Actions 1 and 2: shoot into the exit room, looking for 4+.
@discobot roll 6d6
2, 2, 2, 1, 3, 1
(Makes a mental note to have a Word with the armourer when we get home.)
Move W, then E, to restore stealthiness.
- Enemy reinforcements
zero
enemy-1
enemy-1
enemy-2
enemy-2
enemy-2-hammer
enemy-2-hammer
enemy-1 - Free enemies move east
- No enemy fire
Turn 6
6, 6, 3, 2, 1, 1
6, 6, 1
OK. Probably shouldn’t have done that but not many good options.
One plan was for you chaps to come up through that trapdoor, so that only one of the northward-moving enemy can get in and try to spot us. But whether it’s one enemy trying to spot three or three enemy trying to spot one, it’s still three spotting checks. And I don’t think that splitting 20 shooting dice between three commandos is any better than giving them all to one.
So unless anyone has a cunning plan, I’ll try to survive the spot checks. If I get shot, you won’t be able to get in and first-aid me because the room will still be full.
We can’t crowbar the door to you south shut, can we? Does the equipment token with bombs on it do anything useful?
Calls a 4-dice bombardment onto an outdoor tile… but it takes an AP to use it.
So one of you could join me, take it, and use a +1AP to wipe out the western group, but that’s only 5 of the potential 20 incoming fire dice. (Though if only one of you joins me it’s four vis checks, not three.)
(Thinks)
If Bruno pops up, takes a couple of stealthy shots south, then pops down again, I think that’s the best bet.
I could do that same, won’t remain stealthy but I can get out of the way?
3, 4, 3, 3
Well, that’s four of them eliminated, since it’s a medium room. Best of luck!
1, 4, 6, 4
@Lordof1, one to pop up, one to drop down, two shots in between. Doesn’t matter if you become visible, because you won’t be there by the time they move/shoot.
(But I will hand off some of my gear to you and Bruno just in case.)
I did the shots while you were typing that, I think.
OK, that kills three more. Let’s see who comes in…
- Enemy reinforcements
enemy-2
enemy-2
enemy-3
enemy-2
enemy-1-hammer
enemy-1
enemy-2
enemy-2 - Free enemies move north
Two spotting checks from the two enemy-1s who’ve moved into the NE corner.
@discobot roll 2d6