The demon stands between you and Symon and the rift.
From what Savant could see, there are 5 Brodkil and Symon, but when I post, not all of them will be obvious to the party unless you have the ability to breach their invisibility. You lot have been very effective at eliminating the Brodkil
Here we are, the final conflict of the adventure with a giant demon for the fate of Garnet Town.
From the previous combat which you lot didn’t get a scratch, it has been two and half hours for those of you who need to recharge PPE/ISP.
When rolling damage, please indicate whether it is magical or mundane.
As you have chance just as you are arriving, I will allow one round of preparation for spells and the like before combat begins.
Combat info
Brodkill Parry 6 Toughness 15 (6) They are all cybered
Anybody who gets in close to the Brodkil must make a fear check except for Kidemonas as he’s scarier than they are.
Symon
Parry 5 Toughness 9 (3)
-2 to hit for partial cover from the Demon and the energies emanating from the rift. A miss will either likely go into the rift or strike one of the random bursts of energies.
Gar’thul
Parry 12 (no, that's not a typo) Toughness 21 (8)
Lieutenant Cornell
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d6, Driving d6, Fighting d8, Healing d4, Intimidation d8, Knowledge (Battle) d4, Notice d6, Persuasion d6, Shooting d10, Stealth d6, Survival d6, Throwing d6, Tracking d6
Cha: 0; Pace: 6; Parry: 6; Toughness: 14 (6)
Hindrances: Loyal, Vow (Minor—Serve the Coalition)
Edges: Brave, Combat Reflexes, Marksman
Cybernetics: Core Electronics Package, Cyber-Wired Reflexes, Environmental Sensors, Optics Package (+2 sight-based Notice), Range Data System (reduce Shooting penalties by two), Wilderness
Scout Package.
Gear: CA-4 Heavy Body Armor (+6 Armor, +2 Toughness, Full Environmental), C-14 “Fire Breather” Laser Rifle (Range 30/60/120, Damage 3d6, RoF 1, AP 2), Note the C-14 “Fire Breather” has an
integrated grenade launcher (Range 20/40/80, damage by grenade type, RoF 1). Assume 12 frag grenades loaded (Damage 3d6 Mega Damage, LBT).
C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2),
Vibro-knife (Str+d6, Mega Damage, AP 4),
4 High Explosive Grenades (Range 5/10/20,
Damage 3d8, Mega Damage, MBT), 4 extra
clips each firearm.
Strickland
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Driving d6, Fighting d6, Notice d8, Piloting d10, Repair d6, Shooting d10, Survival d4
Cha: 0; Pace: 6; Parry: 5; Toughness: 12 (5)
Hindrances: Greedy, Overconfident
Edges: Ace, Combat Ace, Robot Armor Jock
Cybernetics: Core Electronics Package, Cyber-Wired Reflexes, Optics Package (+2 sight-based Notice), Range Data System(offset Shooting penalties by two)
Gear: Huntsman Armor (+5 Armor, +1
Toughness), C-18 Laser Pistol (Range
15/30/60, Damage 2d6, RoF 1, AP 2).
Strickland’s Triax X-500 Forager Combat
Robot: Size 6, Crew 2+2, Strength d12+6,
Toughness 33 (15), Pace 10
Notes: M.D.C. Armor
Weapons:
Dual Linked Medium Ion Cannons
2 ×Medium Missile Launchers