My feeling is that we don’t need to take risks just yet. While it’s a bit boring for the other two, I’d like to see how far we can get with silenced gunfire.
End of commando phase. Central tile is clear.
Enemy reinforcements:
enemy-2
enemy-1 (blocked)
enemy-1
enemy-2
Enemies move north. Enemies have no targets.
I’ll use my saved action to shoot the guy now in the centre (need 3+): @discobot roll 2d6
Would @AstaSyneri care to get that TNT charge? It seems worth grabbing equipment that may be useful on subsequent tiles, and the scout can do that more easily.
And the shooter can move out to the centre and back to finish off his own turn first, to become stealthy again. So we shoot the one in the centre first.
That does need the scout to pass a vision check, though if he does… wall-hop, knock out the Minister, turn off the alarm, wall-hop back?
I’m confused. Wouldn’t @AstaSyneri need to move to the centre, and wall-hop to the big tile in the south-east to turn off the alarm? Why does he need to go near the Minister?
Yes. Which would be safe to do on this turn. Though it does then allow an enemy into this room, which isn’t great but we can cope.
OK, so that looks like:
Bruno and Medic: shoot enemy in central room and north room, up to 6× total, with officer’s shooting bonus)
Officer: retrieve equipment from central room
Scout: suppress alarm if needed