Quoted By:
>NODE 1 ALPHA:
Your company begins to dismantle the northern defenses. The valley system's verticality gives your pilots excellent evasive options against the network of static defenses guarding the pass. Rather than approaching as a single group, your pilots split into individual fireteams that advance in discontinuous sprints. Their erratic movement ensure that none of the emplacements score any hits during their approach
Once they enter the mountain pass, your mercenaries begin the tedious process of destroying the bunkers, which were encased beneath several dozen meters of solid basalt. You mercenaries expend several dozens tons of solid ammunition against the valley walls over the next few minutes. One bunker finally breaks under the assault - after the foundation is cracked with sustained rifle fire, HERMIT drives two explosive piles directly into the breach point. The concussive force is enough to detonate a central magazine and implode the entire bunker system in a shower of pulverized rock.
The second bunker fares marginally better. You watch the valley surface begin to glow dull red as several pilots use their plasma weapons to slag exposed firing ports. Slowly, with the help of their onboard target designation units, your mercenaries manage to pare down the emplacement until only the most heavily armored turrets remained.
At this point, a few of your pilots are pinged by harassing fire from the enemy infantry unit, which was still attempting to execute some kind of delaying action against your company. KANCHO ends this plan prematurely by launching a swarm of micro-missiles directly into their formation. A dozen overlapping blast waves scatters their hovercraft formation - the few vehicles that survive the initial barrage are disabled by efficient bursts of machinegun fire.
COMBAT:
> BUNKER EMPLACEMENT 1-2 [14 HP | DC 3 | [HEAVY] [THIS UNIT IS BLOCKING BETA 2]
> [IF YOU WISH TO PRE-EMPTIVELY MOVE TO 2-BETA ONCE THIS BUNKER IS DESTROYED AND NO LONGER BLOCKING, YOU MAY]
SALVAGE:
> BUNKER RUINS 1-1. [Roll 1D8 for salvage] [1-7MU CREDITS | SPECIAL ITEM on 8]
> MECH INFANTRY SALVAGE. [Roll 1D6 for salvage] [1-7MU CREDITS | COMMON SCHEMATIC OR SPECIAL ITEM on 6]
OTHER:
> SUBNODE 1 REVEALED. SCOUTING DC: 6, Add [EVASION] to scouting roll