Move into the next room and take cover beside the north door. Then peek into that room.
Lives: 6/6
HP: 5/5
Armor: 1/8
Movement: 5
Attunement slots: 0
Stats:
Strength: 16 (+6 melee damage, 16 carrying capacity, 8 max armor)
Dexterity: 6 (-4 to aim, 1 SMG die)
Endurance: 10 (5 HP)
Mind: 6 (0 attunement slots)
Speed: 10 (5 Movement, +0 Initiative)
Skills:
Club: 14
Thrown: 13
Dodge: 20
Cover: 13
Gear: $350
Nail Bat
Throwing Knife x19
Flashlight
Butcher Knife
From the location you stop at, you can see that the room outside this one is a narrow hall, with flower wallpaper and lovely oak baseboards engraved with a twisting ivy design. There's a rather out of place metal bulkhead door on the far wall which looks like its straight out of a submarine; complete with spinning wheel handle.
You walk into the next room and close the south door before wedging the chair under the handle. I assume thats what you wanted to do with the chair; if not just grab it the next turn.
Yup. Wanted to reduce the number of entrances to this room.
Move 3N and wait for the lollygaggers. Watch for any goons running through the door to my east
Strength: 10
Dexterity: 14
Endurance: 11
Mind: 7
Speed: 11
HP 6/6
Armour 5/5
Skills:
SMG: 14
Spear: 9
Magic Stats.
Neon: 12
Items
Heavy SMG. (6 bursts)
Flag Pole Spear.
Bulletproof Vest.
30 dolla
Ammo:
Idolize x1
2x Rifle.
You point your gun at the door to your east and wait.
Move up to the chair by Green and overwatch
Stats:
Strength: 5-4(missing arm)=1 (+50)
Dexterity: 5 (+50)
Endurance: 13 (-30)
Mind: 16 (-60)
Speed: 11 (-10)
Skills:
Shotgun: 14 (-28)
Cover 11 (-22)
Magic Skills:
Blood: 13 (-26)
Chrome 11 (-22)
Health: 5/8
Gear:
Blood bag in use 3 turns left.
pump shotgun 4/5 1d4 x 6, pellet roll of less than 10 on 3d6
slotted cards 3/4
Pressure x1
Apoptosis x1
Block x1
Pathx1
You move up to where Green used to be standing, right on top of what's left of the table, and wait. You're basically excluded from what's about to happen by virtue of being far behind.
Move to the doorway between my current room and the TV room, overwatch.
Stats
Strength: 7 (+0 Melee Damage, 3 Armor Capacity, 7 Inventory Spaces)
Dexterity: 15 (+5 Aim)
Endurance: 10 (5 HP)
Mind: 10 (2 Magic Slots)
Speed: 14 (+4 Initiative, 9 Movement)
Skills
Pistol: 5
Rifle: 10
Cover: 5
Inventory (2/7):
Hunting Rifle 7/8, 2d6
Bullet Proof Vest 5/5 (but Armor Capacity is 3)
2 pistol rounds
HP: 5/5
Armor: 3/3
Cover-move to the doorway, and overwatch.
STR 1 (+0 melee damage)
DEX 1 (-6 to aim)
END 18 (13 HP)
MIND 18 (+4 slots)
SPD 10 (+0 init. 5 move speed.)
Neon - 12
Steel - 12
Rifle - 15
Cover - 16
Inventory (5/6):
Sniper Rifle 5/5, 2d12
Backpack
Blood Bag
Flashlight
Rope (100')
$150
Glimmer
Path
Burn
HP: 13/13
Armor: 0/0
Magic Slots: 6
Idolize
Idolize
Glimmer
Sharpen
Break
Ricochet
Both of you step up into the doorway and wait, ready to shoot.
A few moments after you move into position, the bookshelf on the other side of the room topples over and men start swarming out of it. These aren't the same sorts as you just dispatched, they're far more dangerous looking. They're wearing what looks like a combination of fireman's gear and hazmat suits; thick and heavy fabric suits covered in scorch marks, black soot, and dried blood. Their faces are hidden behind yellow hard hats, respirator masks, and thick goggles and they're wielding heavy weapons: fire axes, shotguns and rifles.
OVERWATCH ROUND
Black Scab 1(Crit success)
Black Scab 2
Sy
Empi
[7/13]
[3 damage to arm]
A black scab leans out from behind the rough, smashed through hole in the wall forming a doorway behind the bookshelf and fires at Sy. The pellet spray mostly misses, only two of the pellets clip his arm, blowing finger sized holes through his bicep.
[14/13]
Another black scab leans out of the same doorway and hurls a lit moltov cocktail at Sy, but the bottle hits him and doesn't break, intead it simply falls to the ground and goes out.
[15/15]
(Sy, did you ever actually reload as an action? Because if not your gun shouldn't be at 5/5)
Sy takes a shot at two of the advancing Black scabs instead of the ones in cover.
[6+2=8 to [17-6] Nowhere]
His close range sniper shot goes wide, perforating the ceiling instead of an enemy.
[12/10]
Empi, perhaps startled by the sudden erruption of violence, squeezes is trigger before he can take aim and puts a shot straight into the TV. The Room grows suddenly much darker as the CRT bursts and the flickering light of its display vanishes.
Everyone else has moved and acted this turn, so we start a new one.
Initiative:
Black Scab 3
Dev
Black Scab 4
Black scab 2
Empi
Sy
Black scab 1
Midnight
Egan
Scab 3 Charges Dev with his fire ax. [9/13][9/5][6+3 to head (+5)-5 for BPV] He swings hard and the blade catches Dev right on the ear. It cleaves the upper half of his head off and sends it flying across the room like a gore filled frisbee.