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Spike and the Metal Beast slowly follow behind her. Seems like that's all the backup you're going to be getting at the moment.
>Spike: 7d8
>Metal Beast: 1d20, on the QM's end. Depending on how well it rolls determines the amount of Successes it gives. Does not listen to your orders.
>Star of the Century: 4d12 (Succeeds on 8+. Every time she succeeds, roll another d12.)
>ρ: 10d8
>χ: 11d8
>ε: 10d8.
>The rest of your fighters are the same as the previous post.
MONIFAMONEY: Here's the list of every trap I have set up on that second floor. Use at your discretion, sir.
>Up to two traps can be activated a turn and have a limited amount of uses. You may use the same trap twice. They count as a free action.
>SEND IN THE CLUWNE. The cluwne will be severely injured but will distract fire from your employees. Lower the successes needed of a vote by 3. Uses: 1
>Cluster-flashbangs. Grants 5 successes but randomly disables one of your fighters for a turn if you fail a DC 12 bo1 roll. Uses: 2
>FROZEN SNOWTIME. A bucket of Blueblood with various heavy objects stuffed in it. You may add +1 up to two times in any configuration to one fighter's rolls. Uses: 4
>DELICIOUS. A recently reheated meal from Art of Flesh, begging to be eaten. Lowers the successes needed for any attack plan by 2 for this and the next turn. Uses: 1
A few of the Rangers are busy putting on their gas masks as the others aim their guns at the two machines and the anomaly. Seems like you're out of time to think of anything else to do. What's your gameplay to put these fuckers down?
>Use the anomalies and robots as cover as your employees do hit and run attacks. (Successes needed: 35. Success, you'll do decent damage across all of them. Failure, one of your employees will be critically injured.)
>All focus fire on the Dynamite chick. She's clearly the most threatening, light her up. (Successes needed: 38. Success, the chain reaction of her death will kill her and potentially her other allies. Failure, she'll do a kamikaze strike and will heavily harm or kill several of your fighters.)
>[BOUND BY DUTY] Remember what [REDACTED] said about them. Distract the fighters every thirty seconds to help your comrades. (DC 15, bo3. On a success, reroll up to 4 1s your fighters roll. On a failure, the Rangers will shoot out your intercom speakers.)
>[HOPELESS WRECK] "Hey, Shot, sorry for being a hard ass. I got your new recruits, though!" Motivate the Meatmen to fire. (DC 14, bo1. On a success, roll 8d4. On a failure, roll 4d4. d4s succeed on a 4 now.)
>Write in. (Use an item, call for backup, etc. You currently have an IED, Fireworks, E.B.O.W, and Can of Gasoline on standby.)
[IT BEGINS. Vet and dentist appointments can really mess up when you can get home to write, eh?]