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Turn
Campaign:Gamma Company
Adventure:Legion of Death
Send To:Cal, Erict, Marco, Peter, Rock, Shooter
Turn Start Date (ex. 12/31/6565)02/06/6570
Turn Number:9.5
Combat Turn:
Subject:Battle for the Hive - Turn 1, Phase 8-9
GM: Marco, Cal and Erict all have held actions.

PHASE 8
Dex 26 - Rosin
Dex 18 - Buggems
Dex 18 - Erict

DEX 26
ROSIN: With Rock in mud form recovering from the gas, it was up to her to make sure the bugems didn't get past her and to the others. Rosin did her best to fill the entire tunnel and block the onslaught of buggems singlehandedly.

ROSIN Tech: Save phase for Martial Throw of any buggem trying to get past, throwing them at a buggem in front of her or Rock. She'll take a step if she needs to to protect the other side of the tunnel. Overall and all combat skill levels in DCV, HTH levels in OCV for DCV 16, OCV 11 [rolled 13], damage is 8d6 + v/5 [rolled 2 2 1 2 3 3 6 5 - Total: 24, Body: 8], they can end up in a any hex adjacent to Rosin, so she put them in front of her or Rock. If she can hit another buggem with the one she's throwing, great! But the important part is to keep Buggems from getting past. Hopefully this will make it less likely to get by and only go off when one otherwise would. If they don't get past her and she doesn't need the throw, can she switch to a martial Kick on phase 4 after the buggems move?


DEX 18
On Dex 18, the buggems stop bypassing the tunnel to head towards the egg chamber and instead turn down the tunnel that the group is in. Additionally, many of those buggems who already ran by the tunnel turn around and come back, heading down the tunnel that the group is in. Altogether, nine new buggems turn down the tunnel, in addition to the ones who were already there. Rosin is only able to stop one of them from getting by. Six others swarm past her. Two stop to attack Shooter while the remaining four continue towards Marko and Peter.

Since Marko, Cal and Erict have held actions, I will wait to see if they want to do anything before I resolve the buggem attacks.

There are no drones among the buggems that you can see.

ERICT: Almost as if waiting for this, Erict reacts calmly over the mind link {Shooter, Rosin, Rock, don't let me teleport you, just the buggems. Wait for it...} He holds his teleportation until the last moment to maximize the disorientation of the small buggems, then fires his Move Group ability to get all of them that he can, even including Shooter, Rock, and Rosin, because all of them are, or can be, immune to the teleportation. He moves them all as far back down the tunnel as he can, past Rosin and Rock, even into the entry of the egg chamber tunnel if he can.

TECH: Teleport 7" Ranged UAA, AoE 4" radius, 0 DCV concentration. Note it does not take extra time so hopefully I can time it fairly precisely, here's a DEX roll to control the effect if needed, need 14- with overall level, [rolled 8]. OCV 6, +2 with teleportation, +2 vs range, [rolled 5] to hit the target departure hex (should need 16-) and [rolled 9] to hit the target destination hex (should need 14-). Teamwork of 13- if needed [rolled 18]. -10 END.
BODY: 14/14, STUN: 36/36, END: 46/56

GM: Rosin stops the first buggem with a martial throw. Erict times his teleportation such that he is able to stop the next three, geting them after they had already gotten past Rosin, and teleporting them back to the intersection (I don't believe you can blindly teleport them to a place that you can't see/sense, but let me know if the rules say otherwise as I don't have the book with me here at work). Unfortunately two more come around the corner after Erict has already used his teleportation, and they make it past Rosin. They do not stop at Shooter, but continue on, ending their phase in front of Marco and Peter (i.e., they can't attack this phase). Cal, with a held action, can move in front of Peter and Marco to intercept the buggems and can also get an attack this round.


CAL: This was what we were waiting for. Cal remains invisible and attacks the nearest buggem with the monosword:
To hit: OCV 7; +2 w/ monosword; +2 with all combat; total OCV is 11: [rolled 11] Damage (if he hits): [rolled 9]
BODY 15/15 STUN 32/32 END 32/36

GM: Cal hit one of the ones that made it through. I need a STUN roll. Also, is the monosword armor-piercing or penetrating?

CAL: (OOC) Monosword is AP, Stun roll is [rolled 5]

GM: The monosword slices into the tough shell of the buggem causing some BODY damage and considerable STUN damage. The buggem drops to the ground barely conscious.


MARKO: Doesn't fancy the idea of taking buggem claws across his face...tunnels deep into the nearest buggem's psyche to scare the living patooty out of it...
TECH: Mind Blast on nearest Buggem [rolled 8], effect (6d6) [rolled 6 3 4 4 5 4 - Total: 26, Body: 7]
BOD: 10/10, STUN: 32/32, END: 24/48

GM: Marko hits one of the buggems with a strong mental blast. Activation roll for the buggem's full mental defense, needs 11- [rolled 12]

GM: Not all of its mental defense activated. Marko does signficant STUN damage to it.

MARCO (Hoping to get it right this time):
TECH: Mind Powers roll [rolled 4 6 1 - Total: 11, Body: 3], Mental Parlysis on nearest Buggem roll [rolled 10], effect (3d6)
BOD: 10/10, STUN: 32/32, END: 24/48

GM: Since you had already declared a Mind Blast, and rolled pretty good damage, let's keep it as the Mind Blast this phase and you can change to the Mental Paralys next action, if you so desire. The blast, targeted at the same buggem that Cal hit, fries the mind of the buggem and it falls to the ground dead.


GM: Buggems 5, 7 and 8 were already attacking last phase. They would have also gotten caught up in the teleport but easily moved back up to attack.

BUGGEM 4 - Took another recovery
BUGGEM 5 - Attacks Rosin, OCV 8/DCV 6, needs 3-, [rolled 13], Damage 3d6k [rolled 11], Stun [rolled 5]
BUGGEM 7 - Attacks Rosin, OCV 8/DCV 6, needs 3-, [rolled 11], Damage 3d6k [rolled 15], Stun [rolled 4]
BUGGEM 8 - Attacks Shooter, OCV 8/DCV 6, needs 12-, [rolled 9], Damage 3d6k [rolled 8], Stun [rolled 3]
BUGGEM 9 - Ends its movement in front of Peter (or Cal, if he moved to intercept)
BUGGEM 10 - Ends its movement in front of Marko (or Cal, if he moved to intercept)
BUGGEM 11 - Stopped by Rosin and took some STUN
BUGGEM 12 - Teleported back by Erict
BUGGEM 13 - Teleported back by Erict
BUGGEM 14 - Teleported back by Erict

GM: Buggem's 5 and 7 missed Rosin. Buggem 8 hit Shooter but failed to do any damage through his force field.

ROSIN (OOC): I guess she doesn't do near as good of a job of filling the tunnel as Rock did.

GM: Rosin and Rock together did a good job of blocking the tunnel. Rosin alone is having a much harder time of it.


DEX 10
ROCK: Rock slides out of the gas field, next to Cal.
TECH: Half move 2", END: 1
BODY: 16/17 STUN: 37/53 END: 44/50


PHASE 9
Dex 23 - Rock
Ego 23 - Peter
Ego 23 - Marco
Dex 20 - Shooter
Dex 20 - Cal


DEX 23
ROCK: Rock resolidifies next to Cal providing a much larger meat shield in front of the others. He holds his heavy assault rifle at the ready, holding his fire until more buggems charge his position.
TECH:
Deactivate Mud form, END: 0
Activate Clinging, END: 1
Hold full action
Clip1: 20 of 32 rounds
Clip2-4: full
BODY: 16/17 STUN: 37/53 END: 43/50


EGO 23
MARCO (OOC): Since it seems like we have a couple of rounds left of combat and there is still a drone lurking about and Rock has re-solidified, would it help to take a recovery so that I can get some of my END back for more attacks?

ROCK (OOC): That largely depends on badly you need it. Given that the drone could surprise us and drop a gas bomb on the group you might be better off holding your action. You can't hold your action and take a recovery. Also any non-persistent powers will be shut-off and I'm not sure what sort of powers those might be. Just holding your action for a while should minimze additional END loss and you'll get a recovery after 12.

MARCO: Holds his action awaiting possible Attack of the Drones.


DEX 20
SHOOTER: Shooter fires at the buggem attacking him.
TECH: OCV 14/DCV 7, needs 19- [rolled 11], Damage 4d6K AP, [rolled 17], Stun [rolled 3], KNB [rolled 12]
BODY 12/12, STUN 32/32, 22/40
Clip 1 - empty
Clip 2 - 3 fired, 3 remaining
Clip 3 - 4 fired, 2 remaining (active clip)
Clips 4-8 - Full

GM: Shooter hits it and the impact drives it back to the intersection where it falls to the ground unmoving. Green ichor flows freely from its limp body.


CAL: Cal will hold his action, and attack any bugs that approach the rear group. (I believe there are no bugs back there at the moment).
BODY 15/15 STUN 32/32 END 31/36

GM: Two buggems made it back to Cal. He and Marko combined to take out one of them but the other is still there.

CAL: (OOC) My bad - I thought only one made it back. Given that, I'll be attacking the remaining buggem rather than holding...
Attack with Monosword (3d6 AP with strength) is OCV 7 +2 w/ monosword; +2
with all combat; total OCV is 11: [rolled 5]
Damage (if he hits): [rolled 6 2 4 - Total: 12, Body: 4]
Stun roll is [rolled 4]
BODY 15/15 STUN 32/32 END 31/36

GM: You hit the buggem, cutting deep into it's carapace. It is bleeding at 2d6 per phase but is still conscious.


PETER: Seeing one remaining buggem, and it injured at that, Peter once more sends out an assault with his mind, hoping to take the creature out before it can strike.

TECH: Ego Attack on the remaining buggem in front of him (not sure what number it is), OECV 8 vs. DECV 7 (hit on 12-) [rolled 10]Damage: 5.5d6 [rolled 5 2 1 6 3 (3) - Total: 20, Body: 5]
BODY: 12/12 STUN: 30/30 END: 21/30

GM: Peter mind-fries the buggem that Cal injured. It drops to the ground dead.
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