Still, he touches his firearm for reassurance that if things go south he will be ready. He also plans a path to his hidden machine gun in case it comes to a shootout.
The Mission
Still, he touches his firearm for reassurance that if things go south he will be ready. He also plans a path to his hidden machine gun in case it comes to a shootout.
The other two visible soldiers straightened up at their posts by now and are holding their rifles ready in an obvious show of intimidation. The soldier examines the presented papers carefully before declaring something forcefully. Georgi explains, "He says that there is a problem and demands that the passengers exit the vehicle for inspection."
Dan's hand tightens on the pistol grip still peaking above his holster. He scans the back of the truck but this time for anything giving away the buried weapons even though it's been done multiple times. Things shift when the truck hits bumps. One can never be too careful.
In the next heartbeat the woman draws her police pistol, aims it squarely at surprised man outside the truck's window and fires twice to open her salvo. The muzzle flashes brightly inside the cab as the small caliber shells bounce off the inside of the windscreen, over and over as she shouts, "I 'ave something for Adolf, and for Heinrich! Please give these to them when you see them!"
Girl is trying to shoot this fucking Nazi in the FACE. Sounds like a Minor Action to draw her Walther PP, and a Major Action to Attack -- Coordination (8) + Fighting (1), but she is also spending one Momentum to buy an extra d20, and she is giving the GM two Threat to establish a Truth: This Nazi Didn't See it Coming (he's flat-footed). That Truth should lower the Difficultly of hitting him from 1 to 0, at least until he acts. (I presume we are at Close range, which is the sweet spot for her pistol.)
Post-Roll Edit: BOOOOOOOOOOOOO! Should still do the base weapon damage though, yeah? Also ticking Ammo to make this Vicious, so the roll will deal +1 stress.
Annnnd looks like 3 stress total is dealt. Rolled two 1s, +1 from Vicious.
Rolls
Shooting! (Coord 8 + Fighting 1) = 9 - (1d20, 1d20, 1d20)
1d20 : (11) = 11
1d20 : (17) = 17
1d20 : (11) = 11
Challenge Dice Roll (3) for Damage - (1d6, 1d6, 1d6)
1d6 : (4) = 4
1d6 : (1) = 1
1d6 : (1) = 1
Then the bullet bursts through negotiations, and the huge man jumps to his feet.
"Put on your dancing shoes, lads!"
He pulls his saber and pistol from the pile, and gets ready to dismount the truck at the rear.
"Time for a show!"
At this time since the Nazis are ready, we have entered initiative. This means that Sabine chooses an enemy to go next, and then it goes back and forth.
Edit:
Well now! MUCH better. I spy four successes, and therefore four Momentum. She'll convert three to damage / Challenge Dice, which I'll tack on as a roll here, and leave 1 Momentum in the bank.
Second Edit:
Well, another point of stress, making a total of 4 stress total.
Next up, one of the Nazi's standing behind the lead goon Sabine just shot at.
Rolls
Spending Fortune, rerolling the d20s (vs. 8/1) - (1D20, 1D20, 1d20)
1D20 : (6) = 6
1D20 : (1) = 1
1d20 : (4) = 4
Additional Damage / Challenge Dice - (1d6, 1d6, 1d6)
1d6 : (1) = 1
1d6 : (4) = 4
1d6 : (3) = 3
The soldiers on the roadside open up, their rifles coming to bear. One shoots at the cab, at Georgi... but the truck door takes the brunt of the attack.
Status Table
Momentum: 0
Threat: 10
Nazi 1: 2/6 Stress
Nazi 2: 0/6 Stress
Nazi 3: 0/6 Stress
Nazi 4: 0/6 Stress
Georgi: 1/5 Stress
Truck body provides 3 cover (armor) to occupants.
Rolls
Coordination 8, Fighting 2 (Rifles) - (2d20)
(1012) = 22
damage - (5d6)
(34213) = 13
He tries to slam into the man with his shoulder, and follow the slam with a cut from his saber!
Minor Action: Move
Major Action: Attack (Agility + Fighting)
I have focuses in Close Quarters and Melee Weapons.
And I have this:
They Don’t Like It Up Em:
When the fighting gets up close and personal, you’re an expert with cold steel, scattering enemies with your irresistible charges. When you move into Reach of an enemy and make a melee attack, the first bonus d20 you buy for that attack is free, and if successful your target is knocked prone.
Saber looks like this:
Sabre Melee Weapons 3 Piercing 1 Major Parrying 2
Rolls
Agility 11, Fighting 5 (2 Focuses) - (2d20)
(610) = 16
They Don’t Like It Up Em (Freebie?) - (1d20)
(14) = 14
Still damage for the sabre, please. The sabre is 3¤ Piercing 1, and you have +2 damage from Brawn, so roll 5d6 please.
Also, decide:
1) if you want to keep the Momentum or spend them
2) who of the enemies goes next. Note: you can instead spend two Momentum to have someone from your side go next. If so, choose who.
B) One of the uninjured Nazis, I guess!
Rolls
Damage - (5d6)
(64164) = 21
Choosing Dan and Gregg to both go next, in whatever order they post. (The Nazi in the truck is working on getting into combat, so won't attack this round.)
The third nazi, beside the one Irish just attacked, pulls his Walther P Series handgun and shoots at Irish. It's a solid hit, 7 damage (including +1 damage for Momentum), less armor.
Status Table
Momentum: 2
Threat: 10
Nazi 1: 2/6 Stress (shot by Sabine)
Nazi 2: 3/6 Stress (engaged by Irish)
Nazi 3: 0/6 Stress
Nazi 4: 0/6 Stress (in truck)
Georgi: 1/5 Stress
Truck body provides 3 cover (armor) to occupants.
Rolls
Nazi 3 shooting Irish, Coord+Fighting 10 - (2d20)
(34) = 7
Walther damage - (3d6)
(222) = 6
Rolls
Coordination 10, Fighting 1 - (2d20)
(158) = 23
Damage - (5d6)
(12431) = 11
James' turn.
Status Table
Momentum: 2
Threat: 10
Nazi 1: 2/6 Stress (shot by Sabine)
Nazi 2: 3/6 Stress (engaged by Irish)
Nazi 3: 2/6 Stress (shot by Dan)
Nazi 4: 0/6 Stress (in truck)
Georgi: 1/5 Stress
Truck body provides 3 cover (armor) to occupants.
Rolls
Coordination 9 + Fighting 4 (handguns) - (D20, d20)
D20 : (13) = 13
d20 : (4) = 4
Damage - (D6, d6, d6, d6)
D6 : (5) = 5
d6 : (4) = 4
d6 : (5) = 5
d6 : (2) = 2
@esidrix Would you like to spend the Two Momentum for increased damage, or bank them?
Suppressive Fire: A ranged weapon may be used to make a mental attack if you spend a use of the weapon’s ammo; spending this ammo makes the attack a salvo attack (see page 99). You make a normal attack with the weapon, but you inflict mental stress instead of physical stress, and the target reduces the stress inflicted by their Courage and Morale resistance instead of Armour and Cover.