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Author Topic: Multiple shots question  (Read 1954 times)

Offline gorillacrab

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  • Posts: 184
  • Horse and Musket buff
Multiple shots question
« on: 09 May 2010, 11:36:39 PM »
OK. I've got 2 agents plugging 2 knife-wielding Lurkers on my activation.  My brilliant first agent successfully blasts Knife Minion #1, sending him to Lurker heaven.
Now, I am allowed to nominate Agent 2 to shoot Lurker 2 BEFORE Lurker 2 makes any needed Resolve checks?
Many Rule sets dicatate that a specific phase/action (eg. all shooting actions) be completed before morale or Resolve checks are taken by an opposing player.
The timing is important, of course, because some failed Resolve checks allow the model to flee the scene - perhaps moving out of Shooting range in the bargain.
So can Agent 2 have the opportunity to shoot/take actions before an enemy takes his Resolve checks.
- Signed,
Waiting breathlessly with bolt action firearm
Prof Challenger, I presume?

Offline Uncle Mike

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    • Strange Aeons
Re: Multiple shots question
« Reply #1 on: 10 May 2010, 12:05:34 AM »
The Resolve test is taken as soon as it becomes relevant...so, instantly. The second cultist would be forced to take a Resolve test as soon as the first Cultist was removed.

Offline D@rth J@ymZ

  • Runner-Up of the LPL
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Re: Multiple shots question
« Reply #2 on: 12 May 2010, 08:39:52 PM »
Many a time have I had an agent lined up to kill multiple cultists (with the always useful cultist-perforator, the Tommy Gun) just to have the first cultist die, then the others freak out (most fail the Resolve check - all within 5" and line of sight), and scatter.  This leaves my agent forced to try to shoot again (if anything is in range), move to a better firing position, or take a ready action (ie strike up a Lucky Strike!)  ::)

This remains one of my favourite aspects of Strange Aeons game play: 

The best laid plans are often thwarted by scaredy-cat cultists!  :)
Now you see that evil will always triumph because good is dumb...
- Dark Helmet

 

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