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A game about the pilots of powerful machines in a war that dominates every facet of life. They are trying to do their time and part, and get out physically and mentally intact. The organizations that perpetuate the War through all of known space are too incomprehensibly huge to take down. There is no “winning” the War, there is only surviving it.

These are their stories.

 

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Mission Report 02: Seizing Power

Nov 7, 2018

This Mission Report is provided by Mark, a member of the Beam Saber community and discord server! It's designed as a follow up to the starting situation mission for the Adamant Council of Nor, but could easily be adapted into any campaign.

  

RECAP: The Adamant Council is satisfied with the intel you’ve gathered about the Fort Jovanol Incident. The files you’ve recovered have implicated the Furies Rapid Retribution for the bombing, and proving that the Wolf Pack knew this and used it as a justification for launching an attack against Hulinton. This diplomatic coup has freed up some breathing space for heavier actions in the area.


BRIEFING: There’s a power plant near Journey City that has been operated by a revolving cast of people as different squads capture, protect, and defend it week by week. Right now, it’s run by the Squaddies, who recently wrested control of the facility from The Wrights of the Ascent (Tier 1W), who have been building infrastructure in the area. This important piece of infrastructure would be better off in the hands of a large, stable faction like the Adamant Council that can ensure reliable service to nearby cities. Make it so.


EMPLOYER: The Discreet Resolutions (Tier 2W) of the Adamant Council of Nor, represented by First Citizen Mzuzi, is arranging for Norrish control of infrastructure in the territory surrounding Journey City. They are a squad of troubleshooters who provide light support for operations in the area. Here, they need a heavier hand, which is where your squad comes in.


TARGET: The Squaddies (Tier 1S), an independent squad providing “protection” for the engineers and other civilians that run the power plant.


OBJECTIVE: Secure control of the power plant.


RULES OF ENGAGEMENT: Do not damage the power plant or infrastructure. Do not employ force against the engineers and civilians.


COMPLICATIONS:

  • The engineers and civilians are weary of the constant turnover in faction control.

  • The Raccoons (Tier 1S) are stationed nearby and will take advantage of the recent unrest.

  • The power plant’s reactor has a fuel leak and is dangerous to operate near.

  • Several nearby areas rely on power generated at this plant, including Journey City and Hulinton.

  • There’s a rogue AI laying dormant in the power plant’s control system.


CHARACTERS:

  • General Hunter Gatherers of the Adamant Council. Lithe, white skin, cropped brown hair, military dress. He/him.

  • Mzuzi, First Citizen of the Discreet Resolutions. Athletic build, early 40s, dark brown skin, short curly hair. Professional-looking dark jumpsuit. She/her.

  • Squad Leader Horizon Blight. Stocky build, tanned skin, braided hair, scavenged clothes and armor. They/them.

  • Hallie Thirty Three, power plant engineer. Light grey skin, ear-length black hair, white engineering uniform, hardhat. She/her.

  • Senior Kin Arrow Slide, the local leader of the Wrights. Frail build, sickly, 40s, bald, pale white skin, wears the same rough hooded robe that all Wrights wear. He/him.


CHALLENGES:

  • Get rid of the Squaddies

  • The suspicious civilian operators

  • Stop the Raccoons from pillaging fuel from the reactor

  • The power plant’s fuel leak

  • Make the Adamant Council look good

  • Rogue power plant AI