[edit] and of course, the thread name has a typo.
I'm finally getting around to writing the next adventure in the chain after FSB Pious Piotr This should have the various brainstorming bits and design notes. Either I'll edit in the adventure as I write it, or I'll put it in another post.
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Situation:
One of the last combat-effective formations of the Skrynne-guard (several thousand men) is entrenched in a river valley and is in contact with ork forces.
The PCs regiment is still in the process of unloading from navy transports, but advance elements have established several fire bases behind the Skrynne-guards position.
The supply situation of the Skrynne-guard is critical. Priority has been given to unloading supplies for them as opposed to more combat troops. This change in unloading priority, plus harassment by ork air power and infiltration units will delay the unloading of significant combat forces from the PCs regiment for around 10 days.
Mission:
The PCs company must provide a team to establish a forward observation post significantly ahead of the Skrynne-guards position, so that the artillery can fire on any large ork forces that attempt to advance down the valley.
Forces:
Friendly Forces:
Two (2) under- strength regiments of the Skrynne-guard, roughly 5 km behind the projected position of the forward observation post.
On the order of 5000-6000 men total, down from a paper strength of around 4500 per regiment.
Three (3) fire bases established by the PCs regiment, each containing one battery (6 guns) of artillery.
Mission Forces:
One (1) squad (FOP Attie), from Fire Support Base 1
The PC's and their comrades (FOP Bess), from Fire Support Base 2
One (1) squad (FOP Ceile), from fire support base 3
Each FOP will exercise independent command.
Enemy Forces:
Ork forces in battalion strength or greater. (around 500-1000 orks) are currently in contact with the Skrynne-guard and are maintaining positions roughly 1 kilometer ahead of the Skrynne-guard.
It is expected that orks in regimental strength (3000-5000 orks) will attempt of move down the valley to engage the Skrynne-guard.
In addition, ork infiltration units of platoon size (30-50 orks) or smaller are moving through the valley at night.
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How the adventure is supposed to go:
The PCs establish a FOP along the valley. The morale score from the last adventure influences how effective their calls for artillery are. They spend several days blasting orks with artillery. They encounter several difficulties, both with just living in the jungle and with the nightly ork infiltrators. As times goes on, the orks begin exerting more effort to find the observation posts.
As time goes on, observant PCs will notice that they have called artillery on more orks passing through the valley than the intelligence report says are in the area, this should worry them. [What's the bonus for noticing this? Maybe fighter/bombers from the navy?]
On roughly the 9th day of the adventure, the will see a massive force of orks advancing down the valley. In addition, they will notice a visual distortion, similar to heat shimmer moving down the valley with the orks.
Their desperate calls for fire support will get them orbital bombardment from a navy frigate. However, just as it looks like the day will be saved by the Imperial Navy, the heat shimmer reveals itself to be an Ork (scout) Gargant (CREEEEED!) which, of course, has an anti orbital weapon. The gargant and the frigate proceed to have a gun fight. The PCs will probably be (temporarily) blinded by the weapon fire.
The frigate will be shot down and the gargant damaged. In addition the gargant will have fired up several random parts of the valley and at least part of the position of the Skrynne-guard . The (probably blind) PCs will need to get a brave helicopter crew to make a run down the valley to come get them before they are over-run by orks.
The fire bases will come under attack by ork infiltration units, and the PCs will lose contact with their fire base. (This is also to make the PCs withdraw if they aren't blind and decide to stay on post and continue to observe for artillery fire.)
Their helicopter will be damaged during he extraction. Just over the positions of the Skrynne-guard, their helicopter will (burn up, come to pieces, etc) in mid-air. Miraculously, the PCs will fall into a (miraculous)
mud
latrine-pit, which will cushion their fall. Because their helicopter exploding looked something like this:
The Skrynne-guard (who have just had their command post blown up by an ork gargant), will view the PCs recovery as a sign from the Emperor. (Our saviors, delivered on wings of fire!)
Adventure ends with many of the Skrynne-guard looking at the PCs and asking, "So what do we do now?"
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Special stats for this adventure:
Morale
From last adventure.
'Heat'
To show how much the orks are looking for them. Increased by getting into firefights, doing things that attract attention, etc.
Ork force
This represents how many orks made it through the valley while the PCs had it under observation. It's the stat that carries on to the next adventure, and should have something to do with how many orks they fight there.
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Observation post stats:
Concealment: this is how well the observation post is hidden
Cover: This is how defensible the observation post is.
Visibility: This is how much of the valley the OP can bring under observation, will effect how easily they can see ork forces and how long they can keep them under observation (coordinate with expected artillery fire times 10 minutes under observation seem to be the minimum).
These stats all modify different tests during the adventure.
The PCs have a choice of three places to establish the OP
Termite mounds:
Cover: Excellent
Visibility: Good
Concealment: Poor
Long Grass:
Visibility: Excellent
Concealment: Good
Cover: Poor
Trees:
Concealment: Excellent
Cover: Good
Visibility: Poor
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Skills:
If the PCs don't have the require skills (Navigate(Surface) and Scholastic Lore (Tactica Imperialis) they can 'consult the Lieutenant' (see the previous adventure) to reduce their untrained penalties to -10, instead of -20.
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Gear:
They should get VOX automatically, and then make rolls for a hand held targeter and a multi-compass.
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Living in the jungle:
One of the things to emphasize is how terrible the jungle is to live in. Most of their problems during the first third of the adventure should just be to show how much it sucks to be out here.
Samples;
If setup at the termite mounds:
The termites don't bite, but they do have a very good chance of getting into all the food. Survival rolls say that the termites are edible, so that's ok. If the PCs have horrible rations (see last adventure) the termites are actually tastier. Otherwise, PCs will get some fatigue from being hungry.
If setup in the long grass:
ref: Imperata cylindrica
That grass is sharp! It's not enough to cause any wounds, but PCs will develop several irritating scratches over the exposed parts of their bodies. This is an opening to infection. If the medic can't treat them, gain some fatigue from skin infections.
If setup in the trees:
ref: Ginkgo biloba
Horrible stench. Try sleeping, eating, and so on with that in your nose all the time. Gain fatigue.
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Water:
Still no good source for daily water needs in the jungle but would estimate 6-12 liters a day, depending on activity. As it's not the rainy season, the PCs will have to move as much as 120 liters (5 PCs + 5 comrades x 12 lites per person) from a stream to their camp every day. This will complicate their efforts to remain concealed. Place for survival suits to shine.
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Pilot rescue:
A pilot goes down in the valley. Will the PCs go get him? Will they rist giving away their position to medivac him? Results should effect their extraction by air at the end of the adventure.
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Supplies:
If they run out of ammo or some other critical supplies, they could possibly be resupplied by helicopter, but that increased the heat stat.
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Lighting up the darkness
If the gear includes photo-visors or preysense goggles, the group can continue to call fire at night, or to engage ork infiltration units of favorable terms. This should probably reduce heat, as less units will be available to look for them.
Air search by the orks:
Are there rules for ork death-koptas? or can something easy be ginned up?
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What to do with the other FOPs? Just take them out if the heat gets too high?
Allow command, tactics, motivational skills to ensure that FOPs provide good coverage, reduce the amount of orks getting through.
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How to keep the guy with the artillery skills from being the one who gets to have all the fun?
Edited by crusher bob