Mission 3, Day 1, Encounter 1, Round 22.
The flammable liquid Carl fired will burn for this round still.
Initiative
Cyrill
Worm #10
Jacob
Jonass
Sarge
Bishop
Worm #6
Worm #7
Dave
Worm #3
Zane
Worm #8
Mel
Carl
Worm #9
FT 1: Bishop looks at the wide open mouth of the worm at his feet and pulls the trigger to his Peacemaker, (Modified ranged attack roll of 13 + 9 (AB) + 1 (PB) – 2 (Prone) = 21, a hit doing 7hp damage!), catching the worm in the mouth and blowing several teeth apart. Carl sprays the floor again with flammable liquid and it will continue to burn for another 1 round.
FT 2: Cyrill takes a 5’ step West and fires at Worm #8, (Modified ranged attack roll of 14 + 9 (AB) + 1 (PB) – 0 (Precise Shot) = 24, a hit doing 6hp damage!), catching it a glancing shot in the side. Jacob holds his position.
FT 3: Dave runs North and begins tugging and pulling on the civilians while shouting at them, not really helping the situation but merely adding more to the chaotic situation. Mel primes the grenade for proximity and flings it as hard as she can towards the door to the south, (Modified ranged attack roll of 19 + 9 (AB) – 10 (Range) = 18 vs Defense 10, a hit), the throw is good and the grenade bounces at 50’ and comes to a sliding stop at 60’ just short of a door. Mel backs up just 5’ before bumping into Jacob and sees that the corridor beyond is filled with people.
FT 4: Jonass regrets yelling at the civilians to get moving but does not have much time to ponder the thought as he is swamped by the sea of people, he tries as best as possible to control the crowd as they storm towards the exit. Zane moves between the barricades trying to usher the last stragglers on as quick as possible.
Sarge tries to get past the steady tide of people flowing into the airlock chamber but can’t progress any further, he yells into his intercom, “How many people are going to board the Black Knight… we don’t have place for everyone! We could probably cram 20 odd people in, tops!”. Sarge then turns and starts heading towards the airlock again.
Worm #6: Is bleeding.
Worm #7: Snaps with its now bleeding mouth at Bishop once again, (Modified melee touch attack roll of 14 vs Defense of 12 (Normally 16 – 4 for being prone), a hit. Worms grapple check roll of 25 vs Bishops grapple check roll of 16, success.), this time finding a sweet spot and latches onto Bishops right calf. Worm #7 moves into Bishops square provoking and AOO from Carl. Carl uses the opportunity to pistol whip the foul creature, (Modified melee attack roll of 16 + 10 (AB) = 26, a hit doing 6hp damage!), and smashes the tinder box into the creatures face causing it to give an angry hiss at him. Bishop is grappled.
Worm #3: Mel can see through the flashing neon lights at the end of the corridor that the slicer worm has spun it’s way through the door and sees a neat circular hole through which its head has popped.
Worm #8: While agilely ducking and weaving by Carl’s feet the slicer worm lunges out, (Modified melee touch attack roll of 12 vs Defense of 17, a miss), but fails to land a hit against them.
Worm #9: The slicer worm slithers this way and that too cautious to enter the flames.
Worm #10: Another worm can be seen writhing behind the wall of flames.
Squad actions please.
OCC: Action points left: Bishop 10, everyone else 11.