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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:3.2
Combat Turn:
Subject:Refugees - Turn 2, Phase 3
PHASE 1
DEX 20 (Held Action)
ROCK: Rock opens fire on one of the invaders, spraying him with a three round burst from his heavy assault rifle.
TECH: Using held half action:
Fire 3 round burst with Heavy Assault Rifle (HAR) on Invader #2, OCV 8, DCV 9 [rolled 15]
Rnd 1 - Damage 3.5d6K [rolled 6 3 3 (3) - Total: 15, Body: 4], Stun [rolled 1], KNB [rolled 8]
Rnd 2 - Damage 3.5d6K [rolled 1 1 6 (1) - Total: 9, Body: 2], Stun [rolled 5], KNB [rolled 12]
Rnd 3 - Damage 3.5d6K [rolled 4 3 5 (3) - Total: 15, Body: 3], Stun [rolled 5], KNB [rolled 15]
+4 PSL vs Range, +1 CSL with HAR, +4 DCV from full cover (modifiers already included)
Used: 3 of 32 round clip1 (out of 4 total)
BODY: 15/15 STUN: 40/40 END: 43/46

GM: Range is 20" which is -6 but your range PSLs offset all but -2. Their DCV is 7 so you needed a 10 or less and missed.

DEX 18
Marko aborts his phase 3 action to bring up his Mental Shield to protect both himself and Peter from the effects of the Psychic Blast (4 END). Peter and Marko now get +12 Mental Defense, all of which is resistant. Because of the previous Psychic Blast, Marko is bleeding 2d6 per phase [2d6].
BOD: 5/10, STUN: 22/32, END: 41/46

MACK: Mack looks at the battlefield, sees the grass flowing around Cal as he heads into the target area, and makes a quick decision to shift fire away. He swears a bit, but is otherwise calm. He uses lethal weaponry now that most of the civilians are out of harm's way. He switches to BASH!, and aims. "On my mark. 3. 2. 1. SHOT!"
TECH: BASH! is the 2d6k, -1d6/6".
Aiming artillery will give us problems I'm sure, but here's the best i can do. I can toggle the Grid on. There is a Grid mark NE of #3. Mark it there.
Activation, 14- [rolled 12]
To Hit: OCV/DCV/ECV 5, vs hex DCV3, 13- [rolled 7]
If it misses, drift, [rolled 2 - Total: 2, Body: 1]
Damage: 2d6k, [rolled 9]
STUN lottos, 1d6-1, [rolled 4] [rolled 1] [rolled 5] [rolled 5] KB, for killing attack, 3d6 [rolled 12] [rolled 11] [rolled 6] [rolled 12]
BODY: 13/13 END: {after post-12 REC} 26/26 STUN: 27/27

GM: #3 was already down and is now down further. Three others are also caught in the blast radius. They do not get knocked down by the blast.

PHASE 3
Dex 20 - Cal, Rock, Shooter
Dex 18 - Marko, Invader
Dex 16 - Mack
Dex 15 - Zho Soldier
Dex 14 - Erict, 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.

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

DEX 20
SHOOTER: Fires at #7. Only standard defenses of FF active (4 END). OCV 12/DCV 7, +8 vs. Range so no range modifier, needs 14- [rolled 16], Damage 4d6K AP [rolled 14], Stun [rolled 1] KNB [rolled 14]
8 clips of 6 charges
Clip 1 - 4 used, 2 remaining
Clips 2-8 are all full
BODY 12/12, STUN 32/32, END 20/40

GM: Shooter missed.

ROCK: Rock continues to fire on the advancing invaders, switching targets to encourage them to take cover. Before firing, Rock warns the Zho solder in weak Zdant, "Firing on enemies, take cover in tunnel."
TECH:
Fire 3 round burst with HAR on Invader #6, OCV 8, DCV 9 [rolled 12]
Rnd 1 - Damage 3.5d6K [rolled 5 6 2 (3) - Total: 16, Body: 4], Stun [rolled 2], KNB [rolled 14]
Rnd 2 - Damage 3.5d6K [rolled 2 6 6 (2) - Total: 16, Body: 5], Stun [rolled 1], KNB [rolled 17]
Rnd 3 - Damage 3.5d6K [rolled 1 6 2 (1) - Total: 10, Body: 3], Stun [rolled 2], KNB [rolled 7]
+4 PSL vs Range, +1 CSL with HAR, +4 DCV from full cover (modifiers already included)
Used: 6 of 32 round clip1 (out of 4 total)
BODY: 15/15 STUN: 40/40 END: 43/46

GM: Range is 20" which is -6 but your range PSLs offset all but -2. Their DCV is 7 so you needed a 10 or less and missed again.

CAL: Worried he may be in over his head, moves to a definsive stance and takes another swing.
TECH: Monosword attack OCV 7 / DCV 9 (levles to DCV) [rolled 6] Damage: [rolled 5 6 (+1)- Total: 12, Body: 3], Stun: [rolled 4], KB [rolled 15]
Body: 16/16, Stun: 32/32, END: 31/36 (post 12 recovery: REC 7)

GM: You hit by half (i.e., needed a 12 and rolled a 6, so you did +1 BODY for 13 BODY and 52 STUN. Invader #8 falls to the ground unconscious. Your attack also managed to cut through his force field and armor and did some actual BODY damage.

DEX 18
INVADER 1: Down and Out

INVADER 2: Drops to the ground and triggers a Psychic Blast - 1d6 AVLD Killing Attack, Does BODY, 40" AE, Affects Mentalists Only (Peter and Marko). Resistant mental defense stops BODY of attack, normal mental defense stops STUN only if you have at least 1 point of resistant mental defense. 1d6 Damage [rolled 3], Stun [rolled 4]

INVADER 3: Down and Out

INVADER 4: Same as #2 - Damage [rolled 5], Stun [rolled 1]

INVADER 5: Same as #2 - Damage [rolled 4], Stun [rolled 2]

INVADER 6: Same as #2 - Damage [rolled 2], Stun [rolled 4]

INVADER 7: Same as #2 if he survives Shooter's attack on him - Damage [rolled 2], Stun [rolled 3]

INVADER 8: Down and Out

GM: None of the damage is able to penetrate to cause any damage to either Marko or Peter.

DEX 16
MACK: As most of the zho are now moving towards him through the tunnel, Mack readies another round of BASH!. [Note: my END is wrong after my action on 1. It should read 16/26, since I took a shot after recovery.] Talking to himself, "On my mark. 3. 2. 1. SHOT!"
TECH: 2d6k Explosion, -1DC/6". If you look at #3's facing, there's a grid mark in front of him. It's the next mark SW diagonal to the current target.
Activation, 14- [rolled 12]
To Hit hex, OCV/DCV/ECV 5, vs 3, 13- [rolled 11]
If it misses, drift to [rolled 3 - Total: 3, Body: 1]
Damage, 2d6k (as individual dice) [rolled 6 1 - Total: 7, Body: 2]
STUN lotto, 1d6-1
1. [rolled 1]
2. [rolled 1]
3. [rolled 2]
4. [rolled 2]
5. [rolled 4]
6. [rolled 5]
7. [rolled 3]
8. [rolled 4]
9. [rolled 2]
10. [rolled 2]

KB, 3d6 for killing attack
1. [rolled 6]
2. [rolled 12]
3. [rolled 10]
4. [rolled 13]
5. [rolled 15]
6. [rolled 12]
7. [rolled 8]
8. [rolled 10]
9. [rolled 9]
10. [rolled 11]
BODY: 13/13 END: 6/26 STUN: 27/27

GM: The explosion goes off but does not seem to have much effect on the invaders. The blast does not seem to be able to penetrate their armor and the force is not enough to knock them down.

DEX 15
ZHO SOLDIER: Backs towards the tunnel and fires at #2 - needs 11- to hit #2 [rolled 8]
Rnd 1 - Damage 3d6K [rolled 8], Stun [rolled 2], KNB [rolled 7]
Rnd 2 - Damage 3d6K [rolled 6], Stun [rolled 5], KNB [rolled 14]
Rnd 3 - Damage 3d6K [rolled 9], Stun [rolled 3], KNB [rolled 12]

GM: The soldier hits his target but the bullets fail to penetrate the invader's armor.

DEX 14
ERICT: Hoping that the refugees in the tunnel are not too crowded to let the last runners in, Erict concentrates on evacuating the trailing Zho soldiers, including the hurt one, using his Move Other ability. (I believe it allows me to teleport myself and one other, OR two others without going myself?). I move them into the tunnel carefully, still lying prone in the grass under cover in front of Rock.
TECH: (Recover 10 End on post-phase 12)
TECH: Teleport, UAO, x2 mass, 5" down into the tunnel into whatever open spaces I can fit them in (Spatial Awareness base PER 15- [rolled 15] to find 2 spots big enough). Activation 14- [rolled 15], -8 End, 6 OCV vs 3 DCV of hexes? -2 for range at most, need 12- at worst, [rolled 12] to hit with hurt Zho (who gets closer spot), and [rolled 4] to hit with the other one. Hopefully no scatter needed, [rolled 5] or [rolled 1] ;)
BODY: 14/14, STUN: 34/34, END: 25/46

ERICT: The Teleport UAO specifically says it's not possible to teleport someone inside a solid object (or is that in the relevant damage rules for doing it? I forget). Does that mean they will automatically find the closest open spot with no damage? or pop to the surface?

GM: Since Teleport UAO is designed to be an attack, I read it as meaning that if your teleport is going to put them in a solid object, it fails to work.

GM: You successfully move the downed zho into the tunnel using your teleport UAO. Because of the crowdedness of the tunnel, and relative positions, you are unable to get both zho.

PETER: Those near him see Peter clutch his head in pain as blood trickles out of his nose and ears. He gives a shout of "Medic" to let Erict know he's wounded, and immediately grabs for the small first aid kit on his belt and begins to try and stop the bleeding.
TECH: Takes 2d6 of Bleeding Stun [rolled 5 3 - Total: 8, Body: 2], with sixes indicating additional BODY; try for First Aid Roll (13-) [rolled 12]

PETER (OOC): I'm not exactly sure how a First Aid roll will help with an internal brain hemmorhage, but I'm certainly willing to make the roll. Do we have biocort?
BODY: 5/10, STUN: 16/26, END: 14/26 (post 12 recovery: REC 6)

GM: You do not have any biocort remaining. It was all used in the initial battles when you first landed on the planet. I'm not going to worry about how you can stop bleeding from a Psychic Blast except to say that you can. You take 8 STUN this phase but stopped on die of bleeding. On your next phase your will only take 1d6 STUN from bleeding and can continue First Aid to try to stop it.


{Tag Mack for phase 3 action}
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