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!