Centari-109 seemed to think so, blaring a new psalm to all. "Let faith and steel intertwine, to create a bastion upon which the impure shall break themselves upon!"
- Set Trap (3 CP). Setup a little surprise for whoever storms your abandoned position. Activate when the enemy ends movement on a Terrain Feature. They take d3 Mortal Wounds.
- Double Tap (1 CP). Just to be safe, they're tougher than they look.. Activate when rolling for wounds. Reroll all 1s.
- Inspired Orders (1 CP). In the Guard, follow the one with the most stars. An officer can immediately issue an additional command after their last one.
- Loose Grenadiers (1 CP). Ready grenades! Hurl! An infantry squad may use all Grenade weapons instead of only one when in Shooting or Overwatch.
- Heroic Intervention (2 CP).Acts of daring are at home on the battlefield. A unit led by a character within 3" of a friendly unit in a fight may join in the Fight phase.
- The enemies got stupid lucky with their first wave reinforcements, jeez. They were aching to deploy their big guns, must be retribution from the first battle where the dice had held them back.
- Kill the Warlord is pretty self-explanatory. Eliminate the enemy commander to gain those victory points.
- Shroudpalm is actually pretty good, all Mechanicus units get a Cover bonus even if they aren't in cover!
Oof, a good opening fouled by the horde of reinforcements! Losing those 2 vets (plus the onager losing a wound) and getting no reinforcements of our own hurt.
Playing defense is the name of the game and we need to kill that warlord before it's can reach our line or are we right frakked as we have no dedicated melee fighters to (in theory) hold that thing back.
If the neutron laser was a supernova, then the las bolts were the sun that lit up the inside of the fortress passageway. The grenade landed somewhere and detonated ineffectively, but it mattered so little compared to the volleys unleashed upon the Immortals. The veterans of Squad Tretium in particular were pinpoint accurate, specifically hitting the machinery exposed by the earlier beam of energy. One by one, the eyes of the skeletal giants flickered and they fell to their knees, shuddering a final time before completely collapsing.
Centari-109 spoke up, calmly identifying this enemy you've never seen before. "Designation: Skorpekh Destroyer. Amendment: ornamentation on carapace indicates higher rank. New designation: Skorpekh Lord."
I'll just say to remember/consider your new mission briefing- if the objective in Sector 3 gets captured, there'll be a new one to defend instead in Sector 2. Given the enemy is almost right on top of you, you should consider if you want to hold or if you want to prepare for a fight in Sector 2 instead.
Skorpekh Lord, very important difference from a Destroyer Lord. Destroyer Lords float and are ranged focused. Skorpekh Lords are a tripod murder blender in close combat.
After rethinking, we need to fall back. We need to keep distance to that Skorpekh Lord and take it out before it gets in close combat, otherwise we're all dead and we have no big melee unit to counter it. So fighting retreat to cover in Sector 2, and hope that the Objective there is in easily defendable place.
Edit.
Changed the priority target from everyone but Centari to Charlie, so that we can hopefully take out the Scarabs before they get close again, and they might not be able to really damage the Skorpekh Lord. And if they manage to take out the Scarabs before all of them have had their shooting turn, then they can just aim at other targets. I'd rather concentrate on one target to ensure it is taken out, instead of being left with two wounded ones that can still fight back.
Having everything go in on the Skorpekh Lord is an interesting choice. While technically anything can kill anything with enough dice rolls, you do have to consider the efficiency. A lasgun volley hitting the Skorpekh could go into hitting Warriors or Scarabs instead. Of course it is much more scary and dangerous, but it's it worth all those rolls?
...huh, basically realized this is the same conundrum as the DISTRACTION CARNIFEX (do you shoot the angry tank charging at you, or the swarm around it?)