Tyrin and Anna"Of course it won't bite us in the ass. It'll bite us in the face, where we can see it. Because I'm darn sure we'll be able to see it."
Tyrin faced the colonists, halfway between preparing a splint and steadied his voice, taking a deep breath. "Since any of you haven't fired upon us, I'd first like to say 'Thank you'. Second, I'd like to add the fact that none of you ever harbored us, and it was all in our fault to have implicated you, your families and your property. Third, the technocrats are out for blood and I'm pretty sure they'll just kill us all given the last hour of events." ...No, not bait. "And last, we won't press you for anything but any help you could render is well good and great."
He turned his attention back to treating Jenna while looking at Anna's response, having said all he wished in less then ten seconds.
Switch to the light rifle, move over to the other end of the building and peek out the windows and doors to get a look outside. Then have a quick talk to the colonists to ask them how they're holding up.
Tyrin: 53+3-3 = 53
Anna: 11+6-1 = 16
Jenna: 58+6-2 = 62
Trooper 1: 13+3-3 = 13
Trooper 2: 82+3-3 = 82
Sharpshooter 1: 34+6-3 = 47
[Trooper 2 Soak 16] (Pain Negated, can wake up next round)
Jenna keeps burning the near trooper, [Quickshot 15-3, 1 shot at full power, 3 shots at -1 power, 1 shot at -2 power] continuing to pummel him with pulse lasers. (Armor -14, -11, -9, -7, -6. HP -2, -2 [15 negated]) The trooper cries out in pain and surprise as his armor steadily burns away. He's not hurt badly, but he's certainly frightened.
[Tyrin 18, 6+1, 19, 22, 12. 78/75. Operation complete. Bone is field set. Jenna HP +20] Tyrin divides his attention between Jenna and the colonists, doing basic triage on her immediately treatable injuries while simultaneously talking to the colonists. [Diplomacy 10+1] He doesn't say what the colonists expect, but he doesn't exactly say anything particularly forceful. He sounds like he's apologizing, which, in the middle of a firefight, isn't great timing.
The colonists mutter in general, but only one of them speaks directly back to Tyrin. "You're in way over your head, kid. Don't thank me for not shooting you, the only reason I haven't is that I have a feeling you'd kill several of us before we put you down, and I'm not willing to risk that." The colonist's voice is rocky and dead cold. To punctuate his statement, he keeps an early model Abassy pointed steadily at Tyrin's head. "As you said, this is your fault, and I'm not hearing anything even close to reason for giving you help. I think you and yours should get out, or we may be forced to make this bloody."
His quarry out of range and entrenched, the Technocrat sharpshooter starts actively calling in reinforcements. [Hidden Roll]
Anna presses forwards to look at the other side of the room, and the colonists react immediately. The armed colonists scramble behind cover, every gun turning to point at Anna's chest. "Stop! One more step and we start putting holes in things," the leader of the colonists growls.
The unarmed colonists press themselves into the corner, out of the way of the fighting. [Anna Observation 16] For the first time, Anna looked at the colonists as something other than numbers with and without guns. There are two older men and two older women, all four in their early middle years. The other nine are all young, from older teenagers to a young girl who couldn't be more than six. The older men are both armed, as is one of the older women, a boy about Tyrin's age who looks to be the speaker's son, and a girl of about fifteen. Taken together, the family resemblance within the two groups is striking. This isn't just a group of colonists who took shelter together, this is a pair of families you have cornered.
The near trooper [Morale 14+2, no flee] continues to run full-auto, aiming loosely at the door where Jenna is taking cover. There are certainly benefits to technocrat resources, like not having to care about ammo. [Fire Control 14+1-6] Ferric slugs ricochet crazily, and a few lucky bounces clip Jenna and force Tyrin to duck and cover. (Armor -5, -4. HP -10, -4 [2 negated])
((Consider yourself in semi-free dialogue with the colonists. You probably can't discuss the moral dilemmas of 23rd century man, but don't feel too constrained by time.))
Technocrat Trooper 1
Health: 66/70
Stamina: 70/70
Armor: 22/115
Weapon: Jormungandr Assault Rifle (10A 45E)
Status: Fine, behind partially flaming barricade. (Mid-Cover +3 defense against incoming ranged, -1 to outgoing attacks). Scared.
Ranges,
Obstructed, Tyrin and Anna
9 to Jenna
Technocrat Trooper 2
Health: 55/70
Stamina: 20/70
Armor: 90/115
Weapon: Jormungandr Assault Rifle (15A 15E)
Status: Unconscious. Prone behind rubble barricade (Light cover +4 defense against incoming ranged, can't attack)
Ranges,
Obstructed, All
Technocrat Sharpshooter 1
Health: 49/49
Stamina: 55/55
Armor: 90/115
Weapon: Kapre Light Rifle (11/15)
Status: Fine, behind barricade, in shooters nest. (Mid-Cover +3 defense against incoming ranged)
Ranges,
Obstructed, Tyrin and Anna
21 to Jenna
Jenna, Unchained Psionic
Health: 36/65
Stamina: 42/70
Armor: 17/65
Weapon: Hellhound SMG (10/30 E)
Status: Broken Leg -Field set- (-2 to mobility), Wall corner. (Mid-Cover +3 defense against incoming ranged, -1 to outgoing attacks)
Ranges,
<= 1 to Anna
2 to Tyrin
Health: 79/79
Stamina: 85/85
Carried weight: 52/150
Attire: Colonist Worksuit, Limbo Medium Body Armor (115/115, 35lbs)
Inv:
Medical Kit (9/10, 5lbs)
Bandages (5/5, 2lbs)
Combat Knife (1lbs)
ALR Broadbeam (9/10 E, 14lbs)
Manticore (7/10 A, 6lbs)
.30 Cal pistol clip (10) x1
Energy Cell (Full) x1
Status: New Hensfield, South-east.
Health: 89/95
Stamina: 84/105
Carried weight: /130
Attire: Colonist Worksuit, Lethe Armored Infiltration Suit (45/50, 20lbs)
Inv:
Kapre Light Rifle (14/15, 16lbs)
Renfield SMG (10/30, 10lbs)
Combat Knife x2 (1ls)
.30 cal rifle clip (15/15) x1
.115 spike pack (30/30) x1
Status: New Hensfield, South-east.
---
Dominique WakemanDom quickly got to her feet and holstered her Abassy in favor of the shotgun once more. "All right both of you, let's go! After her!" she yelled to the immortals as she took the lead, moving to follow Ashley before she could get far enough to set another trap.
You haul yourself up and rally the immortals into a quick charge. You dodge around the smoking turret and burst through the doors into the maintenance 'lounge'. It's pretty much what you expected. Twenty five double stacked crash bunks occupy most of the floor space, and lockers occupy all of the wall space not given over to the room's three other exits. Two of them are standard manual lock maintenance doors, labeled for sections A and B respectively. The third exit door is pass-coded and features the familiar pair of crimson stripes that denote red maintenance. [Hidden Roll]
There doesn't seem to be any trace of Ashley, but the door to the red maintenance sector hasn't been shut fully. The reflexes of your old life beg you to close it.
Health: 128/128
Stamina: 109/120
Carried Weight: 166/210
Attire: Harlequin Uniform, Styx Assault Armor (137/150, 60lbs. Integrated Power cell charged 3/3, Internal Ammunition Supply [Cerico, 16])
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
Status: Floor 15
---
James EvanJames attempts to drag the suits to the cockpit and get the others to help.
[Soak 9+1, failed. New attempt next round] Your head pulses in time with the floor's lurching motion, but you manage to straighten out that you need to go to the cockpit. You make your way forwards through the ship as quickly and carefully as you can manage. The sounds of tortured metal and rushing wind are murder on your ears, and, like the acrid smoke that seems to be seeping from everywhere at once, they only seem to be growing in intensity.
[Mechanical 17] You reach the door to the cockpit and manage to fumble open the emergency release. It takes you another couple seconds to remember that the door slides down, not sideways, but you manage.
Hoke is still at the controls, and he seems fine. Most of the controls are dark. That strikes you as a bad thing. Hoke only turns to give you a single surprised look before he turns back to... whatever he's trying to do. He talks to you while he's frantically working on the controls, but his panicked voice is difficult for your sluggish mind to comprehend. [talking 9] You're pretty sure you're missing about half of what he's trying to say. "Jesus, (garble) alive! I can (garble) air (garble) crash. We're (garble) fast (garble) jump. (garble) Tarran?"
Health: 74/88
Stamina: 67/100
Carried weight: 171/300
Attire: Exarch Dress uniform [8lbs] James' Light Body armor 40/50 (43/50) [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 3/7 -Frangible Rounds-)
.50 caliber Frangible pistol clips (7) x1
Irin Combat Shotgun 3/6 (15lbs)
Dybbuk Flechette Canister Rifle (1/2 35 lbs)
20 mm flechette canisters (x2, 1 lb)
Emergency VIP Drop Suit (30lbs, Armor 35/35) x2
Status: The Virtue, Cockpit. Severe Concussion, next save [1].