Campaign C001 Mission 001 – Crimson Stryker Location: Deep range science station Galileo 7 on Helende-2, a planet in the Jovian 3 system Situation: All transmissions from Galileo 7 ceased 3 Earth days (ED) ago. J Squad, 2nd Platoon, 51st Company, deployed to investigate. Objective: Secure three priority locations. Roster Squad Leader: Ryan “Mobile” O’Shennanigans Assault Team Alpha: Shawn “Sapper” Baldwin Assault Team Bravo: Jack “Corvid” Bennet Close Combat Team: Justin “Gears” Garison Shotgun: Josh “Hitman” Malbon Technician: Jonathan “Solo” Uniconfis STRATOPS used: None Resources used: intel x 4, demo charge x1, medkit x3 Equipables used: None Squad points used: 110 points Intel Staff Officer (S-2) briefing: Discreet listening satellites have picked up transmissions in the last 30 ED indicating elements of the “Beast Masters” faction have been operating in sector. The “Beast Masters” were known to have self-relocated to the Deep Periphery nearly 40 Earth years (EY) ago. Direct contact has been limited and passive surveillance has not borne many results. It is suspected that their “development” would have focused on close quarters and melee combat. Squad Leader’s Plan: Assuming Beast Masters are on site, will plan for engaging and neutralizing at close range. Want to bring overwhelming close range fire power. Will not leave us much space for specialist help. Company S-2 has identified likely sources of explosives, medical supplies, and an engineering room that may provide detailed blueprints, maps, or access codes that we do not have. Will request company intelligence assets be dedicated to gathering intel that aids our rapid progress through the Building 02. Regret not having room for a medic, but will carry medkits, advance toward the medical clinic on base for supplies, and hope we can make quick progress and limit time exposed to patrols or ambushes from any occupying hostiles. Squad Leader Action Log Insertion Zero Hour: Insertion location clear. Jonathan “Solo” attempts to bypass base computer to enter west entrance to building 02. No luck. Insertion +1: Access delayed by contact. Three multi-pedaled forms detected at short range to the north. Brief firefight at close range. Solo leaves door access port and finds cover in depression behind combat elements. Corvid’s team takes wounds but is still in action. We gave much better than we got…all three hostiles neutralized. Initial impression: fast moving and attack with fury. May have little regard for own survival. Insertion +2: No progress. Insertion +3: Success. Team passes through west entrance. Immediately set upon by three more hostiles of the same type encountered outside. Firefight is at close range. Initially we were caught off guard and took more incoming than we were able to put on target. Corvid’s team is feeling the effects of their wounds. Gears is up front with his heavy armor. His team takes much of the heat but weathers the melee. Sapper and Hitman recover from initial surprise and deliver punishing wounds to the enemy. The hostiles fight with more fury as they are wounded. All hostiles are neutralized but we have taken more wounds; medical supplies are used and Gears is wounded. Insertion +4: Intel gathered pre-insertion helps us enter and clear the first objective location (SW section of Building 02). No contact with hostiles. No sign of assigned base personnel, but I located the data core from the lab. Insertion +5: Backtracking to the entrance room. Intel shows security door to the east may turn the quickest route to the second objective in Building 02 into a dead end. We make fast time covering known ground. Insertion +6: Intel from pre-insertion activity gets us into a location that would’ve required demolition otherwise. Any chance to proceed without making loud noise is good. It’s quite here. Insertion +7: The next location is fairly secure. S-2 believes we may find some explosives here. Solo makes progress gaining entry but is not successful. Insertion +8: We’re in! No sign of the enemy but we do locate the munitions lockup. The only items of value are a couple volleys worth of grenades. The next location was our second objective, another science lab. We were concerned it could be heavily defended. Insertion +9: We accessed the objective due to intel from pre-mission recon efforts. That was the last of the pre-mission intel gathered by scouts. Will have to work hard to get through Building 01. Maybe we’ll get lucky and find something or someone who can get us through quicker. The team secured solid defensive positions while I began my search for another data core and the Technician searched the attached clinic for medical supplies. Corvid spotted two more beasts approaching. “Boss, two marks, thirty meters down the corridor.” “Take them at close range, Jack.” They’re deadlier at close range, but so are we. No new scratches on any of my guys. Two more carcasses on a cold floor. Grenades are wonderful. “Sir, there’s more band-aids and wet wipes in here than we showed up with. We can clean Sappper and Malbon for parade ready in no time.” We got them patched a bit. Nonetheless, most of my shooters are limping or showing some blood. Sapper unloaded a few more bursts into the dead beasts while I finished pulling the data core. “Terrible thing about killing something is once you’ve killed it, you can’t kill it again.” Sapper, gotta love him. Insertion +10: With the second objective clear, we move back to the security sector, fortunately without finding any more hostiles patrolling through. There’s an open alley between the two buildings. The Technician is covered while he sprints across the open lane to set the demo charges on a badly mangled access door. The wall to either side of the door took some heavy abuse…something other than those beasts we keep coming across? The charge works perfect, before the dust has settled Gears and Corvid’s teams are inside.