Bravo leader and the maroons' temporary leader fire assault rifles at each other simultaneously. Bravo leader rolls 3d6=3, 2, 1, and all shots miss since the maroons are concealed. The maroon G5 rolls 3d6=3, 3, 2, and Bravo leader is hit twice.
Roll for damage: 2d6=5, 3, and Bravo leader receives an OOF status. He rolls his 3 remaining Star Dice and gets 5, 3, 4, which brings him to stunned
Alpha's SAW reacts next and rolls a 2. In the interest of time, I'm pretty sure Calebhero wants to fire at the G5 first. He rolls 4d6=5, 5, 2, 1. The maroon G5 and an R3 are hit.
The G5 rolls for damage. 1d6=3, and he's out of the fight
The R3 rolls for damage. 1d6=1, and he's dead
The last maroon standing, an R3, takes the Received Fire and Man Down tests. 2d6=5, 1, and he ducks back. Alpha got through that in-sight completely unscathed.Summary of in-sight results
- A maroon grenade launcher wounds Bravo's SAW, stuns a rifleman, and kills another rifleman. Then he stuns Bravo's leader.
- Alpha leader stuns a maroon SAW.
- A Bravo rifleman wounds the maroons' leader and a grenade launcher.
- Alpha's SAW wounds a maroon grenade launcher and kills a rifleman.
The next maroon group consists of just an R3 on the center hill. Since the maroons rolled a 4 for activation, he's frozen in place and remains ducked back.
I forgot that there are no maroons left standing in the trench on the east side. The only maroons left to move are the two in the northeast corner. 3d6=2, 6, 2, and they pass 2 dice and enter the trench, moving 4 hexes toward team Charlie.
And that ends the turn.
Let's do a quick tally. Team Alpha has 4 healthy men. Team Bravo has no one standing, with 2 of them just now stunned. Team Charlie has 3 healthy and 2 stunned.
The maroons have 1 healthy and 3 stunned in sector 4, 1 healthy and 1 stunned in sector 5, 2 healthy and 2 stunned in sector 6, and 1 stunned in sector 3.
The full count of troops who could do battle in Turn 6 is 7 marines and 5 maroons (one will finally recover from stun). You guys really handed it to them. Let's keep going.Turn 6
Roll for activation: marines 5, maroons 4. Now the marines can move, but the only maroons who can move are the ones in sector 6 that just entered the trench. All other healthy maroons are Rep-3 and have no one to rally them.
The first maroon to be stunned, in sector 3, has finally sat through a full maroon activation and finally recovers from his stun. He is prone and out of sight of any marines.
Alpha leader, your team won't be able to get in range of any maroons that aren't ducked back. So you'll only be moving and reacting in this turn. Do you want to make any movements?
Charlie leader, here's your chance to finish off the last Rep-4s still standing. What are your orders?