The creature instinctively lifts it’s left arm to cover itself in response to the crack of Else’s pistol, and bullet rips through the upraised hand and embeds into the meat of arm. Blood flows freely from where a long taloned finger used to be attached.
(4 extra wounds for a total of 12, and the Terror gets a bleeding condition, plus will be slightly hampered in using the anchor held in it’s left hand.)
(Else gets +1 Advantage for her successful shot, but is now without any loaded pistols. The Terror seems unbothered by the second pistol shot, maybe it was simply the surprise associated with the first one that caused it to baulk?)
Round 2
Initiative Order
29 Else ( Fatigued, Fever ) +2 Advantage 56 Amris +1 Advantage
31 Fronika
26 Meinrad +2 Advantage
20 The Teufel Terror ( prone, bleeding ) 14 yards from Amris, 12 wounds taken
@Gungeon, Amris is 14 yards away from the Terror. That is within charge distance if you feel compelled to try and attack the beast. Otherwise, tell us of Amris thoughts and plans.)
Amris will see that he is having zero effect and back away towards Fronika (which is hopefully also the direction of the city proper), still waving the torch.
He draws his sword in the other hand to use defensively should the creature charge.
(You both are describing move actions, which is fine. I completely understand that neither of you are looking to close in for melee combat!
However, attacking is just one type of action. WFRP allows for you to make a suitable test against anything that you can link to the situation at hand, with a success leading to the award of an Advantage. For example, Amris waving his torch last round to intimidate the Terror was a good example. Before I move on, have a little think about whether there’s anything additional you want to do. As long as it isn’t too spurious, it’ll probably get the thumbs up from me.)
The noise of the pistol shots have certainly roused all those who dwell nearby. The question is whether they are brave enough to emerge from their hovels to a clearly dangerous situation.
(Amris, please roll against Leadership at -20. You’re going to have to be very convincing to rally some aid in these circumstances)
Faces peer around doors and windows at your shouts, but once they see the Terror they duck away and you make out the sounds of people hastily trying to barricade their dwellings.
(Amris, you lose 1 Advantage as you have not accrued any. It should have been taken into account on your roll (apologies) for another +10, but the end result was the same)
Round 2
Initiative Order
29 Else ( Fatigued, Fever ) +2 Advantage
56 Amris
31 Fronika 26 Meinrad +2 Advantage
20 The Teufel Terror ( prone, bleeding ) 24 yards from Amris, 16 yards from building, 12 wounds taken
There’s one door out. To more fully describe the shack your in, think of a box with Meinrad and Else on one side facing towards the river shooting through loop holes and a window. Fronika had set up leaning against that wall, and had (unwittingly?) acted as bait to draw the predator out. There’s a rough wooden board walk that runs parallel to the river between the shack and the water.
The door to the building is behind you. Amris and Fronika are close to here, but off to one side. The main part of the town lies in the opposite direction to the river.
You can move and shoot, but you’ll suffer a penalty for doing so.
Pretty much, except Amris and Fronika are back near to the door rather than being in front of the building. Shooting and then exiting will get you grouped together with them, roughly 24 yards from the Terror.
@Cokho asked for a die roll:
Perfect !
I’ll roll right now, I’ll leave you add the modifier, I’m too afraid of missing some d100: 30 vs ranger (bow ) 35
-20 for bad visibility (Amris has retreated with the torch, the fog and gloom is worse than last round; Else has Night Vision, so didn’t suffer as much, although still had a small penalty)
-10 for shooting and moving on the same turn
Total modifier was +30, thus Meinrad rolled a 30 vs 65 = 3 SLs, exactly the same as last Round!
As your arrows have the Impale quality, it was another critical hit.
The Terror suffers 2 wounds (8 damage - 6 toughness and armour).
The critical is a Minor Cut, Meinrad’s arrow slashing across the Terror’s hide, causing an additional wound and another Bleeding condition.
Meinrad goes to +3 Advantage.)
Round 2
Initiative Order
29 Else ( Fatigued, Fever ) +2 Advantage
56 Amris
31 Fronika
26 Meinrad +3 Advantage 20 The Teufel Terror ( prone, bleeding x2 ) 24 yards from Amris, 16 yards from building, 15 wounds taken