@nimelennar @Daaksyde @Mitchell @William_George @daneel
Immediately after Jibrīl and Ranar’s charge, the situation looks like this:
Jibrīl and Ranar both did a Move; Thwip Aimed at the right-side guard. The halberdiers have not yet counterattacked, but they have moved their halberds to guard position again (both still at Reach-4).
We’re at the start of a new turn; turn sequence is in order of Basic Speed, so it’ll be Jibrīl, de Courcy, Thwip, Ranar, Hawk, Aronn, Guards. In other words, you all get one more second of action (Jibrīl attacking, Thwip shooting, Ranar charging, etc) before the guards get to act.
Thwip, for your shot: you’ve aimed for one turn (+1 bonus from the gun’s Acc), and if you make it an All-Out Attack you’ll get another +1. You also get +1 because the targets are big.
Range of 8yds gives a -4; no darkness penalty due to Thwip’s night vision. So, in total, assuming that you make an all-out attack and are aiming for centre mass, you’ll need a 14 or less to hit.
Jibrīl, for your swing you get a +1 for size and no darkness penalty (I’m assuming that you still have your lantern in your left hand). Hitting the shoulder is -5, but will cripple the arm if you manage to deliver more than HP/3 injury (going for the arm instead of the shoulder would reduce the hit penalty to -2, but raise the crippling threshold to HP/2).
The armour is decently articulated plate; no straps visible.
So, +1 for size, -5 for target, +4 for making it Telegraphic…which gives us an unmodified skil roll (14 or less) but with a +2 to the guard’s defence due to the Telegraphic. You can also Step one hex and change facing to whatever you want during the attack.