James EvanJames would have to be suicidal to move east or north, so it was an obvious choice.
Go south and around the corner.
[Mobility 11] [Stamina 12-1] Carrying a fully armored man across poor terrain is tough going, even for you. It's manageable with effort, but you don't think you can keep it up for very long. You need someplace out of they way and someone with real medical expertise, but, while you're wishing for that, you might as well include a hot meal and a spa treatment. It's no less likely to happen than the first two.
You sidle along the colonist structure, moving as quickly as you can manage with Tarran's armor digging into your shoulder. [Observation 3] Your focus on the task at hand is so single minded that you round the corner before you notice the party of armed strangers just seventy feet to your southwest. By the time you do notice them, you're already in the open. Your back is against the wall of the colonist building, and your only way to flee is back up the way you came or straight west.
They notice you, and a great number of guns suddenly get pointed in your direction.
Health: 15/88
Stamina: 41/100
Carried weight: 171/300
Attire: Exarch Dress uniform [8lbs] James' Light Body armor 19/50 (35/50) [25lbs]
Inv:
Renfield SMG (10/30, 10lbs)
Riot shield (10lbs 1/30, in hand)
Piru Gauss Rifle (E5/5 A5/5 16lbs)
.45 Gauss slug clip (5)
Simone's Song (6lbs 2/7 -Frangible Rounds-)
.50 caliber Frangible pistol clips (7) x1
Dybbuk Flechette Canister Rifle (1/2 35 lbs)
20 mm flechette canisters (x2, 1 lb)
Emergency VIP Drop Suit (30lbs, Armor 35/35)
Irin Combat Shotgun (3/6, 15lbs)
Status: New Hensfield
---
Tyrin Laveros Get that rifle-along with any useable accessories from the dead.
Patch up the rest, and help them regain stability and composure.
You grab the Kapre and a magazine for it. After a little deliberation you grab a set of tags as well. You have no idea when they'll come in handy, but it's better to have a set and never need them than the reverse.
Once you're geared up you start circulating among the Marshal's men. It's not a pretty sight. You wouldn't bet on being able to win another engagement like the last one. Even if you could win again, there would definitely be casualties. [Medical 3+2+1, 5+2+1, 13+2. Finesse 18+2 , Luck 3: 54/50] (+25 HP, +25 MHD) After reviewing the situation, you tend to Wigs as a matter of triage. He looks alert, strong enough mentally to do some damage, but he also looks about half a step from critical physical condition.
Your hands shake a little at the beginning of your work- before your mind drops a gear and stops thinking of Wig's torn and bleeding flesh as something real and alive. It's a problem to be solved, nothing more. You use the FSK, more for the high-grade anesthetics and clotting compounds than for the surgical tools, and you're able to improve the Kineticist's condition dramatically while Anna and Feuer are having their conversation. It's a patch job, and he'll need rest and real medical care later, but the amount of Fentanyl you patched him on should let him run on broken legs.
Health: 56/79
Stamina: 76/85
Carried weight: 95/150
Attire: Colonist Worksuit, Limbo Medium Body Armor (68/115, 35lbs)
Inv:
Energy Cell x1 (Full)
Artemis Railgun (1/3E, 1/3A, 18lbs)
Kapre Light Rifle (11/15, 16lbs)
Medical Kit (9/10, 5lbs)
First Aid Kit (10/10, 5lbs)
Bandages (4/5, 2lbs)
Combat Knife (1lbs)
ALR Broadbeam (5/10 E, 14lbs, Aimed)
.30 Cal pistol clip (10) x1
Field Surgery Kit (9/10, 5lbs)
Satyr Light Pistol (25/25, 4lbs)
Technocrat Tags
Status: New Hensfield, South-east.
---
Damien Smith Damien checks his weapons, ensuring that everything is in working order before selecting one of the more injured colonists to work on. Which puts him working alongside Tyrin. [Med 15-1,15-1+1,20-1. Fin 10-1. Luck 4: 61/30+25] (+15 HP, +15 MHD) His work is quick, detached, and conveys a surprising knowledge of human anatomy. Wigs glares at the Technocrat until he's done, but by the time Damien finishes putting pressure wraps around the bullet wounds in the Kineticist's side, there's a grudging gratitude there as well.
With the help of Damien and Tyrin, and a lot of surgical grade painkillers, Wigs stands up slowly. He nods deeply to Tyrin. "Thanks, kid. Remind me that I owe you a couple rounds when I get out of this." Wig's voice is slightly slurred, but he sounds clear-headed otherwise. "As for you, Technocrat, it's good to know that if you're here to kill us, you're absolutely terrible at it," the Kineticist adds with a half smile.
Health: 79/79
Stamina: 51/85
Carried weight: 80/150
Attire: Technocrat Uniform, Asgard Shield Armor 75/75 (150/150, 35lbs)
Inv:
Hellhound Beam SMG (30/30, 15lbs)
Abassy (6/7, 8lbs)
Laelaps Laser Rifle (12/12, 17lbs)
.50 cal pistol clip (7) x4
Energy Cell (Full) x8
First Aid Kit (7/10, 5 lbs)
Status: Hensfield field, mindbar, ShatterMind
---
Anna Witheld"Right, now let's get our shit sorted then. There's no time to loose and we'll have to sort out the details as we move." Anna said as she made her way back over to the dead technocrats.
"Tyrin, load up. Time's short and we can't stay here for long. Get the ammo for that anti-armor rifle from the 'crat over there, we may need it and he doesn't."
Change from my suit of armor into the best condition armor from the loot pile then grab the fully loaded Assault Rifle, a clip of ammo for it, the .30 clip and a energy cell. Give the other assault rifle as well as 2 clips for it and a energy cell to Tyrin. Put the reflex sight on my new assault rifle and then catch my breath. Hand off my Renfield and the ammo for it to Feur's squad if they want it, as well as one of my knives. Also grab the blade and a light pistol, unloading one of the others to get the fresh clip and handing the last one to Tyrin along with the spare clip for it.
In the time it took for Feuer to fill you in on the details of the Presbyter, things have changed dramatically around the battlefield. Weapons, armor, ammunition, and a few other odds and ends have been stripped from the dead and sorted out into piles. Wigs is on his feet and looks markedly better, not dancing fit, but not casket ready either. [Stamina 9, 14] (Hickie +9 stamina. Jeremiah +14 Stamina) Hickie is up and about, and though Jeremiah is still on his back, both of them look well enough to travel. Fighting fit would require stretching credulity, but they'll make a good accounting of themselves.
You order Tyrin to wrap it up and grab the ammunition for the Ichneumon from the still breathing Technocrat. The Technocrat briefly counters by requesting that he be allowed to keep his weapon, but that idea is vehemently rejected by Tyrin and Feuer, overruling your own lukewarm approval. The Technocrat grudgingly hands over the Ammunition to Feuer, and the Marshal grabs and reloads the anti-armor rifle before tossing it over to Jeremiah.
You grab the least damaged of the available Armors, shedding the infiltration suit for better combat durability. Wigs sheds his own nearly destroyed armor and mixes and matches plating from the remaining armor to get a decent suit. Feuer grabs the massive pulse rifle and a cell for it, you grab one of the assault rifles [Luck 8], which turns out to be almost empty, and a pair of mags for it. You quickly lock a reflex sight that the destroyer had no more need for onto the combat rails of your rifle. Tyrin grabs the marksman's rifle, and you throw him an additional energy cell and spare pistol. Jeremiah and Hickie trade back weapons with each other, and Jeremiah picks up the remaining assault rifle and magazine. In moments, pretty much every useful piece of gear is either being worn or wielded.
Health: 46/95
Stamina: 28/105
Carried weight: /130
Attire: Colonist Worksuit, Limbo Medium Body Armor (81/115, 25lbs)
Inv:
Kapre Light Rifle (11/15, 16lbs)
Renfield SMG (10/30, 10lbs)
Combat Knife x2 (1ls)
.30 cal rifle clip (15/15) x1
.115 spike pack (30/30) x1
.225 Convention magazine (25/25) x1
.220 Gauss Magazine (35/35)
Combat Blade (8lbs)
Jormungandr Assault Rifle (5/35A 65/70E, 16lbs) -Reflex Sight-
Satyr Light Pistol (25/25, 4lbs)
Status: New Hensfield, South-east. MindBar. Exhausted.
---
Anna, Tyrin, James, Feuer's Group Wigs whistles to Tyrin and tosses the younger man the rifle he snagged from the sniper. Which, strangely, is the same rifle that put a hole through Tyrin not too long ago. "One shot left, no clips for it, and I'm no marksman. Make it count."
Tyrin catches the rifle adroitly, [P.Empathetics 22+1] but almost fumbles it when an unbidden thought crosses him mind. The pair of minds he had sensed earlier, the ones that were still a decent distance north, had moved. In fact, while he'd been concentrating on medicating Wigs and everyone had been focused on gearing up, the pair had come quite close indeed. Seventy-odd feet close.
Feuer follows Tyrin's gaze and curses, swiveling to point the pulse laser at the interloper. The Marshal's action brings everyone on point, and, in the space of a moment, six weapons are pointed straight at the newcomer.
[Observation 8] The interloper is male, young, and worn looking. He's carrying a body over one shoulder, and there are numerous slashes and tears in the suit of light body armor he's wearing. He carries an Irin shotgun in a half cradle. The edge of a technocrat insignia is visible above the bloodstains on his collar.
'Hickie', Unchained Psionic
Health: 61/65
Stamina: 32/70
Armor: 59/65
Weapon: Kapre Light Rifle (14/15)
Status: Fine, Exhausted.
Unchained Psionic
Health: 59/65
Stamina: 35/70
Armor: 26/65
Weapon: Sleipnir SMG (Dual, 25/25 A, 50/50E. 25/25A, 50/50E) [holstered] ; Jormungandr Assault Rifle (35/35A, 70/70E)
Status: Fine, Exhausted.
'Wigs', Unchained Kineticist
Health: 57/109 (MHD = 40)
Stamina: 105/115
Armor: 71/115
Weapon: Basilisk Pulse Rifle (8/10)
Status: Fine
Marshal Feuer
Health: 126/130
Stamina: 65/135
Armor: 43/100 (Half Cell)
Weapon: Hellhound SMG (30/30)
Status: Fine
---
Ashley Fey "Tell her I am on my way"
Head towards Dominique's location, if anyone has energy weapons activate the stormcrow implants, otherwise evaluate when I arrive
You give Emily a brief message and then ditch, running out of the shuttle with weapon in hand. Which, naturally, takes you straight into the barricade. The officer who stopped you earlier is still there, white faced and clearly tapped into her communications channel. [Ashley Mobility 12 Vs White Reflex 8-2] [Luck 16] You sprint across and vault the barricade, rolling as you hit the ground. A trigger-happy or overzealous soldier takes a shot at you on reflex, and the bullet whizzes by close enough to tug hair. The officer yells for the squad to hold fire a second later, and you dash forwards.
In the Hallway itself things are in disarray. You're at the back of a mass of firing soldiers, with a shellshocked scientist to your right, Dom's immortals and four HazRec Marines immediately ahead of you. [Observation 10] From that vantage point, all you see are armored backs, and all your hear is the rippling staccato of gunfire.
Health: 159/159
Charge: 159/159
Carried weight: 115/150
Attire: Plain gray under armor padding. Midguard Hardened Armor (112/140, 60lbs)
Inv:
Garou Repeating Cannon (9/12) (19lbs)
15 MM bonding charges x1
Ashley's Leanashe Assault Rifle [10/30 18lbs]
4.73 mm Caseless box mags x1
Cirri Light pistol [20/20 4lbs]
Energy cell x2
basic medical supplies [1/5] (5lbs)
Manticore Pistol [9/10 6lbs]
Mechanical Bypass kit 1/5 [3lbs]
---
Dominique WakemanDom uses Sticky (60 points of stamina) to link the Gibbering Man's left foot to the floor, so the team has a clear firing lane to him and he won't be able to move. If possible, she'll also duck, just in case.
Dominique: 15+3-8 = 10
Alonso/Basilio = 73+7-2=88
Lieutenant Moore: 71+6-4 = 73
HazRec Squad 1: 39+9-4 = 44
HazRec Engineer: 47+3-3 = 47
HezRec Scientist: 90+3-1 = 92
Gibbering Man: 7+5-0 =12
The scientist [soak 15, two saves left] manages to get his bearings for the moment. [Mobility 10] He staggers out of the fight, into the adjoining corridor.
Alonso and Basilio attempt to surge past the HazRec marines [Strength 21+1,16], succeeding in bullying their way forwards to heel at your side. They do show the courtesy of kneeling to avoid obstructing the aim of the marines behind them.
The Lieutenant [Soak 22+1, 1 soak left] roars into his mic, his mind clearing enough to find a direction for his pain. He gropes at his armor's shoulder sheath, pulling free the combat knife and stabbing wildly. [Melee 20+4+1 (Attached to Target) Vs Dodge 11] [Brawl 16+4] (Gibbering Man Health -32) The gibbering man cries out in pain as repeated knife thrusts ram home, though the wounds seem to last only as long as the Lieutenant's knife stays in the... thing's tissue. [Gibbering man Soak 20+3] Despite the pain the knife wounds are obviously causing, the gibbering man maintains his deathgrip on the lieutenant.
The engineer [soak 16] stays bunkered down, shaking off the effects of the howl.
The Hazrec squad checks their fire, switching from bursts to semi-auto to avoid hitting their CO. [Quickshot 17+2-2, 14+2-2, 1-2 (Bonus negated) {Luck 22, Ricochet 16, hits target anyway}, 5+3-2 {Luck 12}] (Gibberin man HP -13, -19, -19) Two soldiers hit squarely, striking the gibbering man in the back. The third only hits by a small miracle, his shot initially striking Moore's armor at a low angle before bouncing into the gibbering man's thigh. The fourth man misses entirely, sending more ripples of light across the wax covered walls.
The gibbering man continues to haul on the Lieutenant, talking and cursing and laughing in an insane susurrus all the while. [Mobility 20] He moves unimpeded by the injuries that Moore and the Marines periodically inflict, crying out but never slowing. He reaches the end of the hall within movements, making for the last door on the left side.
[Soak 1] You gather your strength to stop the Gibbering man, but the ringing in your ears isn't something that you just push aside now. You're deaf to everything that's actually happening around you, but it feels as if someone is beating a drum filled with blood and broken glass inside your skull. You force your will to a semblance of order and send a massive surge of energy through it, attempting to get an effect through sheer defiance. [Sticky 4-4] [Control 7-4, Psyshock] (Dominique, -60 Stamina, -33HP) Energy bursts out of you, more energy than you should have used. A ripple of cold spikes through you at the same time, and the ringing in your ears stops abruptly. You feel... disconnected, empty. [Rand Ability 5] You find yourself holding the end of a tether of energy. It seems connected to you at one end, and to [Luck 18] the gibbering man at the other. (Gibbering man -12 HP) It's difficult to work up surprise... Everything is... cold. The silence in your head is too loud. You can't understand the silence anymore, it won't stop talking through you. The silence is coming here, it's been coming for so long. It's... You shake your head slowly and look back at the tether. You have to focus.
This was important. Somehow.
(Total Damage Dealt to the gibbering man = 522)
Health: 95/128
Stamina: 74/120
Carried Weight: 124/210
Attire: Harlequin Uniform, Styx Assault Armor (150/150, 60lbs. Integrated Power cell charged 3/3, Internal Ammunition Supply [Cerico, 14])
Inv:
Dominique's Abassy Heavy pistol -laser sight- [6, 8lbs]
.50 pistol clip (7 0.2lbs) x5
Artemis Railgun (3/3 A, 3/3 E 18lbs)
Size S-3 rail spike pack (3, 0.6lbs) x2
Cerico Shotgun (24/8 A, 16lbs)
12 gauge shells (8, 0.3lbs) x5
Stun club (50/50 11lbs)
Advanced Medical Kit (10/10) (5lbs)
Energy Cell (Full, 0.5lbs) x5
ORS (3) x2
Chitin Nodule
Status: Disoriented (weak), Psyshock