Your sergeant decides that figuring out what and where the Ork Armor is going is your first priority, so He takes out some binoculars and has you take your own out as well. You slowly edge towards the cliff face you're at and peer into the factory.
(Scouting Check! Uses Intelligence.)
(d100+60 (INT-6)= 150. DC 10/120. Double Pass! +100 EXP to Intelligence. +d10=6 EXP to Scouting.
Special Event Activated!
You notice some rather interesting buildups of Ork Armor. Trukks, Killa Kans, Deff Dreads, some Stompa's, but nothing truly horrify-
That's a Gargant. That's a Gargant that somehow hasn't been seen yet. You quickly tap Sergeant Harmut on the shoulder, and he turns to you asking "What is it, Scout?" You respond with "Gargant." He stills for a second, and then motions for evidence. You point out the location, and he turns back to the complex. He curses, and then says "We need to inform the camp." The two of you return to your temporary location and activate your long-range vox device. The receiver crackles, and spits out "
What is the composition?" "There's a Gargant." "
...Visual confirmation?" "Confirmed."
"Frak. Okay, your new orders are to destroy the Shield preventing Orbital bombardment, and exfiltrate. Even if it's only under construction, the Ordinance you have isn't enough to destroy a Gargant." "Confirmed. The other compositions are..." After completing your report, you hunker down with your squadmates and give them the news. They Grimace, but then they decide that doing something about the very powerful dangerous Ork walker is more important than Grimacing. You all huddle somewhat closely, and come up with a plan...
[] Write-in plan for infiltration (You still have 6 Melta-charges)
Stat Changes
Intelligence 6 to 7: 97/700 -> 197/700 (0/2)
Scouting UL to BA: 0/10 -> 6/10
(AN: Bet you didn't expect that did you?)
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Measuring your Speed in Fasts per Hour.]