>>5860700The knights are assembled, and the castle is fortified. This should be a brief but extremely eventful siege.
Most of the important gear has already been loaded up and sent off to pre-arranged stash locations, but Claire still needs time to record everything she needs to and burn everything she doesn't. And let's be honest: even though HCPD will, over time, bring enough force down on this place to level it to the ground, and the fate of the safehouse is inevitable ... it wouldn't feel right to just hand it over. You want to make the cops work for it. Make them bleed for it.
You'll be leaving soon, and you'll never see this place again. But before then, it's time for one last party. Send it off with a bang.
The good news is that the gang is so rich in guns and bullets that, even having loaded up the trucks earlier, there's still an entire arsenal sitting in the basement armory. Feel free to stroll on down there and load up if you find yourself a little light. You can also take one of the basement hallways on a quick route to another part of the safehouse.
[Basement Stairs]
If you end your turn on a stairway, you can enter the basement. When you do so, on your next turn, restock your ammo and gear uses at the basement armory, and declare any stairway. At the start of the turn after that, you will exit from your declared stairway with full AP.
Turn 0 begins.
During this time you can:
- Change weapon or gear
- Position yourself anywhere in your chosen defense area
- Move one object in your chosen defense room to a location in the room of your choice. Moveable objects include traps and obstacles gained from favors, or cover objects. The size of object you can move is based on your Hard score (Hard 0-1 = 1x1 light breakable, Hard 2-3 = 1x2 light breakable or 1x1 light durable, Hard 4+ = any light breakable or 1x2 light durable). You can also move your vehicle if you earlier parked it in the garage.