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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:3.0
Combat Turn:
Subject:Refugees - Turn 1, Phase 9
PHASE 9
Dex 20 - Cal, Rock, Shooter
Dex 18 - Marko, Invader
Dex 16 - Mack
Dex 14 - Erict, Peter

GM: Forgot to mention earlier that, because of the natural cover of the tall grasses, everyone is at a minus to hit. If you are presenting a target (Shooter, Rock and Peter) 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.

DEX 23
PETER: As all hell starts to break loose Peter shouts in perfect Zdant, €œpull those civilians back and get yourselves between them and the ambush.€ He then focuses his attention on one of the approaching invaders (Invader 7). Narrowing his eyes, Peter tries to implant an illusion in the soldier€™s mind. With luck the fellow will see a number of mixed Imperial and Consulate soldiers poking their heads up from the grass to the East of him and taking potshots at the invaders. One of the illusory attackers will then get lucky and hit him in the leg.
TECH: 12d6 Mental Illusions on Invader 7, looking for +20 EGO (+10, major changes to setting; +10, Target takes Stun €“ I think that€™s right). Illusion roll: [rolled 2 6 3 2 6 2 3 6 1 2 5 1 - Total: 39, Body: 13]. ECV 8, attack roll: [rolled 16]
BODY: 10/10 STUN: 26/26 END: 14/26

GM: I recomputed but the result is the same. The invader does not seem to react to the illusion at all. He ignores it completely.

DEX 20
ROCK: Rock continues to tunnel towards the center of the Zho.
TECH: NCM tunnel 12" to center of Zho, END: 4
BODY: 15/15 STUN: 40/40 END: 34/46

GM: The zho are running towards you so you quickly surface to prevent them from running on by. You exit the tunnel and indicate for them to enter. The two zho soldiers are still firing at the invaders and don't see you yet. Only one of the other men hesitates slightly at the sight of your imperial uniform, but the hesitation is very slight and he quickly tells the others to enter the tunnel. Rock gets the definite impression that he is in charge. Both of the non-uniformed zho men are carrying a small child in their arms. Two other older children are close to the tunnel and will enter on phase 12. The zho civilian will hand the child he is carrying to one of the women to take into the tunnel while he waits until everyone else gets inside.

SHOOTER: Half move in a crouch (3") to the west and then fires again 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 12], Damage 4d6K AP [rolled 13], Stun [rolled 2] KNB [rolled 8]
8 clips of 6 charges
Clip 1 - 2 used, 4 remaining
Clips 2-8 are all full
BODY 12/12, STUN 32/32, END 22/40

GM: You did some damage to him but not enough to make him stop shooting.

CAL: Half move and attack #8 with mono sword.
TECH: Half move 5" (1 END)
Mono sword attack OCV 9 / DCV 7 roll to hit [rolled 13], damage 2d6+1 AP [rolled 6 4 (+1)- Total: 11, Body: 3], Stun [rolled 1], knock back [rolled 4]. (1 END)
BODY: 15/15 STUN: 32/32 END: 28/36

GM: Full move from the previous phase and half move this phase does not get you all the way to #8 so I moved you 12" for this phase as well. That still puts you 6" away from #8 so you can do a half move on phase 12 and attack. I have your running speed as 12" total so you can do a 6" half move.

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 6 1 (+1)- Total: 8, Body: 2], Stun [rolled 3], KNB [rolled 11]
4 clips of 8 rounds
clip 1 - 2 used, 6 remaining
clip 2 - full
clip 3 - full
clip 4 - full
BOD: 10/10, STUN: 32/32, END: 45/46

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

INVADER 2: Fires at a zho soldier, OCV 9/DCV 7, needs 7- [rolled 7], Damage 4d6K [rolled 15], Stun [rolled 4], KNB [rolled 9]

INVADER 3: Full move crouching run 9"

INVADER 4: Full move crouching run 9"

INVADER 5: Full move crouching run 9"

INVADER 6: Full move crouching run 9"

INVADER 7: Full move crouching run 9"

INVADER 8: Full move crouching run 9"

GM: #8 does not seem to see Erict yet though he almost certainly will with another step.

GM: Zho soldier #1 goes down.

DEX 16
MACK: Mack takes a Recovery on 9.
TECH: If there are no interruptions, he'll recover 11 END.
BODY: 13/13 END: 17/26 STUN: 27/27

DEX 14
ERICT: Erict appears in the position marked at this time, still prone and hiding fully (and very well with that Concealment roll ;) but half DCV. His next actual action is on segment 12.
BODY: 14/14, STUN: 34/34, END: 37/46

GM: The Concealment roll means that you chose a location that has better concealment than other places.
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