Three Star's pistol fire takes out the ork in the building, Rat and Spooky run into it to take cover from the ones that are sure to be approaching from behind.
Quinten pops out of cover again but doesn't get a lot of time before bullets start hitting the wall he's taking cover behind. He manages to fire off a shot toward the group heading your way but is forced back into cover before he can take a second one.
Two ancients remain alive, although one seems to wish she were dead; trapped under the truck and screaming in agony as the flames from the molotov cocktail consume her flesh. The second is cowering behind the cover of a utility box, simply staring wide-eyed at the burning sergeant but not making any move to help her.
Then the orks arrive from both north and south of the truck simultaneously.
South, 4 Ork gangers.
Two see Rat and Spooky run into the building and open fire on them.
Two more run around the cover of the truck and charge toward Three Star.
Both are wielding axes, though they're not really combat axes and have seen better days.
North: 4 Ork gangers.
One, wielding an axe, heads for Quinten.
Three more come around the truck's cabin and run straight into the turret's line of sight, it responds with suppressive fire.
Two orks get hit but before they take multiple rounds, a third manages to somehow avoid the incoming hail of bullets and charges for the nearest enemy, barging into the turret on his way and knocking it down.
The elf soldier/ganger, prone, dazed and in shock, barely even responds to the incoming attack and the axe slams into his chest. He almost shouts, but passes out before he can.
Rat & Spooky: 7d6.hits(5)=2, 7d6.hits(5)=6, 7d6.hits(5)=2, 7d6.hits(5)=3
First one's got a heavy pistol and fires at Rat. 2 and 6 hits. 5P -1AP
Second's got a shotgun and aims for Spooky. 2 and 3 hits. (9P(f), +2AP)
Defenses at +6 for running and cover from the building.
Three Star: Melee attacks w/ charge and friends forgot reach: Reach (12d6=2, 12d6=5)
Weapons: Reach 2, 7P, 0AP
North:
Turret: Suppressive fire (6d6=20) (Damned fever, keep forgetting to add .hits(5). 2 hits.
First ork doesn't go full defense, the other two do.
Ork defense (5d6.hits(5)=3, 7d6.hits(5)=1, 7d6.hits(5)=1)
Ironically, only the one that doesn't choose defense is the one that doesn't get hit.
2 orks take 4P damage.
Axing a prone and wounded elf. (9d6.hits(5)=2)