Episode 13 – Stand and Deliver
The day of reckoning for the
citizens of
Aboard the twenty-one first rate
Hunters, there are 6,300 warriors and 1,050 crew with 350 warriors per ship and
50 crew that will stay with the ship. The Grik are surprised by effectiveness of the prey’s weapons,
but do not stop their advance. How many times the forts will be able to fire
will be based on how quickly the Grik reach the
Each fort has thirty cannon with
fifteen facing out (northward) and fifteen facing inward (east or west). If
fired at optimal range, all thirty cannon in each fort can fire at once gaining
the full bonus for crossfire. If fired at long range, the guns do not gain the
crossfire bonus and only the cannon on the north side can fire. Each cannon
does d4W damage, but a successful AVERAGE Intelligence + Heavy Weapons test allows
concentration of fire on a single target. Up to five cannon can fire on a
single ship and for each weapon after the first, the damage roll is increased
by one-step, thus if all five guns are combined, damage increases four steps to
d12W. Whenever the cannon open fire, the Grik do not
react to the weapons for the first Combat round, making the Target Number 3. On
the Combat Round after the guns fire, the crowded approach to
Based on how effective the forts
have been, the surviving Grik warriors immediately
attack as soon as they reach the shore. The Grik
commander will send twenty percent of his force against each of the forts and
the remaining sixty percent will attack the main Lemurian
defense. The
As the bulk of the fighting will be abstracted, the exact role of the PCs will depend on where they are stationed. There are several vantage points from the taller buildings that overlook the battlefield that riflemen can use for precision marksmanship. Spotting the more ornately garbed officers, is a FORMIDABLE (15) Alertness + Perception / Sight roll. The officers will be taken by surprise by this unseen attack making them EASY targets for the first three Combat Rounds. After the third Round, the officers will surround themselves will a wall of expendable warriors making sniping no longer possible. Each Grik unit that loses their commander has their Morale Rating reduced by one level.
Any PC that fights on the line, mans one of the artillery pieces, or is in a fort, will be exposed to a Fate roll as modified by Danger level for each Combat Round.
Specific Encounters
“Hold the bloody line!”
PCs fighting with the Iron Brigade use their firearms to prevent a Grik breakthrough.
Order of Battle
Grik are considered Medium Irregular Infantry,
consisting of irregular footmen armed with swords, spears, and bows. They
are Experienced level troops organized along tribal lines and Experienced with
their weapons. Their basic
Lemurians have several different types of troops. The Iron Brigade is a
Green Regular Medium Infantry wearing
reinforced leather with heavy shields and Experienced with their axes, scotas,
spears, bows, and light artillery. The 770 man brigade has seven companies of
100 soldiers and two cannon with 5 men each. Basic
The 1,500 man Davao
Guard is Experienced Regular Light Infantry wearing leather armor with
light shields Experienced with spears, bows, and short swords. Each company has
100 soldiers. Basic
The Militia consists of 1,500 Green Irregular Infantry unarmored except
for a light shield and Experienced
with javelins, bows, and short swords. Basic
Lemurian
End Strength 29,495