The other NPC allies, btw, were searching elsewhere and so weren't with you when you got to the silo, which was no more than two or three minutes ago.
Some players who can move appear to not be doing so? I'll have to move things on but do pay heed of your frame number.
Time, then, for the Osokans to move in and attack. 24 of them just arrived in the centre, and there are five of you to aim at. Which means each of you gets five attacks, except Rianna who gets four, as you start to be swarmed. They quickly move around you to surround the centre group. The Captains attack Rah (as he moved forwards and engaged one), Tanic (as he has been blazing away) and Rand (as he named himself as the leader, although not the leader they wanted).
To the south, Galder faces the Captain and two others, whilst four attack Vash again.
Ok, let's take this in order.
First off, Rand. A Captain snarls, and lashes his whip at you. He rolls a -3, and you deflect the blow aside. Another four Osokans come at you... but you manage to avoid their frantic attacks.
Galder, the Captain attacks you, and you blur slightly as you jump to one side to avoid it. His shot goes wide. The next two attack you, but you slash their attacks to one wide with your sabre.
Takuan, one of them comes for you, and you also blur out the way. His whip slashes just above your shoulder. But more are already piling in. The second attack cracks across your forearm, for seven damage.
Rah, you desperately twist to avoid the whips cracking all around you. The Captain moves in first. His blow is amazing- the whip actively surls in around behind you and snaps inwards. Even with your dodge, you are hit (he rolled +6) for nine damage. DAMN that hurts! The next blow moves in, and you twist again. The blow misses. Three more follow on. One rolls a +4, and hits you again, for another seven damage.
Rah, as the second lash hits you, you start to feel nauseous. Your body is numbing, and your reactions are slowed.
For every ten points of damage the Neurowhip gives you, you take a point of impairment, reducing all rolls you make by one. This is in addition to impairment caused by wounds. If you take 30 or more damage from Neurowhips, you become completely paralyzed
Tanic, you don't have your sabre out to fend off the Neurowhips. This leaves you with a passive dodge of 12. The Captainm seeing you firing at his comrade, comes in from the side. But he cannot quite get through the throng to get to you, and your dodge allows you to step backwards away from his attack. Another moves in to your left, and you dodge again. It is a good shot, but you JUST twist out of the way. Three more now come in, as you pick yourself up off the ground. One of them catches you as you get up, painfully lashing your back for eight damage.
Vash, you are under continuous assault! The first attack against you barely misses, and to your good fortune, that was the cloest they got, as you desperately fend off their attacks.
(I'll say they all miss Rianna whilst se is not around)
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CURRENT SITUATION AT: Second Sequence, Frame 4
Crossroads
Rand: 10/0/6 (centre)
Galder: 6/8 (8)/3 (south)
Takuan: 10/7 (7)/4 (centre)
Rah: 11/16 (16)/1 (centre)
Tanic: 12/13 (8)/2 (centre)
Vash: 6/16 (7)/7 (south)
Rianna: 10/5/10 (centre)
Osokan Hunters x6: 0/2 (centre)
Osokan Hunters x1: 6/2 (centre)
Osokan Captain: 2/1/1 (centre)
Osokan Hunters x7: 0/2 (centre)
Osokan Captain: 3/0/2 (centre)
Osokan Hunters x5: 0/2 (South)
Osokan Hunters x1: 0/1 (South)
Osokan Captain: 3/0/2 (South)
Osokan Hunters x7: 0/2 (centre)
Osokan Captain: 3/0/2 (centre)
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Now, it is rather important that people who can fight, do! Ready to move now are EVERYONE save Rah, who is desperatly trying to avoid being lashed to pieces!
(Not that they kill with the whip, you just remembered, Rand. They use those to disable their prey. Then they get out the gutting knives...)
But yes, important, because... well... they are going to kill you very soon.