>>6051224[this is an aside to the action. To clarify, are you saying that Mike is bringing all his stuff with him as he is moving the cars? His clothing should not really be considered to weigh anything, like his shoes, coat and pants wouldn't be part of the weight metric. Just the things he's put in his backpack. Having the police belt with holster would also allow him to effectively carry the pistol at the ready without it hindering him, so the belt shouldn't count either. The fighting knife, would weigh something, as would the other items you listed.]
[also, and i know I keep retro-conning this as I go, but it wouldn't make sense that the fighting knife or such items should be kept "at the ready" for defensive kills? Like the ghouls just popped up out of the back of the truck, but they aren't fast, so wouldn't it make sense for him to be able to shoot or stab one of them effectively point blank without missing, or stab one in the head? That would make a knife a consumable, like a 1 time use bullet, although, a potentially recoverable one. A knife strike wouldn't work on advancing hordes, because they are farther away, but fresh fail rolls could be counteracted in some way, or mitigated. You already indicated that Mike's first move on getting the revolver was to practice with it,
>>6047338 so it would make sense that he'd practiced drawing it efficiently from his holster as well]
[also, I'm adding your guard rolls if you make them, to my previous tally for sentries. it's a nit, but I wanted to clarify, we can structure the strategy to get out of this]
>>6051389(3{8}5) the sentries kill (3) ghouls without raising any more.
You kill (2) of the ghouls straight off, but {8} merely incapacitate the other three hit with the second volley.
(9) more ghouls hear the gunfire and approach the traffic.
[you can choose 2 actions. You can reload, draw a new weapon, fight or distract. Distracting offers the same bonus structure to Sentries as before.]
[my third and second to last digit determines if the Sentry riders dispatch any ghouls, and the final digit determines if they avoid additional attention from ghouls] 1-5 Pass, 6-0 Fail
[Your 3rd and 2nd to last digit determines if you manage to draw a new weapon, or reload successfully, and repel any ghouls, if you try. You can chose how many shot to fire per roll. Each successful roll will equate to a kill per round used, or round missed.]
Or
[if you choose to focus on distracting ghouls attention, you can gain a +1 success range for Sentries towards dispatching ghouls and an additional distract gains Sentries a +1 in avoiding alerting new Ghouls]
[Your last digit determines if other zombies are alerted] 1-3 pass, 4-0 fail