Create Mail Create MailRange Modifiers Range ModifiersSpeed Table Speed Table

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:3.6
Combat Turn:
Subject:Refugees - Turn 3, Phase 3
PHASE 3
Dex 20 - Cal, Rock, Shooter
Dex 18 - Marko, Invader
Dex 16 - Mack
Dex 15 - Zho Soldier
Dex 14 - Erict, Peter

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: Activates his Outer Field and stands up to fire. Holds his action until the invaders stand on DEX 18, and then fires at #7 who is running at full speed (NCM) towards the team. (4 END).
TECH: OCV 12/DCV 9 (in high grasses), 8 PSLs vs. Range so no range penalties, needs 19- [rolled 14], Damage 4d6K AP [rolled 11], Stun [rolled 1], KNB [rolled 7]
8 clips of 6 charges
Clip 1 - empty
Clip 2 - 1 used, 5 remaining
Clips 3-8 are all full
BODY 12/12, STUN 32/32, END 16/40

GM: Shooter's attack hits the invader and though it fails to penetrate his heavy armor and force field, it does pick him up and throw him back 1", thus stopping his charge.

ROCK: As the one invader stood up and ran towards Erict and the others, Rock opened fire with his heavy assault rifle.
TECH: Firing 3 round burst with HAR on Invader #7, OCV 8, DCV 9 [rolled12]
Rnd 1 - Damage 3.5d6K [rolled 1 5 3 (2) - Total: 11, Body: 2], Stun [rolled 1], KNB [rolled 4]
Rnd 2 - Damage 3.5d6K [rolled 5 5 3 (2) - Total: 15, Body: 3], Stun [rolled 1], KNB [rolled 12]
Rnd 3 - Damage 3.5d6K [rolled 5 2 2 (1) - Total: 10, Body: 3], Stun [rolled 1], KNB [rolled 9]
+4 PSL vs Range, +1 CSL with HAR, +4 DCV from full cover (modifiers already included)
Used: 18 of 32 round clip1 (out of 4 total)
BODY: 15/15 STUN: 40/40 END: 46/46

GM: Rock hits him at the same time as Shooter and, like Shooter, fails to penetrate the invader's tough armor and force field, but does succeed in knocking him back another 4" (total of 5" with Shooter's attack).

DEX 18
MARKO: Works at stopping bleeding on Cal.

GM: Since the diebot has been royally hosing the group, I'm just going to give Marko the benefit of a good roll. He stops 2 of the 5 points of bleeding that Cal is suffering. Cal is now bleeding 3 per phase (unless Peter did First Aid on phase 12, in which case he is only bleeding 1).

Invader 7 suddenly stands and begins running at full speed (NCM) towards the location where Erict is trying to treat Peter, Cal and Marko. As he does so, invaders 2, 4 and 5, all stand and fire at Shooter and Rock.

INVADER 1: Down and Out

INVADER 2: Fires at Shooter. OCV 8/DCV 6, needs 4- [rolled 12], Damage 4d6K [rolled 17], Stun [rolled 3], KNB [rolled 14]

INVADER 3: Down and Out

INVADER 4: Fires at Shooter. OCV 8/DCV 6, needs 4- [rolled 12], Damage 4d6K [rolled 15], Stun [rolled 5], KNB [rolled 13]

INVADER 5: Fires at Rock. OCV 8/DCV 6, needs 10- [rolled 16], Damage 4d6K [rolled 16], Stun [rolled 5], KNB [rolled 18]

INVADER 6: Running away

INVADER 7: Running towards team.

INVADER 8: Down and Out

GM: All three invaders miss. The invader who was running towards the team is stopped by Shooter and Rock.

DEX 16
MACK: Mack shouts in Imperial, "ON MY MARK! 1! 2! 3! SHOT!"
TECH: Some chatter. No movement. Attack with BASH!, 2d6k vs PD, Explosion, -1DC/6", OCV/DCV/ECV 5, 10 END.
Activation, 14- [rolled 11]
If it activates, on segment 4:
To Hit OCV 5 vs hex DCV 3. Target is midpoint between #2, 13- [rolled 10]
If it misses, drift [rolled 1 - Total: 1, Body: 0]

Damage, 2d6k vs PD, [rolled 6 3 - Total: 9, Body: 3]
STUN lotto, 1d6-1
[rolled 3]
[rolled 4]
[rolled 4]
[rolled 4]
[rolled 3]

KB, 3d6 for KA
[rolled 15]
[rolled 5]
[rolled 10]
[rolled 8]
[rolled 13]

BODY: 13/13 END: 7/26 STUN: 27/27 (+11 END for post-12, -10 END for attack)
MACK(OOC): If anything major changes, then you can either adjust the turn or wait for me to get back. Have Fun! :-)

GM: The attack hits number 2, but does not cause any damage.

DEX 15
ZHO SOLDIER: Drops down into the tunnel.

DEX 14
PETER: "Marko, do what you can to stop Cal's bleeding. Shooter, looks like we may try a retreat. When that happens, you guard the rear as we drop in the tunnel. Keep firing until you need to follow." Then he focuses on the hesitating invaders. Working on a hunch he creates an illusion about 50 meters to the west of them. In the illusion a couple of uniformed Vargr pop up out of the grass and start firing at them.
TECH: Images for Sight Group, Hearing Group, Mental Group, and Normal Smell, positioned about 25" to the west of Invader 2. OCV 5, DCV 3, -2 for injuries, -8 for range, base (3-) to hit the hex [rolled 8], scatter die: [rolled 1], Effect: -9 to PER Roll, -4 for Range, +4 for complexity. NOTE: Even if they have UV, IR, etc, this should still work since I paid for the whole sight group [5 END]
BODY: 5/10 STUN: 13/26 END 10/26

GM: Invader #2 glances in that direction briefly but then ignores the illusion.

ERICT: Panting a bit, but actually feeling a bit better since his last attempt, Erict concentrates again on the wounds he senses on Cal, Peter, and Marko. His body is again wracked with pain, but he seems better prepared for it this time (I hope).
TECH: Healing 2d6 to Body [rolled 6] on all 3, Delayed Phase, Paramedic skill roll, 15- at -4 for active points, so need 11-, [rolled 7], -8 End, and 3d6 stun drain from the side effect [rolled 14].
BODY: 14/14, STUN: 20-roll/25-roll(34), END: 2/46

GM: Peter, Marko and Cal each get back 3 points of BODY. This also serves to stop all remaining bleeding on Cal.
File Attachments: