The Deputy Commandant is called into action! 1d6 → [5] = (5)
He begins in the red left middle room, next to the alert marker.
Alexander "LOUD NOISES" Link fails to be stealthy once again: 1d6 → [3] = (3)
And that's about it for the defender turn!
(Also I rolled for Sentry before realising he'd bled out and died, my bad. You will be missed, Sentry. We all knew you so well. Your laughter, your jokes around the mess hall, the way you used to flip the intelligence cards when nobody was looking. So ignoble a death!)
Zetetic Elench on
0
Hi I'm Vee!Formerly VH; She/Her; Is an E X P E R I E N C ERegistered Userregular
edited March 2010
tofu, I think you should have left the Commandant's body there when you killed him, since you didn't make a Conceal attempt.
Which just means that later on, if you attempt to conceal the body, you can take the master key!
Link moves two spaces to the commander's corpse and attempts to hide the body: 1d6 → [3] = (3)
A failure, but he still discovers the commander's key to the stronghold. He then uses his remaining 4 moves and the key to enter the room north of him.
I'm beginning to see why opening a door is labeled as an action now...
Alerted to the presence of Allied pig-dogs, our brave Deputy Commandant picks up the pace! 1d6 → [2] = (2)
... A little.
Right, down
No subversion rolls necessary. Here's to hoping Link gets bored and starts shooting rats within earshot of a Sentry or something.
Also, I think I should have two alert tokens on my track? The summary says I get one when I mobilise a replacement Commander, and I investigated to pick another up.
Posts
1d6 → [5] = (5)
He begins in the red left middle room, next to the alert marker.
Alexander "LOUD NOISES" Link fails to be stealthy once again:
1d6 → [3] = (3)
And that's about it for the defender turn!
Which just means that later on, if you attempt to conceal the body, you can take the master key!
Sorry, I was confused.
Carry on!
Link moves two spaces to the commander's corpse and attempts to hide the body: 1d6 → [3] = (3)
A failure, but he still discovers the commander's key to the stronghold. He then uses his remaining 4 moves and the key to enter the room north of him.
I'm beginning to see why opening a door is labeled as an action now...
1d6 → [1] = (1)
He opens the door and investigates our alerted comrade.
At least Link is as clumsy as ever:
1d6 → [2] = (2)
Another two minutes gone, excellent.
Link attempts to hide: 1d6 → [1] = (1), 1d6 → [1] = (1), 1d6 → [1] = (1)
It takes 3 minutes; let's face it, Link just isn't a stealthy guy.
Volkov moves up, up, up, up
1d6 → [2] = (2)
... A little.
Right, down
No subversion rolls necessary. Here's to hoping Link gets bored and starts shooting rats within earshot of a Sentry or something.
Link examines the contents of the large room, taking his time: 1d6 → [3] = (3), 1d6 → [2] = (2)
It takes him 2 minutes, but he finds something interesting: 1d10 → [8] = (8)
He discovers the Green American intelligence! He moves to the north side of the room and opens the door.
1d6 → [3] = (3)
down, down, right
Link attempts to sneak attack the guard:
1d6 → [3] = (3), 1d6 → [1] = (1), 1d6 → [1] = (1)
*facepalm*
1d6 → [6] = (6)
Herr Deputy goes right, investigate, right, right, right, right, right
Our Sentry was already facing Link when the door opened, so it's no surprise that his first reaction towards a heavily-armed American poking his head through the frame is to shoot
1d6 → [6] = (6)
1d6 → [6] = (6)
1d6 → [4] = (4)
1d6 → [2] = (2)
1d6 → [4] = (4)
Two passes. Link resists:
1d6 → [6] = (6)
1d6 → [6] = (6)
Dammit. He's gone all Bourne Identity on our asses.
He somehow even passes his subversion:
1d6 → [6] = (6)
Next time, Link! Next tiiime!
Expect an update tomorrow.
Link begins his turn in a watch zone so he rolls to react: 1d6 → [3] = (3), 1d6 → [6] = (6), 1d6 → [3] = (3)
1 pass
He fires his thompson at the guard, point blank range: 1d6 → [1] = (1), 1d6 → [6] = (6), 1d6 → [1] = (1), 1d6 → [1] = (1)
Burst fire allows him to reroll up to 3 dice: 1d6 → [4] = (4), 1d6 → [4] = (4), 1d6 → [3] = (3)
Discard the 3 for range, total of 3 passes.
Sentry rolls to resist: 1d6 → [4] = (4)
The poor sentry is completely riddle with bullets and he falls to the floor, dead.
The remaining sentries turn towards the gunfire.
Easily, and quickly, picking the lock.
He steps in: down and gets ready to loot.
Breach (1d6=5, 1d6=3, 1d6=1, 1d6=6)
Two successes, he has the door open in no time flat!
Then he moves left and closes the door.
1d6 → [1] = (1)
right
Link makes his Subversion roll:
1d6 → [5] = (5)
And somehow stays stealthy. Sheesh.
Link closes the door and attempts to hide: 1d6 → [1] = (1), 1d6 → [3] = (3), 1d6 → [5] = (5)
1 pass, it takes 2 minutes
He then moves southwest three spaces to the west door.
First spy card loot: Loot! (1d10=6) but Harris has that one, so:
Loot! again... (1d10=3) which is Blue English.
Am I doing the loot cards right? Still not sure...
Volkov then stalks towards the next room: up, right, right, right