You are bio-commandos infiltrating the Machine-Monk’s temple to rescue your legion’s War-Womb. Objectives: Deny them the war-womb. Recover the war-womb. Destroy the temple. One player’s the Machine-Master, controlling the temple’s defences. Roll on both three times: Unaugmented Flesh-and-metal Mind-slaving Auto-evolving Virtual Mecha Knights Hunters Labyrinths Engineers Armouries Bishops Baseline humans have no chance. You have certain advantages: Your Mutations: 4 ganglia: Sever 1 to hypnotise, scry, hack. Roll [ganglia]d6s to sense environments/coerce others. 4 digits: Sever 1 to fire a burrowing projectile. Roll [digits]d6s to use dexterity/precision. 4 blood: Spend 1 to heal mortal wounds/get +1d6. Roll [blood]d6s to understand/resculpt flesh. 4 limbs: Sever 1 to make an explosive. Roll [limbs]d6s to use speed/force. When rolling take the highest: 6: Success. Give next commando to roll +1d6. 4-5: Success. You’re drained/vulnerable. 1-3: Failure. Reinforcements arrive/you take a mortal wound. At 0d6 roll 2d6, pick lowest. Machine-Master: say the Temple’s response, gives another commando a threat or opportunity, and ask what they do. When you salvage Machine-Monk flesh, restore 1 to a mutation but mark 1: You can’t hear the squad’s thoughts. You’ll reject further salvage. The machinery is beautiful.
Thanks to John Harper’s Blades in the Dark and Grant Howitt’s Honey Heist. Laid out with images and icons here: http://i.imgur.com/7IFmU3w.png