The team located Darwin and his Doomsayers at the bottom of a well concealed gorge. Rocks and a thick tree line nearly concealed its entrance. A leyline ran across the south part of it. Artillery fire would have an awful time targeting from a long distance, and besides if you fired from long range he would probably escape as you had found out previously in the baronies . Two tents marked where many of the cultists were. They were waging a pitched magic and laser blast fire fight against a squad of skelebots, and a MK III heavy APC all terrain vehicle. Overhead coming from the south was a squadron of 4 SAMAS in a staggered formation. The lead SAMAS was all red, it had a light rail gun a bit bigger and polished than most. It also wielded vibro vambraces instead of a vibrosword. Radar was a bit spotty this far down so it was unknown if more CS troops were on there way. Darwin was nowhere to be seen.
With the sun having set about an hour ago the gorge the team had wandered into filled with deep pockets of darkness that play tricks in the starlight. Its was if something in those shadows was moving towards the group!
Round 1: Map placement and Action oriented!
Step 1 Roll your initiative: Players have this turn to get on the map in the zone indicated (by the three yellow squares) and act on their turn. If you could you could snip or cut and past your location that would be super cool. Players go first then bad guys go.
Roll d56 for your initiative card.
Quick rerolls 20 or less
Quickness with a Raise rerolls 28 or less
53, 54, 55, 56 are considered Jokers
Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).
CS: skelebots(1card) -2 to hit from cover
CS: mark III ( lvl headed)(2 cards)
Cultists and leader ( 1card) Darwin is not immediately visible, cultists are -2 to hit from cover
Map coming soon!!!! Please wait...