Is B, followed by A but with shotguns, an option we can take?
It's implied that the engineers have shotgun backup, and the muscle has screwdriver backup. But the tunnel is kinda... small... and who you pick to lead the initial charge matters.
This is not a matter of "how well can you shoot". I am well aware that evil minions couldn't hit the broad side of a barn. This is a question of "look where you're going, 二百五".
It's the same idea. Evil minions must get minced by the simplest of traps in order to keep the plot moving. Also, it's dark and small and cramped and the traps are just holes in the wall at best, you can't really see them.
Plus, is there a reason you wrote "205" in Chinese?
If there is no catch, can we still have the necklace so? That could make our political minions more attached for the cause, while we can still put propaganda and (try to, it never works) blame the rebels for the bombing "They even don't even know how to use bombs safely to make their own troops secure, they *cough* killed our negotiators"
Well, no catch if you picked the necklace. It was supposed to be one of three things you could pick.
I have to admit, I didn't really think that one out, cause both the tunnel and crystal are fairly important to the plot. Let's just say that if you picked the necklace, you'd have gotten -1 on both the tunnel and crystal for wasting time on useless trinkets; that option is gone now.
By the way, I'm going to -2 political for sufficiently dumb propaganda.
In other news, it seems
B is leading.
Roll 1d3, for "Rebel Trap", where:
1 = Trap was fatal and rebels have run.
2 = Trap was fatal and rebels are behind it, sniping.
3 = Trap was not fatal and rebels are behind it, collecting captives and covering their retreat.
Result: 3 --> Your people are alive! Just to get them.
Roll 2d6, for "Engineer Dismantling Traps", +2 for scientific, where:
2 to 4 = Don't find them (-4 to combat)
5 to 10 = Find them but then get shot (-2 to combat)
11 to 13 = Defused in time to step back and watch the battle
Result: 5 + 5 + 2 = 12 --> Traps, what traps?
Roll 2d6, for "Battle with Rebels", military, no chance, where:
2 to 4 = Everyone on our side is dead
5 to 7 = At least we have them on the run
8 = Wounded one
9 to 14 = Disabled/Killed them all
Result: 1 + 5 = 6 --> Mediocre battle
Roll 2d6 for "Return of information regarding rebel forces", intelligence, no change, where:
2 to 3 = Too chaotic to see anything
4 to 5 = Count returned that is within 2 of the real number
6 to 8 = Find out how many there are
9 to 14 = Find out how many there are and something more.
Result: 3 + 3 = 6 --> Congratulations! You can count!
Moving forward, the engineers rapidly identify the traps, a series of metal bars in the walls that swing down to kill or maim anyone underneath. With calm expertise, they find and jam the mechanism then step aside for an exchange of fire between the security detail with shotguns following behind, and the four remaining rebels hiding behind the trap and waiting for an opportunity to ambush.
Said exchange does not go well. Our forces appear unable to hit the broad side of a barn, even at this distance, and most of our shots go nowhere. The rebels, armed with pistols and knives, rapidly pick off around half our security force in the close quarters, but eventually are driven off by the sheer volume of fire.
After they run off into the darkness, a thorough inspection is made of the area and our first force is found battered but mostly unharmed, caged in a corner by an earlier trap.
Your forces begin searching the tunnel they ran down. It branches. To the left is a draft and the sound of rushing water, while to the right is the sound of many feet.
Direction of search:A: The left
B: The right
C: Give up
D: Split (-4 to all combat, you explore both)
I also assume you want to analyze the green crystalline material... results for that next turn.
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