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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:9.7
Combat Turn:
Subject:Battle for the Hive - Turn 2, Phase 3
PHASE 3
Dex 26 - Rosin
Ego 23 - Peter
Ego 23 - Marko
Dex 23 - Rock
Dex 20 - Cal
Dex 20 - Shooter
Dex 18 - Erict

DEX 26
ROSIN: Surrounded by buggems, Rosin felt alone and abandoned. She considered giving up and leaving, but without Erict's shell she couldn't survive contact with a drone. Since she couldn't stop them from getting past her, she switched to trying to squish them as fast as she could.

ROSIN Tech: Martial Strike at wounded buggem (if any nearby) otherwise fresh buggem. All levels in damage. OCV 9, DCV 15 hit roll [rolled 17], damage [rolled 4 4 1 5 4 5 1 2 3 3 6 2 - Total: 40, Body: 11] knockback roll [rolled 6]
BODY 12/12, STUN 29/29, END 28/36

ROSIN OOC: I guess she's getting rattled, unless a buggem has DCV 3, that misses. :-(
ROSIN Tech: I forgot to subtract this phases END
BODY 12/12, STUN 29/29, END 25/36

EGO 23
MARCO: after a failed attack (phase 12) and a quick recovery, decides to try a new tactic and attempts to create the mental illusion of a cloud, impenetrable by sight or sound (Mind Wall or Mental Shield?) that severs the communication/comfort/thought link between the buggems and the queen.
TECH: Mind Powers roll [rolled 9]
BOD: 10/10, STUN: 32/32, END: 34/48

GM: A couple of things. Your Mind Walls ability is a personal ability that gives Marco mental defense. Mental Shield is the mental force wall which can be up to 6" long and 2" high (12 meters long by 4 meters high). It is not a mental illusion (which Marco does not have). The tunnel is about 4 meters long so you would not be able to enclose all of the buggems in the tunnel inside the Mental Shield, but you would be able to enclose many of them. One problem is that you can no longer mentally attack the buggems inside the Mental Shield without destroying the shield, unless you and Peter are also inside the shield, in which case you can only enclose a few buggems inside the wall.

GM: All things considered, since you cannot enclose all of them, it is probably not worth using to enclose only some of them. Your best bet might be to consider holding and save your action for the drone since he can be so deadly to the group.

GM: Your END is correct. If you were at 24 END on phase 12, then you got back 10 END on post phase 12 recovery. :)




On DEX 18, Erict teleports an insecticide grenade into the midst of the buggems. The grenade explodes, filling the entire tunnel, intersection, and a good deal of the other tunnels with noxious fumes. The fumes are merely annoying to humans (and Cal) but are deadly to insect creatures. Every buggem takes 1d6 of NND killing damage at the beginning of their next phase, and continues taking another 1d6 NND killing damage every phase that it remains in the cloud, and for 1d6-1 phases after leaving the cloud.

The buggems do not flee the cloud but instead intensify their attacks. They swarm Rosin, Shooter and Rock on phase 4 but by phase 8, between the deadly insecticide and the groups attacks, enough of them have dropped that they are no longer able to swarm. By the end of phase 8, most are at 0 BODY and thus unable to attack effectively (-5 to all actions). After that, it is simply a matter of mopping up.

Here is the result of the phase 4 swarm attacks on Rosin, Shooter and Rock. OCV takes into account wound penalties for damage taken on phase 4

ROSIN
OCV 6, needs 3- [rolled 12], Damage 3d6K [rolled 12], Stun [rolled 1]
OCV 5, needs 3- [rolled 12], Damage 3d6K [rolled 10], Stun [rolled 5]
OCV 7, needs 3- [rolled 12], Damage 3d6K [rolled 13], Stun [rolled 1]
OCV 7, needs 15- [rolled 11], Damage 3d6K [rolled 8], Stun [rolled 2]
OCV 7, needs 15- [rolled 15], Damage 3d6K [rolled 11], Stun [rolled 1]

GM: Rosin got hit twice but it looks like nothing got through her armor.

SHOOTER
OCV 7, needs 11- [rolled 16], Damage 3d6K [rolled 6], Stun [rolled 2]
OCV 5, needs 9- [rolled 11], Damage 3d6K [rolled 13], Stun [rolled 4]
OCV 8, needs 13- [rolled 8], Damage 3d6K [rolled 8], Stun [rolled 3]
OCV 7, needs 15- [rolled 9], Damage 3d6K [rolled 12], Stun [rolled 2]
OCV 8, needs 16- [rolled 9], Damage 3d6K [rolled 9], Stun [rolled 1]

GM: Shooter got hit 3 times but nothing penetrated his armor.

ROCK
OCV 7, needs 12- [rolled 7], Damage 3d6K [rolled 14], Stun [rolled 2]
OCV 5, needs 10- [rolled 12], Damage 3d6K [rolled 10], Stun [rolled 2]
OCV 5, needs 10- [rolled 7], Damage 3d6K [rolled 7], Stun [rolled 3]
OCV 8, needs 16- [rolled 10], Damage 3d6K [rolled 10], Stun [rolled 2]

GM: Rock got hit 3 times but nothing penetrated his armor.
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