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Turn
Campaign:Gamma Company
Adventure:Behind Enemy Lines
Send To:Cal, Erict, Mack, Marko, Peter, Rock, Shooter
Turn Start Date (ex. 12/31/6565)06/23/6569
Turn Number:3.4
Combat Turn:
Subject:Refugees - Turn 2, Phase 9
PHASE 9
Dex 20 - Cal, Rock, Shooter
Dex 18 - Marko, Invader
Dex 16 - Mack
Dex 15 - Zho Soldier
Dex 14 - Erict, Peter

GM: Because of the natural cover of the tall grasses, everyone is at a minus to hit. If you are presenting a target then you are at -2 to be hit. Otherwise you are at -4. This turn, the invaders are all presenting targets so you are all at -2 to hit them. This applies only to ranged attacks over 8".

GM: If you are a mentalist acting on your EGO instead of DEX, let me know when you send your turn.

DEX 20
SHOOTER: Changes his target to fire at #5 [rolled 6], Damage 4d6K AP [rolled 14], Stun [rolled 2], KNB [rolled 15], maintaining standard FF (4 END)
8 clips of 6 charges
Clip 1 - 6 used, 0 remaining
Clips 2-8 are all full
BODY 12/12, STUN 32/32, END 12/40

GM: Shooter hit, doing some damage, but #7 is still up and functioning.

CAL: Knowing his siuation will worson quickly and trusting that Erict has a plan to heal him he dose what he can to stop the bleeding using pressre and torn clothing.
TECH: Free move 1" toward Erict (is this in the rules somwhere I couldn't find it)
Paramadeics 12- -4 = 8- [rolled 14]
BODY: 2/15, STUN: 19/32 END: 29/36 (this will all change depending oh now much i bleed out in 9.)

GM: Here is your bleeding roll for phase 9 - 4d6 [rolled 3 3 4 5 - Total: 15, Body: 4]

ROCK: As the Invaders continue to advance Rock continues firing on the nearest one.
TECH: Firing 3 round burst with HAR on Invader #2, OCV 8, DCV 9 [rolled 10]
Rnd 1 - Damage 3.5d6K [rolled 5 6 3 (2) - Total: 16, Body: 4], Stun [rolled 3], KNB [rolled 11]
Rnd 2 - Damage 3.5d6K [rolled 3 2 5 (1) - Total: 11, Body: 3], Stun [rolled 1], KNB [rolled 4]
Rnd 3 - Damage 3.5d6K [rolled 4 4 2 (1) - Total: 11, Body: 3], Stun [rolled 3], KNB [rolled 10]
+4 PSL vs Range, +1 CSL with HAR, +4 DCV from full cover (modifiers already included)
Used: 12 of 32 round clip1 (out of 4 total)
BODY: 15/15 STUN: 40/40 END: 43/46

GM: You hit with one of your rounds doing some STUN damage and knocking him back 2" where he lands on the ground.

DEX 18
MARKO: Marko maintains his Mental Shield to protect himself and Peter, buts drop down into the hole to assist with the refugees. Mack is ahead of him in the tunnel shouting at the refugees. Beyond him are three zho children. Marko pulls out his flashlight to provide better illumination in the tunnel and waits for the zho to get past Mack.
BOD: 5/10, STUN: 11/32, END: 41/46

INVADER 1: Down and Out

INVADER 2: Half move to stand up then fires at Rock, OCV 8/DCV 6, needs 10- [rolled 13], Damage 4d6K [rolled 20], Stun [rolled 2], KNB [rolled 10]

INVADER 3: Down and Out

INVADER 4: See below

INVADER 5: See below

INVADER 6: See below

INVADER 7: See below

INVADER 8: Down and Out

GM: Invaders 4, 5, 6 and 7 all saw Cal suddenly materialize in front of them when he turned off his invisibility. Although unable to see their faces due to the their armor, you can see their reactions. Number 6 turns and runs. Numbers 4 and 5 suddenly turn their weapons towards Cal but do not fire this phase. Number 7, who shot Cal the previous turn, keeps his weapon trained in the general direction of Cal but does not fire. They lose their entire phase. When Cal suddenly teleports, they are slow to turn their weapons towards his new location.

DEX 16
MACK: Mack is furious at the women who seem too stupid to move to safety. Well, furious at something. "Keep moving," he yells in Zhdant to the civilians who pass him by. "Back to the first intersection and wait there for us. I'm gettin' the others back down here."
MACK: Mack runs up the tunnel and shouts after the women, "Ladies! I am trying to keep your sorry civilian asses alive. Get them back into this tunnel before those SOB's shoot us all. Move it NOW! You are headin' into a live combat zone. I advise you to move away and join your friends."
TECH: PRE attack, since I am doing one, whether I want to or not. 4d6, with mods. This should be more than enough.
[rolled 1 5 4 5 1 6 - Total: 22, Body: 5]
BODY: 13/13 END: 16/26 STUN: 27/27

GM: The zho civilians don't go until phase 12, DEX 10 so I will resolve their reactions at that time. Also, I miscounted. There are three children in the front followed by two women, but only one of the women is carrying a child (there were only 4 children total, not 5).

DEX 15
ZHO SOLDIER: Fires at #2 - needs 13- to hit #2 [rolled 10]
Rnd 1 - Damage 3d6K [rolled 7], Stun [rolled 1], KNB [rolled 4]
Rnd 2 - Damage 3d6K [rolled 8], Stun [rolled 3], KNB [rolled 12]
Rnd 3 - Damage 3d6K [rolled 12], Stun [rolled 1], KNB [rolled 15]

GM: He hits with two rounds, but they fail to cause any damage though his second round does knock him down.

DEX 14
ERICT: Gathering himself again, moving a few feet if he has to to get close enough to Cal (hopefully Cal knows enough to move a free move closer to him as well), Erict marshals the last of his easily used energy and tries to move the both of them the full distance to Peter and Marko.
TECH: Free move 1" if needed.
TECH: Rapid Move 14" teleport, full push, -17 End, -1 Stun, Activation 14- [rolled 13]
TECH: OCV 6, to hit DCV 3 hex, -4 for range, need 10-, [rolled 7] to hit for himself, [rolled 13] to hit for Cal, [rolled 3] for scatter for himself, [rolled 6] for Cal.
BODY: 14/14, STUN: 33/34, END: 0/46

PETER: Feeling light-headed from loss of blood, Peter works that much harder to stop the bleeding. He knows he's on the edge of losing consciousness and that the next few moments will be critical. TECH: Takes 1d6 of Bleeding Stun [rolled 2 - Total: 2, Body: 1], with sixes indicating additional BODY; try for First Aid Roll (13-) [rolled 5] Remaining ducked completely down in the grass. As he tends to his wound Peter shouts down hole into the tunnel in perfect Zdant, "This is Overcaptain Ensievl of the Consular Guard. Follow the directions of the soldiers in the tunnel and you will be safe!"
TECH: Oratory roll (14-) [rolled 11]
PETER (OOC): As much as the the presence of a military thought policeman would make the average Imperium citizen's blood run cold, it would likely act to calm a Zho citizen.
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