Pete Carlton |
Pete looked to the east after he heard the footsteps of boots hitting the ground from Jack, " Copy that, Jack is en Route to you Commander. Bob is in tow. Do we have any sightings to the west? A smoke cloud landed not far from the center building. We have to ensure the main objective is secured. "
Pete started to prepare himself to relocate. Ashley gave him a look, " These lanky gasbags seem intent on fighting for these people Pete. Wonder why? "
Pete shoot his head, the facial expression impossible to tell, " I rather not give them that chance Ash. Get ready to move. "
Mark Castle |
Yet another rule change I forgot about, thanks Pete. In that case, the alien can suck another hit.
Damage: 1d10 + 2 ⇒ (3) + 2 = 5 5I Pen 0
"Understood. Take out any targets you can see, then we'll have to go hunting through the smoke. They may be using it as a screen to move around the perimeter of the village. Anyone else got eyes on?"
Anna White-Campbell |
"Negative Sir." She responds, moving to take cover behind a building in the North Easter Part of town closest to the two Story building.
And if possible, will continue providing suppressing fire through the Smoke Cloud:
BS= 37 + 5 (jess) + 5(grip) + 10 (range?) - 20 (suppress) = 37
Suppressing Fire: 1d100 ⇒ 47 No go. But any of them in or around said cloud still takes a -20 Pinning.
Clip: 22/30
Browman |
Pete and mark catch one of the enemies in a hail of crossfire. Roger stays hidden watching for more enemies that could be flanking the others.
More fire comes out of the smoke on the east but it isn't terribly accurate. A grenade also comes flying out of the haze but is equally badly aimed, the explosion seems muted.
The surviving enemy on the north shifts position, firing at mark as he does so. But the shot goes wide.
Two more mortar rounds land. One obscuring the area directly north of mark, the other continuing to extend the eastern smoke screen north.
You all hear more of the same animalistic noises that you hear earlier including from the south and west now.
SWAT Gunner Jack |
F*** this noise, I'm going to break out of this smoke and take care of that eastern fire. C'mon Bob, no point sitting around in smoke waiting to die.
Jack charges out of the smoke like a bat out of hell, shotgun in hand. He heads toward the fire coming from the east.
1d100 ⇒ 75 Jack still has smoke stinging his eyes
Awareness: 11 (Buying skill after this mission)
Jack is bee-lining it toward the enemy, they probably get a free pot-shot before initiative.
Pete Carlton |
So the one both Pete and Mark shot is alive or was this another one who was north?
Pete notices the chaos and sees that the noises start to come from the south now.
" Well let's hope the traps set west and south delay them. with all this smoke I'm assuming they have otherworldly sight. Might need to test that. "
Browman |
So the one both Pete and Mark shot is alive or was this another one who was north?
Pete notices the chaos and sees that the noises start to come from the south now.
" Well let's hope the traps set west and south delay them. with all this smoke I'm assuming they have otherworldly sight. Might need to test that. "
There were two to the north.
Pete Carlton |
Moving to the east side of the centermost building, Pete snatched a grenade from his vest and gave a Heisman's toss towards the treeline behind the fog.
" Got you Anna, caution. Flash out! "
Quickdraw is great. Adjust for needed range.
Ballistics 55: 1d100 ⇒ 29
A bright flash erupts in the area 15m from the landing point, smoke and all.
Agility Tests I believe
" Let's see if I was right "
Anna White-Campbell |
Hearing Pete call out over comms, Anna and Jess quickly avert their gaze to avoid being blinded; breaking line of sight with it bey ducking back behind the building providing Cover.
"Looks like they're lobbing Stun Grenades at us too?"
With Jack now out in the open on the Eastern Side and not wanting to hit him accidentally, Anna and Jessica Shift their attention Northward, hoping that Pete and Jack can cover each other.
"Thanks Pete, You cover Jack, I can't risk shooting into the smoke with him there, I'll Cover Mark. You guys get into any trouble just say the word and I'll do my best to get you guys out."
And both Ladies move out into position to provide support taking shelter behind buildings as they move up.
Browman |
Mark fires another semi-automatic burst at the last enemy in the north.
1d100 ⇒ 12
[spoiler]1d100 ⇒ 231d100 ⇒ 671d100 ⇒ 56
The enemy tries to dodge, and completely avoids the burst of fire. You hear what sounds like a howl coming from the north and shortly thereafter the last enemy in the north starts sprinting back to the treeline, moving with inhuman speed.
When Jack clears the smoke on the eastern side of the clearing there are obvious signs that enemies were here, but they are gone.
Two more smoke mortar rounds land haphazardly in the village.
Pete Carlton |
I assume there were no enemies east or they didnt fail to be blind? Or they super retreated? There was no indication my Flash did.. anything.
Awareness 32: 1d100 ⇒ 45
Pete looks around confused. " I'm heading back to check on the people, you all can do whatever. "
He moves to the building and checks the status of the natives.
Browman |
I assume there were no enemies east or they didnt fail to be blind? Or they super retreated? There was no indication my Flash did.. anything.
[dice=Awareness 32]1d100
Pete looks around confused. " I'm heading back to check on the people, you all can do whatever. "
He moves to the building and checks the status of the natives.
That is correct
Pete Carlton |
" Roger is still hidden I think, if there is any enemy left he likely will have eyes on them, The mortar strikes are getting sloppy. We can have range from the center building if need be. Roger, report anything out of the ordinary to the Commander. " Pete held his M16 with grimace, the rest might have thought this was over but he expected worse. Something like a siege.
Roger Macaskill |
As the Slim Jims make their retreat Roger scans for any sign of them or anything unusual.
awareness 30: 1d100 ⇒ 30
If there's nothing out of the ordinary to be seen...
Roger starts by disabling the demo charges in the people's homes
"Pete, I suggest we check out traps we know have been sprung ASAP before they recover every scrap of evidence. After that we should check out the others, as well as disabling them before some villagers stumble into them. It would be good to get at least Lema and Ashley to cover us."
SWAT Gunner Jack |
While he waits for either aliens to attack again, or to be picked up by STAR, Jack and Bob hand out some chocolate bars they didn't get around to eating to the kids from their food packs. In his former life as a PR specialist, he remembered that kids of any culture like chocolate. He also spotted an old ball lying around in one of their huts, and organized a game of football (soccer) to try and calm the kids/folks down from the alien attack/smoke mortars/fact we rigged their houses to blow.
Life is less complicated when the natives aren't restless/blaming us for this attack.
Mark Castle |
"Pete, Roger - see if you caught anything in your traps. Jack, good work with the natives. Use the time to see if the hostiles left anything behind. Anna, meet up with me in the communal building. We'll use its vantage to see if there's anything else going on."
Plan communicated, Mark moves back up to the top floor to survey the scene of the engagement.
Anna White-Campbell |
"Roger! Wait! Its what they want!"
"F~#%! We can't leave her! Its definitely a trap to get us away from this f~!$ing village but theres no way in f!+% that we're leaving her to whatever those skinny a+$@!!%s have planned!"
Anna and Jessica run after Roger if not to follow him but to at least stop him or, at the very least, keep him alive wherever he's going.
Pete Carlton |
Pete rages, " HOW THE F~~* DID YOU LOSE YOUR PARTNER?! WAS SHIT IN YOUR EYES?! AGH THIS IS WHY YOU KEEP EYES ON EACH OTHER! "
Pete, doesn't take the time to reload his weapon and starts tracking her whereabouts and following them doggedly. " Ashley cover me, we are going shitbag hunting "
Survival 32: 1d100 ⇒ 27
Fate to add a degree of success.
He will take whatever is needed to see the path... I guess this is what Roger gets for not keeping his companion in cohesion..?
SWAT Gunner Jack |
After Jack and Bob finished handing out all the treats from their pack, he messages his squaddies on the comms.
While you track Lema, Bob and I will stick back and keep an eye on the kids/villagers. We can't leave Lema, we can't abandon these villagers either.
Jack makes sure his heavy rocket launcher is polished up. He doesn't want the sleeping gas to wind up near the villagers. Because he's so damn tough, he has no idea the gas actually hurts people as well.
Pete Carlton |
I dont think anyone was forgotten, just not mentioned.... Now Roger looks like he shouldn't be part of the team anymore to Pete... which might not be the desired effect. Does this Perception include Pete's Survival (Which you did not comment on) or is this the actual check needed? If that is the case just use that roll.
" Copy that Commander, don't have to say it twice. "
Browman |
As the team begins their sweep south, guided by Pete's ability to spot the enemy's tracks, Mark spots a tripwire across the the trail that appears to be linked to a similar mine to the one you triggered last mission.
Jack can hear the same howls and cries from before getting closer to the east side of the village again.
SWAT Gunner Jack |
Jack wished it weren't true, but it was as he had expected: the aliens were returning. From his former life as a PR specialist, Jack used non verbal body language to get the villagers to hide in the central building:
- He made thriller moves to simulate the aliens;
- Used sweeping arm motions over his head to show the thriller aliens were coming back; and
- Pointed to the central building for them to all hide there.
He took out his rocket launcher and kept watch at the entrance of the building with Bob, who was acting as his spotter.
Mark Castle |
"Stop!," Mark calls, holding up his fist to signal the squad. "Tripwire ahead," he says, pointing to the wire attached to one of the stun mines they had encountered previously. "It seems the hostiles are trying to draw us out. Stay alert guys. Pete, can you follow Lema and the hostiles around the trap?"
Pete Carlton |
Pete signals back, " Easily, Commander. As t the diversion, that's why we left the heavy ordinance behind. Jack has enough explosives and fire power to put down a few himself. We'll rush back after. Let's go. "
Pete goes around following the tracks.
Awareness 32: 1d100 ⇒ 5
Browman |
As the team bypasses the trap and keeps heading south, Jack sees 3 figures emerge from the treeline and head towards to closest buildings on the east side. Their advance is spread over the entire east side.
As the rest of the team heads south they hear the sound of an engine being fired up and see two of the enemy dragging your clearly unconscious team mate through a clearing easily big enough to land an enemy craft. The enemies are about 1/3 of the way into the clearing and 50 meters ahead of you. You are probably about 300 meters south of the village by now.
Pete Carlton |
Pete pulls up tight on his M16 and spreads the message. " Alright, We only have one shot at this . When they die they tend to explode into a gas Jack Said, that isnt likely good. Lema is already out we dont want to hurt her further but we cant have them take her away. Commander, you are faster and Roger you have to redeem yourself. Anna try and aim for their arms with me so they drop her and at worst run away. That way Lema doesnt get hurt and we can regroup with Jack after. " So basically Run so you can get Lema in 2 rounds, Anna say back just in case they have others so we can drag her to safety
Pete aims and sends a Semi-Auto Burst at the left alien holding his comrade. Aiming for both arms. " Ashley aim for their legs while we fire, tie up their movements. " Support fire hums from her rifle.
Aim Semi-Auto Ballistics 72: 1d100 ⇒ 8
Adjust for arms
even with a -20 I think for arms that's 5 degrees of success
M16 Damage: 1d10 + 4 ⇒ (7) + 4 = 11
M16 Damage: 1d10 + 4 ⇒ (3) + 4 = 7
M16 Damage: 1d10 + 4 ⇒ (8) + 4 = 12
He stops once it looks like the one drops Lema and if he its another arm.