@Rabobankrider Does slugger get a prepped shot at the door the second it opens?
Here is the initiative.
Initiative (cool)
:
2eA
1 success, 1 advantage
Edited by Shlambate
@Rabobankrider Does slugger get a prepped shot at the door the second it opens?
Here is the initiative.
Initiative (cool)
:
2eA
1 success, 1 advantage
Edited by Shlambate
If you mean he doesn't have to wind the gun up, then yeah
2 minutes ago, Rabobankrider said:If you mean he doesn't have to wind the gun up, then yeah
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I meant another free shot like last time but not prepping the gun is fine if we win the initiative bout.
Initiative
:
2eA
1 success, 1 advantage
Drummer's Initiative Check
:
4eA
2 successes, 4 advantage
Squad 1 Initiative Check:
:
2eA
2 successes, 1 advantage
Squad 2 Initiative Check:
:
2eA
3 successes, 1 advantage
I can't remember if I said it before, but these checks will be on cool as you guys know it's about to start.
So far...
PC (Gunslinger)
NPC (Squad 2)
NPC (Drummer)
PC (Anler)
PC (Doc)
NPC (Squad 1)
PC (Gundark)
PC (Data)
PC (Slugger)
-Current situation: Ouch, having the NPCs take two slots before a lot of the PCs...it's not going to be fun. However, we have a PC slot going first, so I'm thinking we should have Slugger go on the first PC slot and hope the shots tear up some of the squads.
However, in the IC thread, seems like someone picked up a stun grenade or two. We could get the ones that have them to toss a stun grenade and flash them.
Edit: Hurrah for @Edgehawk !
Edited by satkaz
Slugger can take that first slot, if that's how we're doing the initiative this time around?
Just now, Edgehawk said:Slugger can take that first slot, if that's how we're doing the initiative this time around?
Yep, we're just having slots now. And I'm okay with Slugger taking first slot, too.
14 minutes ago, Edgehawk said:Slugger can take that first slot, if that's how we're doing the initiative this time around?
Slugger will take the first slot. Let's hope it's at least half as good as the last roll.
@Rabobankrider I need Difficulties for all those in the room.
Edited by ShlambateWhat's the range on Drummer and the squads, @Rabobankrider ?
9 hours ago, satkaz said:What's the range on Drummer and the squads, @Rabobankrider ?
It has to be short, since Anler sensed then with the Sense power (which he can only use to sense beings up to short).
2 hours ago, Kymrel said:It has to be short, since Anler sensed then with the Sense power (which he can only use to sense beings up to short).
Where was Anler in relation to Slugger? He's set up cover in front of the doorway but not blocking it. If he was next to him he is for certain in short range.
Assuming the cover was set up as close to the door as possible, to get the widest field of fire, short range is almost certain.
43 minutes ago, Kymrel said:Assuming the cover was set up as close to the door as possible, to get the widest field of fire, short range is almost certain.
Alright then should I fire at the Clones in cover or try to alpha strike Drummer?
Your call! Drummer might have a rank of Adversary (hopefully not more!), making him a tougher target to hit and activate auto-fire on.
Ok @Rabobankrider how high is the cover the soldiers and drummer are behind? 1 or 2 setbacks?
Only 1
Alright spending destiny and Aiming twice!
Ranged Heavy
:
2eP+2eA+2eB+2eD+1eS
3 successes, 1 advantage
15 damage and slugger will pass a boost to the next PC slot. Oh how I wish Martha was modified so Autofire would work off of one Advantage.
So two minions KO'ed and the third wounded.
Well, it's now their turn. I guess after that Doc will take the next slot.
Bad luck
@Shlambate
, but you do make yourself one **** of a target with that gun
4 minutes ago, Rabobankrider said:Bad luck @Shlambate , but you do make yourself one **** of a target with that gun
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He's still standing but he's about to break. 14/14
That was close!
Also, oh, crap, Drummer's turn...
Edited by Kymrel