Flash Point PBF game 5

Barring any dissent, I will move to 3,1 - 3,2 - 4,2 (3 AP) and then extinguish the fire at 4,3 (2 FEAP).

@RogerBW asked for a die roll:
Two confirmed victims.
The Fire Rages
d6: 6 d8: 7


@DJCT to play. Note that you’re in my Zone of Awesomeness so you get +1AP. (Technically you can’t save it, but you can spend it first and save a normal one.)

@DJCT asked for a die roll:
Let’s end it then!

Sploosh!

Red d3+3: 5
Black d4+4: 5

@DJCT asked for a die roll:
Roll both again

red d3+3: 5
Black d4+4: 5

@DJCT asked for a die roll:
Pk so if I accept that it is 2ap I think.

If so I shall spend my second 2ap for another sploosh

Red d3+3: 5
Black d4+4: 8

Not ideal but I shall just stick with it. Keep 1 Ap.

@RogerBW asked for a die roll:
OK, 5,5 and 5,8 it is.
The Fire Rages
d6: 1 d8: 3


My turn.

  • chop [2AP]
  • use one of Captain’s two movement points to move W [1AP]
  • fully extinguish (4, 7) [2AP]
  • save [1AP]

@RogerBW asked for a die roll:
The Fire Rages
d6: 6 d8: 6

@Kat to play. You have your normal 4AP, +1 non-saveable from being in my Zone of Awesome, and you might as well take +1 movement from the Captain since that’ll reset next turn.

A luxurious 6 AP!

  • Move to 4,7 (2 AP)
  • Open the door :door: (1 AP)
  • Move to 4,6 (1 AP)
  • Extinguish fire in 4,5 (2 AP)

@RogerBW asked for a die roll:
The Fire Rages
d6: 2 d8: 5

@Lordof1 to play.

Your two free command AP will carry forward automatically. Any other AP that you designate as “command” (rather than using or saving) can be added to that, for anyone to take as movement, and any not used by your next turn will be lost.

Move in, grab the survivor and pop them out to the ambulance (3AP).
Designate other as command - so 3 AP command in total. Feel free to grab ‘em everyone or we’ll lose ‘em.

@RogerBW asked for a die roll:
The Fire Rages
d6: 6 d8: 3

New PoI roll is (3, 5), which is valid.


@RossM to play.

Steal a command point

Move to 4,3

Extinguish 2ap

@RogerBW asked for a die roll:
The Fire Rages
d6: 6 d8: 6