GM: | [sblock=New Map]The X is the sole guard. But as NTensity is opening the door the two doors on each side of the room are also opening...
[/sblock][sblock=Aztechnology HT (High-Threat) Security Guards]Medium metahuman (Human), Nonheroic 3/Fighter 2
Strength: 14 (+2), Dexterity: 14 (+2), Constitution: 14 (+2), Intelligence: 10 (+0), Wisdom: 12 (+1), Charisma: 10 (+0)
Combat: Ares Predator – attack +8, damage 2d8+5* ballistic
FN HAR rifle – attack +8, damage 2d8+4* ballistic
Collapsible Baton – attack +5, damage 1d6+2 bludgeoning
*smartgun link, re-roll 1s and 2s on damage.
Armor Class: 16 (base 14 +dex; Hardness 4/+3)
Initiative: +2
Hit Points: 28 (HD 3d4+2d8); Second Wind: 1d10+4
Base Speed: 30ft
Wound Damage Threshold: 20 (+3)
Saving Throws: Strength +5, Wisdom +3
Senses: Low-Light, Darkvision, passive Perception 14 (12).
Proficiencies: Light & Medium Armor, Light & Heavy Firearms, Medium & Simple Weapons.
Skills: Athletics (Str) +5, Intimidate (Cha) +3, Perception (Wis) +4. Tools: Vehicle (wheeled; +5)
Talents: Shootist (with firearms +1 to attack rolls and +2 to damage).
Feats: Armor Proficiency (light, medium), Point Blank Shot (+1 to hit and damage within base range), Weapon Proficiency (heavy firearm, martial weapons)
Cyberware: Cyber-Replacement Eyes (with Low-Light and Thermal vision upgrades), Smartgun Link (+2 to hit with smart firearms and rerolls)
Gear: Flak Vest with plates (Wt. 20lbs), Ares Predator (Wt. 5lbs, range 50/250, DT, heavy, reload/14m), two full clips of ammo (Wt. ½lb), FN HAR (smartgun link upgraded; Wt. 11lbs, range 100/500, autofire, burst, reload/40m) with two extra clips of ammo (3lbs), Collapsible baton (Wt. 1, finesse, holdout, light), Restrains (plastic, set of 6, Wt. 1lb), Uniform, Comlink (broadcast 1, firewall 20, Wt. ½lb), Gas Mask (advantage and +4 vs. inhaled toxins, -2 to Passive Perception).
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Initiative
As everyone has readied actions and no surprise, please roll Initiative and post your Actions. You only see one security guard right now but those opening doors...
Security Guards Initiative: 1D20+2 = [10]+2 = 12; 1D20+2 = [5]+2 = 7
Anonymous initiative : 1D20+2 = [9]+2 = 11
Note that the guard has 3/4 cover (+5 AC) due to the barricade (its around 3ft high on average) BUT has 1/2 the normal HP if you want to try and destroy section and he does not get the bonus if you are adjacent to the barricade.
Also if Sovereign goes full SIM as it where he is helpless (Incapacitated) for the duration | |