Cybela and the Iron Talisman 3: Battle in Axeford

A solo campaign with plastic toys based on the Ironsworn RPG and the OnePageRules Grimdark Future Firefight skirmishing rules.
See setup here.

Previous events: The Duchy of Elfbrook has been attacked by the Duchy of Boarwood. Duchesss Cybela of Elfbrook is the best remotely-controlled-mecha-pilot around: she swears a vow to rescue her friend Tahuta, who has snatched the Iron Talisman from the hands of the invaders but is now trapped in the Boarwood-occupied territory. Cybela’s Mecha is destroyed in a first attempt to reconquer the town of Abon, but the second attack is a success. Etana, the chief engineer at the Mechanization Ministry, points out that resources are scarce and it could be impossible to replace Cybela’s Mecha, if it were destroyed.

NPCs:

  • Duke Themon of Elfbrook – Cybela’s father
  • Archmage Brynn, uncle of Cybela and leader of the Cult. A powerful and ambiguous man.
  • Tahuta – an agent in Elfbrook special forces and Cybela’s best friend.
  • Etana – chief engineer at the Mechanization Ministry. She favours AI robots over human-controlled mecha.

all1

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This scenario is based  on One Hour Wargames, a book by Neil Thomas (Scenario:5 Bridgehead). An Elfbrook infantry squad has taken control of an important objective: the yellow building at the centre of the the board. Each turn, both sides have a chance of reinforcements arriving: Elfbrook (green) forces will enter from point D, Boarwood (blue) forces will randomly arrive from A, B or C. The game will be 6 turns long, with the goal of being the only force having units within 12″ of the objective.
At turn 0, I randomly deployed at C a blue infantry squad.

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Turn 1 and 2: no reinforcements rolled. The two infantry squads exchange shots and each side loses a man. The blue advance to take cover behind the vehicles and the green take cover behind the yellow building.

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Turn 3: Cybela’s mecha enters from point D. The blue have a second infantry squad from A.
Turn 4: The green receive a sniper which, being a “Scout”, can be directly deployed at the top of the target building. The blue deploy at C a weapon-team armed with a missile launcher. Cybela’s Tough Mecha takes a first wound from the blue infantry squad. The green infantry near the target is now attacked on two sides by blue infantry.

5a
Turn 5: two blue veterans enter at B; no reinforcements for Elfbrook. The green infantry loses a second man. The Mecha kills one of the blue men behind the vehicle, but it is hit by the missile launcher (second wound).

Turn 6: the blue infantry on the left charges the last Elfbrook soldier near the building: they are successful. The sniper at the top of the building is the only surviving Elfbrook soldier. A missile damages one of the legs of the Mecha, which is now immobilized. The mecha still manages to stun the man with the missile launcher; it also resists the charge of the blue infantry-man.

6

No clear victory for any of the two sides. Boarwood seems in better shape, with more surviving units.
Should I consider this a Boarwood victory (a “Miss” for Cybela)? [Likely] Oracle: YES
Elfbrook is unable to take control of Axeford and they are forced to retreat.

r2
Diagonal lines: Boarwood occupation

Can Cybela’s Mecha be retrieved and repaired? [Unlikely] Oracle:NO
Pay the price: -1 supply (now 1). Etana informs Cybela that the Mechanization Ministry is unable to replace her mecha with a similar model. She will have to use an inferior machine.

 

Cybela’s current situation:

Stats: Edge:2 Heart:1 Iron:2 Shadow:1 Wits:3
Health:5 Spirit:5 Supply:1 Momentum:0
Vow: retrieve the Iron Talisman (Troublesome) Progress:2
Background Vow: limit the power of the Cult (Extreme) Progress:0

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Cybela and the Iron Talisman 2: Assaulting a plasma cannon

A solo campaign with plastic toys based on the Ironsworn RPG and the OnePageRules Grimdark Future Firefight skirmishing rules.
See setup here.

Previous events: The Duchy of Elfbrook has been attacked by the Duchy of Boarwood. Duchesss Cybela of Elfbrook is the best remotely-controlled-mecha-pilot around: she swears a vow to help defeat the invaders and rescue her friend Tahuta, who has snatched the Iron Talisman from the hands of the enemy but is now trapped in the Boarwood-occupied territory. Cybela’s Mecha is destroyed in a fist attempt to reconquer the town of Abon.

NPCs:

  • Duke Themon of Elfbrook – Cybela’s father
  • Archmage Brynn, uncle of Cybela and leader of the Cult. A powerful and ambiguous man.
  • Tahuta – an agent in Elfbrook special forces and Cybela’s best friend.

__________________________

A second attack to Abon sees Cybela’s Mecha trying to neutralize a large plasma gun that the Boarwood army has strategically placed at the top of a building. The Boarwood (blue) side includes a weapon team, a veteran, an infantry squad and the plasma cannon (Q:3+ D:3+ Ap1, Tough3). The Mecha is supported by three veterans and two infantry squads. Being on higher ground, the blue units count as being in cover. I compensated this advantage by assigning more points to the green army (145 vs 95).
The green squad enters from the right.

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Turn 1: Cybela, after the recent incident, aims at the blue soldier with the missile launcher and puts it out of combat. One of the green veterans is put out of combat and another is stunned.

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Turn 2 and 3: The crew of the plasma cannon takes two hits: they will now have to roll on the wound table. One of the two Elfbrook infantry squads moves forward in the open towards the stairs: two of the three men are killed.

Turn 4: The surviving infantry man climbs the stairs and charges the only surviving member of the cannon’s crew, but he is stunned and then killed by the blue veteran. The green also loose a veteran hit by the blue infantry squad. The mecha is hit at a leg, it is now immobilized (both its Quality and Defence are degraded by one step).

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I decided to give Cybela a chance and run a fifth Turn. First, I rolled for morale, since 3 of the 6 green units are out of combat. The surviving infantry squad fails the roll and leaves the field. The Mecha keeps shooting at the cannon but fails. Luckily, the veteran does not miss and puts the cannot out of combat. A very marginal victory (I consider this a “Weak Hit” Battle outcome).

r2

I mark two progress on the progress map: Abon and Newbridge have been conquered. But Cybela must pay the price. I subtract another supply point (now 2). I also introduce a new problematic NPC.

[Oracle] Male of female (50/50): Female
Hint: Debate Opinion

Etana is the chief engineer of the Department of War. She is convinced that human-controlled mecha are not efficient. It would be less costly to replace them with AI machines. This time it was possible to fix the leg of Cybela’s Mecha, but when it is destroyed it might be impossible to replace it.

Etana.jpgRES

Cybela’s current situation:

Stats: Edge:2 Heart:1 Iron:2 Shadow:1 Wits:3
Health:5 Spirit:5 Supply:2 Momentum:0
Vow: retrieve the Iron Talisman (Troublesome) Progress:2
Background Vow: limit the power of the Cult (Extreme) Progress:0

 

Cybela and the Iron Talisman – 1 Abon Setback

A solo campaign with plastic toys based on the Ironsworn RPG and the OnePageRules Grimdark Future Firefight skirmishing rules.
See setup here.

Previous events: The Duchy of Elfbrook has been attacked by the Duchy of Boarwood. Duchesss Cybela of Elfbrook is the best remotely-controlled-mecha-pilot around: she swears a vow to help defeat the invaders and rescue her friend Tahuta, who has snatched the Iron Talisman from the hands of the enemy but is now trapped in the Boarwood-occupied territory.

NPCs:

  • Duke Themon of Elfbrook – Cybela’s father
  • Archmage Brynn, uncle of Cybela and leader of the Cult. A powerful and ambiguous man.
  • Tahuta – an agent in Elfbrook special forces and Cybela’s best friend.

 

[I will use this map to track progress on Cybela’s vow. Progress will correspond to the liberation of occupied territory (marked by the diagonal lines)]

MAPSQ
Diagonal lines: Boarwood occupation

Cybela’s Mecha supports two infantry squads and two veterans (running men) in an action at the outskirts of Abon. Both armies want to seize both the gray car in the foreground and the oval white structure in the background. The Boarwood (blue) platoon includes a red giant, four veterans, a sniper (deployed on the oval structure) and a Weapon-team with a missile launcher.

900_setup

Turn 1: the missile-launcher targets the Mecha and hits! Since it is blast(3), it causes three hits and one of the puts the mecha out-of-combat. Two of the Boarwood veterans move towards the left side of the area and two to the right.

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Turn 2: The giant is hit and stunned. The veterans on the right are eliminated by one of the green infantry squads.  The other two engage in combat with the two green veterans, who then move towards the oval structure.

900_end

Turn 3: the missile-launcher is effective again and completely destroys one of the green infantry squads. The sniper puts one of the Elfbrook veterans out-of-combat. The blue veterans advance undisturbed.

Turn 4: since the green army has lost more than half of its units, I check morale and the infantry squad decides to retreat. The only remaining green veteran has no option but to retreat as well.

A clean blue victory.
Cybela must Pay the Price. I will add some complication. Oracle: “reveal tool”.
Boarwood has carefully prepared their invasion: all squads will include a missile-launcher unit. I will also decrease supplies by 2: building new Mechas is expensive…

Current situation:

Stats: Edge:2 Heart:1 Iron:2 Shadow:1 Wits:3
Health:5 Spirit:5 Supply:3 Momentum:0
Vow: retrieve the Iron Talisman (Troublesome) Progress:0
Background Vow: limit the power of the Cult (Extreme) Progress:0

Cybela and the Iron Talisman – Campaign setup

After playing an interesting OPR Grimdark Future Firefight campaign in the past months, I thought I will continue with this skirmish system which I greatly enjoy. I have invested 10 Euros in Lego bricks: Lego robots will enter the fight. I also want to add more story elements and the Ironsworn RPG is excellent in this respect. I will use a custom anime / steampunk / fantasy / random setting that I will build from scratch. Everything will be as simple as possible: I don’t expect to use assets, at least for now.

1 Create your character – Cybela is the Duchess of Elfbrook. She is the most talented mecha pilot in the duchy.
Stats: Edge:2 Heart:1 Iron:2 Shadow:1 Wits:3

2 Create your world. I rolled a handful of dice and drew a map of the Slar island. The Elfbrook Duchy is in the Eastern part of the island. The other two large Duchies are Rockfall at the South and Boarwood, also including the Damula island, at the North.

3 Create your background bonds.
I decided one of the bonds is Duke Themon, Cybela’s father.

I used the Irosnsorn NPC Oracles for the other two bonds:

3a: A “wanting pilgrim”, whose goal is to “obtain an object.” Cybela’s uncle is the second most powerful man in the Duchy: Archmage Brynn, leader of the Cult. He has travelled extensively in all Slar and beyond. Some think his loyalty to Themon is not total.
3b: A “cooperative thief”, who wants to “fulfill a duty.” Tahuta is Cybela’s best friend. She is an agent in Elfbrook special forces.

4 Write your background vow. Oracle: “seize mysticism”. Cybela wants to limit the power of the Cult, which often interferes with all the important matters. (Extreme)

5 Envision your inciting incident. Oracle “deflect destiny”. I used the hints provided by Cybela’s bonds. Boarwood has invaded the neutral area of Stonetower, at the center of Slar. The Iron Talisman is considered as the the symbol of the power on all Slar: it has been preserved in Stonetower for many decades, as the result of an agreement among the three duchies. Tahuta has recovered the talisman, but the quick Boarwood occupation has trapped her behind enemy lines.

6 Set the Scene. Elfbrook will have to immediately counter-attack, trying to get possession of the Talisman. Brynn claims that it must be handled to him who, being a spiritual authority, can grant that it will not be used to damage the other regions of Slan. Themon is not of the same opinion, but all agree that the Talisman must not fall in the hands of Boarwood. Cybela will be a protagonist in the fight by remotely piloting a brand new experimental mecha.

7 Swear an Iron Vow. After receiving the controls of her new Mecha, in front of the Duke and the chief engineers of the Mechanization Ministry, Cybela swears to find Tahuta and the Iron Talisman.
Swear an Iron vow: Challenge:5,7 Action:1+1Heart+1Community=3 Miss
In that very moment, news arrive that the Boarwood army has passed the border and has directly attacked Elfbrook. The task will be Troublesome, harder than expected. (Momentum=0)

Grimdark Future:

Stats for the first mecha: Q:3+ D:3+ FluxRifle(24″,Attacks:1,Ap1,Flux) CCW Attacks:1 Regeneration, Slow, 30 pts

 

I will roll on this custom “Mecha wound table”:

1 Mecha Explodes! (all figures in 6″ take 1 automatic hit)

2 Out of Combat

3 Weapon arm destroyed (Remove Weapon; Quality degraded 1 step)

4 Control system damaged (Defense degraded 1 step)

5 Leg destroyed (Immobilized: Quality and Defense degraded 1 step each)

6 Mecha falls / reboots (same as “stunned”)

Opokt Campaign finale

A solo campaign based on OPR Grimdark Future Firefight  and Nine Steps and a Bloody Heart (NSAABH). Campaign set-up details here.

Background and previous events: 1988 – hypergates appear in different places of the Earth. The gates lead to what apparently is a different version of our planet in which elements of the present world mix with elements from the remote past and from what possibly is a remote future. From the hyperplanet, invading armies, dinosaurs and giant golems attack our world. The governments of the Earth send SWAT squads through the gates: their task is to explore the hostile planet on the other side and hopefully find a way to shut the hypergates and stop the invasion.
Sgt.Ephraim and his comrades  must shut-down an unstable wormhole which has been reported in the Opokt area. The wormhole is under the control of Damocles Garth, a renegade marine who has joined the collaborationists. The earthlings have been informed by an anonymous source in Damocles’ army: who is this person?
I use the NSAABH card deck to answer these three questions:
(Clubs) Where exactly is the wormhole?
(Diamonds) How can it be shut-down?
(Spades) Who is the anonymous informant?
(1) Five of spades – the anonymous informant is not a robot.
Ephraim’s squad recovers a memory deck whose position had been revealed by the informant. He sent the earthlings a handwritten note: so he/she is not a robot. Ephraim fails a 50-50 roll to discover a second card.
(2) Two of spades – the informant isn’t Damocles’ sidekick Tia. Ephraim’s squad is confronted by a group of gaters lead by Tia: clearly, she is loyal to the collaborationists.
(3) Ace of diamonds – the wormhole cannot be shut-down by explosives. Our heroes are defeated in an attempt to break through the defence of the gaters. They receive new from their HQ that the wormhole is supposed to be resistant to explosives.
(4) Ace of Clubs: the wormhole is not in the dungeons below Opokt. The team explores the dungeons and find nothing bug bugs and collaborationists. They win the fight, and, by questioning a prisoner, Ephraim also discovers that
(4b) 4 of Spades: the mysterious informant is not a civilian, but someone in the blue army.
(5) 2 of Diamonds: the earth HQ dig more valuable intelligence out of the memory deck: the wormhole cannot be shut-down by a technological interface.
(6) Ace of Spades. The informant is not Damocles. Only one spades card is left. The informant is a blue soldier: Ephraim’s team recovers him.
(7) 4 of clubs – the team explores an island in the Opokt river, but the wormhole is not there.
(8) 2 of clubs – the wormhole is not carried around in a vehicle. It must be in Damocles’ Headquarters.

__________________

Last card: 4 of Diamonds. The wormhole cannot be shut-down by a physical key. There are two options left: to close it, it is necessary some kind of spell, or one must kill Damocles.

The last fight is at Damocles’ HQ and our heroes face Damocles in person (the paper mini near the wormhole). I decided to give them a chance to kill Damocles and see if that is enough to close the wormhole. I played this game without a turn limit.
Damocles stats: Q:4+ D:4+, one close-combat attack; no ranged attacks.

For the last fight, the green army is augmented with two more Infantry Squads and sniper (for a grand total of 210 points).
I randomly rolled and randomly deployed a similar Blue army:
Damocles, two veterans, blue and red golems, rhino, robot, an infantry squad and a sniper.
I randomly rolled for the green entry board: the centre of the lower side. In the pictures, the Green leader Sgt.Ephraim is marked by the green circle.

The green sniper (scout) deploys inside Damocles’ HQ.

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Turn 1: the green sniper shoots at Damocles and misses. Damocles charges and puts him out of combat. The robot charges one of the green infantry squads. Ephraim and most of the green army move towards the East entrance, shooting at the blue infantry guarding it.

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Turn 2: the blue Veterans inside the building move towards the East door to stop the green attack. The blue infantry at the door is destroyed, but Ephraim is wounded by the blue sniper, shooting from behind the corner. The golems are slow, but they are closing in: their D:3+ allows them to move forward between the bullets of the green infantry. The robot and the rhino badly damange one of the green infantry squads: a single stunned man remains.

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Turn 3: the robot finishes the infantry man. Ephraim enters the building, but is wounded again by the veterans. Pierre also receives two wounds from the sniper and the blue golem.

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Turn 4: Ephraim heroically manages to put out of combat both veterans in hand-to-hand combat: he is now facing Damocles! The green infantry kills the rhino and the blue golem. Victory seems near.

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Turn 5: Ephraim faces Damocles, but he is immediately put out of command by the fresh opponent. Pierre also enters the building, while Calaf takes cover at the door and tries, unsuccessfully, to kill the sniper. The red golem is stunned. The robot attacks a second infantry squad.

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Turn 6: Damocles stuns Pierre. The green infantry charges the stunned red golem and put it out of combat. The other infantry squad repels the tough robot, inflicting two wounds.

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Turn 7: Calaf joins the hand-to-hand fight against Damocles, but the villain put out of combat both him and Pierre. Since all our three heroes have been defeated, I decided to assign to Damocles the victory in this campaign. The wormhole has not been closed.

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After the game, I checked the last card. Killing Damocles would not have been enough to close the wormhole. An unknown spell is necessary. Something to keep in mind if I decide to give this setting another go in the future…

 

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Opokt Campaign 8/9: The abandoned factory

A solo campaign based on OPR Grimdark Future Firefight  and Nine Steps and a Bloody Heart (NSAABH). Campaign set-up details here.

Background and previous events: 1988 – hypergates appear in different places of the Earth. The gates lead to what apparently is a different version of our planet in which elements of the present world mix with elements from the remote past and from what possibly is a remote future. From the hyperplanet, invading armies, dinosaurs and giant golems attack our world. The governments of the Earth send SWAT squads through the gates: their task is to explore the hostile planet on the other side and hopefully find a way to shut the hypergates and stop the invasion.
Sgt.Ephraim and his comrades  must shut-down an unstable wormhole which has been reported in the Opokt area. The wormhole is under the control of Damocles Garth, a renegade marine who has joined the collaborationists. The earthlings have been informed by an anonymous source in Damocles’ army: who is this person?
I use the NSAABH card deck to answer these three questions:
(Clubs) Where exactly is the wormhole?
(Diamonds) How can it be shut-down?
(Spades) Who is the anonymous informant?
(1) Five of spades – the anonymous informant is not a robot.
Ephraim’s squad recovers a memory deck whose position had been revealed by the informant. He sent the earthlings a handwritten note: so he/she is not a robot. Ephraim fails a 50-50 roll to discover a second card.
(2) Two of spades – the informant isn’t Damocles’ sidekick Tia. Ephraim’s squad is confronted by a group of gaters lead by Tia: clearly, she is loyal to the collaborationists.
(3) Ace of diamonds – the wormhole cannot be shut-down by explosives. Our heroes are defeated in an attempt to break through the defence of the gaters. They receive new from their HQ that the wormhole is supposed to be resistant to explosives.
(4) Ace of Clubs: the wormhole is not in the dungeons below Opokt. The team explores the dungeons and find nothing bug bugs and collaborationists. They win the fight, and, by questioning a prisoner, Ephraim also discovers that
(4b) 4 of Spades: the mysterious informant is not a civilian, but someone in the blue army.
(5) 2 of Diamonds: the earth HQ dig more valuable intelligence out of the memory deck: the wormhole cannot be shut-down by a technological interface.
(6) Ace of Spades. The informant is not Damocles. Only one spades card is left. The informant is a blue soldier: Ephraim’s team recovers him.
(7) 4 of clubs – the team explores an island in the Opokt river, but the wormhole is not there.

______________

Opokt Campaign 8/9: The abandoned factory

New Card: 3 of clubs. The wormhole is not in an abandoned factory.

Ephraim searches an abandoned factory. He founds the following collaborationist opposition:

2 Veterans
2 Giant Bugs
2 Robots
An Infantry Squad
A Sniper

The objective is seizing ground by taking control of as many as possible of the six blue cubes.  The opponent sniper and robots have the scout special ability and take control of three the objective. The green start at a clear disadvantage.

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Turn 1 and 2: Ephraim, Pierre and Calaf climb the stairs nearest to their entry point. Ephraim is wounded by the sniper, but kills him in return. The giant bugs attack the green Infantry Squad, which kills one of the two. The blue veteran take control of the cube at the centre of the board.

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Turn 3: the surviving bug moves (fast) to the objective at the top left. The green infantry squad engages a firefight with the blue veteran: one of the green men goes down. One of the robots tries to recapture the objective that was held by the sniper: it start a melee fight with Ephraim. Pierre shoots towards the other robot across the board, but it’s a miss. Calaf rushes towards one of the free objectives.

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Turn 4: Ephraim defeats the black robot and takes hold of the objective. Calaf also reaches his objective. Pierre and the Infantry Squad do not manage to put out of combat any of the opponents. At the end, the blue still control 3 cubes vs the 2 seized by the green. It’s a blue victory.

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Yet Ephraim has his third opportunity to gain an extra card: a 50/50 roll and it’s a success!
2 of Clubs: the Wormhole is not a portable device, carried around in a van. Ephraim finds a map on the body of the sniper: the wormhole is at Damocles’ HQ, whose position is clearly described.

The next game will be located there: we will see if Ephraim will find a way to shut-down the wormhole.

NSAABH:
Clubs: Where exactly is the wormhole?
1. — Underground: below Opokt town.
2. It is a portable device, carried around in a van.
3. In an abandoned factory.
4. On an island of the Opokt river.
5. In Damocles’ HQ.

Diamonds: How can it be shut-down?
1. — Blasting it with explosive.
2. By a technological interface.
3. Some kind of spell.
4. A physical key.
5. Killing Damocles.

Spades: Who is the anonymous informant?
1. Damocles.
2. — Damocles’ sidekick Tia.
3. A  collaborationist soldier.
4. — A civilian.
5. — A robot.

Opokt Campaign 7/9: the Opokt island

A solo campaign based on OPR Grimdark Future Firefight  and Nine Steps and a Bloody Heart (NSAABH). Campaign set-up details here.

Background and previous events: 1988 – hypergates appear in different places of the Earth. The gates lead to what apparently is a different version of our planet in which elements of the present world mix with elements from the remote past and from what possibly is a remote future. From the hyperplanet, invading armies, dinosaurs and giant golems attack our world. The governments of the Earth send SWAT squads through the gates: their task is to explore the hostile planet on the other side and hopefully find a way to shut the hypergates and stop the invasion.
Sgt.Ephraim and his comrades  must shut-down an unstable wormhole which has been reported in the Opokt area. The wormhole is under the control of Damocles Garth, a renegade marine who has joined the collaborationists. The earthlings have been informed by an anonymous source in Damocles’ army: who is this person?
I use the NSAABH card deck to answer these three questions:
(Clubs) Where exactly is the wormhole?
(Diamonds) How can it be shut-down?
(Spades) Who is the anonymous informant?
(1) Five of spades – the anonymous informant is not a robot.
Ephraim’s squad recovers a memory deck whose position had been revealed by the informant. He sent the earthlings a handwritten note: so he/she is not a robot. Ephraim fails a 50-50 roll to discover a second card.
(2) Two of spades – the informant isn’t Damocles’ sidekick Tia. Ephraim’s squad is confronted by a group of gaters lead by Tia: clearly, she is loyal to the collaborationists.
(3) Ace of diamonds – the wormhole cannot be shut-down by explosives. Our heroes are defeated in an attempt to break through the defence of the gaters. They receive new from their HQ that the wormhole is supposed to be resistant to explosives.
(4) Ace of Clubs: the wormhole is not in the dungeons below Opokt. The team explores the dungeons and find nothing bug bugs and collaborationists. They win the fight, and, by questioning a prisoner, Ephraim also discovers that
(4b) 4 of Spades: the mysterious informant is not a civilian, but someone in the blue army.
(5) 2 of Diamonds: the earth HQ dig more valuable intelligence out of the memory deck: the wormhole cannot be shut-down by a technological interface.
(6) Ace of Spades. The informant is not Damocles. Only one spades card is left. The informant is a blue soldier: Ephraim’s team recovers him.

__________________________

New card: 4 of clubs – the wormhole is not on an island on the Opokt river.

The informant tells the earthlings that the wormhole might be on an island on the Opokt river. Ephraim’s team go and check the place: they don’t find the wormhole, but there could be something of interest to retrieve. I set up the encounter as a treasure hunt: the six blue markers correspond to potential locations for the
objective.

Blue opposition:
a Veteran
an infantry squad
two snipers
a mutant rhinoceros

The two snipers are “scouts” and they are directly deployed near two of the points of interest.
900res_0.jpgslant

Turn 1: the blue sniper on the lower-left immediately finds and grabs the objective! All the other units advance towards the center of the island.

Turn 2: the blue sniper with the target object begins retreating towards his exit. The two infantry squads exchange shots and one of the green man goes down. Calaf charges the blue Veteran.

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Turn 3: Ephraim shoots at the retreating sniper but misses; then he is cornered by the blue infantry. Calaf and the veteran are still engaged in melee. The rhino charges the green infantry. Pierre tries to get a clean shot to the retreating sniper.

Turn 4: Pierre manages to take down the sniper! The target is available, but no green figure is close enough to try and pick it up. Ephraim is put out of combat by the green infantry. Finally, Pierre is stunned by the second sniper.
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None of the two sides managed to recover the target; but the green suffered more losses than the blue.

NSAABH:
Clubs: Where exactly is the wormhole?
1. — Underground: below Opokt town.
2. It is a portable device, carried around in a van.
3. In an abandoned factory.
4. On an island of the Opokt river.
5. In Damocles’ HQ.
Diamonds: How can it be shut-down?
1. — Blasting it with explosive.
2. By a technological interface.
3. Some kind of spell.
4. A physical key.
5. Killing Damocles.
Spades: Who is the anonymous informant?
1. Damocles.
2. — Damocles’ sidekick Tia.
3. A  collaborationist soldier.
4. — A civilian.
5. — A robot.