Resident Evil 4


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Carl will move up the path as far as he can. He keeps his hand on his holster, ready to shoot anything threatening that may jump out from behind a tree.
 

The search party ...

Bruce and Carl follow the pathway north but don’t make it far before they spot three villagers heading their way!

Initiative for combat round 1:
(25) Carl
(13) Villager2 (dynamite
(09) Bruce
(08) Villager3 (knife)
(04) Villager1 (sickle)


============================
Bruce
HP: 10/10 (NL 00)
Ammo: 11(STD) + 15(STD) + 15(STD)
Grenades: FRAG:00 // WP:01 // STUN:00

Carl
HP: 12/12 (NL 04)
Ammo: 11(STD) + 15(STD) + 15(STD)
Grenades: FRAG:00 // WP:00 // STUN:01
============================
 

Attachments


This seems to be a really tough place Carl says to Bruce, spotting the guy holding the stick of dynamite. “And it doesn’t look like they like us much either” he continues as he takes aim at the guys hand with the dynamite (Carl will fire as soon as the guy gets within range).
 

Bruce will move 30' further up the path towards the town and take an aimed shot at the dude carrying the dynamite. Bruce will be aiming for the guys hand.
 

Combat round 1

Carl raises his pistol and takes aim at the villager with the dynamite (ready a called shot).

Villager2 retrieves a stick of dynamite and moves 30 ft. toward the agents.

Bruce (spot check of 9 + 4 = 13; fail) does not see the tripwire across the pathway as he moves forward (modified attack roll of 14 vs. DEF16; miss) and braces himself when he hears the click ... fortunately no bang follows. “Carl, watch for tripwires!” Taking a few more steps, Bruce takes aim at the villager (ranged attack roll of 5 + 3 – 4(90 ft.) - 4(AIM) = 0; miss) but still shaking a little from the trap he pulls the shot way left.

Villager3 moves 60 ft. toward the agents.

Villager1 moves 60 ft. toward the agents.


Initiative for combat round 2:
(24) Carl
(23) Bruce
(16) Villager2 (dynamite)
(12) Villager1 (sickle)
(06) Villager3 (knife)


OOC: Since you now know there are tripwires in the area you will get a +2 bonus on spot checks for tripwires.


===============================
Bruce
HP: 10/10 (NL 00)
Ammo: 09(STD) + 15(STD) + 15(STD)
Grenades: FRAG:00 // WP:01 // STUN:00

Carl
HP: 12/12 (NL 04)
Ammo: 11(STD) + 15(STD) + 15(STD)
Grenades: FRAG:00 // WP:00 // STUN:01
===============================
 

Attachments



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