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Freezing Shadows, Chapter 75

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Chapter 75: Running Battle

Another group of six had met us as we moved into the underground area. The area right by the bottom of the ramp was apparently a ‘garage’ area. Mostly motorcycles, I saw. Not the racers, but the old-school Harleys. They went down quickly. Unconscious, not dead.

The tunnels were lit at regular intervals with electric lights, spaced far enough that most of the mine’s interior was in constant low-light. Smart. Not only saved power, since you used less than half the lights needed to keep the place fully lit, but orks had natural low-light vision, which meant they’d have an advantage over normal humans who intruded. Of course, the girls and I all had low-light vision, too, either naturally, or through augmentations, so that was a bit of a wash.

After the entrance, there was a big column of unexcavated stone, about four meters across supporting the roof of the mine in a way that natural construction would struggle to do. The mine itself had been transformed into, well, it wasn’t a shanty-town, because the individual homes looked like it would take more than a stiff breeze to knock them over, but they definitely weren’t up to any building code. The walls were more an illusion of privacy than anything else. Didn’t need much, just some cheap red clay bricks with natural mortar for the walls, and a cover for the roof. A single door, no windows. Nothing special.  The natural insulation of the earth kept things from getting too cold in winter, and the air movers kept it cool enough in summer.

Most doors stayed shut as we moved into the shanty town. Civilians keeping their heads down. More militia, because these supposed gangers were clearly a militia, not a gang, appeared in front of us. Eight, this time. Two were different from the rest of the militia. They were orks who lacked the shields their buddies had, but one had a big battle rifle in her hands, with a claymore sword slung across her back, and the other was carrying a spear that had several adornments on it, marking it as not just a weapon. The spear-carrier also had a necklace full of fetishes, and a ghostly wolf appeared at her side. Mage, then. Probably shaman, given the looks.

They did not try for diplomacy. Not that I expected it. We were invaders, after all. But this fight was definitely going to be more ‘interesting’ than some of the others.

Initiatives:

Iceblade’s initiative: 9d6 = 4 Hits, 0 Miss (Initiative 13, 3 Passes)

Berzerker’s initiative: 9d6 = 2 Hits, 2 Miss (Initiative 11, 3 Passes)

Sexkitten’s initiative: 9d6 = 4 Hits, 1 Miss (Initiative 13, 3 Passes)

Shadowgirl’s initiative: 9d6 = 4 Hits, 0 Miss (Initiative 13, 3 Passes)

Headbreaker 1’s initiative: 9d6 = 2 Hits, 3 Miss (Initiative 11, 3 Passes)

Headbreaker 2’s initiative: 9d6 = 3 Hits, 5 Miss (Initiative 13, 3 Passes) (Glitch)

Headbreaker 3’s initiative: 9d6 = 3 Hits, 0 Miss (Initiative 12, 3 Passes)

Headbreaker 4’s initiative: 9d6 = 3 Hits, 3 Miss (Initiative 12, 3 Passes)

Headbreaker 5’s initiative: 9d6 = 3 Hits, 1 Miss (Initiative 12, 3 Passes)

Headbreaker 6’s initiative: 9d6 = 2 Hits, 1 Miss (Initiative 11, 3 Passes)

Headbreaker Lieutenant’s initiative: 9d6 = 2 Hits, 3 Miss (Initiative 11, 3 Passes)

Headbreaker Shaman’s initiative: 9d6 = 1 Hit, 1 Miss (Initiative 10, 3 Passes)

Beast Spirit’s Initiative: 12d6 = 6 Hits, 2 Misses (Initiative 18, 2 Passes)

Pass 1:

Beast Spirit’s attack roll (Iceblade): 10d6 = 0 Hits, 2 Miss (No Net Hits)

Iceblade’s attack roll (Beast Spirit): 13d6 = 5 Hits, 1 Miss

Beast Spirit’s Dodge: 12d6 = 1 Hit, 4 Miss (4 Net Hits)

Winter’s Breath: 9P, -1 AP (Impact)

Beast Spirit’s Damage Resistance: 6d6 = 0 hits, 1 Miss (9P damage)

Beast Spirit: 9/12 Physical Track

Sexkitten’s attack roll (Shaman): 13d6 = 5 Hits, 1 Miss

Shaman’s defense roll: 4d6 = 2 hits, 1 Miss (3 Net Hits)

Short, Narrow Burst: 11S(e), -half AP (Impact)

Shaman’s Damage Resistance: 15d6 = 3 Hits, 4 Miss (8S damage)

Shaman: 8/10 Stun Monitor

Shaman’s Stun Resistance (Threshold 3): 10d6 = 1 Hit, 0 Miss (Fail, Incapacitated for 5 Combat Turns)

Sexkitten’s attack roll (Lieutenant): 11d6 = 5 Hits, 2 Miss

Lieutenant’s defense roll: 6d6 = 1 Hit, 2 Miss (4 net Hits)

Short, Narrow Burst: 12S(e), -half AP (Impact)

Lieutenant’s damage resistance: 17d6 = 5 Hits, 1 Miss (7S damage)

Lieutenant: 7/10 Stun Monitor

Lieutenant’s Stun Resistance (Threshold 3): 9d6 = 2 Hits, 4 Miss (Fail, Incapacitated for 6 Combat Turns)

Shadowgirl’s attack roll (Headbreaker 1): 13d6 = 6 Hits, 3 Miss

Headbreaker 1’s defense roll: 6d6 = 1 Hit, 2 Miss (5 Net Hits)

Semi-Auto: 11S(e), -half AP (Impact)

Headbreaker 1’s Damage Resistance: 17d6 = 6 Hits, 4 Miss (5S Damage)

Headbreaker 1: 5/10 Stun Monitor

Headbreaker 1’s Stun Resistance (Threshold 3): 9d6 = 0 Hits, 1 Miss (Fail, Incapacitated for 7 Combat turns)

Shadowgirl’s attack roll (Headbreaker 2): 11d6 = 2 Hits, 1 Miss

Headbreaker 2’s Defense roll: None, Glitch on Initiative (2 Net Hits)

Semi-Auto: 8S(e), -half AP (Impact)

Headbreaker 2’s damage resistance: 17d6 = 5 Hits, 2 Miss (3S Damage)

Headbreaker 2: 3/10 Stun Monitor

Headbreaker 2’s Stun Resistance (Threshold 3): 9d6 = 2 Hits, 2 Miss (Fail, Incapacitated for 4 Combat Turns)

The wolf spirit moved first, lunging forward towards me, but the spirit was all ferocity and no tactics, and I was combat trained. The spirit’s jaws missed me easily. My return strike with my weapon focus hit cleanly, biting deep into the spirit’s ethereal flesh. I didn’t need to give orders to the girls, they already knew I would handle the spirit. That was the mage’s job, after all.

Two quick bursts from Sexkitten had both the shaman and the ork with the battle rifle twitching on the floor. Not unconscious, but they weren’t going to be an issue for a bit. Less than a minute, but that was an eternity in combat.

Shadowgirl’s pistol barked twice. The closest two militia members fell to the ground, twitching like the shaman was. Not out, but out of the fight, at least for a bit. The important part was not making them unconscious, but taking them out of combat as quickly as possible. We could clean up afterwards.

Headbreaker 1 is incapacitated.

Headbreaker 3’s Attack roll (Iceblade): 8d6 = 4 Hits, 0 Miss

Iceblade’s defense roll: 4d6 = 2 Hit, 1 Miss (2 Net Hits)

Semi-Auto: 8P, -2 AP

Iceblade’s damage resistance: 5 Hits, 3 Miss (3P Damage)

Iceblade: 3/10 Physical Monitor

Headbreaker 3’s attack roll (Iceblade): 8d6 = 1 Hit, 1 Miss

Iceblade’s Defense roll: 3d6 = 1 Hit, 0 Miss (No Net Hits)

Headbreaker 4’s attack roll (Sexkitten): 8d6 = 4 Hits, 0 Miss

Sexkitten’s defense roll: 6d6 = 3 Hits, 1 Miss (1 Net Hit)

Semi-Auto: 7P, -2 AP

Sexkitten’s damage resistance: 11d6 = 4 Hits, 1 Miss (3P damage)

Sexkitten: 3/10 Physical Monitor

Headbreaker 4’s attack roll (Sexkitten): 8d6 = 3 Hits, 1 Miss

Sexkitten’s defense roll: 5d6 = 3 Hits, 0 Miss (No Net Hits)

Headbreaker 5’s attack roll (Shadowgirl): 8d6 = 2 Hits, 1 Miss

Shadowgirl’s defense roll: 6d6 = 3 Hits, 2 Miss (No Net Hits)

Headbreaker 5’s attack roll (Shadowgirl): 8d6 = 0 Hits, 3 Miss (No Net Hits)

Unlike the other militia, who had already been in melee range when the fighting started, these militia decided that using guns was a better way to handle things. Mars Predator IVs were relatively cheap and common weapons, but they were heavy hitters and reliable all the same. And getting caught on the other side of one sucked.

Both Sexkitten and I took a hit. Not enough to put either of us down, thankfully, and my hit was in the leg, while hers was the shoulder. Inconvenient? Yes. Painful? Definitely. But not immediately lethal, which meant we still had the upper hand. For now. At least Shadowgirl got off unscathed, her adept reflexes helping her to simply not be where the shots were headed.

Berzerker’s attack roll (Headbreaker 6): 11d6 = 4 Hits, 1 Miss

Headbreaker 6’s defense roll: 6d6 = 2 Hits, 2 Miss (2 Net Hits)

Short, Narrow Burst: 10S(e), -half AP (Impact)

Headbreaker 6’s damage resistance: 17d6 = 3 Hits, 4 Miss (7S damage)

Headbreaker 6: 7/10 Stun Monitor

Headbreaker 6’s Stun Resistance (Threshold 3): 3 Hits, 2 Miss (Success, -2 modifier to all actions for 4 Combat Turns)

Berzerker’s attack roll (Headbreaker 6): 11d6 = 3 Hits, 3 Miss

Headbreaker 6’s defense roll: 2d6 = 0 Hits, 0 Miss (3 Net Hits)

Short, Narrow Burst: 11S(e), -half AP (Impact)

Headbreaker 6’s damage resistance: 17d6 = 7 Hits, 3 Miss (4S damage)

Headbreaker 6: 10/10 Stun Monitor (Unconscious, 1 Overflow)

Headbreaker 6: 1/12 Physical Monitor

Headbreaker 2 is Incapacitated.

Lieutenant is Incapacitated.

Shaman is Incapacitated.

Two quick bursts from Berzerker’s SMG put the only militiaman who hadn’t moved yet on the ground. Out cold, that one. Not even twitching. Three still moving, still a threat.

Pass 2:

Beast Spirit’s attack roll (Iceblade): 10d6 = 4 Hits, 2 Miss

Iceblade’s Parry roll: 13d6 = 3 hits, 4 Miss (1 Net Hit)

Natural Weapon: 6P (Converted to Stun)

Iceblade’s Damage Resistance: 10d6 = 5 Hits, 3 Miss (1S damage)

Iceblade’s attack roll (Beast Spirit): 12d6 = 4 Hits, 1 Miss

Beast Spirit’s Dodge: 9d6 = 1 Hit, 2 Miss (3 Net Hits)

Winter’s Breath: 8P, -1 AP (Impact)

Beast Spirit’s Damage Resistance: 6d6 = 2 Hits, 0 Miss (6P damage)

Beast Spirit: 15/12 Physical Track (Disrupted)

Sexkitten’s attack roll (Headbreaker 3): 12d6 = 4 Hits, 1 Miss

Headbreaker 6’s defense roll: 6d6 = 2 hits, 1 Miss (2 Net Hits)

Short, Narrow Burst: 10S(e), -half AP (Impact)

Headbreaker 3’s Damage Resistance: 17d6 = 7 Hits, 2 Miss (3S damage)

Headbreaker 3: 3/10 Stun Monitor

Headbreaker 3’s Stun Resistance (Threshold 3): 9d6 = 4 Hits, 1 Miss (Success, -2 to all actions for 4 Combat Turns)

Sexkitten’s attack roll (Headbreaker 3): 12d6 = 4 Hits, 4 Miss

Headbreaker 3’s defense roll: 3d6 = 1 Hit, 0 Miss (3 net Hits)

Short, Narrow Burst: 11S(e), -half AP (Impact)

Headbreaker 3’s damage resistance: 17d6 = 4 Hits, 3 Miss (7S damage)

Headbreaker 3: 10/10 Stun Monitor (Unconscious)

Shadowgirl’s attack roll (Headbreaker 4): 13d6 = 6 Hits, 2 Miss

Headbreaker 4’s defense roll: 6d6 = 1 Hit, 1 Miss (5 Net Hits)

Semi-Auto: 11S(e), -half AP (Impact)

Headbreaker 4’s Damage Resistance: 17d6 = 2 Hits, 3 Miss (9S Damage)

Headbreaker 4: 9/10 Stun Monitor

Headbreaker 4’s Stun Resistance (Threshold 3): 9d6 = 2 Hits, 2 Miss (Fail, Incapacitated for 7 Combat turns)

Shadowgirl’s attack roll (Headbreaker 5): 11d6 = 5 Hits, 1 Miss

Headbreaker 5’s Defense roll: 6d6 = 1 Hit, 1 Miss (4 Net Hits)

Semi-Auto: 10S(e), -half AP (Impact)

Headbreaker 5’s damage resistance: 17d6 = 4 Hits, 4 Miss (6S Damage)

Headbreaker 5: 6/10 Stun Monitor

Headbreaker 5’s Stun Resistance (Threshold 3): 9d6 = 1 Hits, 2 Miss (Fail, Incapacitated for 6 Combat Turns)

The wolf darted at me again. My blade managed to push it away from more vital areas, but it managed to snag my leg in its jaws. I was suddenly quite thankful for the low-profile shin guards I wore under my pants. The armor held, so what would have been a savage wound was just a bruise to learn from. Of course, I’d learned from similar wounds in the beta, which is why I had the shin guards in the first place.

I brought my blade down on the spirit, splitting its spine with the katana’s edge. Of course, the spirit was not actually ‘dead’, but it couldn’t come back, which was all I cared about at the moment. There were questions about whether a spirit could actually die, with most scholars saying that it was likely only possible if a magician traveled to the spirit’s home plane, and fought it there. But if anyone had tried that, and lived, then they’d never said anything.

Sexkitten put two bursts into one of the remaining militia, and they went down, unconscious, but not dead. Good enough. We weren’t here to murder everyone we came across, after all.

This was a shitty job, and one we were trying to do as cleanly as possible. The job said we needed to get the squatters to clear off, or agree to sign on with the mining company. Until we had actual evidence that this job was a setup, we needed to keep moving towards that goal. If we were double-crossed, then that freed us from needing to follow through with our end. Either way, the conversations with the settlement would go a lot smoother with a bunch of living but unconscious militiamen, rather than a bunch of corpses.

Shadowgirl’s pistol fired twice, and the last two went down, twitching. All enemies accounted for. Just needed to clean up before they got over the electric shocks. Stunbolts were cheap and easy, even with the slight wounds.

Berzerker’s First Aid roll (Iceblade): 8d6 = 4 Hits, 0 Miss (Heal 2P)

Iceblade: 1/10 Physical Monitor

Iceblade’s Spellcasting Roll (Heal, Force 5): 10d6 = 3 Hits, 2 Miss (Heal 1P, reduce sustain time to 1 Combat Turn)

Resist Drain (1S): 13d6 = 2 Hits, 1 Miss (No Drain)

Berzerker’s First Aid roll (Sexkitten): 8d6 = 5 Hits, 1 Miss (Heal 3P)

Sexkitten: 0/10 Physical Monitor

After we cleaned up, Berzerker was there with the medkit, patching up the worst of Sexkitten and I’s wounds. A bit of magical healing afterwards finished it up for me. And it was still under a minute since the fight had started. I took a breath, and looked to the girls. “Fresh magazines in your guns if you’re low, and let’s move.”

Stuart Grosse PATREON 36 favs
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POSTEDJun 20, 2026
ARCHIVEDJun 20, 2026