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Mission 1: Part3 Mad science and ninja gangsters!

Scene1
Cheung has seen the inside of the camp and suggests approaching by nights and
boarding a patrol boat rather than landing. He also tells you that the
commanders tents are just off the docks but hes never been inside Sumprabum
for interrogation.
You radio base and ask for Bravo to commence attack soon.
Cheung means good luck the party gains 1 extra action dice each from Cheung.
Scene2
You travel up river until you see the camp in the distance, wooden walls and
towers surround the camp but not along the river by the docks. 2 boats are tied
up, but only one has men above deck.
You hear load roars coming from the tents by the dock edge.
You approach a boat. Stealth roll for piolet of inflatable vs. spot of +5.
If seen combat starts now.
Scene3
Top deck- 3 soldiers, 1 native
Below deck- 4 natives
Native
Name

level

H2H Att

Native

+4/1d6
+3
Dex
16
Tumble

Str
16
Spot

Range
d Att
-

Def

DR

Init

Vitae

13

Woun
ds
14

Cha
12

Fort
4

Ref
4

Will
2

Def

DR

Init

Vitae

13

Woun
ds
16

Wis
12

Cha
10

Fort
5

Ref
4

Will
1

Con
Int
Wis
14
10
14
Stealt
h
+6
+8/18 +7
Gear: type 38 rifle, bayonet, ammo x20
HMG Team (3 men) x1
Name

level

Gun
Team
Str
16
Spot

1
Con
16
Stealt

H2H
Att
+4/1d6
+3
Dex
16
Tumble

Ranged
Att
+4/2d1
0+1
Int
12

+5

h
+8/18

+7

Gear: HMG type 92 (7.758 mm), Ammox180, type 38 rifle, bayonet, ammo x20

Optional Scene4 (sabotaging the other boat)


The application of explosives can deal with this.
Optional Scene5 (killing commander)
Daichi Moris tent is empty, stairs lead down into the dirt and rock floor.
You approach the radio room and can hear a voice. Stealth rolls to sneak up on
radio controller and junior officer.
Officer x1
Name

level

H2H Att

Ranged Def
DR
Init
Att
Lt.
3
+5/1d1
+5/1d1
13
1
5
0+3
0+1
Str
Con
Dex
Int
Wis
Cha
Fort
14
14
14
14
14
16
5
Gear: sword, Luger P08 (9x 19mm luger), Ammo x 32

Vitae
31

Woun
ds
14

Ref
4

Will
3

If you kill them stealthily you can move on without alarm to the main bunker
room.
Daichi Mori has 2 tigers. As you approach they catch your scent and growl. An
iron door slams shut behind the party and Daichi Mori and the 2 tigers step out
from the shadows (Daichi is behind a table decked out with maps showing the
location of IJA camps up and down the river, there is also a cerimonial dagger
inbedded into the table).
Name

level

H2H Att

Daich
i
Str
18

+13/1d10
+10
Dex
18

Con
16

Rang
ed Att
-

Def

DR

Init

Vitae

27

10

85

Woun
ds
16

Int
12

Wis
12

Cha
14

Fort
11

Ref
10

Will
3

Gear: Katana, M12 armour, standard gear, helmet.


Feats: Moving target, wep focus+imp, wep master, martial arts, dodging basics and master, lightning ref +2.

Scene6 (Aftermath and the decision to go to Sumprabum?)


*Cerimonial dagger 1/mission you can make an attack roll against a minion. If
succesful the minion automaticaly dies quietly with no damage roll needed.
*IJA maps- +2 circumstance bonus to avoid being spotted by IJA troops in Burma.
* Daichi Moris Katana.
There is a third room. You here voices and see a science lab and several officers
in white coats going up a ladder. They will get away if you dont shoot the one
you can see.
A blue light leaves the dead mans body.
You go up the ladder to see the scientist take off in a zero (the blue light absorbs
into the planes cockpit). They are quickly obscured by the battle smoke.
You look around and someone shouts a callsign at you. You respond, the fight is
over, and the IJA base is shredded.
After a short repreive and some radio contact with base it seems your off to
Sumprabum on the trail of this IJA scientist. The royal marins will take the
piolets back and give you a medium budget in spare gear.

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