Originally posted by Peach
Bringing him was a waste in the first place...
Well, we knew he was going to be completely useless during this advance. It's afterwards that we are hoping that he may be of some yet unknown use, as we are a suspicious bunch. So it surely would be silly to ditch him once we brought him through this mess.
What do people think, should Con help Relle finish of the White Stripe or attack a defender? Can Con keep the Slingshot or would he have to drop it if he attacks barehanded?
Originally posted by b1plusb2
I think you would need to drop it. Someone can pick it up. Helping me would be great! So you'd attack the White Stripe attacking me, not the one suggested by Zink.
I'm not sure about the Slingshot, since it's also combat. If I can't keep it and attack I'll drop it though.
If Relle kills the White Stripe next round would it be possible for Con to attack a defender, otherwise he'd help her kill the White Stripe?
Initiative switches to them! It is also a refresh.
Relle leads her attackers a merry dance, with her Parry keeping her safe. The other White Stripes go for Rah and Dak! Ouch, that's made life hard for you guys...
(Rah- you are getting kills!)
The attacks from the archers, though, mostly ping off the shields of Det, Con and Riana. Det and Con get a little nicked.
Rand disposes of the body of a defender in any way he sees fit as Azarlgets in on the action too, though not in time to stop Dak taking damage from him.
Relle is going for a kill-crazy attack on her attacking whitey. She only rolls three successes on the attack, despite a high pool, but her flying kick of doom adds four successes onto that to make it seven and that's a total of eleven damage- a nice blow! Con then gets another three damage on him.
I shall assume Dak fights on; he and Rah drop more defenders. Your compatriots keep on it also. Det was getting the parry from his shield this turn, though, so does not attack yet.
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ASCENT TO RED, Start of Turn 14
Ramp South
Rand (C4): 2 (1A)/0 [DW] (4F) (Knife) (halfway to trench area)
Azarl (C5): 1/6 [MA] (6F) (halfway to trench area)
Ranto: 0 (halfway to trench area)
Trench Area
Gallador (C4*): 1/0 (5F)
Thugs x4 (C5)
Shielded Thugs x1 (C5)
Almir: 0
Ramp North
Shielded Thugs x2 (C5) (halfway to ramp north)
Improvised Fortifications
Rianna (C11): 3(1A)/45 [MA DU DW] [FA FE AS] (2F) (halfway to door area)
Galder (C7): 3/34 [DU FB DW] [SF IM PA] (2F) (Girder of doom)
Shielded Thugs x1
Door Area
Relle (C11): 3/45 [FA DU MA] [IM SF FE] (4F)
Dak: (C9): 3/54 [FE DW DU] [IM SF WS TW] (2F)
Rah: (C9): 2(1A)/57 [DW WS FE] [SF FA] (5F) (Axe)
Con (C8): 2 (1A)/30 [MA DW FA] (7F)
Det: 6
Kai: 19
Orikan: 33
Chunn: 36
Archers x6 (C5)
Defenders x7 (C6)
White Stripe (C7): 14
White Stripe (C7): 0
White Stripe (C7): 8
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