The party opens the door to the south/aft and prepares to explore further into #5.
The good news is that the doors behind you to the north (bow/fore of ship) do not open, and you are not surprised from behind!
The bad news is that when you face the aft and the doors open, revealing the crew quarters, two Sathar spider workbots are ready. They have been weaponized to carry laser pistols and are clearly waiting for you.
Each carries four laser pistols in its arms and tentacles to address the intruder threat. (Note: These are more typical robots, not the "Cockroach I" bots that were sliding on the ceiling in a rail fashion that you just defeated.)
Luckily, you were prepared and the robots do not get surprise on you. On another note, you are realizing that the amber lights that keep flashing (and that appear to be referenced in the bottom row of the runes) are more likely a Red Alert type alarm than a friendly welcome mat.
To set the scene, note that 8 shots below (the first shot of each laser pistol) are happening simultaneously at the opening of the round; the second 8 shots are in the second half of the round (i.e., 2nd shot of laser pistol's two shots per round ROF). I am assuming that everyone jumps to cover to the side wall almost immediately...Desi is the only one that makes it to cover before the second shot from the laser pistols, but not the first.
NOTE: Reminder for newcomers, if you have any protective screens/suits, I do not take them into account below, so please in your next post indicate if they apply, the amount absorbed, and make adjustments to their energy and your STA accordingly.
ROUND 1
The robots--being clearly ready and with computer fast reflexes--fire first at random targets, two shots each...Desi and Gregor being within their sites.
Robot 1 (1st laser pistol) fires two shots at Desi...but her fast reflexes help her jump to cover beside the door and avoid both.
Robot 2 (1st laser pistol) fires at Gregor...Despite his preparations, he is not so lucky. (1 hit and 1 critical hit 08:50, Today: GM Heath rolled 2 using 1d100 (19 total STA damage. Rolled 84 on critical hit table: weapon damaged)
SHORT RULE BREAK EXPLANATION FOR NEWCOMERS: A critical hit/miss is 01-03 and 98-00. This is separate and different from the "automatic hit" and "automatic miss" rule under the rules for a roll of 01-05 or 96-00.)
NOTE: In this case, due to Gregor's preparation and the fact that the crit hit was the second shot, Gregor still gets his first attack in, but his weapon is damaged in the second hit and his shooting hand is injured...
The effect of this on a Dralasite is as follows: A dralasite chooses a dominant limb when growing one, so Gregor must fire any future shots with a non-dominant limb until he takes 56 minutes to grow a new dominant limb. (Note that Vrusk are ambidextrous and do not have a dominant limb problem in these situations).
Robot 1 (2nd laser pistol)...at Desi...both misses. Second miss is a critical miss (09:02, Today: GM Heath rolled 99 using 1d100 Weapon jammed. This robot can now only fight with 3 laser pistols.)
Robot 2 (2nd laser pistol)...at Desi...the first shot grazes Desi (6 STA damage) but the second misses.
Robot 1 (3rd laser pistol)...at Vadim...both shots hit Vadim solidly in the body (22 STA damage).
Robot 2 (3rd laser pistol)...at Vadim...both shots come within centimeters of hitting him, but they miss.
Robot 1 (4th laser pistol)...at Vadim...both shots go wide.
Robot 2 (4th laser pistol)...at Orvo...the first shot hits Orvo (10 STA damage) but the second goes wide.
NOTE: Here is the situation. You were all prepared. Your screens/suits are on and your weapons are ready. Therefore, please indicate your actions below, which will count towards Round 1, and then post your actions for Round 2.
Gregor gets a 15% bonus on his first round attacks due to his preparations. Everyone else is normal (no penalties or bonuses).
If you want cover, it will take 1/2 round to get to it (and you can take a wild fire shot--think Han Solo in Star Wars) or save your ammo. The cover available would be both sides of the door leading south to 5 (two people max), the north wall of 2 (one person max), or to either side of those taking cover but you will not be able to see your targets (or be hit by them) with ranged or melee attacks.
In your quick glimpse before battle erupted, you saw that the crew quarters to the aft was a compartment almost filled by two large and two small covered troughs. A computer console is at one end of each large trough.
This message was last edited by the GM at 00:18, Fri 25 June 2021.