Oops, missed a turn again. Also, I have Reflection, not Riposte!
- last turn
Rand does not pause to glare at Relle as she dashes up the stairs. Instead, he elegantly deflects gunfire and brings down another pair of thugs with precise thrusts through their chests.
- this turn
With only a single thug left to assist the Deputy that repulses Rand so, Rand simply swipes his lightsaber across the forehead of the remaining flunkey, lobotomizing him as he moves in on the Deputy.
Swap Orthodox Guard for Focussed Guard. If am already in attacking distance of this Deputy, can I still attack him if I have Focussed Guard running?
Ok, let's go.
Azarl is going for Mr. Doorman! He scores three and five successes, for eight and ten damage respectively.
Apologies for not updating Rand- I had in fact correct his loadout twice, but on abandoned turns. That being the case, his Reflection killed an enemy last turn!
That actually leaves him a turn spare which I will leave for him to make use of as he likes. You cannot attack the one you nominate with Focussed Guard I am afraid (I am looking into that schtick).
Tanic taps Orthodox Guard on the Doorman! Just to make this clear, when tapped, you need to roll a 3 to actually miss with your Orthodox Guard dice, so against low defence targets it can be even better than a Forward Guard tap! Six successes from Tanic is eleven damage.
Galder goes for Mr. Giant; ten successes for fifteen damage- Galder is rolling well! Con goes forwards with good rolling as well; six successes for another eleven damage! Alien looks very much on the back foot!
Dak goes crazy bonkers on the balcony, aiming to wipte out his opponents with a cleave charge! Not that many times when this is fully possible, but enemies arranged in a nice straight row around a balcony are asking for this. So, he taps Charge, moves forwards, attacks three Mooks and has a Cleave chace on each! And with Forward Guard back in, he's got the dice to back to too... and he succeeds on each roll! Six mooks dea,d and Dak's sabres are going all over the place- cutting through people, the balcony, the walls, support struts... and bringing him face to face with the deputy.
Xavier dashes up, but I have to rule that he can only get close to one mook so he kills one.
Gallador goes in with an Orthodox Guard tap on the Loudmouth! Five successes, ten damage.
"I'm gonna shoot you up so bad the wroms won't have nothin left to chew..." he says.
Rianna moves forwards and drops another target...
Relle is left with a spare action as well.
Ok, bad guys! Those that are left. Three mooks blast away at Rianna but are so inimtidated by her that they all miss (Cleave tap effect- four out of ten used so far)
Toady fires at Con whilst the Giant is forced to smash towards Galder with his gun!
The Doorman fires desperately at Azarl... Loudmouth and Sniper get good hits in on Gallador and Dak respectively... Xavier gets a little heat from Sneaky...
And that's it!
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BAR ROOM FIGHT- START OF TURN 5
Central Bar area
Con (9/7): 3/3/28 (Block)
Galder (15/5): 3/3/33 (Forward Guard/Cleave/Block)
Giant Alien Deputy (10): 1(1P)/1/68
Gient alien's toady Deputy (8): 1 (1P)/1/0
Bar entrance
Azarl (8/8): 3/3/21 (Orthodox Guard/Block)
Tanic (9/6): 3/3/17 (Gunslinger/Block/Both Guns Blazing)
Doorman Deputy: 1 (1P)/1/39
Bottom of left staircase
Rand (10/12): 2/2/18 (Focussed Guard/Cleave/Reflection)- one turn behind
Ugly Deputy (8): 1 (1P)/1/0
Bottom of right staircase
Gallador (8/15): 3/3/20 (Orthodox Guard/Cleave)
Loudmouthed Deputy (8): 1 (1P)/1/10
Left balcony
Dak (10/4): 1/1/27 (Forward Guard, Cleave, Charge)
Relle (8/6): 1 (1P)/1/13 (Both Guns Blazing/Eagle Eye/Eye of the Storm) (one turn behind)
Sniper Deputy (10): 1 (1P)/1/14
Right Balcony
Rianna (10/4): 1/1/21 Forward Guard/Cleave/Riposte
Xavier (12/5): 2 (1A)/5 (1A)/36 (Balanced Guard/Perfect Strike/Cleave)
Sneaky Deputy (10): 1 (1P)/1/0
Gunmen x3/3
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Initiative is yours again- and it is a refresh turn! Two of your tapped out schticks now become available for returning. Remember that works for your enemies too!
Originally posted by Ushgarak
Forward Guard only boosts your sabre attack.Lana- nope, once activated it goes on working regardless.
I mean when I use combat push it says " This is a Force attack which, if it rolls a single success, grants you an immediate bonus close combat attack, with four extra dice" .. so if I have forward guard tapped for 12 additional dice, would I have them in that extra attack?