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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:3.7
Combat Turn:
Subject:Refugees - Turn 3, Phase 6
PHASE 6
Dex 20 - Rock, Shooter
Dex 18 - Marko, Erict, Invader
Dex 16 - Mack
Dex 15 - Zho Soldier
Dex 14 - Peter
Dex 10 - Zho Civilians

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: Maintains his Outer Field and fires at #2. (4 END).
TECH: OCV 12/DCV 9 (in high grasses), 8 PSLs vs. Range so no range penalties, needs 15- [rolled 12], Damage 4d6K AP [rolled 10], Stun [rolled 2], KNB [rolled 4]
8 clips of 6 charges
Clip 1 - empty
Clip 2 - 2 used, 4 remaining
Clips 3-8 are all full
BODY 12/12, STUN 32/32, END 12/40

ROCK: Now that the invaders have popped back up, Rock returns fire.
TECH: Firing 3 round burst with HAR on Invader #5, OCV 8, DCV 9 [rolled 11]
Rnd 1 - Damage 3.5d6K [rolled 4 6 6 (3) - Total: 19, Body: 5], Stun [rolled 4], KNB [rolled 9]
Rnd 2 - Damage 3.5d6K [rolled 2 6 5 (2) - Total: 15, Body: 4], Stun [rolled 1], KNB [rolled 9]
Rnd 3 - Damage 3.5d6K [rolled 1 3 4 (3) - Total: 11, Body: 2], Stun [rolled 4], KNB [rolled 4]
+4 PSL vs Range, +1 CSL with HAR, +4 DCV from full cover (modifiers already included)
Clip1: 21 of 32 round
Clip2-4: full
BODY: 15/15 STUN: 40/40 END: 46/46

GM: Only one of your rounds hits, and though it does not do any BODY, the force of the impact sends him flying backwards 7" where he lands and does not get back up again.

DEX 18
INVADER 1: Down and Out

INVADER 2: Ducks down into the grass.

INVADER 3: Down and Out

INVADER 4: Ducks down into the grass.

INVADER 5: Down and Out

INVADER 6: Ran away

INVADER 7: Ducks down into the grass.

INVADER 8: Down and Out


DEX 16
MACK: Taking a recovery.

DEX 15
ZHO SOLDIER: Runs down the tunnel towards Mack.

DEX 14
ERICT: Having finally succeeded in activating his Healing, Erict collapses and lets the energy flow through his body and into his friends.
TECH: Continue healing, [rolled 9] more Body, maximum of 12 effect, -2 End, and [rolled 6] stun from burning stun as End.
BODY: 14/14, STUN: 6-roll/11(34), END: 0/46
TECH: (Paramedic 15- [rolled 10]).
BODY: 14/14, STUN: 6/11(34), END: 2/46

GM: Everyone is healed 3 more BODY, which heals Marko and Peter completely.

PETER: "If I were the invaders," Peter says in a low voice to the squad members near him, "I'd either be calling for backup or trying to flank us. Either way, we want out of here. Marko, you and I will help Erict and Cal down to the tunnel; Shooter, guard our retreat until either it gets too hot or Rock comes to seal up this hole. He gestures at the closer opening to the tunnel."

"And once we get down there, you're to treat me as Overcaptain Ensievl of the Consular Guard. The story is this: You guys are exactly what you appear to be - an evading squad of Imperials. I and my men had just captured you when our transport was hit by the invaders. My men and several of your companions were killed. We came to an agreement to work together to survive the attack, and have been pooling our resources since. Enemy of my enemy, and all that. We'll work out the details later. Marko, telepathically warn Mack asap so he's not freaked. And get a mind link up as soon as possible with me included. That'll help minimize other goofups. Shooter, act as if you're in charge."

"Rock," he adds in a louder voice, "Withdraw and close things up behind you. Pull back to the first breakout." He then proceeds to help Erict down the hole, following if he has the move left. If Erict can go himself, help Marko with Cal.

TECH: Tactics Roll to figure out if my assessment of the situation is accurate. Tactics on (13-), [rolled 8]. Move to the hole and help people down, coming down myself if there's time. Order will (Preferably) be Erict, Cal, Marko, Peter, Shooter, if Erict is awake, or Marko, Erict, Cal, Peter, and Shooter, if Erict is still out. This way we have someone awake on top and bottom for anyone who has to be lowered down.

TECH: Half move [1 END]
BODY: 10/10 STUN: 13/26 END 9/26

GM: Rock is too far away to be able to hear Peter's orders.

ERICT: After his healing, Erict proves almost completely unresponsive, by the time you have finished giving the orders he has nearly passed out from the pain of healing you all. He does moving his hands weakly and struggle briefly to crawl into the opening, but then lays back down breathing heavily.
TECH: Erict is at 0 stun, and needs a recovery which won't complete until his dex on segment 12 to do anything else. If you move him carefully you won't interrupt his recovery, but it might be better to just move others and he'll be able to move on his own then.

GM: Because you are dropping down into the tunnel at about the same time that the zho civilians are going through, only Marko and Cal get down this phase. Erict is barely conscious but if he is allowed to take a recovery on 9, then he will be able to move himself. Rock is by himself at the front with the last of the zho (zho soldier 2) having already entered the tunnel. Marko does reach Mack and is able to relay Peter's directives.

{Go ahead and send me your phase 9 actions}
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