Vanguard IV: Stakeout [Skirmish]

>Previously: suptg.thisisnotatrueending.com/archive/48569222/

Greetings, field team. Remember Suburbia? An investigation team was going over the site, working on the assumption that the creature had escaped into the sewer system and would re-surface within a reasonable area and could then be contained. They were supposed to check in every hour and generally maintain eye-contact with another operative.

It's been two hours since our last communication.

In related news, we may have an answer as to why the hemophages we encountered looked so mutated and displayed abnormally resilient qualities. It appears we, and I repeat this is conjecture, may be dealing with Karlsteen's Brood. After 900 years of activity, one does tend to accrue some damage. We originally assumed they had been destroyed in Rio De Janiero in 1991 but it is possible they've simply gone underground in the most literal sense and we've just stumbled into their hiding place.

The foundational lay-out for the housing plan could have disrupted their tupor and woke them, which explains the abnormally high feeding pattern. They weren't gathering victims just for themselves, they were in a frenzied feeding binge to acquire enough sustenance for the entire brood, weakend from years of death-like coma. At last confrontation the Brood numbered 26 plus Karlsteen. You've personally seen to three. Most of them will be weak and famished. If the entire group awakens however, SysWatch helpfully informs us it will the largest hemophage activity spike in 73 years.

>youtube.com/watch?v=XmJjROqgMQc

Other urls found in this thread:

youtu.be/XUhVCoTsBaM
youtube.com/watch?v=x1SUUkhKkXo
myredditvideos.com/
twitter.com/SFWRedditGifs

Unfortunately at this stage most of our ressources are dealing with the aftermath of Wonglei's Party or tending to the situation in Australia which has ground into stalemate, so while we'd normally drown the site in drones and foam grenades that just not an option at the moment. And sending in the national guard or the military would only be feeding the problem.

Some good news is that there's no grouchy gateguards at this cave system entrance, so you can wear the proper protective plate.

Since there's a minor chance you'll be going up against a class five hemophage and their personal brood, we've elected to throw caution to the wind and break open the emergency lockers.

The specialist gear is marked in teal.

We've also taken the libety of adding some of the ressource we've requisitioned from the Wonglei manor to our standard load-out. The man had quite an affinity for swords it would seem, and we've found multiple copies of pretty exotic old books we're still clearing for proper field duty.

Of special interest are some of the recovered relics. The Shards of Spite align with any thaumathology kit. We're confident the binding will allow minimal demonic influence, but it should help shape your incantantions into the sort of things that leave severe marks. On the other side, some of Wonglei's personal bonsai trees seem to have had a rather... odd pedigree.

The implications are being worked over as we speak.

>Upgrade options take a gadget slot as well, but then improves the base functionality of whatever you upgrade.
>You can only really attach one upgrade to a piece of gear unless it specifically says otherwise
>That means no combining Yggdrassil twigs and spite, people

Finally, there's a minor budget matter.
As of our last mission we had 41 operational credits left for this quarter, and some funding for extra research.

We've recieved the outlook for next term and that's +60 credits, so we're up to 101.
Some of our research allocation has already paved the way for some exciting new projects and finds, which you can per-use at your own leisure. As these are experimental devices, keep in mind that they are highly limited in quality and often have some.... kinks to work out.

We can also elect to spend our research efforts either on finalizing Werenhoffs ritual circle project or upgrading our camera and uniform suites.

[Ritual Circles] give a standard pool of 5 AP / +2 that any thaumathologist can draw on to fuel spells with in addition to any own.

[Recon Tactics] gives a mapwide +1 evasion and means cleared FoW stays cleared unless deliberately blocked by smoke or enemy action.

Rolled 5 (1d6)

>Spend 1 CS to upgrade linage


Dawn Knife: 12 dmg, vitals, charge, 2 AP per attack, bleed 1
C7: 7dmg, 7ammo*3, BF+1 / M3 / H2, Atk 0/-2/-4, Reload 3AP
Armour Inserts- Flexible Joints (+3 /+1 AP)
NorAdre x 2

Vit: 16
Ap: 13 /+8
Skill: 12
Will: 10
Per: 11
Def: 8 /-4
DR: 2

Special:
Lycanthrope
-[Rage] Reset AP on kill
-Berserk at 0 Vit
-[Regen5] Spent 5 ap to recover 5 vit
-[Strength3] +3 melee attacks
Secrets of the past, Beacon, Sprinter
CS: .2

Is that +1 for weapons 1, or +1 for weapons 2?
Flexible joints is no additional DR, right? Still get the standard 4?

[Operative Alacrity]
Combat Knife:[m] 6dmg, vitals, charge, 2 AP per attack, crit 5
SpMax: 7dmg, 4/4ammo*4, BF+3 / M3 / H1, Atk -2/-3/-4, Reload 3AP
[Duskblade] - 10 dmg, [vitals], atk: 2 ap, no limit. Crit 7
Flexible Joints: +3AP, +1 ApRec

Vit: 14/14
Ap: 10 /+5 (13/ +6)
Skill: 11
Will: 9
Per: 11
Def: 9 /-4
CS:0.2

Special:
SotP: [OTC] [Free] | +8 AP, +2 Skill, [Blitz], 2 turn CD.
Pointman
Cursed
Competence
Weapons 1

No additional, yes. Standard does apply, that's in the uniform mesh and weave. It's +1 for weapons 2, just having weapons 1 doesn't actually grant another gadget slot.

So it would be weapons 1 (no bonus)
then weapons 2, +1 gadget
weapons 3, +2 gadgets

The quick-memory is that you have gadget slots equal to 2 + [weapons X-1]. Since weapon selections often depend on availabilty pre-mission, the extra gadget slots ensures you're qualified to bring something even if limited to low end gear and no high tech guns.

+1 innate DMG or DR, pick which
and!
2-5: Packmaster - [Beasts] key, and Awe9
>standard enemies roll will vs awe to see if they even dare attack because, well, you're a little frightening...

I'll take the DR.

Combat Knife: 6dmg, vitals, charge, 2 AP per attack, crit 5
C7: 7dmg, 7ammo*3, BF+1 / M3 / H2, Atk 0/-2/-4, Reload 3AP
Armour Inserts (DR 1)
NorAdre x 2

Vit: 16
Ap: 10 /+7
Skill: 12
Will: 10
Per: 11
Def: 8 /-4
DR: 3

Special:
Lycanthrope
-[Rage] Reset AP on kill
-[Awe] Fear 9
-Berserk at 0 Vit
-[Regen5] Spent 5 ap to recover 5 vit
-[Strength3] +3 melee attacks
Secrets of the past, Beacon, Sprinter, Beasts Key

Looks like a quiet night tonight.

That's okay. The vampire infestation can just wait, I'm sure it's nothing serious.

What, there's only 27 'phages to worry about. You think Claire and I can't handle that many? Pssh, we got this in the bag.
Oh god we would die.

Well, 27... ish.

You did get rid of 3 earlier, which is down to 24. But unfortunately the field trooper team is five people wo are all missing, so we'd go back up to 29.

But luckily it's practically impossible that all of the brood survived hiberating all these years. Karlsteen alone must arise and feed with regularity to preserve its old form, so it's likely a few have been snacked on on the way. And those who are then too weak to move on their own. The weakest get eaten first, so maybe 10 or so are a threat, in total?

But then it's a residential area and there were some rumors of some of the building crew disappearing, plus the hospitals and the homeless population that shrunk. Building up a buffer of expendable minions for taking care of any plots and plans Karlsteen enemies might have laid is sound strategy, so maybe 50?

"Finally! I made it out of the hospital, i thought i would never get out! Half the time they were trying to shove pills into my mouth it was for my 'mental health' they would say! Hah when i accidently summoned a eldritch being i did not lose my mind unlike everyone else. I calmly went to the gun locker and grabbeda pistol, gunned down the thing!
Ooh drugs, they summoning portals from one space of reality without summoning a demon so much easier! And even if you summon one you wont immediately go insane like dave did, poor fool didnt last a chance."

>"deposit the blood soaked suit i was wearing and disassemble the ceramic plates and hand them back to rnd and grab some nor adre
>Grab extra ammo and reclean my pistol and wipe the blood off my raven necklace and re-polish it

Gear: Nor adre x2
Good luck charm: Golden raven necklace
--
Equip:
C-K [Melee],6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, Crit:5
C-7: 7dmg, Ammo: 7/7 x3, Atk: 0,-2,-4,
Bf+1/M3/H2 Reload: 3 Ap

VIT: 12/12
AP: 10/+5
Skill:10
Will:8
Per:13
Def: 8/-4
Special:[Secret of the past](Personal grimoire-Give +1 will read)
=Magick= Space-weaken-distance-portals

"I'm her com- wait, no uplink interceptor?"

Nesasio-Operative
Vit: 11
Ap: 10(+5)
Skill: 11
Will: 9
Per: 11
Def: 9/-4

Special:
[Weapons 1][Competence][speed]
[speedy hands][sprinter][threatening]

"oh, and one question. how many Items can I take? three?"

It's a cave in the ground, Operative, and it's full of of buried remains and what might be a 900 year old vampire.

They aren't exactly known for their cutting edge wi-fi capabilities.

1 weapon, 2 gadgets according to your uploaded metrics.

Room for another?

"Alrighty then. I'll pack some meds for others.
Speaking of, I was always wondering, People who have weapons training can grab heavier weapons, right? what if they ditched said weapons for a lighter sidearm? would they be able to carry more stuff?"


Nesasio-Operative
Vit: 11
Ap: 10(+5)
Skill: 11
Will: 9
Per: 11
Def: 9/-4

Equipment:
>Chirni 77
10 dmg- 12 ammo
Bf+2/ M3 / H2
Atk:0. -4, -8
Reload 4 AP
>C-K
6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, Crit:5
>Uplink Interceptor
>MCPD-Bullets
>NorAdre(2/2)
>NorAdre(2/2)


Special:
[Weapons 1][Competence][speed]
[speedy hands][sprinter][threatening]

Always.

You get the one weapon as a free choice in the armory. A lighter sidearm? It would be easier to carry in the field, certainly, but it wouldn't change the underlying paperwork and logistics of the thing. It's still a lethal weapon being checked out. That needs signing.

This isn't really a matter of how much you can physically carry - we trust you to go through the basic conditoning courses - but rather about what you're allowed to requisition at any one time.

We could probably talk the quartermasters into issuing more items if it was felt it was strictly needed to ensure mission success though.

--

Hang on, we're getting some updates on the situation on the ground...

>This is a bit past the point where I would normally start an op (eg its 4 am where I am), so I'm going to cancel this round and chalk it up to poor timing. Probably posted things too late.

>In the meantime, here's this and then I'll try to run a mission a some more fortunate time in the future

#
"Fuck yeah brah, you mean, mistakes, in my chest?"
Vit 15
AP:10
Skill 10
Will 8
Perception 11
Defence 8/-17(4+1+6(2))
Weapons:chiri77 assault rifle, boot knife
Gadgets:heavy armor[Dr6] mormorphx2
Rocket pods

Special
Enchanced Humanoid
no vulnerabilities
[Armor Plates] - armor DR from gadgets doubled
+1 Gadget Slot, +3 Vit
[Weapons 1]
4-5: Targetting Protocols - 4 AP to take 1 shot at every visible enemy. Autohits, but enemy may evade

>Field Stims. Immunities are always a good choice. +free NorAdr makes for a nice boost all around
>Recon Tactics. Evasion and LoS boosts? Yes please
>Armory Modernization. Guns for the whole family!

>Ritual Channel. Tune in now for thaumic broadcasting all day. Good for you magey types.

>Spooky Black Helicopters. The secret police helicopters are there for your protection. This + Arms Bulk looks better than drones.

>Skulking. Information is king.

Just thoughts about some of the potential R&D choices.

>Local tac-net. Seems overpriced for the benefits.

>Spend 1 CS to gain Precision Service Skill
"Agent Kowalski, reporting for duty. Let's finish what we started."

Leon Kowalski
Focus Operative

Equip:
Combat Knife: [Melee](6 dmg, crit 5)/[Vitals][Charge] 2AP per attack, no limit
Broadsword SMG: 7 dmg, 6 ammo*4, Bf+3/ M4 /H1, Atk -0/-2/-4, Reload 1AP(Speedy Hands)
Flexible Joints
Smart Shades
NorAdre x2

Vit: 14/14
AP: 13/+6 (10/+5*)
Skill: 12
Will: 11
Perception: 11
Defense: 9 / -4 (9/ -0*)

Special: [Focus] [Precision] [Weapons 2] [Determined] [Speedy Hands] [Threatening]
Ammo: [||||||] [||||||] [||||||] [||||||]
0.2 CS
* Without gear

Remembered that you mentioned a change to the Broadsword and looked at the stats. Corrected my sheet accordingly.

Leon Kowalski
Focus Operative

Equip:
Combat Knife: [Melee](6 dmg, crit 5)/[Vitals][Charge] 2AP per attack, no limit
Broadsword SMG: 7 dmg, 6 ammo*4, Bf+2/ M4 /H1, Atk -0/-2/-4, Reload 1AP(Speedy Hands)
Flexible Joints
Smart Shades
NorAdre x2

Vit: 14/14
AP: 13/+6 (10/+5*)
Skill: 12
Will: 11
Perception: 11
Defense: 9 / -4 (9/ -0*)

Special: [Focus] [Precision] [Weapons 2] [Determined] [Speedy Hands] [Threatening]
Ammo: [||||||] [||||||] [||||||] [||||||]
0.2 CS
* Without gear

"Indigo seal sound fun.
Spooky black helicopters would be great for people that show up late for various reasons.
Garage sale sounds good, more rides are always welcome.
Field stimulant doctrine sound good as well."

Vit: 11
Ap: 10(+5)
Skill: 11
Will: 9
Per: 11
Def: 9/-4

Equipment:
>Chirni 77
10 dmg- 12 ammo
Bf+2/ M3 / H2
Atk:0. -4, -8
Reload 4 AP
>C-K
6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, Crit:5
>Uplink Interceptor
>MCPD-Bullets
>NorAdre(2/2)
>NorAdre(2/2)

Special:
[Weapons 1][Competence][speed][speedy hands][sprinter][threatening]
CS: 0.2

"IT'S TIME TO ADD A DASH OF PAIN"

>Trade the Armored Inserts for the Shard of Spite

=Jiggs=
Combat Thaumathurge

=Equip=
Forensic Thaum Kit
Shard of Spite
Good Luck Charm
C-K

=Stats=
Vit: 12/12
Ap: 10(10)/+5
Skill: 11
Will: 11
Per: 13
Def: 8/-4

=Special=
[Determined][Secret of the Past][Threatening]

=MAGICKS=
Biology-Sense-Create-Animals-Plants-Toxicology

CS: 0.2

So you're not running today?

"Buried under rubble while on fire - check. Soul partially eaten by a supernatural entity - check. Drained of blood by a hungry hemofage - pending."

"I'm a bit worried about this vat-grown soul graft. No negative effects observed so far, but Mr. Hat tells me to be cautious."

[Operative]
|VIT 12/12| AP 10| SKL 10| WIL 18| PER 11| DEF 8/-4|

==
[Weapon]
Chirni 77 - 10 DMG 12x3 Ammo | Bf+2, M3, H2 | 0, -4, -8 | RLD 4
C-7 Service - 11 DMG 7x3 Ammo | Bf+1, M3, H2 | 0, -2, -4 | RLD 3
C-K - 6 DMG, Crit 5 | [Vitals], [Charge] | 2 AP

[Inventory]
WoodBee x2
MorMorph x2

==
[Weapons 1]
[Speed] - auto-dodge first attack each turn
[Competence] - target Evasion -2

0.2 CS

hello?

So, to put it very bluntly this is a Bug Hunt mission type?

>trading uplink interceptors for "De architectura"
>voting for [Recon Tactics]

Vit 12
AP 10/+5
Skill 10
Will 8
Perception 11
Defence 8/-1

[Special]
Combat Thaumaturge
-Matter-Shape-Weaken-Earth
-Determined

[Inventory]
C-K [Melee] 6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, cirt 5

Forensic Thaum Kit
-Copy of "De architectura"

Smart Shades

We can almost garantee a complete absence of bugs.
Hemophages much prefer giant wolves and maybe slugs.

>how is this thread still here?

>48704696
>how is this thread still here?

All right field team - be careful down there. The investigation group is five people and three specialists manning the scanning gear; they mentioned they'd found the access tunnels expanding out into a deeper chamber they were actively scanning while stringing out some lights. Those are the ones to your right.

This is a cramped environment with broken lines of sight, try not to shoot each other in the back of the head. The night vision will help a little deeper in, and of course you've all got flashlights, but it's still not a good shooting environment.

Try to find our team, and then locate the last hemophage. Since its knows you're coming, you should stick together to avoid getting pulled into the dark.

==Field Ops==
1 | Claire | 13 / +8
>Claire, you're not listing your innate DR anywhere. Your total DR is 4 + 1 +3 = 8. You are currently listing half. Innate Dr goes under Strength3 - DR3 for you now.
2 | Alacrity | 13 / +6
3 | Lune | 10 / +5
4 | Nesasio | 10 / +5
>With Multi Compound Powder Detonating bullets Chirni 77 dmg is 14.
5 | Jerg | 10 / +5
>Jerg, your DR is 4 + 12*2 = 16
6 | Kowalski | 13 / +6
7 | Jiggs | 10 / +5
8 | Mammoth | 10 / +5
>Are you sure there's no side effects?
9 | Lorne | 10 / +5

[Action Phase]

Wait what

All right field team - be careful down there. The investigation group is five people and three specialists manning the scanning gear; they mentioned they'd found the access tunnels expanding out into a deeper chamber they were actively scanning while stringing out some lights. Those are the ones to your right.

This is a cramped environment with broken lines of sight, try not to shoot each other in the back of the head. The night vision will help a little deeper in, and of course you've all got flashlights, but it's still not a good shooting environment.

Try to find our team, and then locate the last hemophage. Since its knows you're coming, you should stick together to avoid getting pulled into the dark.

Are you absolutely sure you don't want to bring the Ghost Bows? It's your prerogative field team, but advanced stage hemophages like Karlsteen are gonna a lot of bullets before they go down. Or some UV Nadexes? We develop these items for a reason, you know.

==Field Ops==
1 | Claire | 13 / +8
>Claire, you're not listing your innate DR anywhere. Your total DR is 4+3 = 7. You are currently listing half. Innate Dr goes under Strength3 - DR3 for you now.
2 | Alacrity | 13 / +6
3 | Lune | 10 / +5
4 | Nesasio | 10 / +5
>With Multi Compound Powder Detonating bullets Chirni 77 dmg is 14.
5 | Jerg | 10 / +5
>Jerg, your DR is 4 + 12*2 = 16
6 | Kowalski | 13 / +6
7 | Jiggs | 10 / +5
8 | Mammoth | 10 / +5
>Are you sure there's no side effects?
9 | Lorne | 10 / +5

[Action Phase]

"Are those bones to the left? They didn't even bother to hide their leftovers."

>ReadySmartShades
>Move 66656
>[Scan] in the 6 direction


Vit 12
AP 10/+5
Skill 10
Will 8
Perception 11
Defence 8/-1

[Special]
Combat Thaumaturge
-Matter-Shape-Weaken-Earth
-Determined

[Inventory]
C-K [Melee] 6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, cirt 5

Forensic Thaum Kit
-Copy of "De architectura"

Smart Shades

"If anyone needs a boost, tell me now. I brought some extra NorAdre doses. After saying that, come near my direction and I'll administer a shot."

Looks like we found the investigation team and the techniciains.

They must have been working widening the access to the interior cave system when they were ambushed. The hemophages waited for them to pause to calibrate the equipment so they were all clustered. Two from the front, but one from behind, hence the confused line of fire. In the panick they tried to retreat, stumbled over each in the cramped interior and didn't get very far.

Only blood is from what looks like a snap shot that hit a friendly. They must have taken the bodies deeper in.

Good eyes, operative Lorne.

==Field Ops==
1 | Claire | 13 / +8
2 | Alacrity | 13 / +6
3 | Lune | 10 / +5
4 | Nesasio | 10 / +5
5 | Jerg | 10 / +5
6 | Kowalski | 13 / +6
7 | Jiggs | 10 / +5
8 | Mammoth | 10 / +5
9 | Lorne | 10 / +5 [No hostiles]

[Player phase]

"Command, what are those two orange things I see ahead? The things are brighter in color compared to the walls."

Looks like a weird, jagged stalagmite rising from the ground.

Hang on --- no, that's not normal in this area. This cave couldn't have been here for the two-thousand years require for it to reach that size without someone discovering it.

It's dead stone now but Gerean says its the by-product of someone shaping the environment. They must have put the excess stone into the salag sculptures as a way to get rid of it. Looks harmless for now but if it's been worked before its liable to get worked again.

>Ready SmartShades
>Move 66566
>[Scan] in the 5 direction

Leon Kowalski
Focus Operative

Equip:
Combat Knife: [Melee](6 dmg, crit 5)/[Vitals][Charge] 2AP per attack, no limit
Broadsword SMG: 7 dmg, 6 ammo*4, Bf+2/ M4 /H1, Atk -0/-2/-4, Reload 1AP(Speedy Hands)
Flexible Joints
Smart Shades
NorAdre x2

Vit: 14/14
AP: 13/+6 (10/+5*)
Skill: 12
Will: 11
Perception: 11
Defense: 9 / -4 (9/ -0*)

Special: [Focus] [Precision] [Weapons 2] [Determined] [Speedy Hands] [Threatening]
Ammo: [||||||] [||||||] [||||||] [||||||]
0.2 CS
* Without gear

That's old bones, operative. Four hundred years or so, judging from the teint. Look at the engorged mandible and the differentiated zygomatic bone; that's a hemophage all right.

The faint residude is the essence not the leaving the body because it's not cleansed by sunlight.

They must have eaten the weakest looking ones for sustenance; which is why they started mutating so rapidly. Feeding on hemophages is... problematic.

Well, scratch one at least. That's some good news.

==Field Ops==
1 | Claire | 13 / +8
2 | Alacrity | 13 / +6
3 | Lune | 10 / +5
4 | Nesasio | 10 / +5
5 | Jerg | 10 / +5
6 | Kowalski | 13 / +6 [Full Recovery]
7 | Jiggs | 10 / +5
8 | Mammoth | 10 / +5
9 | Lorne | 7 / +5

>move 6,6,6,5,5, face 2

"This is Nesasio, advancing forward. I'll see what's around the corner."

Vit: 11
Ap: 10(+5)
Skill: 11
Will: 9
Per: 11
Def: 9/-4

Equipment:
>Chirni 77
14 dmg- 12 ammo
Bf+2/ M3 / H2
Atk:0. -4, -8
Reload 4 AP
>C-K
6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, Crit:5
>Uplink Interceptor
>MCPD-Bullets
>NorAdre(2/2)
>NorAdre(2/2)

Special:
[Weapons 1][Competence][speed][speedy hands][sprinter][threatening]
CS: 0.2

Does [Full Recovery] mean I can act again in this phase?

Operative Nesasio, try not to walk into--- yeah, that. That jostled the camera. Technician Williams just winced in sympathy. Is your knee okay?

==Field Ops==
1 | Claire | 13 / +8
2 | Alacrity | 13 / +6
3 | Lune | 10 / +5
4 | Nesasio | 10 / +5
5 | Jerg | 10 / +5
6 | Kowalski | 13 / +6
7 | Jiggs | 10 / +5
8 | Mammoth | 10 / +5
9 | Lorne | 10 / +5

No hostile entites are currently visible, so it means you recover to Max Ap at the end of the turn.

[Player Phase]

Which is to say that yes, you may act field operative. Nothing is currently preventing it.

As no hostiles are currently in view, we simply proceed forward at a rapid pace until such a time as you encounter any hostiles or the mission itself is solved when you recover the field team.

Given the amount of bullet holes, shell casings and chemical traces of nitrocellulose, nitroglycerine, and petroleum jelly, it seems likely you will encounter /something/.

On one hand, I'd like to scan as much as possible to gather intel and reveal the map. On the other hand, most players don't seem to be active yet, and I don't want to run into a mass of hostiles before some tactical positioning has been accomplished.

Rolled 3, 2, 1 = 6 (3d6)

>[Scan] Rock formation to my 5
>Move 661
>[Investigate] - search for any clues, tips and details in the scene that evaded cursosry scan, wait for the rest of the team to regroup.


Vit 12
AP 10/+5
Skill 10
Will 8
Perception 13
Defence 8/-1

[Special]
Combat Thaumaturge
-Matter-Shape-Weaken-Earth
-Determined

[Inventory]
C-K [Melee] 6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, cirt 5

Forensic Thaum Kit
-Copy of "De architectura"

Smart Shades

Afraid of a few murderous hemophages, Operative? That's why they issue you the big guns.

>A layer mess up was preventing the display of some crucial information
>Namely that the rock near Kowalski is not... entirely normal

>Move 21116
>[Scan] in the 2 direction

Leon Kowalski
Focus Operative

Equip:
Combat Knife: [Melee](6 dmg, crit 5)/[Vitals][Charge] 2AP per attack, no limit
Broadsword SMG: 7 dmg, 6 ammo*4, Bf+2/ M4 /H1, Atk -0/-2/-4, Reload 1AP(Speedy Hands)
Flexible Joints
Smart Shades
NorAdre x2

Vit: 14/14
AP: 13/+6 (10/+5*)
Skill: 12
Will: 11
Perception: 11
Defense: 9 / -4 (9/ -0*)

Special: [Focus] [Precision] [Weapons 2] [Determined] [Speedy Hands] [Threatening]
Ammo: [||||||] [||||||] [||||||] [||||||]
0.2 CS
* Without gear

>the rock near Kowalski is not... entirely normal
>It's dead stone now but Gerean says its the by-product of someone shaping the environment. They must have put the excess stone into the salag sculptures as a way to get rid of it. Looks harmless for now but if it's been worked before its liable to get worked again.

youtu.be/XUhVCoTsBaM

A good investigation and some sleuthing reveals that the group was taking by surprise; but that the strung out wires with some still glowing lanterns does lie curled up ahead. The investigation teams weapons are all missing. As are their standard issue grenades. That's not a good sign.

There's also a very faint blood trail that leads off into the right-most passage, faintly scruffed as if something heavy was dragged across it.

A CLUE, definitively. However, if they were foolish enough to take the weapons they also took the thaumathology kits! And someone could track those simply by looking for any resonance with their own forensic kits or some other personal grimoire, a relatively simple action meant to ease in-field teamwork.
>A simple [Find] spell for 2 Ap would ping other Vanguard Thaum Kits within 6 hexes.

Meanwhile, operative Kowalski spots a wall section that doens't actually exist.

==Field Ops==
1 | Claire | 13 / +8
2 | Alacrity | 13 / +6
3 | Lune | 10 / +5
4 | Nesasio | 10 / +5
5 | Jerg | 10 / +5
6 | Kowalski | 13 / +6
7 | Jiggs | 10 / +5
8 | Mammoth | 10 / +5
9 | Lorne | 10 / +5

[Player Phase]

>Move 65
>[Scan] in the 1 direction

Leon Kowalski
Focus Operative

Equip:
Combat Knife: [Melee](6 dmg, crit 5)/[Vitals][Charge] 2AP per attack, no limit
Broadsword SMG: 7 dmg, 6 ammo*4, Bf+2/ M4 /H1, Atk -0/-2/-4, Reload 1AP(Speedy Hands)
Flexible Joints
Smart Shades
NorAdre x2

Vit: 14/14
AP: 13/+6 (10/+5*)
Skill: 12
Will: 11
Perception: 11
Defense: 9 / -4 (9/ -0*)

Special: [Focus] [Precision] [Weapons 2] [Determined] [Speedy Hands] [Threatening]
Ammo: [||||||] [||||||] [||||||] [||||||]
0.2 CS
* Without gear

Scanning, scanning - check the right Lorne. Nesasio, grab a rock sample from that stalagmite for later study, maybe we can use it.

Kowalski, see if you can't take a spot into the opening--- yeah, we see it over here.

Got faint traces of some sort of cloak attempt, long gone. Must be where they were waiting for the team... got a nesting place; activity only because the hemos have been there... got some more shaped rock--- wait, what's that?

EYES! That's our runner from last time!

[Reaction Phase]

Coward. Probably afraid you'll kick in its skulking, scummy shins.

[Player Phase]

==Field Ops==
1 | Claire | 13 / +8
2 | Alacrity | 13 / +6
3 | Lune | 10 / +5
4 | Nesasio | 10 / +5
5 | Jerg | 10 / +5
6 | Kowalski | 13 / +6
7 | Jiggs | 10 / +5
8 | Mammoth | 10 / +5
9 | Lorne | 10 / +5

Rolled 6, 4, 2 = 12 (3d6)

>Move 11
>Prepare to Burst 2 at any enemy within 4 hexes
Leon Kowalski
Focus Operative

Equip:
Combat Knife: [Melee](6 dmg, crit 5)/[Vitals][Charge] 2AP per attack, no limit
Broadsword SMG: 7 dmg, 6 ammo*4, Bf+2/ M4 /H1, Atk -0/-2/-4, Reload 1AP(Speedy Hands)
Flexible Joints
Smart Shades
NorAdre x2

Vit: 14/14
AP: 13/+6 (10/+5*)
Skill: 12
Will: 11
Perception: 11
Defense: 9 / -4 (9/ -0*)

Special: [Focus] [Precision] [Weapons 2] [Determined] [Speedy Hands] [Threatening]
Ammo: [||||||] [||||||] [||||||] [||||||]
0.2 CS
* Without gear

"Ugh. God. Dammit. I should watch where I step."

"Nesasio here. I'm gonna grab some rocks-"
>Spend 5AP to grab some loose rocks.
"-what was that!? Hostiles?"
>Use NorAdre
>Move one tile in direction 1, and move in direction 6 as far as possible.

Vit: 11
Ap: 10(+5)
Skill: 11
Will: 9
Per: 11
Def: 9/-4

Equipment:
>Chirni 77
14 dmg- 12 ammo x3
Bf+2/ M3 / H2
Atk:0. -4, -8
Reload 4 AP
[IIIIIIIIIIII][IIIIIIIIIIII][IIIIIIIIIIII]
>C-K
6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, Crit:5
>Uplink Interceptor
>MCPD-Bullets
>NorAdre(1/2)
>NorAdre(2/2)

Special:
[Weapons 1][Competence][speed][speedy hands][sprinter][threatening]
CS: 0.2

Rolled 2, 4, 4 = 10 (3d6)

ZZZZZ *SNORT* "JIGGS IS HERE!"

>Move 1,6,6,6,6,1,1 (7AP)
>Concentrate on casting a [Find] spell for 3 AP

=Jiggs=
Combat Thaumathurge

=Equip=
Forensic Thaum Kit
Shard of Spite
Good Luck Charm
C-K

=Stats=
Vit: 12/12
Ap: 10(10)/+5
Skill: 11
Will: 11
Per: 13
Def: 8/-4

=Special=
[Determined][Secret of the Past][Threatening]

=MAGICKS=
Biology-Sense-Create-Animals-Plants-Toxicology

CS: 0.2

Thank you Nesasio, we'll check the samples out once you return to base --- and yes, but it looks like it retreated! don't do anything ra---

yeah that's a 210 BPM.

Try not to shoot Operative Kowalski, please.

--

We see them, Jiggs! Got a pingback from three kits, one near Kowalski, one deeper in and--

IT'S BEHIND YOU!

GUNS UP

[Reaction Phase]

Rolled 5, 6, 3, 3, 1, 1 = 19 (6d6)

"Let's see what we can find then"

>[Scan] rock formation to my 5566
>Move 166
>[Ready] Thaum Forensic Kit
>[Find]
>Earth - listen to the tiniest tremors and vibrations in the ground to try and detect creatures that would leave them. Boost 1 for effect.

Vit 12
AP 10/+5
Skill 10
Will 8
Perception 13
Defence 8/-1

[Special]
Combat Thaumaturge
-Matter-Shape-Weaken-Earth
-Determined

[Inventory]
C-K [Melee] 6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, cirt 5

Forensic Thaum Kit
-Copy of "De architectura"

Smart Shades

Did anyone see it?! DID ANYONE SEE IT-- it ran past Jiggs and Nesasio! You've got multiple open wounds, we need mormorph or bandages - quick!

Lorne, you're tracking it - Kowalski, put it down.

>Jiggs bleeding for 1
>Nesasio bleeding for 1
>Bleeding incurs its value in damage for every action taken
>That's -1 vit per Ap spent

>MorMorph fixes blood loss, deals no bleed damage.
>[Bandage] costs 4 AP, but deals no Bleed damage and fixes the bleeding on you or someone else.

youtube.com/watch?v=x1SUUkhKkXo

[Player Phase]

==Field Ops==
1 | Claire | 13 / +8
2 | Alacrity | 13 / +6
3 | Lune | 10 / +5
4 | Nesasio | 10 / +5
5 | Jerg | 10 / +5
6 | Kowalski | 13 / +6
7 | Jiggs | 5 / +5
8 | Mammoth | 10 / +5
9 | Lorne | 5 / +5

Rolled 3, 2, 6 = 11 (3d6)

I posted too early. whoops.

"Urk! Dammit! Jiggs, don't worry, I gocha!"
>Bandage Self
>Move 2
>Bandage Jiggs
>Prepare to shoot Weapon against enemies that close within distance 4

Vit: 11
Ap: 10(+5)
Skill: 11
Will: 9
Per: 11
Def: 9/-4

Equipment:
>Chirni 77
14 dmg- 12 ammo x3
Bf+2/ M3 / H2
Atk:0. -4, -8
Reload 4 AP
[IIIIIIIIIIII][IIIIIIIIIIII][IIIIIIIIIIII]
>C-K
6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, Crit:5
>Uplink Interceptor
>MCPD-Bullets
>NorAdre(1/2)
>NorAdre(2/2)

Special:
[Weapons 1][Competence][speed][speedy hands][sprinter][threatening]
CS: 0.2

>Vit: 11
whoos. this should be 5. sorry, feeling a tad bit groggy here.

>Oh bugger it
>NorAdre is actually also supposed to fix Blood Loss
>It's 2 Ap if you have a Syringe, and then the medical effect from it is the deciding factor - either way is insurance.

>If you wish to re-do in light of that, you're free to.

Rolled 4, 4, 4 = 12 (3d6)

>Move 333
>Burst Fire 4(5 ammo) on hemophage in direction 2
Leon Kowalski
Focus Operative

Equip:
Combat Knife: [Melee](6 dmg, crit 5)/[Vitals][Charge] 2AP per attack, no limit
Broadsword SMG: 7 dmg, 6 ammo*4, Bf+2/ M4 /H1, Atk -0/-2/-4, Reload 1AP(Speedy Hands)
Flexible Joints
Smart Shades
NorAdre x2

Vit: 14/14
AP: 13/+6 (10/+5*)
Skill: 12
Will: 11
Perception: 11
Defense: 9 / -4 (9/ -0*)

Special: [Focus] [Precision] [Weapons 2] [Determined] [Speedy Hands] [Threatening]
Ammo: [||||||] [||||||] [||||||] [||||||]
0.2 CS
* Without gear

Rolled 3, 6, 2 = 11 (3d6)

"ARRRRGH YOU WILL PAY FOR THAT! THANK YOU NESASIO FOR STOPPING THE LEAKING OF MY PRECIOUS BODY FLUIDS!"

>-Take 6 damage
>-Thank Nesasio for the assistance
>Move 5,6,5 (3 AP)
>-Face NE (2)
>Prepare to cast Summon: Entangling Thorn Vines with Blood Clotting Venom on any hemophage that comes into view [Biology][Create][Plant][Toxicology] (2 AP)

=Jiggs=
Combat Thaumathurge

=Equip=
-Forensic Thaum Kit
--Shard of Spite
-Good Luck Charm
-C-K [Melee] 6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, cirt 5

=Stats= Bleeding
Vit: 6/12
Ap: 10(10)/+5
Skill: 11
Will: 11
Per: 13
Def: 8/-4

=Special=
[Determined][Secret of the Past][Threatening]

=MAGICKS=
Biology-Sense-Create-Animals-Plants-Toxicology

Rolled 6, 2, 4 = 12 (3d6)

"Command, unless I'm not kistaken I'm tracking two things"

>Sustaining [Find], if not necessary - ignore this one.
>Move 4
>Matter-Shape-Earth - "Earth Shackles", shape earth to engulf creature's legs and solidigy, trapping it in one spot.

It's behind the wall Kowalski, but the wall isn't real!
Just aim for the wavy center of the unreal thing, you can see beyond it -- the specs will he...

YES. You're getting pretty good at this "Riddling the hemophages with bullets" deal.

[Reaction Phase]

There's the other one! Jiggs! GET IT--- Dammit that thing is strong, duck! Wait, no, it's going for the fallen corpse it's... Not bring it back? These guys are hungry. They're practically feral.

Us smashing in their feeding grounds must have broken what little restraint they had.

Already, reload and gear up. Get that runner. They're not stupid though, look - Kowalski. They know we can track the books, so they've put one of them on the bone pile. They still need them if they want to use any of them, so we're likely to get mostly positives. That's one book down, four more loose.

They're carrying two, so that leaves one that's either on the ground as a decoy or in the hands of a hemo. Watch your shots.

[Player Phase]

==Field Ops==
1 | Claire | 13 / +8
2 | Alacrity | 13 / +6
3 | Lune | 10 / +5
4 | Nesasio | 10 / +5 [Recovery]
5 | Jerg | 10 / +5
6 | Kowalski | 13 / +6 [Recovery]
7 | Jiggs | 10 / +5 [Recovery]
8 | Mammoth | 10 / +5
9 | Lorne | 10 / +5 [Recovery]

You gave me +1 innate dr when upgraded

Ah, your way of writing it out confused me then. Apologies.

"Uh... command, are those coffins? and the stalagmite at direction 6... it's got green glows. And also, the corner, located at direction 5 of me, I can see green glowing there as well. got any idea what it is?
Either way, Advancing and taking overwatch position."

>move 6,6,1
>Prepare Aim at first target
>Prepare Burst fire 3 shots
>Prepare Burst fire 3 shots

Vit: 5/11
Ap: 10(+5)
Skill: 11
Will: 9
Per: 11
Def: 9/-4

Equipment:
>Chirni 77
14 dmg- 12 ammo x3
Bf+2/ M3 / H2
Atk:0. -4, -8
Reload 4 AP
[IIIIIIIIIIII][IIIIIIIIIIII][IIIIIIIIIIII]
>C-K
6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, Crit:5
>Uplink Interceptor
>MCPD-Bullets
>NorAdre(1/2)
>NorAdre(2/2)

Special:
[Weapons 1][Competence][speed][speedy hands][sprinter][threatening]
CS: 0.2

Can't fault their sense of the Classics, operative. Underground, dank, coffins. If you hear orchestral music playing, let us know all right?

And yeah, they are - Spec-Marked from Kowalskis and Lorne's investigations. There's something curious about the rock, but we can't tell what unless you get a bit closer.

Wagering a guess they've probably hollowed the entire thing out and made a bunch of mini-passage ways to bypass any intruders and come at them from all angles.

Then again, it could be a pit-trap or a Stone Guardian. So be careful. Tricky, these things.

"Acknowledged. I'll give it a look if nothing shows up around here."

>Move 2,1,6,6 6616 6


Vit 15
AP:10
Skill 10
Will 8
Perception 11
Defence 8/-17(4+1+6(2))
Weapons:chiri77 assault rifle, boot knife
Gadgets:heavy armor[Dr6] mormorphx2
Rocket pods

Special
Enchanced Humanoid
no vulnerabilities
[Armor Plates] - armor DR from gadgets doubled
+1 Gadget Slot, +3 Vit
[Weapons 1]
[Targetting Protocols] - 4 AP to take 1 shot at every visible enemy. Autohits, but enemy may evade

Rolled 1, 3, 6, 1, 2, 5 = 18 (6d6)

"JIGGS WILL MAKE SURE THAT STUPID BAD BLOODS WILL SNEAK UP ON HIM!"

>Move 1,6 (2 AP)
>-Face W (6)
>Inspect the marked stalagmite in front of me (1 AP)
>Prepare to cast Summon: Blood Clotting Poisonous Entangling Thorny Vines on any enemy that comes into view [Biology][Create][Plant][Toxicology] (2 AP)

=Jiggs=
Combat Thaumathurge

=Equip=
-Forensic Thaum Kit
--Shard of Spite
-Good Luck Charm
-C-K [Melee] 6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, cirt 5

=Stats=
Vit: 6/12
Ap: 10(10)/+5
Skill: 11
Will: 11
Per: 13
Def: 8/-4

=Special=
[Determined][Secret of the Past][Threatening]

=MAGICKS=
Biology-Sense-Create-Animals-Plants-Toxicology

CS: 0.2

Rolled 2, 2, 1 = 5 (3d6)

>Move 3443
>Matter-Shape-Earth - shift earth to form a solid wall at a hex to my 2322
>Move 11
>[Scan] to my 2

Good to see you moving, Asset Jerg.
The rest of the operatives can hold the entrance.

You seem a bit timid, field team. Is this about that Hazard Pay re-negotationg? Come on, you know we need to save the budget somehow. Do you want more back up? We can send in Blue Rat. They were deploying for another op - something about the ghost of William Wallace - but we can downgrade if you want someon to hold your hand?

[Unseen reaction phase complete]
[Player Phase]

>Full Recovery
==Field Ops==
1 | Claire | 13 / +8
2 | Alacrity | 13 / +6
3 | Lune | 10 / +5
4 | Nesasio | 6 / +5
5 | Jerg | 10 / +5
6 | Kowalski | 11 / +6
7 | Jiggs | 10 / +5
8 | Mammoth | 10 / +5
9 | Lorne | 10 / +5

>Well, that was poorly time

Excellent, they won't come in that way. Is there any reason you keep walking into Kowalski? Is this a comrade in arms things? Stop walking on each others toes people, you'll cause a misfire.

>Full Recovery
==Field Ops==
1 | Claire | 13 / +8
2 | Alacrity | 13 / +6
3 | Lune | 10 / +5
4 | Nesasio | 6 / +5
5 | Jerg | 10 / +5
6 | Kowalski | 11 / +6
7 | Jiggs | 10 / +5
8 | Mammoth | 10 / +5
9 | Lorne | 10 / +5

Rolled 6, 5, 2 = 13 (3d6)

>Move 2,2
>Investigate direction 1, Use 2 AP
>move 5,5
"I'm taking a look ahead. Looks like that downside could be some kind of a passage, if one or two of the guys move up and prepare to shoot anything that comes out of it, I would be mighty grateful."

Vit: 5/11
Ap: 10(+5)
Skill: 11
Will: 9
Per: 11
Def: 9/-4

Equipment:
>Chirni 77
14 dmg- 12 ammo x3
Bf+2/ M3 / H2
Atk:0. -4, -8
Reload 4 AP
[IIIIIIIIIIII][IIIIIIIIIIII][IIIIIIIIIIII]
>C-K
6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, Crit:5
>Uplink Interceptor
>MCPD-Bullets
>NorAdre(1/2)
>NorAdre(2/2)

Special:
[Weapons 1][Competence][speed][speedy hands][sprinter][threatening]
CS: 0.2

Sorry, apachian. It's not unintentional, the tactical parser hiccups sometimes.

>Sometimes the new commands come in while the upload process is already happening, sorry - there's a 1 minute delay on these things. It's not intentional, and I usually correct doing the reaction phase if there is one.

Rolled 1, 5, 1 = 7 (3d6)

"A SECRET PASSAGE! I DON'T LIKE SMALL SPACES SO TIME TO BLOCK IT!"

>Move 6,6 (2 AP)
>-Face 5
>Concentrate on Summoning: Wall of Poisonous Entangling Thorn Vines 5,5 from my position [Biology][Create][Plant][Toxicology] (6 AP)

=Jiggs=
Combat Thaumathurge

=Equip=
-Forensic Thaum Kit
--Shard of Spite
-Good Luck Charm
-C-K [Melee] 6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, cirt 5

=Stats=
Vit: 6/12
Ap: 2(10)/+5
Skill: 11
Will: 11
Per: 13
Def: 8/-4

=Special=
[Determined][Secret of the Past][Threatening]

=MAGICKS=
Biology-Sense-Create-Animals-Plants-Toxicology

CS: 0.2

Rolled 4, 5, 6 = 15 (3d6)

>Reload(1AP)
>Move 222322
>Face 1
>Prepare to Burst 2(3 ammo) any hostiles visible or approaching

Leon Kowalski
Focus Operative

Equip:
Combat Knife: [Melee](6 dmg, crit 5)/[Vitals][Charge] 2AP per attack, no limit
Broadsword SMG: 7 dmg, 6 ammo*4, Bf+2/ M4 /H1, Atk -0/-2/-4, Reload 1AP(Speedy Hands)
Flexible Joints
Smart Shades
NorAdre x2

Vit: 14/14
AP: 13/+6 (10/+5*)
Skill: 12
Will: 11
Perception: 11
Defense: 9 / -4 (9/ -0*)

Special: [Focus] [Precision] [Weapons 2] [Determined] [Speedy Hands] [Threatening]
Ammo: [-----|] [||||||] [||||||] [||||||]
0.2 CS
* Without gear

"Command, got visual on some trippy shit, dudes, what is it?
Can I strap Jiggs with some mormorph?
>If yes, stab him before he can jitter away
>Move 6,1,1
>Prepare aim
>Prepare burst3
>Investigate circle glowy-thing

Okay, Thaum Jiggs - The passage is safe, sound and sealed -- did you have to grow a Disney Hedge? That's a lot of thorns.

[Reaction Phase]

Rolled 5, 6, 6, 1, 3 = 21 (5d6)

Rolled 1, 2, 5 = 8 (3d6)

"As long as my privilege check-inducing heritage is properly honoured it's fine by me".

"Anyway, let's investigate the marking that I still have"

>Move 221
>[Scan] object to my 5
>[Find]
>Earth - Sense vibarations, use 2 additional AP to boost range.

Vit 12
AP 10/+5
Skill 10
Will 8
Perception 13
Defence 8/-1

[Special]
Combat Thaumaturge
-Matter-Shape-Weaken-Earth
-Determined

[Inventory]
C-K [Melee] 6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, cirt 5

Forensic Thaum Kit
-Copy of "De architectura"

Smart Shades

"command, there's a LOT of those rocks up ahead. Does any experts at base say anything about it?"

>It seems I arrived a bit out of phase. Still, if it's possible, i'd like to:
>move 56561
>Turn to 5 and overwatch

[Operative]
|VIT 12/12| AP 10| SKL 10| WIL 18| PER 11| DEF 8/-4|

==
[Weapon]
Chirni 77 - 10 DMG 12x3 Ammo | Bf+2, M3, H2 | 0, -4, -8 | RLD 4
C-7 Service - 11 DMG 7x3 Ammo | Bf+1, M3, H2 | 0, -2, -4 | RLD 3
C-K - 6 DMG, Crit 5 | [Vitals], [Charge] | 2 AP

[Inventory]
WoodBee x2
MorMorph x2

==
[Weapons 1]
[Speed] - auto-dodge first attack each turn
[Competence] - target Evasion -2

0.2 CS

Damn I'm slow today.

"NOT JUST ANY DISNEY HEDGE! IT'S A DISNEY HEDGE THAT WILL TURN YOUR BLOOD INTO JELLY! AHAHAHAHA!"

>Argh, rolling 4 actions into the reaction phase screws with the flow.

Kowalski, careful it's-- there is! LIGHT IT UP-- It's going to the right, aim dammit, AIM---

Kowalski is down, someone get it before it drains him-- Asset Jerg! Move! Fucking hit it-- aim, agents! AIM.

--

Mammoth?
Whatever you do

Don't

Move

[Reaction phase 1 / 2]

"What.
The.
Hell.

How did it get there?"

Operative Mammoth! Are you all right? We can't see what's happening on the camera, it's moving to bloody fast!

Are you all right?

How the hell did you do /that/ agent?
Looks like they just excavated a whole lot then. The central chamber is very big, cavernous almost. They must be making room for something but can't tell what. They wouldn't need tis much if they were just hollowing small sections. Do you see anything cathedral like? They need all this space for something.

[player phase - 15 min]

==Field Ops==
1 | Claire | 13 / +8
2 | Alacrity | 13 / +6
3 | Lune | 10 / +5
4 | Nesasio | 9 / +5
5 | Jerg | 6 / +5 [ -4 ammo]
6 | Kowalski | 8 / +6 [Too determined for stun!] [-3 ammo] [-8]
7 | Jiggs | 7 / +5 [+4 Vit from MorMorph] [-6 from damage, can't bleed] [4 Vit]
8 | Mammoth | 8 / +5
9 | Lorne | 5 / +5

"No one was guarding the downside passage last turn. It probably saw Jiggs' hedges, and wend out the bottom side. and was probably planning to catch it's breath there before pouncing us."

Rolled 1, 1, 3 = 5 (3d6)

>Aim 2 at hemophage E
>Burst 2(3 ammo) at hemophage E
>Move 4

"TAKE IT DOWN NOW!"
Leon Kowalski
Focus Operative

Equip:
Combat Knife: [Melee](6 dmg, crit 5)/[Vitals][Charge] 2AP per attack, no limit
Broadsword SMG: 7 dmg, 6 ammo*4, Bf+2/ M4 /H1, Atk -0/-2/-4, Reload 1AP(Speedy Hands)
Flexible Joints
Smart Shades
NorAdre x2

Vit: 6/14
AP: 13/+6 (10/+5*)
Skill: 12
Will: 11
Perception: 11
Defense: 9 / -4 (9/ -0*)

Special: [Focus] [Precision] [Weapons 2] [Determined] [Speedy Hands] [Threatening]
Ammo: [---|||] [||||||] [||||||] [-----|]
0.2 CS
* Without gear

Rolled 1, 3, 3, 2, 3 = 12 (5d6)

>Aim
>Burst3 at that dodgy fucker
>Prepare to dodge

"(SCREAMING)"

>Move 5
>Aim C
>Burst fire 4 ammo
>Burst fire 3 ammo

Vit: 5/11
Ap: 10(+5)
Skill: 11
Will: 9
Per: 11
Def: 9/-4

Equipment:
>Chirni 77
14 dmg- 12 ammo x3
Bf+2/ M3 / H2
Atk:0. -4, -8
Reload 4 AP
[IIIIIIIIIIII][IIIIIIIIIIII][IIIIIIIIIIII]
>C-K
6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, Crit:5
>Uplink Interceptor
>MCPD-Bullets
>NorAdre(1/2)
>NorAdre(2/2)

Special:
[Weapons 1][Competence][speed][speedy hands][sprinter][threatening]
CS: 0.2

Just wanted to point out that I really like the new enemy tokens. it's really clear and idenfiable compared to last thread.

"I'm alright Command. My hat is my friend.
That said, Jiggs, get down!"

>Move 1
>Aim twice
>3AP burst at enemy C

[Operative]
|VIT 12/12| AP 10| SKL 10| WIL 18| PER 11| DEF 8/-4|

==
[Weapon]
Chirni 77 - 10 DMG 12x3 Ammo | Bf+2, M3, H2 | 0, -4, -8 | RLD 4
C-7 Service - 11 DMG 7x3 Ammo | Bf+1, M3, H2 | 0, -2, -4 | RLD 3
C-K - 6 DMG, Crit 5 | [Vitals], [Charge] | 2 AP

[Inventory]
WoodBee x2
MorMorph x2

Ammo [IIIIIIIIIIII] [IIIIIIIIIIII] [IIIIIIIIIIII]

==
[Weapons 1]
[Speed] - auto-dodge first attack each turn
[Competence] - target Evasion -2

0.2 CS

Rolled 5, 6, 2, 5, 5, 1 = 24 (6d6)

"DIE DIE DIE!"

>-Face 2
>Impale Hemophage C with Barbed Wooden Spikes drenched with Blood Clotting Poison [Biology][Create][Plant][Toxicology] (6 AP)
>Cast Heal on myself [Biology] (1 AP)

=Jiggs=
Combat Thaumathurge

=Equip=
-Forensic Thaum Kit
--Shard of Spite
-Good Luck Charm
-C-K [Melee] 6 dmg, [Vitals], [Charge]
Atk: 2 AP per attack, no limit, cirt 5

=Stats=
Vit: 4/12
Ap: 10/+5
Skill: 11
Will: 11
Per: 13
Def: 8/-4

=Special=
[Determined][Secret of the Past][Threatening]

=MAGICKS=
Biology-Sense-Create-Animals-Plants-Toxicology

CS: 0.2

Rolled 5, 5, 2, 2, 4, 6 = 24 (6d6)

forgot dice

Rolled 5, 1, 1 = 7 (3d6)

Forgot the roll