The Shutting Downs wrote:the kick will deal with most of the physical damage won't it?
It'll heal 4 out of the 12 points of damage you've taken. 1 in the arm, 1 in the head, 2 in the torso. Are you waiting in the lift for your armour to heal or are you just letting it happen?
The Shutting Downs wrote:I double tapped the kick, so isn't that 8 for 2 doses.
Sla Industries main rule book wrote:Game Effects: 2 Hits recovered and stop 2 Wounds 3 phases after injection.
Moving around the basement doesn't take long to find a hole maybe a couple of feet in diameter halfway up a wall. A pile of debris sits below it forming a sort of ramp. Beyond you can see another almost identical basement.
As Deject drops to the bottom of the shaft Toast ventures up the seemingly clear rubble. Barely has he started, though, and a piece of what was thought to be junk leaps in the air as he takes his foot off it before a loud crack heralds the appearance of lots of little pieces of hot lead.
3 DAM 3 PEN 1 AD per hit (these don't penetrate the armour of any of the squad, so they just do 1 point of bruising damage each)
Toast: 10 hits - 6 torso, 3 right arm, 1 head
Mephit: 5 hits - 2 right leg, 2 torso, 1 right arm.
Half a second later a spinning and smoking cannister, the remains of the trap, lands on the ground.
This place has traps everywhere it seems. Since Joose has already "disarmed" the trap, I'll head on into the hole then, with my 603 out (instead of the AR as I'm assuming it's a cramped space).
Nothing on any of your devices, but your Mk I eyeball picks up a couple of those little spring-mines on the other side of the hole in a similar pile of rubble to the one on your side.
This room looks very similar to the last, but one of the corners has crumbled away and opens out onto the 'river'. On the opposite wall to where you came in, on the edge of the crumbled section of wall, is an opening into a feeder pipe probably a couple of meters in diameter.