Mission 2, Encounter 7, Round 31.
The hanger doors continue to groan and creak while sliding closed. (2 rounds until fully closed).
Cultist chosen one #2 lies unconscious on the floor.
Cultist chosen one #3 frustrated by not being able to crush Mel continues to bash into the control panel.
Cyrill moves past cultist chosen one #4 (Cultist chosen one #4 AOO, modified melee attack roll of 14, a bite misses), ducking under its snapping fangs and moves to the back of the transport for a shot. When he gets there though he can see that the back plantform is raised and no shot can be taken. (The transport is similar to a pickup in design with 5’ high sides and open on top. The cab is closed with access via the open area at the back.)
Carl moves behind the cultist chosen one #4 trying to flank it and stabs, (Modified melee attack roll of 11 + 6 (AB) + 2 (Flank) = 19, a hit doing 11hp damage!), landing a well aimed shot into the back of the bugs neck inflicting sever damage.
Cultist chosen one #4 stumbles from the devastating blow to its neck but driven by sheer devotion lunges one last time at Sarge, (Modified melee attack roll of 15, a bite misses, modified melee attack roll of 21, a lethal unarmed knee misses, modified melee attack roll of 23 (Confirmed critical roll of 17, fail) (Amazing third natural 20 against Sarge… it is just not his day) doing 3hp damage), hitting Sarge with a head butt in the chest as he goes down. Cultist chosen one #4 is dying.
Sarge yells, “Don’t let that transport take off!”, as he runs up and jumps to try and get a hand hold on the craft, (Athletics skill roll of 5 + 6 = 11 vs DC 4 (Sides of transport are 5’ high and the transport is 4’ off the ground – 8’ reach = 1’ needed to clear, success), managing to grip the side he is now hanging on.
Jacob moves south but can’t get a clear shot at any targets.
Mel jumps at the transport, (Athletics skill roll of 8 + 5 = 13 vs DC 4, success), and grabs hold of the side.
The hopper comes flying into the hanger at full speed having gone up into the air last round to build up speed. It covers the 100’ between the hanger doors and the squad in the blink of an eye. It charges straight down on Mel and bites as it ends its movement right next to her, (Modified melee attack roll of 23 vs Defense 23 (Mel 24 less Dex due to climbing = 21), a hit doing 8hp damage!), clawing into her back as she tries to avoid the attack.
Hehranna begins chanting and chirping in the back of the transport.
Squad actions please.