BUGHUNTERS MOREAU - Lab Rats Amok!

ferretguy

First Post
Getting his gear comfortably rigged, Squeek loads up the flechet rounds into his mini g.l.. Sniffing around a bit in the sewer tunnels he giggles, Howw about tthaatt I'mm a sewerrr ratt now! Annnddd hunntting Buggs....wouldn'ttt mmyy annnssesstterrs bee proud??
 

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Karl Green

First Post
OOC: Generally in the upper tunnels and substation, you can use your rifles and machineguns without problems. As you move into the lower levels, in the tight areas, there are problems with swing them around, etc. so you will get a -2 to attack rolls. Shotguns, Flamers work without problems and of course pistols also gain no minuses ... This will only be in the tunnels. There are open areas that you also pass through where there are no minus[/occ]

The team moves down the tunnel and deeper under the Reichstag. After finding the substation where the maintenance personal were discovered, you work your way down a access stairwell and into older sewer systems. The smell is very strong down here (especially for the Canine Moreau among the group) and some of the tunnels that you come upon are not on "Brutes" Data-Slate maps.

There is little light down here, almost none really, and shoulder lamps are engaged to provide you thin strips of comfort. You find some evidences of the 'bugs' that you have hunting here and there… tunnels crewed into the walls, drop or discard equipment with blood on them, and occasional a blip on the motion scanners but no clear location or direction.

After about hour of this wandering, as 'Sneak' is moving across an cross-junction, 'Gramps' motion detector starts picking up multiple signals from behind his location… he and 'Thunder' at the rear are also near a side tunnel junction and the signals seem to be coming from two of the tunnels, coming this way fast… the reading is not clear at how many but it seem a lot.

Actions?
 
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Festy_Dog

First Post
Gramps snorts and hacks as the smells get stronger.

"A pituresque tour of what we're missing out on by living off-planet," Gramps growls, highly agitated by the stench.

Time passes and Gramps' mood only gets worse as they get deeper, but his attention is suddenly diverted to the motion sensor once it detects something.

"Multiple contacts, coming in from the rear, fast!" he barks into his com as he swings round and brings his Ma-32 to ready position.

[ooc: Readying action - autofire on the tunnel entrance that bugs appear from first.]
 

Captain Tagon

First Post
Brute immediately stops and raises his right hand up signalling the whole squad to as well after hearing the report from Gramps. "Everyone, fall back to Gramps and Thunder and get ready for things to get ugly. Sneak, Cat's Eyes and I will guard out backs as we move."

With that he walks back towards the rest of the squad, keeping an eye behind him.
 

Sneak nodded and started backing towards the rest of the group, facing 'forward' but keeping an eye and ear out for the others. His eyes darted to his own motion sensor every few seconds, and he drew the handgun and held it ready, "Are these things likely to be smart enough to flank us?"

It was worrying if they were...but somehow, it wouldn't surprise him.
 



Karl Green

First Post
Only really Thunder and Gramps can fire back into the tunnels, as they are fairly tight down here… but…
Initiative, surprise round (only Thunder and Gramps)
10 - 'Gramps'
7 - 'Thunder'


Watching back the way they had come, Gramps is first to see a group of small, furry looking shapes coming out of one of the tunnels. They are maybe a meter tall, running fast on two powerful legs. The body looks like it is all mouth full of a double row of razor sharp shark like teeth… Gramps takes this all in, in a fraction of a second that he gets one in his lamp light, and just as he opens out into the mass of them on full auto…
They are about 30ft away, Attack roll 10 +4 +1 (CAT) -2 (confide space) =13 vs. DC 10, a hit; in the ten-by-ten or twenty-by-five area, there are seven of the little things. Reflex saves vs. 15 are… 1st = 21, 2nd =10, 3rd =20, 4th =8, 5th =14, 6th =10, 7th =12. Two of them make it, avoiding the deadly flechette, but 5 are not so lucky. They take 8, 15, 17, 14, 6 points of damage
…three of the creatures explode in a spay of blood and guts, while two are knocked over but seem to stand almost instantly and shake themselves off. The last two leap at Gramps, as…

From the other tunnel where Thunder is watching another group of the little savages comes out teeth flashing in the lamp-light…
These are also about 30ft away, Attack roll 12 +2 +2 (CAT and Tracer round) -2 (confined space) =14 vs. DC 10, a hit. With the howlers area, there appeared five of the creatures; so their Reflex save vs. 15 are… 1st =22, 2nd =23, 3rd =8, 4th =16, 5th =12. Three avoid the spray, with only two hit. Damage is 15 and 11
…catching only two of the little beasts in his hail of flechette, they both exploded in a red mist. The other three leap at Thunder…

Round 1…Pedia, Squeek and Gort can fire over their friends if they want but it is rather hard.
21 - Nestlings
16 - Gort
15 - Pedia
14 - Squeek
10 - 'Gramps'
7 - 'Thunder'


The nestling that survived the hail of fire in the tunnel leaps at Gramps and Thunder, mouths wide and ready to bite! The two that were hit by fire move up but don't attack…
Attack roll against Gramps, 1st 7 +2 for charging =9 miss, 2nd 17 +2 =19, hit and 3rd 19 +2 =21, a hit. Two hits, Damage is 6, and 7 points of damage vs. DR 3 vs. Impact, Gramps takes 7 points of damage…
…two of the creatures hit him, one on his leg the other his right arm (note that you can't hit them with fire now, melee only). The one that missed him lands behind him near Gort and Pedia!
From the other tunnel the three that avoid fire leap at Thunder…
Attack rolls 1st attack 24 +2 (charging), hit, chance for critical follow-up 10 +2 =12, nope; 2nd total 21 +2 =23, a hit; 3rd total 7 +2 =9 miss. Damage from the two is 5 and 5 points of damage vs. DR 3 vs. Impact, Thunder takes 4 points of damage
…two of them hit, both latching onto his right leg! The other one flies past landing near Squeek!

Gort's claw lash out from his hand as he ignores the creature that landed near him, yelling to Pedia "Kill that t'ing!"; as he attacks one of the creatures on Gramps…
Attack roll total 17, a hit. Damage is 1d6+4 =5 points of damage.
…knocking the creature off Gramps arm and onto the ground. It is still alive though and quick scrabbles to it's feet.

I will update this later today, I want to know the actions of Gramps, Thunder, Pedia and Squeek (are you shooting the creatures, which ones?, attacking with knives, etc) but I will update if no reply just to keep the game moving… meanwhile…

As the battle continues at the rear, Sneak's motion detector goes off… something is coming down one of those tunnels he was just at… fast!
 
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ferretguy

First Post
Thinking to himself the good position he had landed himself, being in the middle, Squeek was quite surprized to find himself almost face to face with one of the furry/teeth filled aliens....
Combat instincts take over and he squeezes off a couple of rounds right into the creatures face, knowing that any miss shouldn't hurt any of his companions...(hand to hand with furry things with fangs don't seem like fun!)
 


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