You’re right. Save that last action.
@COMaestro asked for a die roll:
Officer shoots N
2d6: 5 + 4 = 9
Officer clears the trap door. Save.
That enemy drops a first aid kit.
Scout walks stealthily north [2], plants charge [1], picks up first aid kit [0], south again [spending +1].
I can set off the charge later, but not in the time between discovering which way the enemy is going to move and their actually moving that way. Let’s see what happens to the reinforcements.
Reinforcements:
enemy-2
enemy-2
enemy-2
enemy-1
I’ll roll the dice.
Enemy movement card:
They’ve Cleared Out – random direction
Mann Weniger – East!
Which means that five enemies move into the E drydock before I set the charge off, and it doesn’t trip the alarm because of the event card.
Turn 6
COMaestro, happy to burn the +1?
Indubitably!
Hey, Roger, why have both of us lost our crowbars? You used yours to bar the SE entrance. I was unable to do anything with mine, so Ishould still have mine, right?
I have no idea! Fixed.
Drops: enemy uniform.
I don’t think I can get into position for the second charge this turn. If Officer clears the alarm space I can get to the W of it, which will be fine as long as the reinforcement isn’t an élite, but not also save an AP.
@COMaestro asked for a die roll:
Can you go down the trap door and then come up from a different trap door in the same turn? If so, you could get to the tile S of Bruno.
In either case, Officer moves W, shoots W
2d6: 3 + 3 = 6
@COMaestro asked for a die roll:
Wow. Okay, last action, shoot W again.
2d6: 4 + 2 = 6
Tile cleared, for now anyway.
@RogerBW - if you can’t do the trap door move, you could also grab my crowbar in passing and block the SW entrance, if you want. And don’t forget to pick up the uniform, like I did. 
Bruno moves N, fires E into the dry dock.
@discobot roll 2d6
4, 4
Dry dock cleared, snag the booty with me, move S again and save.
Going down a trapdoor ends your move. So even that doesn’t quite work.
Enemy on the alarm tile drops another uniform.
Enemy in dry dock drops another grenade.
Scout saves and enters trapdoor.
Enemy reinforcements:
enemy-1
enemy-1
enemy-3 (élite does not lock on to the alarm)
Enemy movement is W.
Turn 7
Scout should (with help) be able to get into position this turn for explosives-planting next turn.
@COMaestro asked for a die roll:
Officer moves W, picks up the uniform, uses crowbar on the entrance and shoots W.
2d6: 6 + 4 = 10
Bruno moves N, shoots into the drydock.
@discobot roll 2d6
4, 6
Drydock is clear, Bruno doesn’t move S, so that he can shoot new arrivals at the drydock ball with his saved action.






