Rebellion on Otra Prime (13)
[X] Plan: Move it, Soldier!
"Ghost-3, cover us!" You barked before pointing your sword forwards. "Everybody else? Take cover behind those walls!" They loomed over all on the battlefield, even the Sentinel, made of a dark obsidian that easily absorbed shots and blows. Any loose sections were collapsed by the distracting missile salvo, creating plenty of rubble for Guardsmen to hastily dive behind for protection against the enemy manning the walls.
Squad Tretium Moves to Sector 3 F4
Random Advance Roll: 2
Squad Tretium Advances to Sector 3 E4
Command Squad Moves to Sector 3 F4
Squad Quites Moves to Sector 3 F7
Random Advance Roll: 6
Squad Quites Advances to Sector 3 E8
Random Advance Roll: 2
Squad Tretium Advances to Sector 3 E4
Command Squad Moves to Sector 3 F4
Squad Quites Moves to Sector 3 F7
Random Advance Roll: 6
Squad Quites Advances to Sector 3 E8
You and your lifeguards reached the rubble and immediately began to settle in, taking up firing positions. Others kept moving, sprinting forwards to dive for the forward lip and crawl their way forwards, lasguns firmly clutched in their hand. You scanned the faces of those passing before raising your hand, getting the attention of an officer you were looking for. "Sergeant Burnion!"
He glanced your way and you continued, "Take your squad, and go for the flank. I don't want us all getting pinned if that heavy weapons team opens up, you're our insurance just in case."
"Understood ma'am!" He snapped and raised his voice. "Let's go, Quites! Get moving, we're repositioning!"
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You nodded with a satisfied look and then directed your voice to your escort. "All of you, pinpoint fire. Give time for those in front to get into position. Fire at will!"
Trait: Senior Officer
Command Squad Nero: Take Aim!
Squad Tretium: Forwards, for the Emperor!
Command Squad Nero: Take Aim!
Squad Tretium: Forwards, for the Emperor!
Command Squad Nero attacks with 4 Lasguns! Veterans hit on BS 3+, reroll 1s.
Hits: 4
Lasgun S3 vs Rebel T3. Wounding on 4+
Wounds: 1
Rebel has SV 6+, increased to 5+ thanks to Cover
Saves: 0
Rebel HWT from Target Delta has suffered 1 Wound.
Squad Tretium attacks with 9 Lasguns! Veterans hit on BS 3+
Hits: 9
Lasgun S3 vs Rebel T3. Wounding on 4+
Wounds: 2
Rebel has SV 6+, increased to 5+ thanks to Cover
Saves: 1
1 Rebel HWT from Target Delta has been eliminated.
Hits: 4
Lasgun S3 vs Rebel T3. Wounding on 4+
Wounds: 1
Rebel has SV 6+, increased to 5+ thanks to Cover
Saves: 0
Rebel HWT from Target Delta has suffered 1 Wound.
Squad Tretium attacks with 9 Lasguns! Veterans hit on BS 3+
Hits: 9
Lasgun S3 vs Rebel T3. Wounding on 4+
Wounds: 2
Rebel has SV 6+, increased to 5+ thanks to Cover
Saves: 1
1 Rebel HWT from Target Delta has been eliminated.
It began with the precise and accurate fire coming from your chosen troops, pinpoint shots stabbing into the building. Then came the burst of las bolts from Sergeant Trouttet and their men from up ahead, lighting up the Rebel guns from up ahead. However, the position they were in was fortified well and only a few were caught by the attacks. The rest quickly readied and aimed their heavy stubbers, swiveling to point them at the attacking infantry.
This left them open for the Sentinel to rejoin the battle in an explosive way. The vehicle's weapon pod opened again and your ally from Armageddon wasted no time in unleashing a barrage of frag missiles straight into their position.
Ghost Squadron attacks with 1 Missile Launcher!
Heavy d6 Attacks: 5
Sentinels hit on BS 4+
Hits: 1
Frag Missile S4 vs Rebel T3. Wounding on 3+
Wounds: 1
Rebel has SV 6+, increased to 5+ thanks to Cover
Saves: 1
Heavy d6 Attacks: 5
Sentinels hit on BS 4+
Hits: 1
Frag Missile S4 vs Rebel T3. Wounding on 3+
Wounds: 1
Rebel has SV 6+, increased to 5+ thanks to Cover
Saves: 1
Frustratingly, the frag missiles failed to connect and most detonated harmlessly outside the building. It rattled the enemy soldiers within, making their teeth chatter, but none were caught in the storm of shrapnel. Corporal Weltz swore and slapped his hand against his steed's targeting cogitator. "Blasted machine spirit! I applied the stupid oil correctly, stop complaining!"
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Unstable Cause roll: 4
Target Delta has 6 Morale.
Morale check: 2 +1 (Lost) = 3)
Target Delta has 6 Morale.
Morale check: 2 +1 (Lost) = 3)
You peeked over the cover and grimaced at the sight of the position still holding strong. It looked like that the defenders weren't going to be dislodged so easily like before, finding their nerve to stand and fight. The fortified and elevated position helped with that. "All troopers, keep your heads down! Here they come!"
99th Scintillia Grenadiers, Fifth Battalion: 0
Otra Prime Rebels, 3rd Company: 0
End Scintillia Turn
Otra Prime Rebels, 3rd Company: 0
End Scintillia Turn
Target Alpha Moves to Sector 2 D2
Advance roll: 2
Target Alpha Advances to Sector 2 E3
Target Beta Moves to Sector D7
Advance roll: 5
Target Beta Advances to Sector 2 F8
Advance roll: 2
Target Alpha Advances to Sector 2 E3
Target Beta Moves to Sector D7
Advance roll: 5
Target Beta Advances to Sector 2 F8
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There was a war cry from the back and rebel mutant infantry began to charge up from where they had been thrown back. Another minute, and they could soon be well-entrenched in the defensive emplacements you had been ordered to take. The heavy stubber team hesitated before swinging their guns to bear on the Sentinel in the distance, figuring the vehicle to be the greatest threat to their comrades below.
With a cough and a rattle, their ballistics opened up on Ghost-3.
Target Delta attacks with 2 Autoguns! Rebel HWT hit on BS 5+
Hits: 1
Autogun S3 vs Sentinel T5. Wounding on 5+
Wounds: 1
Sentinel has SV 4+
Saves: 0
Ghost Squadron has suffered 1 Wound.
Target Delta attacks with 2 Heavy Stubbers (6 Attacks)! Rebel HVT hit on BS 5+
Hits: 3
Heavy Stubber S4 vs Sentinel T5. Wounding on 5+.
Wounds: 0
Hits: 1
Autogun S3 vs Sentinel T5. Wounding on 5+
Wounds: 1
Sentinel has SV 4+
Saves: 0
Ghost Squadron has suffered 1 Wound.
Target Delta attacks with 2 Heavy Stubbers (6 Attacks)! Rebel HVT hit on BS 5+
Hits: 3
Heavy Stubber S4 vs Sentinel T5. Wounding on 5+.
Wounds: 0
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Bullets fell upon the lone Scout Sentinel, but the Armageddon-pattern vehicle had a fully enclosed and protected cabin. The rounds bounced and deflected off the angled surfaces, the closest any of them getting to penetrating was scoring a gash in the metal. It so happened to be where the squadron's insignia was painted on, carving a jagged grove to mar its image.
The pilot inside didn't notice and instead gave a concise update to his current commander. "Ghost Squadron, taking fire and holding steady. Awaiting further orders."
"Standby," you replied with a growl and gritted your teeth. It looked like the first push had failed, but that wasn't too surprising- it was against an enemy fireteam in a fortified position. They were slightly bleeding, but not yet down and out which was the problem. At least your forces were currently mostly pristine, save a few shots here and there. So that was good news.
99th Scintillia Grenadiers, Fifth Battalion: 0
Otra Prime Rebels, 3rd Company: 0
End Rebel Turn
END OF TURN 1
Otra Prime Rebels, 3rd Company: 0
End Rebel Turn
END OF TURN 1
Turn 2 Reinforcing on 6+
Squad Cintus: 4. Failed.
Squad Sequet: 1. Failed.
Squad Cintus: 4. Failed.
Squad Sequet: 1. Failed.
The bad news was that it seemed like this was all you had to work with at the moment. The rest of Fifth Battalion was still pushing up to join you, and there was no telling if they were going to be able to participate in the fight in time. It looked like this was going to have to be a bottle you had to pop yourself and unfortunately, your power sword wasn't exactly going to help just yet. Maybe if you got a little closer, if you dared.
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- Breach Cover (2 CP). Let's see how well the tuber practice went. A target enemy does not gain Cover saves until the end of the Shooting phase.
- 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.
- Take Cover (1 CP). All Troopers, hit the dirt! A targeted unit gains a +1 Cover save until end of Shooting phase.
- 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.
- Fate Point (1 CP). Sometimes, the gods are amused. Reroll a friendly dice roll.
- 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.
- Take Cover (1 CP). All Troopers, hit the dirt! A targeted unit gains a +1 Cover save until end of Shooting phase.
- 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.
- Fate Point (1 CP). Sometimes, the gods are amused. Reroll a friendly dice roll.
HQ
-[ ] [Squad] Command Squad Nero (5/5 Strength) (M 6")
--Current Location: Sector 3 F4
– Target: Sector 2 I3
-- ATTACK
Elites
-[ ] [Squad] Squad Tretium (10/10 Strength) (M 6")
--Current Location: Sector 3 E4
– Target: Sector 2 I1
– ATTACK
-[ ] [Squad] Squad Quites (10/10 Strength) (M 6")
--Current Location: Sector 3 E8
– Target: Sector 2 I4
– ATTACK
Fast Attack
-[ ] [Squad] Ghost Squadron (5/6 Strength) (M 9")
--Current Location: Sector 3 E1
-- ATTACK
-[ ] [Squad] Command Squad Nero (5/5 Strength) (M 6")
--Current Location: Sector 3 F4
– Target: Sector 2 I3
-- ATTACK
Elites
-[ ] [Squad] Squad Tretium (10/10 Strength) (M 6")
--Current Location: Sector 3 E4
– Target: Sector 2 I1
– ATTACK
-[ ] [Squad] Squad Quites (10/10 Strength) (M 6")
--Current Location: Sector 3 E8
– Target: Sector 2 I4
– ATTACK
Fast Attack
-[ ] [Squad] Ghost Squadron (5/6 Strength) (M 9")
--Current Location: Sector 3 E1
-- ATTACK
Issue Commands up to your CP maximum (4)
[ ] Plan ______
-[ ] Command Squad
--[ ] Target Location
--[ ] Behavior
-[ ] Squad
--[ ] Target Location
--[ ] Behavior
-[ ] Command Squad
--[ ] Target Location
--[ ] Behavior
-[ ] Squad
--[ ] Target Location
--[ ] Behavior
--[ ] ASSAULT. Press forwards and drive them out, no matter the cost!
--[ ] ATTACK. Attack this position as best as possible, without taking too many risks.
--[ ] WITHDRAW. Give up ground if the enemy draws near, making them pay for every bit they take.
--[ ] ATTACK. Attack this position as best as possible, without taking too many risks.
--[ ] WITHDRAW. Give up ground if the enemy draws near, making them pay for every bit they take.
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- Technically, you did come off better by eliminating one of the HWT models before they could fire. But not by much, with how missing or failing to wound was apparently the name of the game this turn. Can't be helped and it definitely makes things interesting.- Each HWT model has two Wounds if you're curious to symbolize two soldiers grouped together. One operates the heavy weapon while the other is a loader/support infantry. It's actually interesting that the second soldier gets to keep a primary weapon compared to the version integrated into regular squads, to help make them unique I suppose.
14 hour moratorium to make a turn plan.
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