The Mission
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"Right. Good luck!" he says, to faces that surely don’t understand.
Irish scoots back as far as he can manage, while also being close enough to defend the hole from any descending soldiers with his sword.
The lead nazi yells back down (in german) <"Throw guns and swords into the middle where we can see, then let's see this madman."> The ominous sound of guns being readied echoes down the shaft.
A romanian miner grabs the sword and tosses it to lie under the hole. The other tosses Irish's gun beside it.
The rope comes down, and the romanians are lifted out. When the last one goes up, you hear the nazi leader tell two men, (in german) <"Go down and check for more of these madmen, then bring those weapons back up.">
Do you hide, or ambush them?
Ambush time!
When the two Nazis come down, you've perched yourselves around the collapse that you have to climb over to get to the blue crystal shaft. Here, you have places to hide all around, and cover, too.
You crouch down, allowing the darkness and shadow to be your allies.
The two Nazis search the area, send the weapons back up, and then begin searching the tunnels. They're not all that thorough, but their lights do shine around randomly. When they get to the collapse, you're in position to strike!
An attack with surprise will grant additional Stress against successful attacks. If your weapon has the Subtle property, +2 damage dice, if not, +1.
Go ahead and make your rolls. Gunfire will obviously draw reinforcements.
Status Table
Momentum: 2
Threat: 14
Rolls
Agility 8, Fighting 1 - (2d20)
(811) = 19
Damage +2 dice for subtle property - (3d6)
(464) = 14
Edit: Should be an extra success for someone if they need it -- though they need to succeed themselves to use it. And blerg, I meant FIGHTING, not the specialization of Close Quarters.
Rolls
Close Quarters Assist (Agility 7 + CC 1 = 8) - (1d20)
(4) = 4
Sabre Melee Weapons 3 Piercing 1 Major Parrying 2.
Rolls
Brawn 10 (Bonus Damage +2), Fighting 5 - (2d20)
(1417) = 31
They Don’t Like It Up Em! - (1d20)
(2) = 2
Rolls
Agility 7 + Fighting 4 - (d20, d20)
d20 : (14) = 14
d20 : (12) = 12
If hit - Damage = Weapon 2 + Surprise 1 + Subtle 1 - (d6, d6, d6, d6)
d6 : (3) = 3
d6 : (4) = 4
d6 : (1) = 1
d6 : (6) = 6
That's 7 plus 6 Effects (ignores 6 points of armor).
That was the ambush round, now we're into normal combat. These troopers are a little weaker than the mad Romanian, so drop after 1 injury.
Any one of you can go first, after which the ganged up remaining Nazi will go.
Status Table
Momentum: 2
Threat: 14
Rolls
Irish damage Sabre: Piercing 1 - (9d6)
(643665615) = 42
Rolls
Agility 7 + Fighting 4 - (d20, d20)
d20 : (6) = 6
d20 : (11) = 11
If hit - Damage = Weapon 2 - (d6, d6)
d6 : (4) = 4
d6 : (3) = 3
Now it was a case of dispatching the remaining Nazi before he let loose a shout!
Combat is over.
Rolls
Extra damage - (2d6)
(51) = 6
Finding Sabine who was able to remain uninvolved in the fight, he asks, "How ya holding out, Sabine? Arm giving you shit ... er trouble? Everyone else ok? We got all our fingers, toes, and organs still?"