With their cover likely blown, the Throne Agents of
Inquisitor Xanatos had a difficult decision.
- Trigger the recall signal and retreat back to the pick-up point. Doing this would probably be the safest course of action, but they would be no closer to unraveling the mystery of the smuggled Adaconite.
- They could delve to the source of the mining operation and try to discover what all these rounded-up mutants are actually mining. They had been working under the assumption that the mutants were mining Adaconite, but that assumption may have been a false flag operation to cover something even more sinister.
- Finally, the team captured several members of the smuggling gang in the last encounter. They can interrogate them and discover the location of the gang's hide-out and drop in for a little discussion with the leader of the Smuggling gang and who he works for.
Led by Sgt, Major Bathory; they decide to use the direct approach
and raid the gang's hide-out. At the safe house, Father Robertus and
Twist lead a long and successful interrogation. Ultimately, they
find out what they needed to know and administer the Emperor's
Justice to the perpetrators. The Inquisition is not know for their
mercy.
Soon, the trio of Throne Agents finds themselves making their way
through the cramped, ill-kept, and dark zones of the lower mine works
deep in North Ammoriss. They locate the back entrance to the gang's
hide-out. Normally, it is used as an alternate escape route for
raids and attacks by rival gangs.
Immediately, the team realizes something is wrong. There are no
guards stationed at the doorway as a show of force. The group
quickly and silently accessed the entrance and made their way down
the spirally, rock carved stairs and into the den of the beast.
Again, nothing was right as the group closed in on the lair.. A
determined silence hung over them. As they approached the main
chamber, a far to familiar smell greeted them. The smell of carnage.
Someone, or something had gotten their first. The room bore the
marks of a fierce battle, The scent of ozone and bloodshed was
strong. Corpses were strewn across the compound where they fell. As
they searched the team quickly realized everyone was dead. However,
there was no sign of theft and looting like normal gang warfare. It
was obvious that someone was tying off loose ends.
The team quickly realized this was a dead end and withdrew the way
they had come. Their nerves were not settled by what they had
uncovered. As the throne agents emerged, they realized their fears
were not misplaced. Around them in the mine works were shadows,
shadows that moved unnaturally. Red eyes glared at them. Tattered
red robes hung around glittering silver webbed bones.
Murder servitors were closing in on them.
Forces:
The Throne
Agents
- Father Robertus- AgentWrecking Hammer, Holy Book, .22 Handgun*
- +1 Constitution
* .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,
- +1 Attack
Murder
Servitors
- 6 Murder-Servitors* Ancient Warriors
Mission:
The Agents need to escape the board on the opposite side as the
Murder Servitors close in. The Throne Agents are positioned within 2
inches of the entrance to the Gang's Lair. The Murder-Servitors are
positioned anywhere between their board edge and the center of the
board. This uses the “Escape Into Danger” scenario from the main
book.
Set-up:
The Throne Agents have one of the board edges that is sealed by an
Ad-Mech support wall. In the center is the entrance to the gang's
lair. This is where the Throne Agents will be deployed. The board
is 3x3 and scattered with rocks outcroppings, a slag heap, and a few
refuse pits for cover.
The Murder-Servitors are coming in a loose circle. 2 are coming from
each board edge.
Turn 1:
The Sgt Major sprung into action on years of combat training in
warzones across the sector. Survival instincts began to dictate his
movements, as he called Twist to move forward. He quickly pulled his
las-rifle into his combat stance and fired on the nearest ….
“thing”. His shot was true and sizzled into its chest. However,
the abomination just stumbled onward. In fact, they all closed in
with their glowing red eyes remorselessly cutting through the
darkness.
Turn 2:
Sgt. Major Bathory continued to lay covering fire with his las-rifle.
He breathed a sigh of relief as his aim was true and shattered the
skull of the thing he shot. It stumbled forward and fell over, it's
limbs twitching obscenely.
Father Josephus and Twist moved up under the Sgt Major's covering
fire, but it was clear he would not be able to kill them all at
range. Father Robertius readied his iron clad staff, his symbol of
office as a Drill Abbot at the Schola Progenium. Twist drew out his
large knife and got behind the Father.
Turn 3:
The Deptartmento Munitorium issued las-gun flared to life once more,
and another of the beasts was seared. However, it pressed on wards
and crowded in on Father Robertus and Twist. His fellow creature
joined him, with his clawed razor, skeleton hands swiping at the
Throne Agents.
Turn 4:
With battle joined, Father Robertus chants a litany of Hatred and
weighs into his opponent. The flashing skeletal blades fail to find
their mrk, and the good Priest lays the abomination low with a
mighty blow that shatters its skull. Twist is less fortunate, and
the murderous claws send him to the ground with multiple slash
wounds.
The Imperial Guard veteran burst fires his Las-gun at one of the
oncoming skeletal machines, but fails to do anything more than
scratch it. The wade into Father Robertus and try to bring him down
with numbers.
Turn 5:
This close, it is obvious to Father Robertus that these abominations
are simple Machine-God puppets. They are nothing more than murder machines built off the rotting corpses of fellow humans. They are
affront to the God-Emperor given form of Man. A righteous hatred
fills him as he smashed another of the foul things into the dirt, its
body smashed asunder.
Sheltered by the whirling maul of the preacher, Twist manages to
regain his feet. The Sgt Major moves to evade, and fires into one of
the Murder-Servitors. Again, a true shot fails to stop the creature.
The last two mechanical assassins shamble into combat. The Sgt.
Major draws his bayonet in the nick of time. Meanwhile, Twist
prepares for combat again.
Turn 6:
Combat is swirling and furious. The God-Emperor guides the strikes
of Father Robertus as he flattens a third murder-servitor in combat.
Twist manages to sweep the legs out from under one and causes it to
fall to the ground. The Veteran guardsman is not so lucky, and the
murder-servitor knocks away his guard and clubs him along side the
head, causing him to fall unconscious.
Turn 7:
Father Robertus knockls downs the last Servitor he and Twist fighting
with. Twist leaps upon it and stabs it repeatedly until it stops
moving. His own blood dripping down his face.
Leaving the fallen body of Sgt. Major Bathory, the last
murder-servitor rushes in to engage with Twist and Father Robertus.
Turn 8:
Father Robertus smashes the last skeletal machine to the ground.
Again, Twist finishes the job with a flurry of blows tot he servitors
vitals. The light slowly goes out of the machines eyes. The entire
cavern is plunged into a cold, silent, after battle stupor. It is
then that Father Robertus and Twist realize that their comrade has
fallen.
Conclusion:
Twist and Father Robertus rush to tend to the wounds of their
friend. They are relieved to find him unconscious but relatively unharmed. He wakes up a few moments later with a splitting head
ache, and some choice words for the God-Emperor, the Machine God, and
the forsaken planet of Ammoriss.
Meanwhile, Father Robertus investigates the Murder-servitors
closer. He is dismayed to find that they bear the mark of the Red
Tower of Ammoriss. In addition, they bear the marks of a fresh,
recent combat before this one. The only logical conclusion is that
they were involved with destroying the Gang hide-out and those
within. Father Robertus gave thanks to the Emperor for surviving.
The Throne Agents manage to sneak back through the tunnels and
back to their safe house. The connection between the smuggling
Adaconite gangs and the Red Tower of Ammoriss leave them wondering
who they can trust.
After the Game, Father Robertus
gained 1 Clue (Map Piece) and 1 new skill. I chose Surly (Word of the
Emperor) that can be used to cause fear. Since the Throne Agents
won, I selected Sgt. Major Bathory to get the upgrade for free and I
pick the skill Firearms Enthusiast for him.
I didn't manage to get any agents
off the board, but I did manage to kill all the Lurkers. Father
Robertus was a man possessed today! His wrecking hammer was owning
these Ancient Warriors, and they are tough SoBs. He is a murder
machine worthy of the Drill Abbotts from Inqusitor.
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