Re: Ain't No Grave...
The Harbinger's presence sends most of the Dust Adders into a panic, but since they're on rooftops there's no place for them to go.
Evans, still struggling over the Barricade, looks up at the chill that sweeps the battlefield and turns to look at the monster.
He swallows hard, but keeps his nerve.
"So! Didn't get enough last time?" Evan says, forcing a grin and a cocky tone of voice. "Come back for a rematch, have you?"
"No." The thing whispers.
{BOOM! BOOM!}
The Harbinger's hand cannons roar, and Evans slumps down outside the barricade, a glassy stare and a shocked expression etched on his face, and two smoking holes in his chest.
((OOC: The Dust Adders who failed their check are all Shaken. They'd run away, but they're on rooftops and can't go anywhere.
Evans makes his Fear Check.
19:35, Today: The Amazing Evans rolled 0,-1 using d8-5,d6-5, rerolling max with rolls of 5,4. Fear! I am so sick of him failing Fear checks. Let's add a Red and see what we get.
19:35, Today: The Amazing Evans rolled 2 using 1d6, rerolling max with rolls of 2. red chip. Gar! Let's spend yet another chip...
19:36, Today: The Amazing Evans rolled 8 using 1d6, rerolling max with rolls of (6+2)8. another red chip. Finally. Final total of 10, and Evans is now out of chips and relying on the GM stash.
The Harbinger makes small talk, then points his guns at Evans and proceeds to start shooting him. He has a -2 penalty because he's a Medium range, but he's got so many combat edges that it's not really an issue. He has Marksman, but it doesn't apply because he moved this round. He has no penalties to shooting two guns Two-Fisted because he's got the edge and is Ambidextrous. He has d12+2 shooting, which mitigates the penalty for firing at medium Range, and as a special power he gets a d10 for his Wild Die when Shooting.
The Harbinger's attack: 19:48, Today: The Harbinger rolled 1,9,7 using d12,d12,d10-2, rerolling max with rolls of 1,9,9. Shooting! That's two hits, one with a raise.
Damage 1: The Harbinger rolled 17 using 3d6+1, rerolling max with rolls of (6+5)11,3,2. Damage. That's a Shaken and 3 Wounds for Evans. Ow. I will be attempting to Soak it, but let's take care of the other damage first.
Damage 2: The Harbinger rolled 13 using 2d6+1, rerolling max with rolls of 2,(6+4)10. Damage. That's a Shaken and 2 More Wounds for Evans. Evans is in trouble.
Evans will, of course, attempt to Soak, but he's got a -1 penalty from the Fatigue already.
Soak attempt 1: The Amazing Evans rolled 4,1 using d6-1,d6-1, rerolling max with rolls of 5,2. Well, that soaks 1 Wound. He's still facing 2, though.
Soak Attempt 2: The Amazing Evans rolled -2,-1 using d6-3,d6-3, rerolling max with rolls of 1,2. Ow. That's 2 more wounds.
Evans is Down!
Incapacitation roll: The Amazing Evans rolled -3,9 using d6-4,d6-4, rerolling max with rolls of 1,(6+6+1)13. Incapacitation. OMG he made it! With a Raise! He's going to be Injured until his wounds are healed, he's vulnerable to a Finishing Blow, and he's out of this fight, but he's alive. Rolling on the Injury table, I find that Evans was hit in the Guts and will have his Strength decreased 1 step. Since his Strength is already at d4, this doesn't actually affect him much.
The Harbinger draws cards, using his Improved Level Headed edge
Cards for next round: 6C, 5H, 5D))
As the Marshal slumps over, The Comanche whoop in triumph. The Indians scatter and begin climbing the rooftops, heading for the snipers above!
Don, shivering, listens to the bloodthirsty Comanche scrabbling up the sides of the warehouse, screaming and hollering. He wishes he were back in Boone once more, and feels a wetness in his trousers as the fear overwhelms him...
Dishonest Abe is still a bit rattled from the harbinger's sudden appearance but less scared than the others. He hadn't been in town when the harbinger had attacked Blackthorn the first time, had only heard about it second-hand. But now he saw not one but two injuns pop their heads up over the side of the house he lay on. The gray-skinned savages grinned and pulled tomahawks. And Dishonest Abe felt his adrenaline begin to kick in...
((OOC: The Comanche get to go next. They attempt to Unshake, and rally around the shooting of the town's sheriff.
Group Unshake: Comanche Raiders rolled 6,1 using d8,d6, rerolling max with rolls of 6,1. Group unshake. Success. They get an action at -2
These Comanche are going to avoid the whole sniper business by climbing up to where the snipers are. They split into two groups. One group attempts to climb up the Warehouse walls, while the other two climb up the house opposite.
Group 1: Comanche Raiders rolled -1,3 using d4-2,d6-2. Fail. They're beneath the Warehouse, and thus have Light Cover from the Dust Adder on top of it.
Group 2: Comanche Raiders rolled 9,0 using d4-2,d6-2, rerolling max with rolls of (4+4+3)11,2 Success and Raise. The Dust Adder on the roof of that house is now in Melee (and can't use longarms).
That's all they can do this round, though.
Card for next round: 8D))
Up next: The Dust Adders (Spotswood)