Mission: Prevent the viral missiles from launching
While the brave heroes of the Wrona Commando Squad successfully managed to free General Sosaboski and the Lietuvan rebel leader Leonas Žemaitis, another strike team is on route to prevent the launch of two giant missiles targeting two planets of the URP. The Order of Dobrzyń and the Order of Szent Erzsébet did their part in assembling said team to infiltrate the underground facility on Planet Kaunas and disarm the missiles, before they can be launched.
Chemical Warfare - Turn 0Dr. Aras Gabrys: "Hey, you there! If you know what's best for you, stay back from my precious missiles, turn around and walk away at once!"
Chemical Warfare - Turn 0Jerzy Durer: "Dammit! Someone spilled a whole container of chemicals over the floor! We are in for a rough time, if we really want to go through that"
While the big chem pool is shallow enough for armored figs to not drown in it, they still suffer 1d6 Exposure Damage as well as Overload from the field hazard.
Chemical Warfare - Turn 0Sister Diána: "Looks like they also took care of the possibility of climbing the walkways. The railing has been electrified, making it harder for us to pass through there, as well. Unfortunately these terminals are the only means to feed the antidote into the docked missiles."
Just like the chem pool, passing these railing counts as passing through a field hazard.
Chemical Warfare - Turn 0Irena Mielkute: "Oh, looks like ren fair hit town again! Let's hope you can pass as worthy opponents to clench my thirst!"
Chemical Warfare - Turn 0Jerzy Durer: "If a fight really is what you desire, then we'll gladly give you one!"
Chemical Warfare - Turn 0Sister Diána: "Too many innocent people fall victim to hideous bio-weaponry as we speak. We won't let you threaten more of these, any longer!"
Ladies and gentlemen, welcome back to a brand new battle:
CHEMICAL WARFARE
Chemical Warfare - Turn 0Teams:
Coalition:
Order of Dobrzyń - Brikguy0410
Chemical Warfare - Turn 0Stats:
Skill: 1d8 Move: 5" Armour: 4 (+2) HP: 1
Equipment:
Blade:
UR: 3 Range: CC Damage: Skill die + 2
Gun:
UR: 3 Range: 6" Damage: 1d6
Body Armour
Forge Guard:
Skill: 1d8 Move: 5" Armour: 4 (Deflection) HP: 1
Equipment:
Halberd:
UR: 4 Range: CC Damage: 2 Skill dice
Heavy Armour
Librarian:
Skill: 1d8 Move: 5" Armour: 5 HP: 2
Equipment:
Blade:
UR: 3 Range: CC Damage: Skill die + 2
Tome of Infinite Knowledge:
UR: 3 Effect: Random stat buff for one turn, roll d3 (1: +1" Move, 2: +1 DMG, 3: +1 Skill)
Jerzy Durer:
Skill: 1d10 Move: 7" Armour: 2d6 HP: 3 Notes: Hero (Librarian)
Equipment:
Witchbane:
UR: 3 Range: CC Damage: 2 Skill dice Notes: No parry
Chemical Warfare - Turn 0Stats:
Skill: 1d8 Move: 5" Armour: 5 HP: 1
Equipment:
Long-Ranged Rifle:
UR: 3 Range: 10" Damage: 1d6+1
Retributor:
Skill: 1d8 Move: 5" Armour: 4 (+2) HP: 1
Equipment:
Incinerator:
UR: 3 Range: 8" Damage: 1d4 +2 (Fire) Notes: 3" Blast Radius
Body Armour
Soror Hospitalis:
Skill: 1d8 Move: 5" Armour: 5 HP: 2 Notes: Ker-Triage!
Equipment:
Gun:
UR: 3 Range: 6" Damage: 1d6
Syringe (Medical Tool)
Sister Diána:
Skill: 1d10 Move: 6" Armour: 2d6 (+2) HP: 3 Notes: Hero (Cyborg)
Equipment:
Mother:
UR: 4 Range: 10" Damage: 2d6 Notes: Railgun (attacks units in straight line)
Security Force - ninja_bait
Chemical Warfare - Turn 0Stats:
Skill: 1d6 Move: 5" Armour: 5 HP: 1
Equipment:
Long-Ranged Rifle:
UR: 3 Range: 10" Damage: 1d6+1 HP: 1
Red Knight Hardsuit:
Skill: 1d8 Move: 6" Armour: 2d10 SP: 2
Equipment:
Machine Gun
UR: 4 Range: 8" Damage: 2d6 Notes: Arc fire
OTC:
UR: 3 Range: CC Damage: 2 Skill dice Notes: No parry
Irena Mielkute:
Skill: 1d10 Move: 8" Armour: 2d6 HP: 3 Notes: Hero (Assassin), Stealth
Equipment:
Gun:
UR: 3 Range: 6" Damage: 1d6
Vermilion Blade:
UR: 3 Range: CC Damage: Skill die + 2
Chemical Warfare - Turn 0Stats:
Skill: 1d8 Move: 5" Armour: 4 (+2)
Equipment:
Flamethrower
UR: 2 Range: 5" Damage: 1d4+1 (Fire) Notes: Arc Fire
Body Armour
Lietuvan Engineer:
Skill: 1d8 Move: 5" Armour: 5 HP: 2 Notes: Mechanikal Aptitude
Equipment:
Gun:
UR: 3 Range: 6" Damage: 1d6
Tool Box
Dr. Aras Gabrys:
Skill: 1d10 Move: 7" Armour: 2d6 HP: 3 Notes: Hero (Toxicologist)
Equipment:
Fire Caster:
UR: 4 Range: 8" Damage: 2d4 (Fire) Notes: 3" Blast Radius
- Coalition: Reach both terminals in order to disarm the missiles and prevent the start
- Lietuvans: Fend off the attackers until the missiles have been launched
Gameplay Notes:
- The game ends when both missiles have been launched or disarmed.
- The missiles and terminals cannot be attacked or destroyed under any circumstances.
- Initiative is determined by dice rolls.
- Every player has 48h to send their orders (sending them within 24h would be optimal for me). Factions, that I haven't received orders for, will be NPC'd.
- No movement outside of the baseplates.
- Both teams are fixed. No backstabbing allowed!
SIGN-UPS ARE CLOSE, SEND ORDERS NOW!









































