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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:2.9
Combat Turn:
Subject:Refugees - Turn 1, Phase 6
PHASE 6
Dex 20 - Cal, Rock, Shooter
Dex 18 - Marko, Invader
Dex 16 - Mack
Dex 14 - Erict, Peter

DEX 20
ROCK: Rock quickens his burrowing towards the Zho.
TECH: NCM tunnel 12" to Zho position, END: 4
BODY: 15/15 STUN: 40/40 END: 38/46

SHOOTER: Half move in a crouch (3") to the west and then fires at #1. All levels of his force field active until he knows more about their offenses (6 END)
OCV 12/DCV 7, +8 vs. Range so no range modifier, needs 15- [rolled 11], Damage 4d6K AP [rolled 16], Stun [rolled 1] KNB [rolled 7]
8 clips of 6 charges
Clip 1 - 1 used, 5 remaining
Clips 2-8 are all full
BODY 12/12, STUN 32/32, END 28/40

GM: The attack hit and did some damage. Shooter also notes that the invaders have force fields on top of their armor.

CAL: Full move up and out heading towards nearest enemy #8, drawing mono sword during move.
TECH: Full move 10" 2 for 1 to get up and out 8 inches more toward #8. (2 END)
BODY: 15/15 STUN: 32/32 END: 30/36

DEX 18
MARKO: Pokes his head up slowly to see what's going on across the field.
TECH: Attack #8 with pistol, OCV 6/DCV 6, roll to hit [rolled 14], Damage 2d6+1K [rolled 2 1 (+1)- Total: 4, Body: 1], Stun [rolled 3], KNB [rolled 14]
4 clips of 8 rounds
clip 1 - 1 used, 7 remaining
clip 2 - full
clip 3 - full
clip 4 - full
BOD: 10/10, STUN: 32/32, END: 45/46

GM: Range is 32" which gives you a minus 6. His DCV is 6 so you needed at 5 or less to hit. That's why I suggested you not use the pistol until you are within 8". Then you would only need a 9 or less. That said however, if your intent is to simply throw lead at the invaders to give Rock and Erict time to rescue the zho, then hitting doesn't always matter. :)

INVADER 1: If not taken out by Shooter's attack, he turns to shoot at Shooter, distance is 40", -8 to hit due range. OCV 8 (+2 vs. range)/DCV 6, needs 6- [rolled 11], Damage 4d6K [rolled 14], Stun [rolled 2], KNB [rolled 7]

INVADERS 2-6: Ducks down into the cover of the grass

INVADER 7: Full move crouching run south 9"

INVADER 8: Full move crouching run south 9"

ERICT: Given this movement and the fact I'm still holding action until Dex 15 of segment 7 to time the teleport, can I change my target about 5-7" WNW? I'd rather be closer to the Zho than to the invaders, silly me.

GM: I made the change.

DEX 16
MACK: Mack moves up and forward at a slow, steady pace. He drops a BANG! (Sonic) attack on top of #7. He's not yelling, but if you're nearby, like Rock, or you have exceptionally sharp hearing, like Cal(?), you'll hear him say, "On my mark, sonic blast. 3. 2. 1. SHOT!"
TECH: Move up and forward, Combat 1/2 move, 3" max. As we're breaking ground, Stealth, 12- [rolled 11] Activation 14- [rolled 5]
The BANG! (Sonic) round will land.
TECH: Attack with 5d6EB vs. ED. Effect is sonic energy.
To Hit: OCV/DCV/ECV 5, vs. Hex that # 7 is in, need 13-, [rolled 8]
DAMAGE 5d6 ED, Sonic Explosion, falls off at 1d6/2" [rolled 1 4 1 5 2 - Total: 13, Body: 3]

Knockback 2d6, closest target to farthest
[rolled 11]
[rolled 10]
[rolled 7]
[rolled 8]
[rolled 8]
[rolled 4]
[rolled 6]
BODY: 13/13 END: 6/26 STUN: 27/27

GM: The attack hit but did not seem to have a lot of effect - at least as far as causing damage. Most of the invaders are keeping their heads down however, so it is serving its purpose as a delaying tactic.

DEX 14
PETER: Concentrating for a moment Peter forms the image in his mind of an imperial army captain standing up from a hidden position in the grass. As he does so, the same image appears 120 meters to the NE of his position (i.e., about 15 hexes behind invaders 1 and 2). The illusory captain shouts in Imperial-accented Zdant, “Your attack on civilians is in violation of the Articles of War. We have you surrounded and have artillery support. Lay down your weapons and no one will be harmed.â€
TECH: Full phase to create illusion of imperial officer about 15 hexes behind invaders 1 and 2. OCV 5 vs DCV 3, -8 for range = (5-) to hit. My roll is: [rolled 14]. Scatter die is [rolled 5]
I am prepared to alter the illusion to be shot and fall to the ground should the invaders open fire on him. (Call it a hunch.)
BODY: 10/10 STUN: 26/26 END:Â 20/26

GM: Invaders 2 and 3 rise up slightly and fire at the illusion. Afterwards they will get a INT rolls [rolled 9] [rolled 4]


ERICT: Seconds after exiting the hole, crawling out and away to get out of the way of the others, Erict stops, concentrating on his teleportation power. The distance to the civilians is too great to cross with anything but his Far Move, so he uses that, hoping to time it so that it activates only a tenth of a second after one of Mack's artillery rounds hits.
TECH: Holding a few tenths of a second to time it, then concentrating on a non- combat teleport. (He's prone now, so should arrive prone). Should arrive right after Mack's artillery shell from segment 9 (arrives on segment 10?). He'll be half DCV for a phase re-orienting himself. Target is at coordinates 171.5, 79.3, a bit SE of the group of refugees and south of the tree, using the grass and the tree as cover from invaders #6-8.
TECH: Activation roll 14- [rolled 10], targeting roll (OCV 6 vs DCV 3 hex, -6 for range ~25"?, needs 8-) [rolled 13]. Scatter roll [rolled 3]. Teamwork roll to time it with Mack's shell, [rolled 11], Concealment (15- [rolled 4]) and Stealth (13- [rolled 10]) rolls to hide arrival. -8 END
TECH: Perception roll (with or without Spatial Awareness) if needed (15- [rolled 12]).
BODY: 14/14, STUN: 34/34, END: 37/46

GM: I moved your character to where I think you mean.
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