Sebastian Twist had been sent to Ammoriss several months ago by
Inquisitor Xanatos to infiltrate the mutant and twist circles in the
depths of the Adaconite mineworks. His reasons were unclear to his
agents but they trusted his instructions. Father Robertus and
Sergeant Major Bathory accompanied Sebastian to act as back-up and
support.
After several months of laying low and monitoring the local
situation, the two throne agents received word from Twist. A courier
from one of the Noble Cartels was sending a payment to the local
gangs they were using to round-up mutants to work in secret Adaconite
Mines. Where the Adaconite that was mined was being sent was
unclear. However, if the Throne Agents could secretly waylay the
courier, it would disrupt the operations of the illicit Adaconite
traders and possibly link them to a Noble Cartel.
The courier was being accompanied by a set of gangsters who
brought a mutant enforcer with them to act as muscle.
Forces:
The Throne
Agents
- Father Robertus- AgentWrecking Hammer, Holy Book, .22 Handgun** .22 Handgun= Stub gun
- Sgt Mjr Danyg Bathory- AgentRifle, Knife, Light armored vest, Tight Boots, Firearm cleaning kit** Rifle, Vest Tight Boots, Kit= Las-gun, Flak, Veteran Guardsman
- Sebastian Twist- CivilianCleaver, Lucky Charm,
Adaconite
Smugglers
- Cult Leader- .45 Handgun, chainsaw**.45 and Chainsaw= Auto-pistol and Chainsword
- Cultists x3- .22 Handgun, knife** .22 Handgun= Stub/Auto guns
- Kindred (Hideous)* - Shotgun* Kindred= Scavvy Mutant
Mission:
Clearly, we are using the Strange Aeons rules but putting a 40K skin over them.
The agents quickly entered the mineworks to try and stop the courier
from making it to their drop. One of the Smugglers (chosen by the
smuggler player) must get the payment off the board edge. The Throne
Agents must try to stop them.
Set-up:
The table is a 3x3. The ambush site is a warren of caves and mine
shafts deep beneath North Ammoriss. Twisting corridors, jagged
outcroppings, and poor lighting are the order of the day. This area
has been abandoned as spent by the local Ad-Mech overseers. However,
it makes a nice secluded place to make an exchange away from unwanted
eyes.
The Smugglers are deployed on one side, with the Throne Agents on the
opposite side.
Turn 1:
The
Throne Agents carefully move forward into the dark mineshaft. Faint
globeglobes are positioned strategically around the cavern, but they
are on their lowest settings. They buzz ominously and fill the space
with an acrid smell. In the distance, the shapes of the gang members
can be seen moving around, the glowglobe illuminators cast strange,
unsettling shadows making it tough to see exactly where the enemy is.
The
baddies have an advantage as the Cult Leader has Command and can
activate some of his minions we he activates. However, no one is in
range yet.
Turn 2:
Father
Robertus readies his hammer and creeps forward. He conceals himself
behind a rock and vows that no one will get past his position, “By
the Emperor.” Twist scuttles to a postion besides the main passage
and hunkers down, waiting to get the drop on anyone who passes.
Meanwhile, the Sgt. Major sees movement in the distance and his keen
battlefield reflexes allow him to snap some las shots off. Their
red beams momentarily flash across the cavern and alert everyone to
the Agents presence.
Turn 3:
With
years of experience traversing and fighting in these tunnels, the
gang leader shouts his comrades forward. He, a gangster, and the
Mutant rush towards the rock pile Father Robertus is crouched behind.
The priest sees the Mutant and is filled with a momentary anger. He
leaps the edge of the rocks and charges into the creature with a
bellow. However, when the horrible mutant visage becomes clear, the
Father quakes away in terror.
Seeing
the gangsters close in on his fellow agent, Sgt major Bathory steps
up and fires as he moves. His shots fail to find their mark. A
gangster steps out from the shadows and fires at the Imperial veteran
but misses. The gunshot echoing loudly through the cavern.
Twist
sees his chance and drops from his hiding place and rushes up to the
gangster. The lady never saw Twist coming. The little Mutie drops
the gangster with a well aimed shot to the groin with his large
blade. The nearby gangster sees his friend go down and fires at
Twist, but misses.
Turn 4:
One
of the lead gangsters charges into the horrified Father Robertus.
The priest barely gets his hammer up in time to block the strike.
However,t eh priest is not out of danger yet as the Mutant rushes him
too. This time, the Priest has steeled his nerves and faces the
enforcer. Again,t eh priest fends off the assault. The gang leader
runs past the fight and towards the gates beyond.
Twist
sprints forward and jumps on the next gangster in his sights. His
twirling blade is enough and he puts the gangster face up. He tries
to change back to standing but Twist mercilessly hacks him down
again.
Sgt.
Major Bathory pivots and drops to a knee. He cracks off a pair of
shots at the fleeing Gang leader, but only blasts a whole in her
ragged, billowy clothing. The last gangster follows his boss towards
the exit.
Turn 6:
It
looks like the gang leader is fleeing for his life, and possibly his
paycheck. The Imperial Guard veteran again fires on the fleeing
gangster boss. With time to set-up his shot, he takes the target to
Face Up and pins her.
The
last gangster also runs to the elevator, and gets to the gateway. He
frantically tries to open the old, rusted gate and it starts to give
way with a long, screech.
Meanwhile,
Father Robertus struggles and tussles with the two goons he is
fighting. He holds them off with his combat training, but is unable
to get the upper hand. Twist heads back towards the doorway.
The
Gang Leader changes state and gets up from being pinned.
Turn 7:
Father
Robertus manages to stunt eh gangster andknock the Mutant down with a
powerful swing of his hammer.
Sgt
Major Bathory changes his aim and targets the fleeing gangster. His
shot slaps into the cage near the gangsters head, and serves to
frighten the poor man even more. He squeezes into the lift and
starts the machine moving, his boss chasing after him waving her arms
wildly!
Conclusion:
The
gang's bagman escaped back to the surface and his unknown paymasters.
However, the Throne Agents managed to capture the others for
interrogation and punishment. With any luck, the escapee will just
assume they encountered a rival in the depths beneath the mineheads.
Their investigation of the illicit Adaconite mining will have to
continue with other leads.
Despite
losing the bagman, Father Robertus and Twist gain an advancement.
Twist earns +1 Attack, while Father Robertus gains +1 Constitution.
That was a good fun read. I like that the Agents got a minor victory, or, al least, not a total defeat.
ReplyDeleteWith their cover partially blown, the Agents now have to decide if they want to try to capture the Smuggling Gangs Master, go to the source of the Adaconite mining at the bottom of the mine, or withdraw to be recalled by the Inquisitor. That will determine our next mission.
Delete