With Clan forces already present in system, the arrival of a few more jumpships didn't attract much notice. Nor did it when dropships fell from the Jumpers and began burning twoards the planet.
It was when they didn't slow down like civilian traffic, that they caught the attention of some. They angled and fired retros just enough to avoid cratering the landscape they landed on, but it was obvious to any who had seen it before that the Falcon dropships were preparing to make a combat drop, and there was only one target on the planet that could justify such a manuver: the WoB HPG compound.
Already on the surface, a group of men and women were already approaching the compound, det-charges in hand, and rifles at the ready. The WoB would never know what hit them.
((OOC: CJF forces assaulting the WoB HPG compound. A CJF SF team is on Disrupt Communications orders also.))
The HPG garrisons of the UIW, never large to begin with, have been considerably under-strength since the plague scoured the region; still, as the emergency klaxons howled, Word of Blake Militia reported to their battle stations, ready to make the ultimate sacrifice for their Order.
0.50 FP of WOB Militia (one or two 'Mechs supported by light tanks and infantry) prepare to defend the compound. WOB will blow the HPG core as soon as any Clanners break the defense lines.
5 FP of the 1st Falcon Fusiliers(Omega) attack the WoB
Combat Roll:
[blockquote]Rolled 2d6 : 2, 4, total 6[/blockquote]
WOB defends
[blockquote]Rolled 2d6 : 6, 2, total 8[/blockquote]
crit check
[blockquote]Rolled 2d6 : 4, 2, total 6[/blockquote]
CJF Damage: 5FP * .3 = 1.5 FP
WoB Damage: .5 * .5 = .25 FP
CJF: 5 - .25 = 4.75 FP remaining
WoB Militia wiped out
CJF searches the battlefield and the HPG compound for survivors. The CJF SF team should've already attempted their infiltration of the facility, they would likewise attempt to capture ranking officals, or prevent the detonation of the HPG core.
CJF Disrupt Comms roll
[blockquote]Rolled 2d6+1 : 4, 4 + 1, total 9[/blockquote]
Quote5-9 Operation fails, roll for Escape and Evasion
Escape & Evasion roll
[blockquote]Rolled 2d6 : 1, 2, total 3[/blockquote]
Quote3 Team is surrounded, must surrender or commit suicide
JF's call on how to react.
CJF team surrenders, and hopes that their ground forces will arrive in time to save them.
CJF special forces are treated according to the Ares convention; however, as it becomes clear the compound is about to fall, they are dragged from their cells, subjected to a brief court-martial for espionage, and shot in the back of the head.
((OOC: Ooooh, this is going to be FUN! Toaster Civvies: you are offically f*ed))