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File: Claymore_OP_2.jpg (170 KB, 1222x820)
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You are Noel Tiberius di Hazaran, and you have to admit that your duties as a queen and as a warrior have become inextricably linked – to the point where it may well be impossible to even tell where one role ends and the other begins. All that is more abstract of course, but in a way it’s related to the problem facing you and your nation at this moment. The problem is that the country to your immediate north, Sakia, has been invaded by forces hailing from the far-off main continent of your world. Those forces are loyal to the exact same faction which was responsible for turning you and the others of your cohort into living weapons, which means that your desire to fight them as a half-blooded warrior and your responsibility to fight them as Hazari royalty exist in perfect unison.

As disorganized as your enemy has become after having been repulsed several times from your northern border and having been repeatedly demoralized by small-scale raids which have firmly established that you and your cohort of half-blooded warriors can act with near-impunity throughout Sakia, there are still pockets of resistance. Some enemy units still have the weapons and equipment to fight against your Hazari military, and some of those units just happen to be located in positions where even along the less-traveled roads they can launch surprise attacks.

So that’s the problem that you’re trying to deal with now.

“I think we should continue scouting out any potential problems,” you declare calmly. “Head out overland as far as we can before turning about.”

“Alright, let’s see what we can ferret out!” Aurora grins manically in the moonlight.

“Same general plan, lady Noel?” Valentina asks.

“Same general plan,” you confirm. “We’ll take the eastern fork of the road and search out enemy positions.”

[Will they be more alert after the last engagement?] Serana wonders.

It’s not a bad thing to keep in mind, but honestly you have a hard time imagining that small units scattered across the countryside like this have much in the way of coordination working to their advantage.

“I doubt it,” you admit. “Unless there was a unit within earshot of that last raid.”



Not far up the road, scarcely a half-hour’s ride from where you raided the first small unit that had been positioned for an ambush, you find that there was in fact a small unit that may well have heard what you did to their comrades. Unlike that encampment, the soldiers here seem to mostly be awake despite the ungodly hour, and are already at arms.
>1/2
>>
>>5883874
[That isn’t good.]

[No kidding,] you sign back at Serana.

[We have to do something,] Aurora insists, before pointing at the enemy, then throwing her hands up.

[Not sure a repeat will work,] Valentina admits.

>We’ll launch a feint, then withdraw. Tomorrow we’ll take a different route once they’re convinced we’ll come this way.
>This is going to take an actual assault by actual soldiers to root them out – but at least now we know they’re waiting here.
>We can make this work if we partially-awaken. This time Aurora will have to take the horses back to our own camp.
>Other?
>>
>>5883882
>We’ll launch a feint, then withdraw. Tomorrow we’ll take a different route once they’re convinced we’ll come this way.
>>
>>5883882
>>We’ll launch a feint, then withdraw. Tomorrow we’ll take a different route once they’re convinced we’ll come this way.
>>
>>5883882
>>We’ll launch a feint, then withdraw. Tomorrow we’ll take a different route once they’re convinced we’ll come this way.
>>
>>5883882
>>We’ll launch a feint, then withdraw. Tomorrow we’ll take a different route once they’re convinced we’ll come this way.
>>
>>5883882
>3d10 best of three
>>
Rolled 6, 6, 10 = 22 (3d10)

>>5885209
Hide yo horses hide yo gear we are here to wreck your day
>>
Rolled 4, 8, 6 = 18 (3d10)

>>5885209
>>
Rolled 7, 8, 6 = 21 (3d10)

>>5885209
>>
>>5885209
“We’ll feint,” you decide. “Make them think we’ll be taking this route, draw any of their other units in the area to try and set up additional ambushes, then take a different route tomorrow.”

[Will that work?] Serana wonders.

You nod once. “I think so… the speed of their response was faster than I anticipated. They may be trying to anticipate our move.”

“But couldn’t they also assume that we’ll change our route after meeting unexpected resistance?” Aurora wonders.

“It’s a judgment call, to be fair,” you admit. “But it’s my judgment that if we really sell it, the overwhelming majority of commanders in the field would assume that they’re being clever and move to intercept us.”

For a few moments the point seems to hang, before the general agreement seems to be that you have a correct read on your enemies and that there’s a very good chance your feint will work. And so you launch a repeat attack on this new encampment, meeting with stiff resistance. This time you end up taking two lucky shots – one passes through your stomach, and the other grazes the side of your head, bouncing off your unusually hard skull but leaving you slightly dizzy from the impact. Serana takes a bullet to her left leg which she seemingly ignores, and Aurora takes a shot to the right shoulder which passes clean through.

In exchange you manage to destroy a fairly significant amount of the enemy’s weapons and equipment, and break a few limbs in the process.

>Fall back for now, regroup, and take the Hazari soldiers on the other route tomorrow at first light.
>Break with the pattern for once and start before first light. Cover of night is your ally.
>Other?
>>
>>5886233
>>Break with the pattern for once and start before first light. Cover of night is your ally.
>>
>>5886233
>>Fall back for now, regroup, and take the Hazari soldiers on the other route tomorrow at first light.
>>
>>5886233
>>Fall back for now, regroup, and take the Hazari soldiers on the other route tomorrow at first light.
>>
>>5886233
>3d10 best of three
>>
Rolled 7, 3, 8 = 18 (3d10)

>>5886791
>>
Rolled 7, 4, 4 = 15 (3d10)

>>5886791
>>
Rolled 5, 8, 3 = 16 (3d10)

>>5886791
>>
>>5886791
“We’ll withdraw for now,” you declare. “Prepare the Hazari force to move, and make for the other route at first light.”



Your feint was, all things considered, likely a success – you know this because when you progress along the route you chose not to attack over the night, you don’t encounter any enemies at first. In fact, you actually spot one former camp site which was clearly abandoned just recently, with fresh boot prints in the nearby mud indicating a hasty departure. So it’s fairly obvious that at least some of the enemies who would otherwise have been lying in wait for you here have tried to intercept you elsewhere.

What that translates to is the Hazari forces traveling overland about as fast as they’d be doing if they were completely unopposed, perhaps like they were moving from one garrison within Hazaran itself to another for a temporary redeployment exercise.



Unfortunately, you end up running into a small force of enemy troops who are also moving along the same road, coming in the opposite direction – possibly to reinforce other units in the region, but also perhaps simply because your enemy, like your own army, likes to rotate their personnel with some reasonable degree of frequency.

They’re armed lightly, and thanks to sending out riders ahead of time you’re informed of their presence before they manage to see the extent of your own presence. They have only a few small squads of men, maybe forty or fifty total, and none of their heavy vehicles.

>Try to avoid making contact at all by getting off the road.
>Try to overwhelm them quickly with a cavalry maneuver.
>Set up an ambush, then wait and see what happens.
>Other?
>>
>>5889778
>Set up an ambush, then wait and see what happens.
>>
>>5889778
>>Set up an ambush, then wait and see what happens.
>>
>>5889778
>>Set up an ambush, then wait and see what happens.
>>
>>5889778
>3d10 best of three
>>
Rolled 3, 10, 3 = 16 (3d10)

>>5890919
>>
Rolled 7, 10, 4 = 21 (3d10)

>>5890919
>>
Rolled 4, 6, 10 = 20 (3d10)

>>5890919
>>
>>5890919
You come to a quick decision, sharing your idea among the Hazari squad leaders – the plan here is to be the ones setting an ambush this time, having your squad leaders take up positions along the roadside in cover. Then you’ll simply have to wait and see what happens. There are really three options. One is that the enemy could fall completely into your trap, in which case they’re all but guaranteed to lose. Two is that they could correctly identify the trap, and some number of them could try to escape rather than confront the Hazari contingent. Three is that they might notice the trap and instead of trying to escape, they could move to launch a counterattack of their own – potentially by seeking to flank the Hazari ambushers’ positions.



It turns out to be the second option.

The enemy force begins to wander into the trap, however a keen-eyed man at the front of their loose formation spots one of the less well-hidden Hazari squads and gives a shout. While a few manage to escape the trap, at least initially, their decision to flee on foot seems to have been made without remembering the fact that Hazaran has always had fine cavalry troops – and that horses run much faster than humans do.

Capturing the fleeing enemy soldiers turns out to be a simple task, and when the shooting is over you find that a little less than half of them have become prisoners: thirty-five men in total.

>Disarm them and leave them behind, but don’t do anything to restrain them or anything.
>Restrain them and leave them on the road. Someone will be along soon to release them.
>Forced-march them to the nearest tow, then relive yourselves of them there.
>Other?
>>
>>5891939
>>Restrain them and leave them on the road. Someone will be along soon to release them.
>>
>>5891939
>>Restrain them and leave them on the road. Someone will be along soon to release them.
>>
>>5891939
>>Restrain them and leave them on the road. Someone will be along soon to release them.
>>
>>5891939
When the Boers captured British prisoners in the Boer War, and the French captured Egyptian prisoners in the 1956 Suez Crisis, the prisoners were let go, but without their weapons or pants.
>>
>>5891939
>3d10 best of three
>>
Rolled 7, 1, 4 = 12 (3d10)

>>5892484
>>
Rolled 1, 9, 1 = 11 (3d10)

>>5892484
>>
Rolled 6, 6, 5 = 17 (3d10)

>>5892484
>>
>>5892484
“Take their weapons,” you insist curtly. “And their pants. Then bind them.”

“Their pants, ma’am?” a confused sergeant repeats.

You offer a single nod. “Their pants. Someone will be along to release them eventually.”

“Are you certain?” Valentina asks you.

“There are plenty of enemy formations in the area,” you point out.



You barely make it out of the area before the nearest enemy force arrives, thanks to warnings from the scouts you had the presence of mind to deploy while handling the prisoners.

>March through the night to put some distance between you and the alerted enemy front-line units.
>Repeat last night’s pattern of scouting ahead, disrupting enemy forces, then advancing at dawn.
>You and your fellow warriors could create a distraction – especially now that the enemy is on alert.
>Other?
>>
>>5893992
>>March through the night to put some distance between you and the alerted enemy front-line units.

At this point they have to know we're playing silly buggers with them, so just brute force things this go around. They won't expect the game to have changed.
>>
>>5893992
>>March through the night to put some distance between you and the alerted enemy front-line units.
>>
>>5893992
>>March through the night to put some distance between you and the alerted enemy front-line units.
>>
>>5893992
>3d10 best of three
>>
Rolled 9, 6, 4 = 19 (3d10)

>>5894499
>>
Rolled 7, 4, 7 = 18 (3d10)

>>5894499
>>
Rolled 9, 6, 10 = 25 (3d10)

>>5894499
>>
>>5894499
It’s best to put some distance behind you, so that the alerted enemy units will be less likely to run across you. Doing so will avoid problems like ambushes, and allow you to maintain a much faster pace, which will in turn mean that you’ll be exposed to such ambushes for a shorter duration.

“We’ll maintain a certain pace through the night,” you insist to your sergeants. “Typically our attack pattern has been to cause problems within a specific region before withdrawing – the enemy won’t be expecting a concerted effort to cut even deeper into their back lines.”

While the pace is slower than a daytime march, partly thanks to the fact that you’ve chosen to move overland at least for part of it, you’re pleased when the troops maintain silence throughout the night and put several more miles between themselves and the enemy units you’ve attacked. There are no incidents, aside from an ankle turned on a large root in the dark, which is quickly treated. Early in the morning you allow your men to rest before returning to the main roads, finding them delightfully empty.

>There’s a town nearby that warrants your attention… but you’ll need to maintain caution.
>Your enemy’s headquarters awaits, and you have the momentum at the moment.
>Continue trying to misdirect any possible ‘local’ reactions from your enemy’s forces.
>Other?
>>
>>5896921
>>There’s a town nearby that warrants your attention… but you’ll need to maintain caution.
>>
>>5896921
>>Your enemy’s headquarters awaits, and you have the momentum at the moment.
>>
>>5896921
>Your enemy’s headquarters awaits, and you have the momentum at the moment.
>>
>>5896921
>>Your enemy’s headquarters awaits, and you have the momentum at the moment.
>>
>>5896921
>3d10 best of three
>>
Rolled 9, 8, 2 = 19 (3d10)

>>5898463
>>
Rolled 10, 2, 5 = 17 (3d10)

>>5898463
>>
Rolled 3, 8, 3 = 14 (3d10)

>>5898463
>>
>>5898463
You have the momentum right now, and you have a clear objective in mind, which means it only makes sense to press forward aggressively until you reach that objective. And so after a brief pause, you resume your march in the small hours of the morning – well before dawn, which means that the sunrise finds your Hazari troops picking their way through the rural backwaters of Sakia. Much of this part of the nation is fairly open, though covered by fields and criss-crossed with narrow dirt roads used to access those fields. Since you can order your troops to walk off the roads and down in the ditches to each side, it’s fairly easy to keep out of sight particularly wherever grain is being grown.

It’s because of that positioning that you’re afforded an opportunity to ambush a group of enemy soldiers at a crossroads, so thoroughly that the men are defeated without an opportunity to fight back.

Around noon you have your soldiers take some rest in those ditches, since it would seem that to progress will require them to leave their cover for good.

“We should scout the area,” Aurora suggests. “I’d assume it’d be better if we could keep these guys out of the open as much as possible?”

“I’d agree,” Valentina offers.

You nod. “That was my thinking as well.”



With some effort, the four of you manage to plan out a continued path towards your goal – the port town where your enemy has made its headquarters. And thankfully, it seems that what lies ahead of you is mostly still devoid of organized resistance.

>Move up through tonight, stopping short of the town to spend the night before attacking at dawn.
>Camp here, out of patrol range, then march with the intention of arriving at the town in time for a daybreak attack.
>Split the difference – close in, find someplace to hide your troops, and scout the outskirts of the town before attacking.
>Other?
>>
>>5899280
>>Camp here, out of patrol range, then march with the intention of arriving at the town in time for a daybreak attack.
>>
>>5899280
>>Camp here, out of patrol range, then march with the intention of arriving at the town in time for a daybreak attack.
>>
>>5899280
>>Camp here, out of patrol range, then march with the intention of arriving at the town in time for a daybreak attack.
>>
>>5899280
>3d10 nest of three
>>
Rolled 1, 6, 5 = 12 (3d10)

>>5901968
>>
Rolled 1, 2, 4 = 7 (3d10)

>>5901968
nest
>>
Rolled 5, 2, 5 = 12 (3d10)

>>5901968
>>
>>5899280
>connection test from the field
>>
>>5899280
You decide to settle into a temporary holding position, waiting until after dark to set out once more so that you’ll reach the outskirts of your target area shortly before dawn. By waiting this far out your troops will have a greater chance to avoid enemy patrols stumbling onto your position either by design or by accident.

Your own sentries ensure that there are no unexpected intrusions while the rest of your troops take it in turn to rest, until the sun eventually goes down and your soldiers can prepare for the final march. By your orders the sergeants maintain strict noise discipline the whole way, and your picket line of troops reports back to you shortly before dawn that they’ve made visual contact with the outermost lines of defense.



“So disorganized,” Valentina mutters.

You can’t help but agree. There’s no ‘proper’ wall defending the town, at least so far as you can tell, although there’s a patchwork of squat towers, low barriers, and trenches that have all quite clearly been hastily installed simply to make it harder to move straight into the town. The road itself is protected by a few of those little towers, although it’s also quite exposed since much of the brush and all of the trees along the outskirts of the town have been cut down both to clear the defenders’ fields of fire as well as to serve as building materials.

In terms of advantages you can note at first glance, you can’t help but consider how the defenses overall lack a certain element of ‘depth’ – such that if it were a straight-line, unimpeded charge across open ground your men could be in the town itself in mere moments. But you also have to admit that those ideals are far from the actual conditions, and a reckless charge will likely end in significant casualties.

Defensive fire will have to either be limited or distracted somehow…

>Moving in fast just before dawn will probably have the best chances of catching them off guard.
>You and your team can probably figure out a way to bridge the trenches and break the barriers.
>A ‘distraction’ behind the defenders should be easy to set up, and highly effective if timed right.
>Other?
>>
>>5903468
>>A ‘distraction’ behind the defenders should be easy to set up, and highly effective if timed right.
>>
>>5903468
>>A ‘distraction’ behind the defenders should be easy to set up, and highly effective if timed right.
>>
>>5903468
>3d10 best of three
>>
Rolled 2, 8, 1 = 11 (3d10)

>>5903789
>>
Rolled 7, 3, 8 = 18 (3d10)

>>5903789
>>
>>5903789
>>
Rolled 2, 9, 9 = 20 (3d10)

>>5903789
forgot dice
>>
>>5903789
Your instinct is to create the conditions that your soldiers will need to succeed in the task you’re asking of them – and the best way you can do that, considering your oath, is to create the biggest distraction you can. The only constraints on this plan are the usual avoidance of human casualties, as well as in this case the ideal of avoiding unjustifiable destruction of property. After all it wouldn’t do to destroy the homes of the very people you’re trying to free from under the heel of these invaders. That of course requires you to sneak through their lines first, which you manage to do together with your comrades.

As a requirement however you’re obliged to leave your mounts behind. Instead you’ve brought a few pistols, some oil, and other useful supplies for making various smokes, booms, and flames that should help make for one unpleasant wake-up call.

>Set a fire using pitch and oil – a lot of smoke with no risk to any of the locals or their homes.
>Find some enemy supplies or quarters and torch them.
>Use the pistols and smoke from burning oil to simulate a skirmish taking place on the outskirts of the town,
>Other?
>>
>>5904882
>>Find some enemy supplies or quarters and torch them.
We've had great success in doing this before.
>>
>>5904882
>>Use the pistols and smoke from burning oil to simulate a skirmish taking place on the outskirts of the town,
>>
>>5904882
>Find some enemy supplies or quarters and torch them
>>
>>5904882
>3d10 best of three
>>
Rolled 8, 2, 9 = 19 (3d10)

>>5906127
>>
Rolled 4, 8, 10 = 22 (3d10)

>>5906127
>>
Rolled 2, 6, 6 = 14 (3d10)

>>5906127
>>
>>5906127
“Let’s stick with the classics,” you eventually decide. “Our enemy probably has supplies stored just behind this defensive line… let’s find them and make them disappear.”

“Sounds good to me,” Aurora muses, stretching her shoulders, then her arms, then her fingers in sequence. “Just the four of us slip across the enemy lines in the dark?”

“Then we need to do it quick,” Valentina decides. “Let’s get going, shall we?”

[Soft and silent,] Serana agrees silently.



You make it across the enemy lines by keeping low and moving quickly, picking your route amid the obstructions carefully and moving only when you’re reasonably certain that nobody can see you from the trenches. Thankfully the light is on your side, with low clouds choking out what would normally be the pre-dawn dim, making it easy to slip through unnoticed.

Now the difficulty will be in finding a target that won’t cause collateral damage if you destroy it, and the loss of which will be noticeable enough to serve as a distraction.

After snooping around for a few minutes you note a few clear options – first is a storehouse that’s clearly been seized by the occupying forces. Unlike ammunition and fuel, torching this building won’t cause secondary explosions and the fire won’t be able to spread quite so quickly. Second is a small group of parked armored assault vehicles, the fuel for which could be poured out and burned to create a massive amount of billowing smoke. The third option is a bell tower attached to a nearby church, and give a fairly typical warning alarm for “fire”.

>Burn the storehouses.
>Burn the fuel.
>Ring the bell.
>Other?
>>
>>5907448
>>Other?
Use the fuel from the vehicles to burn the storehouses.
>>
>>5907448
>Burn the fuel.
>>
>>5907473
Actually, I like this better, scrub my prior vote.
>>
>>5907448
>Burn the storehouses.
>>
>>5907448
>>Burn the storehouses.
>>
>>5907473
>>5907448
Let's go with this
>>
>>5907448
>3d10 best of three
>>
Rolled 9, 4, 2 = 15 (3d10)

>>5908566
>>
Rolled 3, 10, 4 = 17 (3d10)

>>5908566
>>
Rolled 4, 5, 4 = 13 (3d10)

>>5908566
>>
>>5908566
“The fuel tends to put out a lot of smoke,” you reason quietly. “Were we to steal some of that fuel and use it in torching the rest of their supplies the results could be quite dramatic.”

[Definitely true,] Serana agrees.



With no disagreement, your team sets to work. The first step is to identify some of the rectangular metal containers that the fuel you’re after is stored in, which you manage to do – there are only two in any location you can reasonably expect to get to, however. Once you’ve slipped out of the shadows and back to seize the fuel, you have to work quickly and take a few risks to start the fires in a timely manner so as not to give enough time for anyone to realize that the fuel you stole has gone missing.

Inside the storehouse you find exactly what you were hoping for, which is an assemblage of necessary supplies like food, blankets, clothing, tents, ropes, and various objects that you have to assume are tools and spare parts. Thankfully, there’s no ammunition that could set off any secondary explosions to threaten nearby civilian homes.

But when the fire really gets going, it isn’t long before nearby soldiers identify your team as the culprits and start firing, forcing the four of you to take cover inside what looks like a streetside cafe. The building takes progressively more damage, with bullets shattering the windows and splintering the wooden furniture.

“Well this is great!” Aurora grouses loudly over the sound of bullets striking all around you.

“What now!?” Valentina calls out to you.

>I’ll partially awaken and rush out the front as a distraction. The three of you slip out the back.
>If we stay low all four of us can probably slip out the back even despite the incoming gunfire.
>Well, if we just wait it out we’re doing the job we came here for – being a distraction for the troops.
>Other?
>>
>>5913613
>Other?
Try to sneak out the back, and partially awaken to overwhelm whatever ambush that will be waiting there.
>>
>>5913613
>>If we stay low all four of us can probably slip out the back even despite the incoming gunfire.
>>
>>5913613
>I’ll partially awaken and rush out the front as a distraction. The three of you slip out the back.
>>
>>5913613
>>If we stay low all four of us can probably slip out the back even despite the incoming gunfire.
>>
>>5913613
>3d10 best of three
>>
Rolled 4, 7, 4 = 15 (3d10)

>>5914855
>>
Rolled 9, 6, 5 = 20 (3d10)

>>5914855
>>
Rolled 7, 7, 5 = 19 (3d10)

>>5914855
>>
>>5914855
Under a hail of gunfire, your team of four manages to feel your way back into what you recognize to be a kitchen based on the layout and the sounds of bullets striking copper cookware. Fewer shots are penetrating the walls and various furniture between the shooters and the kitchen but it’s still hazardous enough that you keep low – until you confirm that the back door is locked.

That’s the first time when you stand up in order to kick the door off its hinges, taking out significant chunks of the frame with it. That gives you your exit, which lets you reposition yourselves a safe distance away where you can listen to how the battle proceeds. There is an abrupt intensification to the gunfire, with whizzes and cracks as stray shots pass you by along some of the nearby streets. There are shouts, and one man dressed in an officer’s uniform runs past your position a short ways before turning to fire and catching a bullet in his chest. The gunfire diminishes.

The next person you see is Hazari, an enlisted soldier carefully approaching the fallen officer with his rifle aimed at the man. He glances up at you once he’s satisfied that the officer is dead.

“Highness,” he greets you curtly as more soldiers join him.

“You’ve broken through?” you ask.

He nods. “For now. The major should be up in a moment here, he can tell you more.”



“We had some casualties,” the major in charge of the assault tells you, “but not nearly as bad as it should’ve been… and nowhere near what we did to the other guys.”

“We saw that,” Valentina replies.

>We need to keep moving. Our best bet is a straight shot all the way to the harbor.
>We could probably split our forces, approach the harbor from multiple angles.
>This is an opportunity to deal a crippling blow, so let’s take the time to hit every target we find.
>Other?
>>
>>5918142
>We need to keep moving. Our best bet is a straight shot all the way to the harbor.
>>
>>5918142
>>We need to keep moving. Our best bet is a straight shot all the way to the harbor.
>>
>>5918142
>>This is an opportunity to deal a crippling blow, so let’s take the time to hit every target we find.
>>
>>5918142
>>We need to keep moving. Our best bet is a straight shot all the way to the harbor.
>>
>>5918142
>3d10 best of three
>>
Rolled 6, 1, 3 = 10 (3d10)

>>5918887
>>
Rolled 3, 1, 1 = 5 (3d10)

>>5918887
>>
Rolled 10, 10, 5 = 25 (3d10)

>>5918887
>>
>>5918887
“Our best bet right now is to push straight through to the harbor,” you decide on the spot. “Destroy any warehouses, equipment, or command posts we find. If there are any warships at anchor we should also consider boarding them… or else sinking them.”



The Hazari troops charge through the streets almost unopposed, only slowing to answer the odd attempt at an ambush with massed fire. You even run across two artillery pieces on wheeled carriages, which your men steal after gunning down their crews. Within a half hour you’ve reached the harborfront, and your soldiers break up into smaller units to pursue their own objectives. One sets up a cannon to fire on the one headquarters building you’ve previously identified, while the other cannon is positioned to fire on a large warehouse by the water.

There are two ships in the harbor with guns on them – both of similar design to the lightly-armed cruiser you previously confiscated and sailed around like a maniac before running her aground and blowing her up. These present you with clear targets.

>Your team will try to sink these two ships from below the water.
>Your team will lead two Hazari units to capture and use their guns.
>Forget even going over there. Try to find a way to shell them from shore.
>Other?
>>
>>5919955
>>Your team will lead two Hazari units to capture and use their guns.
>>
>>5919955
>Your team will lead two Hazari units to capture and use their guns.
>>
>>5919955
>>Your team will try to sink these two ships from below the water.
>>
>>5919955
>>Your team will lead two Hazari units to capture and use their guns.
>>
>>5919955
>3d10 best of three
>>
Rolled 1, 10, 7 = 18 (3d10)

>>5921165
>>
Rolled 1, 5, 10 = 16 (3d10)

>>5921165
>>
Rolled 6, 7, 5 = 18 (3d10)

>>5921165
>>
>>5921165
“Those ships are ours,” you declare firmly. “Aurora, Valentina, take a squad and assault the ship to the left. Secure it first, then once it’s secured use its deck guns as best you can. Serana and I will take the other ship. All sergeants, take up defensive positions around the harbor front – I want overlapping fields of fire. Watch each other’s blind spots.”

“You have your objectives – now take care of it.”



You and Serana are the first to reach your target and climb aboard, where you find a good number of sailors already working to get the guns that can aim at your troops on shore ready to fire. Many are over the side and in the water before they even realize what’s happening, while a few others try to rally and clear you and Serana off the deck. These men don’t fare much better, and by the time your own squad of troops clambers up the anchor chain and onto the deck from the rowboat they confiscated there’s nothing to stop them from taking over the forward gunnery positions.

Across on the other ship you see that Aurora and Valentina have also secured their objective, and you flash them a thumbs-up gesture to confirm that both teams are in a good position.

Bullets now strike here and there all around, forcing the men not directly engaged in firing the cannons to take cover and shoot back whenever they get an opportunity. The men manning the guns shelter behind the heavy metal shields which largely envelop the swiveling mounts, safe from incoming fire from the shore.

>Take the bridge next, see if you can’t get this ship underway and reposition it.
>Signal to Aurora and Valentina to have their troops fire on your ship’s bridge and aft turrets.
>Head inside, secure an ammunition supply to keep the fire going as long as possible.
>Other?
>>
>>5922138
>>Take the bridge next, see if you can’t get this ship underway and reposition it.
>>
>>5922138
>Take the bridge next, see if you can’t get this ship underway and reposition it.
>>
>>5922138
>>Head inside, secure an ammunition supply to keep the fire going as long as possible.
>>
>>5922138
>Head inside, secure an ammunition supply to keep the fire going as long as possible.
And ensure sone fanatic doesn't blow it up along with us
>>
>>5922138
>3d10 best of three
>>
Rolled 9, 1, 6 = 16 (3d10)

>>5923153
>>
Rolled 2, 6, 7 = 15 (3d10)

>>5923153
>>
Rolled 7, 5, 5 = 17 (3d10)

>>5923153
>>
>>5923153
“How did things look belowdecks?” you demand of the sergeant taking cover nearby.

“Can’t say!” he admits over the noise.

You turn to Serana. “Take some soldiers up to the bridge and secure it. I’ll do what I can to secure the ammunition stores.”

[You suspect sabotage?]

“I can’t rule it out,” you admit. “At worst I’ll seal the magazine access hatches.”

[Understood. Good luck, Noel.]

“Same to you,” you reply with a curt nod before taking off around a corner and immediately running into a sailor armed with a pistol – who you grab by his shirt and throw overboard. A second man rushes at you with a metal prybar, which you catch with your hand before grabbing him under the arm and throwing him overboard as well. A third man wielding a chain follows the previous two after you dodge the chain and push him overboard by hooking your leg behind his and pushing with your elbow.

Once the entryway is clear you force your way inside the ship, and in the chaos you’re satisfied to note that none of the sailors appear to be doing anything so far to threaten their own vessel. You quickly make your way through a long corridor, smashing people out of the way as you go. Thankfully, the way to the magazines is marked clearly on the walls.

Inside the first magazine you reach you find three men at work, apparently preparing ammunition to be moved. They stare at you for a moment in shock.

>Promise them that they won’t be harmed if they leave immediately.
>Simply insist that they leave without doing anything reckless.
>Offer to let them leave unharmed, sealing the magazine behind them.
>Other?
>>
>>5923857
>>Promise them that they won’t be harmed if they leave immediately.
>Other
"Sup?"/some other one-liner.
>>
>>5923857
>Promise them that they won’t be harmed if they leave immediately.
>>
>>5923857
>>Promise them that they won’t be harmed if they leave immediately.
>>
>3d10 best of three
>>
Rolled 10, 10, 2 = 22 (3d10)

>>5925694
>>
Rolled 9, 9, 9 = 27 (3d10)

>>5925694
>>
Rolled 6, 10, 9 = 25 (3d10)

>>5925694
>>
>>5928262
New thread



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