A Niptish colonial cruiser passing by nueva esperanza took this photo from orbit of Galtanian über-mech construction (my wargame partner Jim doing a scratch build.)
SGT MIKE BATTLE W.AR.G.A.M.E.
SGT MIKE BATTLE: The World Action Recreation of Generic Assault by Miniatures Event
(W.A.R.G.AM.E.)
Sgt Mike Battle is a tremendous satirical small-press comic by genius artist/writer Graham Pearce. The collected works are available here http://www.sgtmikebattle.co.uk/ and you can enjoy the good Sgt winning World War Two (several times), mocking 80s action movies, star wars, action figure based comics and cartoons as well as winning the Cold War and War on Terror at very competitive prices.
THE RULES
One miniature = 1 person.
Half the height (rounded for ease) of a typical miniature = 1 yard
Therefore if using 6” action figures 3”=1 yard, 28mm Minatures then 1”= 1 yard etc; 1/72 toy soldiers 1cm= 1 yard
Dice = a normal a 1d6
CHARACTERS
I’m not bothering with points players should after a few games be able to judge the strength of their forces and what constitutes a victory for one side or the other. There is only one statistic in Sgt Mike Battle a character Battle Factor.
| Character Type | Battle Factor |
| Sgt Mike Battle | 5 |
| Hero/Villain | 4 |
| Loon | 2 |
| Goon | 1 |
| Civilian | 0 |
Characters also need to be assigned one or more weapons. They can carry as many weapons as their Battle Factor. They can only carry one of each type. Weapons are as follows.
| Weapon Type | Example | |
| KABOOM | Explosive Effect | RPG, LAW, Bazooka |
| ACKA ACKA | Automatic Fire | M60, Tommy Gun, AK47 |
| BANG | Single Shot | Sniper Rifle, Winchester |
| Grenade | 1 off Explosive Effect | |
| BASH/STAB | Hand to Hand | Machete, Spade, Ninja Training, WWE Experience, WWF Experience (Panda Wrestling), Captain’s Shield |
| Stationary
(Don’t try this at home, school or at work, even in the event of a terrorist attack as terrorists have a rotten sense of humour.) |
Raises an experienced civilian temporary worker to a goon so they can carry and use it.
Single shot. |
Stapler, Shatterproof ruler, rubber band |
| MEDIC PACK | Enables first aid |
UNITS
Sgt Mike Battle and Heroes move independently as their own units. Loons, Goons and Civilians are formed into units of one troop type and up to 10 characters.
GAME TURN
MOVEMENT
SHOOTING
MELEE
MORALE & MEDICS
MOVEMENT
Each side moves their units in order alternating between each side. Lowest Battle Factor moves first. If they have units of the same Battle Factor they roll dice and lowest moves first.
I.e. Side A and Side B both have a Goon unit and a loon unit. Side A has a 2 Villains while Side B has a SGT MIKE BATTLE. For Example:
They roll and Side A rolls lowest and moves it’s goon unit first.
Then Side B moves it’s goon unit.
Side A moves it’s loon unit.
Side B it’s loon unit.
Then Side A moves both its Villans.
Finally Side B moves SGT MIKE BATTLE.
A character or unit can move their battle factor + 1d6 in yards.
Take of a yard off total move for obstacles (i.e jumping through windows, over walls etc;)
If in a slow vehicle i.e a tank double it
If in a fast vehicle i.e. a sports car quadruple it.
Entering or exciting a vehicle takes a turn. If you roll under your Battle Factor you can then move the vehicle that turn.
SHOOTING
Units shoot in the opposite order that they moved so they troops with the highest starting Battle Factor shoot first. Keep the opposite order to movement for that turn if a roll was necessary. All effects of shooting are applied automatically. Roll for the fire from the whole UNIT. The defender gets to choose which figures (including any of the attacker’s friendlies for KABOOM attacks) are casualties.
Resolving Shooting against Units
A six is always a hit a 1 is always a miss.
Troops armed with KABOOM roll one dice for each soldier (including friendlies) in their Battle Factor x yards radius circle around their target.
Only KABOOM (including Grenades) can affect people in armoured vehicles.
Troops with an ACKA ACKA roll one dice for each of their Battle Factor and can apply it to any enemies in the same unit.
BANG just gets one shot.
To hit an enemy role over their battle factor subject to modifiers, if hit they lose one Battle Factor & one weapon type. When a troop has 0 Battle Factors they are out of combat (dead, unconsciousness, having Vietnam flashbacks…)
| MODIFERS TO TARGETS BF | |
| Shooter hasn’t moved | -1 |
| Shooting from moving vehicle | +1 |
| Defender in cover | +1 |
| Defender in armour | +1 |
| 1980s and Defender is a Hero+ in string vest or bikini as appropriate | +1 |
| Defender in a vehicle | +1 |
Shooting Vehicles
As well as being Fast and Slow vehicles are also Armoured or unarmoured.
Unarmoured vehicles are knocked out by any hit but all fire from the attacking unit must be on the vehicle (not the occupants) use the driver’s Battle Factor to determine hits.
Armoured Vehicles can only be knocked out by KABOOM (including grenade) hits all fire from the attacking unit must be on the vehicle (not the occupants) use the driver’s Battle Factor to determine hits. A successful hit on an armoured vehicle reduces the occupant’s battle factor by 1.
MELEE
If a member of a Unit moves next to an opponent then all member of both units are in Melee. This is no holds barred close quarter combat.
No Unit in Melee can be shot at.
Vehicles cannot engage in Melee or be attacked by melee.
All figures in units engaged in melee get to roll as if armed with ACKA ACKA if they have melee weapons, otherwise as it armed with BANG weapons
The UNIT they moved into melee gets -1 to it’s rolls as the ‘charging unit.’ There is no -1 for not having moved in melee but all other mods apply.
MORALE & MEDICS
SGT MIKE BATTLE and Heroes/Villains never check morale.
Units check morale when they have 50% casualties and each turn they have a casualty (including a vehicle) thereafter.)
To check Morale roll under the Units Battle Factor (-1 to roll if a friendly hero is within 6” -2 to roll if SGT MIKE BATTLE is friendly and within 12”)– if fail the unit leaves the table (surrenders, routs, hides under the table, looks for well-paid temporary admin jobs etc;)
After Morale a unit with a medic packs can apply combat medicine. A medic pack is carried instead of a weapon and if a roll under is successfully made under the Units Battle Factor a Battle Factor lost due to enemy fire/melee can be added back. They do not recover any lost weapon types. Medic packs are multi-use but can only be used on one unit per turn. Medic Heroes/Villains can apply combat medicine to friendly forces if in base contact with a member of that unit at the end of the turn.
CONCLUSION
And that’s it – I do have rules in mind for airstrikes etc; but I think first I need to play test these!
Dirty Volgs : Wargaming the Volgan Occupation of Britain
According to the annals of British Sci-Fi anthology comic 2000AD after new reserves of North Sea oil was discovered near Britain, the Volgan Republic, a fascist successor state to the USSR with the help of a fifth column to invade the UK ]and much of Western Europe along with it. A deal was made with the United States ensuring that it did not get involved with the Volgan activities.
The result was the Eight Hour War of 1999, so named because it took that long for the Volgans to conquer the United Kingdom. The Midlands were hit by nuclear weaponry, politicians and generals were executed, and British army units were massacred at Stonehenge.[4] Many Britons were sent to concentration camps throughout the Volgan empire. The conquered states were renamed the Eurasian Economic Community [5] and the Volgan occupational forces would be called “EEC peacekeepers” by 2004. [6]
The invasion immediately led to a protracted occupation and an organised underground uprising by figures like the Free European Army, Traitor’s Gate, former MI5 & military elements, and the notorious Bill Savage who assassinated Vashkov. Collaborators were nicknamed “Double Yellows” after the twin yellow stripe on the uniform of British State Security officers. Those suspected of terrorism were sent to “Camp Sunshine” in Siberia. Escapist literature such as bodice rippers, utopian prophecies, and space opera were mass produced as a means of keeping the population pacified
Sounds like a good scenario to wargame to me.
“The enemy advances, we retreat. The enemy camps, we harass. The enemy tires, we attack. The enemy retreats, we pursue.”
These campaign rules are a modification of rural terrorist rules which I’ve seen first in an issue of Miniature Wargames in the 1980s but seen across the internet in various forms. This version is tweaked to be used playing Volgan occupation forces after the Invasion of Britain in 1999. They are adapted from this set:
http://colonialwargames.blogspot.co.uk/2010/01/terrorist-warfare-campaign-rules.html
One player takes the role of the Volgan occupation forces (and their British proxies) whilst the terrorists are generated randomly. Their opponent will play the terrorists in the skirmish battles generated.
The rules have a minimal amount of administration but generate a large number of skirmishes, from brief fire fights to drawn out ambushes and assaults. Like in real guerrilla warfare most will be quite minor and trivial but there is the possibility of seeing things through to a conclusion. The key is to keep track of Terrorist Activity and Political Consciousness points.
The Rules
You’ll need a set of rules for infantry combat that can cope with platoons sized actions. Mostly this will be infantry combat, but they’ll also need to cover artillery, armour, helicopters and fixed wing aircraft. There are some free options available here:
http://www.freewargamesrules.co.uk/modern.html
The Map
Use a map of a real town or part of a town or city with a population of approximately 50,000. Ideally it should be by the coast or an area of wilderness to ensure the rebels can have an area to get supplies from their Yankee-Volgan backers either by submarine or parachute drops. For my campaign I would use a map of my home town of Wallasey.
The Forces
I assume the Volgan occupation forces operating out a local police station are
- Platoon of mechanised or motorised infantry that is in armour personal carriers or trucks.
- 3 x vehicle with a section of 10 men, crew for the vehicle (a BTR-60) and it’s weapon (PKM GPMG), and small arms (AK47s.)
- Assume one on patrol, one in reserve at the station and one bedded down at anyone time
- They are regular troops.
- Casualties are replaced at 1d3 per week.
- ‘Double Yellows’ British State Security – vicious local collaborators say 18 men.
- Typically 4 on patrol in a Land Rover and 2 in the station.
- Armed with captured British military weapons like SLRs, Sterling SMGs.
- They are uniformed or swaggering about in leather jackets acting like they’re the Sweeney or CI5.
- They are poor quality troops green or trained.
- Casualties are replaced at 1 a week
- Local Police, allowing for desertions say 30 men working out the local station
- typically 5 in the station and 5 on patrol at any time in panda cars or motorbikes. Armed with pistols (and maybe shotguns or old bolt action rifles,) with low morale or weapons training.)
- Of the 5 say 4 are uniformed and 1 is CID
- Casualties are replaced at 1d6-3 a week.
The Terrorists
The Resistance know revolutions don’t just happen, they must be won with blood and iron, and with no improvement in their living prospects have managed to recruit a number of local lads to the cause. The politics of the Terrorists isn’t important – they might be extreme British Nationalists, the right centre Free European Army of Bill Savage or leftists like the ‘Tollpuddle Martyrs.’ Their exact numbers of this forces aren’t clearly defined, but it consists of about 4-5 dozen terrorists operating in cells of 4-12 , armed with improvised and personal weapons and backed by a few heavier ones. Their initial weapons will be gathered from gangsters (some of the resistance will be gangsters), robbed from homes or looted from surrendering British military or police units. They will operate in a number of small groups spreading dissension, collecting supplies, assassinating members of the authorities, sniping at the Volgan collaborators and maybe planting booby traps. There may also be hardcore bands of ‘refusnik’ British military stragglers out hoping to ambush your troops, mortar your bases and generally make life miserable for your men.
In the Countryside around the urban area, there might be larger clusters of resistance and military are more numerous, better armed and better trained than the local lads.
Bases
The terrorists will attack your bases and outposts. Any visible Security Forces’ position is a viable target, including stationary units that have given their position away by making a noise. Roll a d100 each night for each position. For the purposes of the Volgan occupation assume this is the local town police station.
Table 1: Bases
| D100 | Incident | I.E. |
| 01-69 | Nothing | |
| 70-79 | Sniper/Drive By | Single shot with long range weapon i.e. Lee Enfield or SLR or a Car/bike based automatic fire. |
| 80-89 | Demo | Civilian protest with riot potential |
| 90-99 | Stand off attack | Attack w car bomb, homemade mortars or RPG (1D6 terrorists involved.) |
| 00 | Close Assault | 5d6 Terrorists |
Patrols
The other way of meeting terrorists is bumping into them when one or both of you is moving about
Roll once every 8 hours for an encounter and then roll to see who encounters the Terrorists.
Table 2: Patrol
| Roll | ||
| 1-49 | Nothing | |
| 50-59 | False Alarm | Burglars, Doggers, Drug Dealers etc; mistaken for terrorists |
| 60-69 | Minor Sedition | Terrorist supporters bill postering, painting murals, hurling insults etc Roll for Fast Pursuit |
| 70-79 | Rebel kids | 1d6 w Stones and petrol bombs |
| 80-84 | Sniper | 1d6 shots |
| 85-89 | IED | Inflicts 1d6 casualties on security forces (-2 if in APC) and 1d6 on local civillians |
| 90 | Safe House | Pick up on terr safe house defended 1d6 terrorists |
| 91-95 | Small Party | 1d6 Terrorists – pistols, sawn offs etc; |
| 96-99 | Combat Group (if possible) | 6+1d6 Terrorists – captured Volg and British Army weapons |
| 00 | Large Unit (if possible) | 12+1d6 Terrorists – well armed with 1d3 ‘heavy weapons’ i.e. machine guns, RPGs etc; |
Table 3: Fast Pursuit
| 01-69 | Nothing | |
| 70-74 | Stone throwers | 2d6 youths 1-3 w petrol bombs |
| 75-89 | Small Party | 1d6 Terrorists – pistols, sawn offs etc; |
| 90-98 | Combat Group (if possible) | 6+1d6 Terrorists – captured Volg and British Army weapons |
| 99-00 | Large Unit (if possible) | 12+1d6 Terrorists – well armed with 1d3 ‘heavy weapons’ i.e. machine guns, RPGs etc; |
CONTACTS
When you get an encounter roll a d6 for the Occupation Forces and another for the terrorists to see who has the initiative.
+1 local police
-1 if in APCs
-2 for ‘terrorists’ if false alarm or minor sedition
The winner gets to shoot first, and if he wins by 2 or more he can set up a quick ambush. If a false alarm or minor sedition losing this roll means the security forces open up killing a number of civilians equal to the amount they failed the roll as they are surprised and open up in panic.
Terrorist Activity Level
This measures how much impact the occupation is having on the terrorists. Terrorist Activity starts at 100 for the purposes of a Volgan occupation. Keep a running tally as the campaign progresses:
Add:
| +1 | Each week that passes |
| +2 | Each Terrorist small party that fails to succeed in its mission |
| +3 | Each Terrorists combat group party that fails to succeed in its mission |
| +5 | Each Terrorist safe house busted |
| +5 | Each mortar, HMG or other heavy weapon lost by the terrorists |
| +6 | Each Large Unit that failed to carry out its mission
|
For the purposes of the game ‘ failure’ to carry out the mission is to inflict 30-50% casualties on it in a patrol encounter. What doesn’t count are failed attacks on your positions, unless you were able to inflict such enormous casualties that the attacking unit is permanently out of action.
The terrorists and will take steps to recover weapons from fallen comrades, evacuate wounded and generally try and stay alive. Unless the terrorists initiated the action or heavily outnumber the Security Forces they will generally try and escape rather than fight and suffer casualties.
CIVILLIANS
However Terrorist Attrition isn’t just a one way process. The ocean in which our patriotic fish swim are the simple peasants of the area, and it is from them that the terrorists re-supply and recruit.
Resistance agents have been at work attempting to get the locals into a suitably patriotic frame of mind. How successful they have been we call Political Consciousness and it is a rough measure of the percentage support the insurgents have
The Political Consciousness rises as the terrorists destroy the instruments of Volgan oppression i.e. as they execute local government officials. It also increases by one every time a civilian gets caught in an artillery barrage or if the Volgans get carried away and start shoot, torture or lock up an innocent person. As the Political Consciousness rises the terrorists get more recruits, local people provide them with more food, and the amount of intelligence gathered by the local police drops.
Political Consciousness is also affected by the degree of security you provide to the population. If the Security Forces are based amongst the people the level drops by 10. If there is no permanent base and you are just dropping in by helicopter every now and again it increases by 10.
| For every 10 points of Political Consciousness:
|
Terrorists gain 2d10 new recruits
|
| Terrorist Attrition reduces by 1 every 2 weeks | |
| Intelligence Level drops by one |
INTELLIGENCE
The Intelligence Level starts at 10 and is a measure of how much the security forces know of what’s going on in the area.
If you still have a functioning police force with bases in the towns you can roll a d10 every week and if the roll is less than or equal to the Intelligence Level you can roll on the Intelligence Table to see if anything has been discovered of interest. In order to get this roll, CID or British State Security units must be active.
| Intelligence
|
||
| 01 to 69 | Nothing | |
| 70 to 79 | Set up Ambush | Roll Patrol table with chosen unit but control first shots (no vehicles) |
| 80 to 89 | Suspects | Suspects means d6 people have been found acting suspiciously. One is probably a terrorist, but you don’t know which one. You can either let them all go, lock them all up or torture them to find out who knows what. However every innocent person incarcerated or tortured increases Political Consciousness by one and in addition once a policy of torture is introduced it increases the level by 10.
|
| 90 to 95 | Safe House | you have the location of a terrorists go get them ! |
| 96 to 98 | Small Party | you have the location of a terrorists go get them ! |
| 99-100 | Combat Group | you have the location of a terrorists go get them ! |
Another use for the Intelligence table is interrogating any live prisoners you capture. You can roll once for each prisoner. Groups captured together will all know the same amount, so just keep rolling until one spills the beans then stop. If you are torturing your prisoners (and if you’re playing Volgans it’s probably compulsory) then you get a second roll on those who don’t talk after you’ve asked them nicely.
If you’ve lost CID and the British State Security you are reliant on house-to-house searches to gather intelligence. You can carry out 10 such raids a year. Ideally you surround the estate you wish to search to stop suspects legging it when they see you. If you have police with you can carry interrogate the local in situ, if not you’ll have to ship up to a third of the population back to HQ to be processed.
Safe to say kicking in doors and dragging people off doesn’t go down too well with the more sensitive elements of the population, and each house-to-house search increases Political Consciousness by one. The alternative, knocking politely, isn’t so effective and will only find caches.
There are very few ways for the Security Forces to lower Political Consciousness, which is why in the long run popular revolutions tend to succeed. Building schools, hospitals or power stations will be popular, but the terrorists will just burn them down or stop people using them. Civilian infrastructure is extremely vulnerable to attack and so projects like this are likely to cause more trouble to the Security Forces than the terrorists.
The outcome of all this will be that the Terrorist Activity Level will either be going up or going down, and this will determine what the terrorists are up to and whereabouts in Mao’s famous stages of insurgency we are.
Activity Level 0 to 99 (Phase One)
Political activity.The terrorists are building up their strength and concentrating mainly on political activity, including assassinations.
No ‘Large Units’, no terrorists active during the day and ‘no ‘Combat Groups’ or ‘caches’ outside of the terrorists sanctuary area. Once a month a terrorist small party will go out and assassinate an agent of the Volgans; a police officer, civil servant, quisling politician or similar. There are probably 50 or so such people in the area so guarding them all is going to be tricky.
Activity Level 100 to 199 (Phase Two)
Terrorist warfare. Use the rules normally. Assassinations continue. Your local terrorists can now put a couple of platoons into the field.
Activity Level 200 plus (Phase Three)
Regular warfare. The terrorists come out of the woodwork and try to take over the local area – rough housing estates will start to sport murals and barricades will go up establishing ‘no-go’ areas for the security forces.. Your Intelligence dries up completely and local forces either defect or desert. The terrorists will be able to put a company into the field and if they’re strong enough they’ll attack your base. Any remaining civil servants in no-go zones will either flee or come to a sticky end, increasing political consciousness by 20. Every extra 100 points the Activity Level rises above 200 will allow the terrorists to raise another company. At two companies small units of CIA-hired ‘security consultants’ will begin to appear ‘advising’ the terrorists with more higher troop quality and equipment than the routine terrorists.
Although these are the official phases, if you do well at the game you’ll introduce them to another level.
Activity Level less than 0 (Phase Zero)
The revolution is on the skids. As Phase One but no Combat Groups, no assassinations, no booby traps, no caches outside of the sanctuary area and half numbers in bases. Each point below zero gives a 1% chance each week of a terrorist defecting to you.
Playing the Game
Whilst the idea of the game is the game is that the randomly generated enemy pop up and cause mayhem when they are least expected, real terrorists can’t really appear out of nowhere or disappear into thin air. In order for the game to make some sort of sense it is generally best to make all the dice rolls for a 24 hour period before playing out any of the encounters to see if any pattern emerges.
For example, before settling down for the night the commander of a Firebase sends out a ‘clearing’ patrol to check the vicinity for enemy. They roll 67 on the Patrol table and come across enemy tracks, which they manage to spot. They decide to wait there for the night and follow them in the morning. Rolling to see what happens to the base gives a 93, a mortar attack. Putting these together we can conclude that the patrol spotted the position to be used and consequently got to ambush the mortar team before they fire.
Winning and Losing
Your campaign could well become long and interminable. Decisive victory for either side is likely to prove elusive. Depleted army units will be replaced and rested, whilst defeated terrorists will simply melt into the urban jungle to return when they are stronger. Such is the way of counter-insurgency warfare.
However if you manage to get the security situation to the point where army units can withdraw, then you have won a qualified victory. On the other hand if you lose your base or all your men then you have definitely lost, and the revolution moves on to somewhere else.
Nueva Esperanza Y2T1Ph2 Conquest of Lapus Magna
A Roman Limitanei (Milita) unit guarded a Roman weapons research facility. It was attached by Valkyrie Asset Acquisitions (International) Ltd forces of mecha. Out gunned the miltia abandoned their billets which turned into a rout. Fleeing the were flanked and pinned by a unit of battle bots and ultimately and in very short order destroyed.
Nueva Esperanza Y2T1Ph2 The Battle of the Three Armies (No 3 the 7th Battle of Nova Roma)
Magister Galtaniaus Julia ordered the 5th Cohort into Ambush in the old Bathhouse and then set up his command in the Vigilantes Precinct house accompanied by the surviving (RPG) century of the 6th Cohort. The Emperor had given his word he was coming with reinforcements as had that old Rogue Magister Equitium.
The Galtanians advanced in a line – the Galt Milita on the left occupying the Government buildings. The National Rifle Associates advanced on the bathhouse and were ambushed by the 6th Cohort losing infantry and HMG trucks.
The Condotiterro League deployed at long range and opened up on the 6th Cohort with their long range weapons.
While the Emperor dawdled bringing up his reinforcements the 6th Cohort found itself isolated and out gunned. Magister Julia’s Command platoon supported them with HMG fire inflicting a few casualties on the Galt Militia and came under air attack for its trouble but to no avail. Slowly and surely the 6th Cohort got whittled down and pinned by intense fire.
The disaster beckoned – reinforcements in the form of the 1st Cohort appeared in the Condotiterro league rear. Undeterred the Galtanians simply about turned and charged their stunned would be attackers. Despite the reputed higher quality of the Romans the mercenaries aided by NRA fire inflicted heavy casualties and threw them off the battlefield.
At this point the Mortar Platoon of the Galt Militia spotted the Roman Emperor leading the 4th Cohort towards the ruins of the Abbey of St Mark. Heavy, rapid and brilliantly accurate fire fell on the Emperor and his staff – killing him and destroying the command unit. As the news spread this was too much for the survivors of the 5th Cohort who routed from the bathhouse which was promptly occupied by the NRA. The 3rd Cohort also wobbled at the news.
The 4th Cohort attempted to flank the NRA but was driven back by the Condotiterro League heavy weapons which covered the Riflemen’s advance. Taking up defensive positions in the Abbey the 4th was hit by repeated Galt airstrikes which snapped it’s morale. Magister Julia was killed by the Galt Milita HMG truck raking his position with fire and the whole line looked shaky relying on the 3rd and token 6th Cohorts in the Vigiltes house.
At which point the Galtanian command decided to withdraw. They had succeeded in their objective to inflict damage on the Roman garrison. Leaving the dazed and bloodied ‘victors’ in the rubble they withdrew in good order.
Magister Equitium, late to the battlefield visited the Imperial Palace with his loyal Armour alae only to report the Imperial Family had been killed, to a man and woman by stray Galt mortar fire. Consequently the Senate have, following an Emergency Debate, elected him Emperor.
The contractors invovled in the Galtanian assault have all been awarded share-based payments. The members of the Galtanian Miltia mortar platoon have also been awarded an annuites.
Nueva Esperanza: Galtanian fighter bombers attack Nova Roma
No sooner had Galtanian forces entered the suburbs of Nova Roma reports have come in of an airstrike close to the Imperial Palace. This confirms suspicions that the Galtanian companies had mastered the lost technology of flight and found a solution to deter dragon attack on their aircraft.
The Roman authorities are keen to point out the affect of the airstrike on a nearby nunnery which was sheltering civillian refugees. This reporter has also noticed numerous Legionary casualties being admitted to hospital. Rumours suggest that units of the 3rd Cohort Legiones were billeted in the area.





























