Turn 5: You Call That a Gunfight?Attempt to talk myself out of the situation.
I could use some help here, Sheriff.
(5) "Listen, there's a huge gunfight outside and I'm trying not to get hit. I don't know or care about whatever business transaction you were discussing, but I bet you want to do it in another location."
The men nod their heads in agreement, and head out the door, instead of attacking Elephant Parade, causing him to sigh with relief.
Finish darkpaladin, then pick his gun. Reload mine, then try to crawl to a safer place already, then patch myself up.
(4-1) Comrade P. fires his gun, but the shot misses Darkpaladin. Comrade P. is now Bleeding
Grab a better gun.
(5) The Sheriff smashes a nearby case to grab the revolver inside, known for rarely jamming and improved accuracy. Now he'll probably need ammo for it too.
"Hey Luke, sorry for the break-in here but we're really in a si-...you just strolled in here, didn't you?
"Get a rifle, open up those cases for ammunition (and preferably throw me one, thanks). I'll be fixing this place up."
Barricade yon doors! Hopefully the makeshift improvisation will give a % chance of higher defense! :O
Also analyze gun for benefits if used.
Tiruin apologizes to the Sheriff, who ignores her as he smashes opens a revolver case. (3) Tiruin places the door she kicked sideways down in front of the entryway. Now if only she could keep it upright.
Sorry, I was going to post yesterday, but I forgot.
Head outside and try to find out where the sheriff's gone.
ReDeader heads outside the Saloon, looking for the Sheriff. (?) ReDeader sees the Sheriff's Office a block away and deduces that that is the place the Sheriff must have gone.
Pick up my gun and shoot Comrade P, preferably in the head.
(5-1) Darkpaladin picks up his gun, then a bullet wizzes past him, (1-2) and the distraction, combined with the pain of his wound, causes him to drop it almost immediately. (4) The gun goes off, firing a bullet into the wall. DarkPaladin is now Bleeding Out
Lukinator
Role: Sheriff
Traits: None
Gun: 6/6 Bullets
Revolver (Accurate, Rarely Jams): 0/6 Bullets
Comrade P.
Role:
Traits: Lightly Wounded (50% chance of a -1 to actions), Bleeding (5 turns until Badly Wounded)
Gun: 3/6 Bullets
Remalle
Role:
Traits:
Gun: 6/6 Bullets
Tiruin
Role:
Traits: None
Gun: 6/6 Bullets
Elephant Parade
Role:
Traits:
Gun: 6/6 Bullets
DarkPaladin109
Role:
Traits: Badly Wounded (-1 to actions), Bleeding Out (5 turns until death)
Gun: 2/6 Bullets
ReDeader
Role:
Traits:
Gun: 5/6 Bullets