Turn 36You state the conditions of the enemies
surrender, they drop their weapons and you try and save their friend. The Gun Alien sees your request for them to disarm as an admission of your
guilt.
The start of the
fight is marked by a quick exchange of laser fire. You get the first shot in and knock the alien off balance causing him to miss most of his shots. The shot that hits you damages your
durable spacesuit, the
Alien's emergency suit does little to protect him from damage and the
laser melts sections of his chest.
The
aliens are much larger then the
plantmin and posses four arms each, the
lower fight is locked in a standstill with the alien holding the weapons away using his
superior strength. The
alien in the
upper fight is outnumbered and seems to be trying to do as much damage as possible, holding
Rabbit up by the neck and beating him with his own
club.
You shoot the
lower alien since you have a clear shot, ending that fight. The
upper alien throws
Rabbit's limp body to the ground but his focus on rabbit has left him exposed to
Bulb's stabs. The
alien collapses due to a loss of
blood.
With the aliens
subdued you take stock of the situation.
You hear mad
screaming from down the beach, you think that
air deprived alien ran off during the fight.
Laser and
lower alien are both dead with
top alien rapidly
bleeding out. The
alien ship's internals are still very much on fire, you don't have the abilityto put it out.
Your
suit's sealant gel has filled the hole so you aren't losing air but the damage isn't something to scoff at.
Rabbit's state doesn't look critical but is pretty
serious you are certain someone will have to carry them back to camp. Most of the other
plantmin have
bruises from the fight but no open wounds, actually
Bulb's neck-wounds have
healed so he's better off now then last you checked.
The following items are present in the area. You can probably carry back 45cu of it.
10cu for each Plantmin and 15cu for Mandy (Assuming someone carries Rabbit back.)1x Laser Rifle (11 shots left) 5cu
3x Laser Rifle Batteries (20 shots each) 1cu
3x Suit Backpacks 30cu
2x Suits (well 1 and 2 half suits) 15cu
2x Primitive torches 6cu
5x Primitive Clubs 15cu
1x Battery Lamp 6cu
3x Locked crates 60cu
10x Scrap metal 20cu
Mother:Biomass: 1/10
Birthing: Inactive
Status:Air:
2.6/5 Hours RemainingSuit Integrity:
DamagedInjuries:
NoneHunger:
PeckishThirst:
ThirstyInventory:Food:41x Ration Bars
Suitspace:1x Laser Pistol (10 shots left)
18x Laser Pistol Batteries (10 shots each)
1x High Explosive Grenade
1x Survival Knife
Survival:1x Thermosafe Firestarter
1x Atmoscan
Materials:10x Wood
5x Stone
5x Acidic Nodules
15x Wings
4x Mandibles
1x Hover Organ
Author Notes:don't have to use cu ('carry units', very original) carrying back the knife or the laser pistol or it's ammo or the grenade since we'll assume those have holsters on the space suit. I probably won't be strictly adhering to the concept of cu but since you can't carry all those junk back I should put a clearly defined limit so there are no surprises.
Since there were no complaints I might stitch all the bits of the campsite and peak together and do similar stuff where I selectively crop around the action instead of using the strict sub-area-framing. Thats unless people hated this of course.