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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:3.3
Combat Turn:
Subject:Refugees - Turn 2, Phase 6
PHASE 6
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. 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: Attacks #7 when the invaders rise on DEX 18, Needs 14- to hit [rolled 13], Damage 4d6K AP [rolled 17], Stun [rolled 2], KNB [rolled 14], maintaining standard FF (4 END)
8 clips of 6 charges
Clip 1 - 5 used, 1 remaining
Clips 2-8 are all full
BODY 12/12, STUN 32/32, END 16/40

GM: You hit, causing damage and knocking him down.

ROCK: As the Invaders advance Rock opens fire on the nearest one, unleasing a three round burst.
TECH: Using held action to fire 3 round burst with HAR on Invader #2 once he's within 16", OCV 8, DCV 9 [rolled 11]
Rnd 1 - Damage 3.5d6K [rolled 2 1 6 (3) - Total: 12, Body: 3], Stun [rolled 1], KNB [rolled 13]
Rnd 2 - Damage 3.5d6K [rolled 1 1 2 (1) - Total: 5, Body: 1], Stun [rolled 4], KNB [rolled 9]
Rnd 3 - Damage 3.5d6K [rolled 5 6 1 (3) - Total: 15, Body: 3], Stun [rolled 4], KNB [rolled 10]
+4 PSL vs Range, +1 CSL with HAR, +4 DCV from full cover (modifiers already included)
Used: 9 of 32 round clip1 (out of 4 total)
BODY: 15/15 STUN: 40/40 END: 43/46

GM: Because of the tall grass, the invader has DCV 8, so you hit with one round. The bullet hits him, but glances off his armor and force field and does no damage.

CAL: Realizing his invisibility is only partially useful because of the high grass decides to change his strategy a little. He moves to #7 Getting behind him if he can. Expecting #7 to get his guard up as he sees the grass moving his direction. Cal will then stop, waiting perfectly still with his sword at the ready as soon as #7 seems to drop his guard he'll striking.
TECH: Half move 6" and hold Half Phase.
when needed - Monosword attack OCV 7 / DCV 9 (lvls to DCV) [rolled 7]
Damage 2d6+1 AP [rolled 3 2 (+1)- Total: 6, Body: 2]
Stun [rolled 4]
Knockback [rolled 13]
BODY: 16/16, STUN: 32/32, END: 29/36 (30 if Sword attack isn't used)

GM: Shooter's round slams into #7, knocking him down. Then Cal runs up and hits him while he is down. He doesn't do any BODY, but some STUN gets through. However, it is not enough to keep #7 from standing up and attacking Cal on DEX 18.

DEX 18
MARKO: Maintains his Mental Shield to protect himself and Peter. Works to stop his bleeding.
TECH: Stop Bleeding, needs 16- [roll]. Damage from bleeding is 2d6 [rolled 6 2 - Total: 8, Body: 3]
BOD: 5/10, STUN: 11/32, END: 41/46

GM: Because he made his First Aid roll by half, he stopped two points of bleeding. He still takes the STUN damage this phase but does not continue bleeding (even though he rolled a 6).

INVADER 1: Down and Out

INVADER 2: Full move towards group.

INVADER 3: Down and Out

INVADER 4: Full move towards group.

INVADER 5: Full move towards group.

INVADER 6: Full move towards group.

INVADER 7: If Shooter doesn't take him out - Half move and shoot at Cal. He appears to know exactly where Cal is located, Needs 10- [rolled 7], Damage 4d6K [rolled 19], Stun [rolled 1], KNB [rolled 5].

INVADER 8: Down and Out

GM: Ouch! Cal takes 13 BODY (and 13 STUN) leaving him at 2 BODY. The force of the attack sends him flying backwards 14" to land on the ground - breakfall roll at -4 to take no damage - needs 9- [rolled 7].

GM: Cal rolled a 7 and managed to land on his feet, taking no damage from the knockback.

SHOOTER: Shooter shouts loudly and clearly in Imperial "CAL IS BADLY HURT - HE NEEDS IMMEDIATE EVAC."

CAL: As he is hit you hear a pircing whine/screem, much like you hear when you step on your dogs paw but worse. The shock of the hit and knowing he is hurt and will need help from the others he drops his invisiblity. Keeping his sensese about him he manages to land on all fours, a remakable feet all things considerd.

BODY: 2/15 STUN: 19/32 END: 29/36

DEX 16
MACK:
BODY: 13/13 END: 17/26 STUN: 27/27

DEX 15
ZHO SOLDIER: Backs towards the tunnel and fires at #2 - needs 11- to hit #2 [rolled 13]
Rnd 1 - Damage 3d6K [rolled 16], Stun [rolled 5], KNB [rolled 11]
Rnd 2 - Damage 3d6K [rolled 10], Stun [rolled 1], KNB [rolled 10]
Rnd 3 - Damage 3d6K [rolled 12], Stun [rolled 1], KNB [rolled 14]

DEX 14
PETER: The worst of the bleeding stopped, Peter rips open a bag from the medical kit and pops a few pills in his mouth. Wishing he had biocort, Peter contenst himself with the fact that he has at least something to use, having gatheres some medical supplies over the past six months. He's also thankful that the zho are more advanced with respect to brain injuries and at least had some drugs available.
TECH: Takes 1d6 of Bleeding Stun [rolled 1 - Total: 1, Body: 0], with sixes indicating additional BODY; try for First Aid Roll (13-) [rolled 15] For what it's worth, he's ducked completely down in the grass.
PETER (OOC): Okay, here's how I justify stopping the bleeding. :-)
BODY: 5/10, STUN: 8/26, END: 14/26

ERICT (GM): Yay. Okay, that makes things complicated. I think I have figured out something that will work...
Erict collects himself to answer the first call of "Medic" from Peter and Marko, then realizes that Cal is in even bigger trouble. He's too far to treat right now, and difficult to bring along on a Far Move. Finally he has an inspiration, and gathers himself for a Move Other, because it can be used on someone that isn't close by when you start... He teleports both Cal and himself 7" in the direction of Peter and Marko (pushing), and plots their arrival points to be close enough together for him to continue moving on 9 with his easier to use Rapid Move. On their arrival, he says to Cal, "Get down, and put pressure on that bleeder, we're almost there..."
TECH: Teleport UAO 7" on Cal and himself, -12 END total for pushing, Activation 14- [rolled 10].
TECH: To-hit DCV 3 hex at 7" range (-2), OCV 6 needs a 12-. [rolled 14] to hit for himself, [rolled 8] to hit for Cal, [rolled 1] for scatter if needed for himself, and [rolled 5] for Cal.
BODY: 14/14, STUN: 34/34, END: 13/46

DEX 10
As the zho run down the tunnel, a dark shape suddenly appears in front of them and shouts "I am Corp'ral Loddney of His Majesty Emp'ror Strephon's Imperial Army. Zhodani civilians, you are not, I repeat, NOT, prisoners of the The Imperium of Emp'ror Strephon. HOWEVER, I do suggest you move to a position some nine-teen meters to my rear. For your safety, please do NOT approach the combat zone."

The children in the front pause briefly. A younger child further back begins crying, adding to the confusion. Then, one of the women further back hears the phrase prisoner, but not the context. She screams and turns around and starts trying to run the other way. Those behind her, not fully understanding what is going on, begin backing up as the woman tries to push past them. One of the other women seems to (incorrectly) understand that there are invaders in the tunnel and she also turns back the way she came. The end result is that two women and all five of the children are still running towards Mek, while the rest of the zho are turning to go back the way they came. The zho who were still outside remain outside this phase.

GM: Forgot to mention on previous turn but one of the civilian men ran over to the downed zho soldier and is carrying him to the tunnel.
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