A Warzone scenario by Peter Bogdasarian, copyright 1996. Use of trademarks possessed by Heartbreaker Hobbies within should not be construed as a challenge to the status of the aforementioned trademarks. If you like this & want to see more or have useful comments, my e-mail address is prb7@cornell.edu.
The two sides faced one another over drawn swords, glaring from within the hoods of their armour. At the head of the Mishima side was a towering seven-foot tall menace, all spikes and knives for skin, and a loaded gun in its massive hand. Confronting it was the smooth, dark shape of a Brotherhood Mortificator, its armour blending into the shadows with its smooth construction.
"Mortificator, the Brotherhood is not needed. Myself and my Shadowwalkers can handle Daimyo Tomoda without your aid."
"My aid is not an offer, rather an insistence. Since Sho-jo Sakata alerted the brotherhood of Tomoda's self-damnation, our interests have become involved. We will accompany, as will Sho-jo Sakata as a witness for your company."
"Then stay out of our way when the killing begins. It would be a political mistake were a stray shell to kill you assassin."
"If what I've heard of your skills is halfway true, then that shell would not be stray. It is fortunate that the Cardinal has decreed us allies."
"Yes, indeed." Scenario Background
The governor of a stray section of Mercury has become increasingly erratic in his recent reports to the Shogunate in the past few weeks, and the worst fears were confirmed when Sho-jo [major] Sakata emerged from the tunnels with another Hatamoto soldier on his arm, describing how the Governor allowed a kohort of Dark Legion commandos access to the Hatamoto barracks one night. The Dark Legion troops fell upon the sleeping Hatamoto guardsmen and a desperate battle ensued. Outgunned and without armour, the Hatamoto were slaughtered. Sakata managed to break free of the battle with the aid of his armsman, but they were cut off by a Callistonian intruder who severely wounded Sakata and slew his armsman.
Sakata decided that honor lay with informing Mishima command and fled through the tunnels, eventually being discovered by a Brotherhood priest outside a church in the lower districts. He was taken in and his wounds tended to while the Brotherhood dispatched a Mortificator team. Sho-jo Sakata would accompany the team as an observor for Mishima.
During this period, Mishima military command became concerned about the lack of response and made arrangements for a group of Shadow Walkers to covertly investigate the problem and to deal with the governor if his interests no longer matched Mishima protocol.
The Shadow Walkers encountered the Mortificator team and the two sides agreed to cooperate in dealing with the governor. They broke into his estate and made for the central bunker, determined to eliminate the problem.
The governor is undergoing "conversion" to an enhanced being during the period in which the assassins approach. His central reception room has been converted by the Tekrons into a birthing chamber, and he will emerge in one day as a Nepharite of Semai. The Tekrons have since returned to their quarters, and will play no part in the adventure.
This adventure is designed as an indoors struggle between some of the most skillful killers on either side in the game. Neither side should require more than a handful of figures, and the intention is for both players to have fun taking advantage of their resources while trying to preserve their forces.
How detailed a map you will want / need will depend on what you have availible. Several map sections from Siege of the Citadel, interspersed with some corridor might work well, or tiles from Space Hulk, Space Crusade (advanced or otherwise), Firefight or Legions of Steel. If you don't have any of the above, try several inverted box lids, using paper cups to place some at a higher level than others and some strips of cardboard or cloth for tunnels. Sprinkle some rocks, barrels, furniture, etc. inside for cover. Pieces of Kryomek terrain from the old Fantasy Forge line might also be suitable.
You will need at least two specific rooms : the security room and the throne room. The throne room should be very large (at least 24" x 16", perhaps much larger), so that there is some room to manuever. The middle section (a small part) should be occupied by the birthing chamber.
The assassins should set up on the far side of the map, but it should only take a few turns to reach the chamber. You'll need to estimate the specifics from the size of your map. The Shadow Walkers may move through solid walls, but may not end a move action in the midst of a solid object.
If the security room is controlled only by forces on your side, one of your figures may spend an action to give your side +4 to all spotting attempts until the end of the turn. (Using the estate's sensors to aid in the search) It starts in Dark Legion hands.
You may wish to designate several corridors as being "dark", in which case penalties should be assessed for fire combat and spotting rolls. (Probably about a -2 to -4) Victory Conditions
The assassins will need to clear the throne room and one figure will have to pry open the birthing case and kill the governor. He will need to make a strength roll of (10+STR) or less on 1d20, and it will take all his remaining actions for the turn, to open the case.
Following this, the figure can attack the governor. The governor has 24 armour and 3 wounds. The governor does not take the extra damage from the Mortificator's special ability or Shadow Walker's poison attacks. He recovers one wound at the end of each turn due to the automatic repair systems. He has no other role in this scenario. If he is reduced to zero wounds, he is considered dead and the assassins have succeeded.
A Dark Legion figure may try to close the casket, using the same procedure as that required to open it.
Only one instance of each class is allowed. It is assumed that troops who are not in the battle were killed during the infiltration of the estate's defences. Standard individual figure to squad ratios are ignored.
1. Deathbringer with Punisher Combo, Silencer & Poison at 93 points.
2. Assassin with MP-21 Nemesis handgun, Silencer & Mortis Sword at 82 points. Brotherhood player may take the art ability of his choice. May upgrade to a Nemesis F-214 with Incinerator for 40 points. The Flamer is not considered silenced and will reveal his location.
3. Mortificators (3-5) with MP-21 Nemesis handguns, Silencers & Mortis Swords at 38 points each.
4. Shadow Walkers (2-4) with Punisher Combo, Silencer & Poison at 37 points each.
5. Hatamoto Hero (Sho-jo Sakata) with up to 10 points of special equipment/ heroic characteristics and the Mishima weapon of his choice at 45 plus weapon & equipment cost.
NOTES: Up to ten points TOTAL of special equipment may be purchased for groups 1-4. (More would be unbalancing)
Only one instance of each class is allowed. It is assumed that troops not present are protecting other segments of the estate and are distracted by the attack. (There is currently no central authority figure while the governor is being transformed) Standard individual figure to squad ratios are ignored. The Dark Legion player must have at least two squads, one of which must be set up in the throne room, the other in the security room. Dark Legion individual figures set up in the throne room.
1. Dark Huntsman with any Mishima corporation weapon or a Kratach rifle at 69 + X points. He is posing as a Hatamoto Captain and follows normal Huntsman rules. Sakata is at a -5 penalty to successfully spot & fire upon him. (He is an old friend)
2. Callistonian Intruder with Jahkt, Vassht, Kratach and silencer at 79 points. May purchase any grenades desired, but must pay double for armor-piercing grenades. May possess up to 3 Dark Gifts, chosen from either the Semai or standard list.
3. Heretic of Semai (ex-Mishima Samurai) with a Plasma Carbine and a Ceremonial blade at 54 points. Add 2 to his strength. May possess up to 10 Dark Gifts off the Semai and standard Gift lists.
4. Squad of Heretic Legionnaires (6-9) with Kratach rifles at 21 points each. The Heretic may assume command of them.
5. Squad of Mishima Samurai (3-5) with Shogun rifles and Ceremonial blades at 21 points each. They are still working with the governor out of fear. These must be led by the Heretic or the Dark Huntsman. The unit is at -2 to its leadership for Panic tests and must pass a leadership roll to declare a Banzai charge. They may purchase a Mishima Corporation heavy weapon.
6. Squad of Dark Legion commandos. There is one Centurion with a Voriche handgun & Skalak sword at 46 points and three to five Necromutants with Belzarach rifles at 36 points each. Individuals making spotting checks against this squad are at a -4 penalty due to their adeptness of concealment.
7. Squad of Ilian Templars. There is one High Templar with a Kratach and Templar Blade at 45 points and two to four Templars with Kratachs and Templar blades at 35 points each. One Templar may replace his Kratach with a Deathlokdrum heavy machinegun with fragmentation grenades for 45 points. (Templars' prices increased due to the exceptional utility of their special ability in this scenario).
Peter Bogdasarian
The chains of Fenrir are rent asunder,
And the wolf shall course about...
-- "Unleashed Axe Age" by Abigor.