Monday, May 30, 2011

Arloc Mechanica Mission Briefing: Xenos Forces


Tau Empire:

Aun’el Shi’ur, you are honored to retrieve a long sought Necrontyr artifact for our sept. Its capabilities will assist the greater good in our further expansion. We believe it will be able to translate space-time and give us information from our future. You will go to the dormant moon Arloc Mechanica with our new allies, Magstuf and his retinue. Their methods are crude but their loyalty and devotion to our way of life is steadfast I assure you. Use them as you will, retrieving the artifact is critical. If you are able, contact the Imperial Guard commander in charge of their retrieval team and open diplomatic relations with him. It is our understanding that their dedication to their ruling government is wavering. If we can bring his element into our fold it would a boon towards unifying this sector.

Primary Objective: Secure and retrieve the Necrontyr artifact.

Secondary Objective: Open diplomatic ties with Imperial forces.

Tertiary Objective: Investigate any leftover technology on the moon.


Aun’el Shi’ur is an Ethereal caste member who is renown with his skill wielding the Tau honor blade. Like most Tau, his strength and agility are above human average and in addition, Aun’el Shi’ur’s mind is tempered well beyond human standards.


Tau Empire Gun Drones: These AI-enhanced autonomous drones are the equal of any of the best foot troops humanity has to offer. Where they truly excel is in their speed and maneuverability. They are armed with twin-linked pulse carbines, ablative armor, and advanced target prediction software.


Tau Empire Fire Warriors: These soldiers make up the bulk of the Tau Empire’s ground forces. They are lightly armored but their personal defense is augmented by a small, personal force field generators similar to what Ethereal caste members wear. They are also equipped with the deadly long-ranged pulse rifle.


Name:

Tau Empire Fire Warriors

BP:

85

AP:

7

Attributes:

Strength: 3

Agility: 4

Mind: 3

Resolve: 4

Powers:

Armor x2

Combat Sense x4

Perfect Timing

Force Field x3

Ranged Attack (8D, 30”)

-Rapid Fire

Vitality:

Henchmen Group x10

Name:

Tau Ethereal, Aun’el Shi’ur

BP / AP:

85 / 9

Attributes:

Strength: 4 [1], Agility: 5 [1]

Mind: 4, Resolve: 4

Powers:

Combat Sense x3

Force-Field x3

Melee Attacks x3

Soulless

Super-Agility x1

Super-Strength x1

Extra Vitality x2

Vitality:

10

Name:

Tau Empire Gun Drones

BP / AP:

85 / 8

Attributes:

Strength: 3, Agility: 5

Mind: 3, Resolve: 2

Powers:

Armor x3

Combat Sense x3

The Difference x1

Enhanced Senses x2

Soulless

Extra Attacks (+1AP)

Ranged Attack (7D, 30”)

-Rapid Fire

-Super Damage x1

Vitality:

Henchmen Group x5



The Orcs:

Da nose-less ones think theys know us. They don’t. We hate their food, their pretty cities, their breath…it’s time to show ‘em who’s da boss. Dat Grot, what’s-his-name, came through and pilfered good, we’s got pass keys and other codes. Enough to steal the next shuttle and bugger off but good! We been kept like dogs for toos long. First, theys gonna pay or my name ain’t Magstuf! When da boyz get a load of me trophies they’s gots to give me back the big chair. When da time is right we strike. We ain’t dumb.

Primary Objective: Coup de Grace all individual models that are not Orcs.

Secondary Objective: Investigate strange fungus growths.

Tertiary Objective: Steal Tau Empire shuttle and escape moon.


Warboss Magstuf was taken into the folds of the Tau Empire’s “greater good” when his pirate vessel ran out of fuel and was adrift mid-system. Since then he has played along with his captor/benefactors until he could make good his escape. He is large, even by Orc standards, and carries a wide variety of weapons. He prefers to attack in close combat rather than at range and when he is such engaged his fury is a force of nature.

Mek Grumbolt is a skillful yet reckless Orc who pilots a kitbashed and highly-modified “deffkopta” flying machine. His crank-operated chaingun’s “dakka dakka” staccato echoes over the din of even the most pitched battles.

Magstuf’s Boyz are all that’s left of the pirate vessel Deep Entry. They are equipped with naturally thick hides and crude armor. They are armed with their signature bulky, primitive slug-throwing rifles as well as a variety of knives and clubs.


Name:

Warboss Magstuf

BP / AP:

85 / 6 [9]

Attributes:

Strength: 7 [3], Agility: 4

Mind: 2, Resolve: 4

Powers:

Armor x2

Combat Sense x1

Extra Move x3

Iron Will x2

Melee Attacks x3

Super-Strength x3

-Rage

Vitality:

11

Name:

Mek Grumbolt

BP / AP:

85 / 8

Attributes:

Strength: 3, Agility: 7 [1]

Mind: 3, Resolve: 4

Powers:

Armor x1

Combat Sense x2

Extra Move x2

Enhanced Senses

Flight

Iron Will x1

Perfect Timing

Ranged Attack (8D, 30”)

-Only While Flying

Super Agility x1

Vitality:

7

Name:

Magstuf’s Boyz

BP:

85

AP:

7 [9]

Attributes:

Strength: 3

Agility: 5

Mind: 2

Resolve: 3

Powers:

Armor x3

Climbing

Combat Sense x3

Extra Attacks (+1AP)

Extra Movement x2

Instant Stand

Ranged Attack (8D, 30”)

-Rapid Fire

Vitality:

Henchmen Group x10

7 comments:

  1. I love the single-minded intensity of the orks!

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  2. Damnit....now I want to play...

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  3. Cool stuff indeed. There's a lot going on there.

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  4. Thanks again guys! I set this up like a con game, the Tau and Orcs are supposed to be "allies", but the Orc player is going to turn traitor fairly quickly in the game. Note the Tau briefing calls the Orcs' loyalty "steadfast".

    In a small way I was hoping for something kind similar in the Imperial briefing yesterday, but it was a bit more covert.

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  5. Lovely piece of background there! Sounds like it's going to be fun!

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  6. It was, but we're going to need another time or two at the table before we're comfortable/competent with the rules. I need to tweak some of the components to so everything meshes just a little bit better.

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  7. OK, I have found them.
    Thanks

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