"Eh... right." Brian snaps off the comms. "Old song, he can shove it up his..." The SPARTAN gives general grumbling like this for a few seconds, then goes back to humming and finger-tapping, leaving the communications off for a few minutes before, looking at it with a mixture of resentment and guilt, he snaps the set on again.
After reaching the odd coordinates, Cromwell tells Batista to shut off all power except for emergency systems. He then goes to each of the gunmen and tells them "Keep quiet." any opposition will be met with a "That's an order." before quickly heading back to the bridge with Ram'Dain and Batista.
I'll assume that before the next paragraph and the last one, you guys had taken the time to hide yourselves properly. Roll it at the beginning of your post.
Suddenly, the ship rocks, and a loud scratching noise comes from the hull. The gunmen can tell that this is the same ship that had ambushed them earlier. Then, the sounds of doors opening welcome 2 Jackals. Cromwell motions Batista and Ram'Dain to help him deal with the intruders silently.
Roll for Initiative Cromwell's Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Brian, realizing Cromwell's plan as the power is downed, quietly moves to a corner of the gunnery room, double-checking his rifle to make sure it's ready, then slinging it to his back and drawing the shotgun... before deciding to drop that, as well. Finally, he draws the small combat axe he requisitioned from the armory, testing its heft, and choosing it for its lethality and silence. He also draws his combat knife, holding it close to his side.
Stealth: 1d20 + 5 ⇒ (2) + 5 = 7
Initiative if wanted: 1d20 + 3 ⇒ (6) + 3 = 9
Stealth: 1d20 + 2 ⇒ (15) + 2 = 17
Ram'Dain gets himself into a good hiding place, hoping he's not seen. Taking aim, he places his Impulser crosshairs on the two jackals as they enter, flashing them with a Color Spray.
DC 15 Will Save to keep from falling unconcious for 2d4 ⇒ (1, 4) = 5 rounds, then blinded and stunned for1d4 ⇒ 1 rounds, then stunned 1 round. Assuming they have 2 HD or less.
1d20 + 3 ⇒ (6) + 3 = 9 stealth
1d20 + 2 ⇒ (9) + 2 = 11 initiative
It has come to his realization that most of them SUCK at sneaking which means this ambush may be a little nasty. He pulls out his plasma pistol seing that is the lesser of two of the two evils he holds and begins charging it up. He uses his body to try to hide the glowing green from the weapon and takes up his position. He ain't much of a sneaker is he?.... in his mind he thinks "man...should get me a SMG suppressed later in life..." First turn charge of the pistol. just in case the buggards make it... may I get a translation of what they are saying? I do speak jackal.
The two Jackals say something into their com-links in their own tongue. Batista hears that they say "As we thought, 3 are hiding in the bridge, while 3 are hiding in the gunner seats. How should we proceed?"
A small yappering voice comes back in the Comm-Link saying "Kill them, all of them!"
At this point the Jackals pull out their weaponry, coming into the fight with an 8 for initiative.
Initiative round 1, No surprise round, they spotted you.
You may attempt a Perception Check to see if you hear combat. DC 15, because the walls are thick and whatnot. This may happen after the 1st Gunshot or Plasma shot.
Cromwell charges the Jackals, missing one of them with a mighty swing. He then says "We need to get past them, Ignore them if you must!"