Flight Deck Firefight Round 1
Kit
Using his electronic know how Kit successfully overrides the safety and stops the lift “short” of a flush fit with the flight deck effectively making a broad “weapon pit” out of the halted elevator. First squad open fire at close range against the closing assault group (which they
very fortunately now know are to their east). The squad hoses autofire at the approaching enemy who are wearing "half" hard armour (full head, arms and torso) over CES. The hostiles are hit multiple times in the simultaneous and mutual exchange of fire. The penetrators of the SEMC DS rounds mostly either deflect off or impale themselves into their carapace armour. The sheer volume of the SEMC fire means that some rounds must get through and many of the advancing men are hit and wounded - but they do not stop. However, Corporal Able drops one of them and Route One puts most of a mag into another which finally fells him.
Caught in a meeting engagement by the (vertically) approaching SEMC the hostiles do not flinch at all but instead immediately attempt to win the firefight with a torrent of very accurately placed autofire. This contrasts with some bursts from the mercs' rifles and the bolt from the PGMP which miss their mark. From their weapons handling (newest mark of suppressed AK), cool reaction to an emerging threat and apparently ruthless mission focus Kit rates these men as top quality troops.
Kit's action in stopping the elevator to provide cover for his squad pays dividends galore (
Lawks, not many Benny - see below! 
) as many rounds that would have hit them instead deflect off the bartizan's deck plates. However, the approaching enemy's accurate fire is not without some success. Johnny grunts as he is hit and although his return burst goes wide he stays in the fight. Able is targeted by a retributive burst and, hit multiple times, staggers back and falls. What may be the squad leaders use their underslung grenade launchers to deliberately target threats. One shoots an HE grenade at Nuts on the PGMP but the merc ducks below the level of the flight deck in time enough to be safe. Alas, Whiskey still firing the SAW, fails to appreciate the threat and is hit by what must be an HEAP grenade and is killed instantly.
Although two of the enemy squad are down Kit realises that First Squad are
still outnumbered and outgunned.
First Squad Fire:
Able (Corporal)
[2d6+4]=10+4=14, Four hits
Located [1d8]=2,[1d8]=5,[1d8]=2,[1d8]=5,
Effect (penetration @ AV 10 Pen 6 so net -4) [2d6]=7 [2d6]=11,[2d6]=5 [2d6]=8
Result 11-4=7 LW, 8-4=4
LW (3 or less = No Effect) [1d6]=2,
Target KO
Riflemen:
Dog
[2d6+4]=4+4=8, One Hit
Located[1d8]=2 AV 10
Effect [2d6]=8 8-4=4
Result LW [1d6]=5 Not KO
Ink
[2d6+4]=8+4=12, Three Hits
Located [1d8]=2,[1d8]=7,[1d8]=2, AV 10, AV 6 AV 10
Effect [2d6]=6, [2d6]=6,[2d6]=7 No Effect, Cloth CES (legs) 6-6=0 LW, No Effect
Result LW [1d6]=2 Not KO
"Killer"
[2d6+4]=4+4=8, One Hit
Located [1d8]=4, AV 10 Pen 6 = -4
Effect [2d6]=6 6-4=2
Result No Effect
Johnny
[2d6+4]=3+4=7,
Miss
Route One
[2d6+4]=10+4=14, Four Hits
Located [1d8]=1,[1d8]=6,[1d8]=3,[1d8]=5 All AV 10
Effect [2d6-4]=9-4=5,[2d6-4]=9-4=5,[2d6-4]=9-4=5,[2d6-4]=9-4=5 Four LW
Result [1d6]=3
Four LW Target KO
Whiskey has the SAW (ACR LMG)
[2d6+6]=9+6=15, Four Hits
Located [1d8]=4,[1d8]=5,[1d8]=6,[1d8]=6
Effect [2d6]=7, [2d6]=8,[2d6]=5,[2d6]=3 8-4=4 LW [1d6]=3 Not KO, three No Effect results
Result LW [1d6]=3 Not KO
Nuts on the squad PGMP 12.
[2d6+2]=4+2=6,
Miss
Enemy Return Fire:
One: [2d6+5]=6+5=11, Two Hits vs AV 10 all locns so 10-6=-4 on effect
Effect [2d6]=9,[2d6]=8
Two LW
Result [1d2]=1,[1d2]=1 Both saved by 50% cover!
Two:[2d6+5]=7+5=12, Three Hits
Effect [2d6]=9,[2d6]=7,[2d6]=7
One LW, Two No Effect
Result [1d2]=1 Saved by 50% cover!
Three:[2d6+3]=8+5=13,Three Hits
Effect [2d6]=5,[2d6]=4,[2d6]=8 Two No Effect,
One LW
Result [1d2]=1 Saved by 50% cover!
Four:[2d6+5]=8+5=13,Three Hits
Effect [2d6]=5,[2d6]=7,[2d6]=3 Three No Effect
Result No Effect
Five:[2d6+5]=5+5=10,Two Hits
Effect [2d6]=10,[2d6]=7 One LW, One No Effect
Result [1d2]=2 Not stopped by cover [1d6]=2
LW Not KO
Six:[2d6+5]=6+5=11,Two Hits
Effect [2d6]=6,[2d6]=4 Two No Effect
Result No Effect
Seven:[2d6+5]=8+5=13, Three Hits
Effect [2d6]=10,[2d6]=5,[2d6]=9
One LW, No Effect,
One LW
Result [1d2]=1,[1d2]=1 Both saved by 50% cover!
Eight:[2d6+5]=11+5=16, Five Hits!!!
Effect [2d6]=4,[2d6]=8,[2d6]=9,[2d6]=10,[2d6]=5 Three LW
Result [1d2]=1,[1d2]=2,[1d2]=2 One stopped by cover
Two LW [1d6]=2
Target (Able) KO
Nine:[2d6+3]=8+3=11 (HEAP No Frag – no additional hits)
Effect [2d6]=9 Av=10 Pen=32 10-32=-22 22+9>12 Target KIA
Result [1d2]=2 Not stopped by cover
Target (Whiskey) KIA
Ten:[2d6+3]=6+3=9, One Hit (Burst sufficient for extra Hits)
Effect [2d6]=8 AV=10 HE Pen=9
One LW
Result [1d2]=1 Stopped by cover
NB Without the cover provided by Kit SEMC would take EIGHT more Light Wounds and see below re: Morale!
Morale tests:
SEMC 1st Squad [2d6]=11 which, since you want low scores would be horrendous. Fortunately the squad's morale value is boosted by +3 for Cover, +3 for Col Cross' personal presence, +2 Officer within 100m (Prerna/Kit), +0 for NCO present as Able is a casualty, -2 for Casualties taken (1KIA, 1KO).
Result: Pass.
Visitors [2d6]=8 Casualties (1KO).
Result: Pass.