Prison Break! Turn 2

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RedRover
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Prison Break! Turn 2

Post by RedRover » Sun Jan 03, 2016 7:53 pm

Turn 1

Initiatie Roll:
USA: 88
IM: 62
Regulus: 96
Civilians: 8
Prisoners: 76

Civilians-Legomc
Legomc decided to give all the civilians names
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Janitor Dan drops everything after contemplating the course his life has taken.

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He runs towards the chest in the ruins in hopes of finding treasure to start anew.

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Jonna the cameraman climbs down to get his next shot.

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Jonna -"Excusme me Mr. Knight guy, could you take a picture of me with the dead snake?
Footmen -"You're gonna have to go ask the boss."

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Jonna heads over to the man with the pointy hat and staff assuming he'd be in charge.

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Hipster guy drake realizes how angry he is that someone tried to scare him. In fact, he is enraged.

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He sees a gun on the ground and decided this will be the method of his vengeance.

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He takes his aim...

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but triggers the response action from the officer

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A point blank shotgun blast to the skull ends Drake's angsty life.

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The crack head drops his gun after witnessing someone getting their head blown off right in front of his face.

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He pulls out his pipe and decides that now would be a good time to smoke some meth.

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"This hits the spot"
Suddenly something strange starts happening.

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A ring of fire forms around the Meth head as immense energy pulsates through his body.

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The Meth head has transcended from regular fig to hero!
The Meth head now has heroic stats including the ability to redshirt and perform feats
Last edited by RedRover on Sat Apr 09, 2016 5:28 pm, edited 3 times in total.

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Re: Prison Break! Turn 2

Post by RedRover » Sun Jan 03, 2016 8:21 pm

Imperial Magikstrate-Bann154
RagingKrikit did not respond, so Bann is now the controller of the IM

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Mage Plaerus raises his staff in preparation to unleash some magikal energy

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His rolls were incredibly successful

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Instead of casting increased armor on just one squad, he was able to get both.

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The smaller squad moves to take the soldier who shot their comrade.

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They trigger the response fire of the small USA squad that was heading towards the ruins.

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Another IM agent's magically infused defense is overtaken by combined fire.

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The remainder of the squad unload their weapons on the single US infantryman

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He falls, next to his comrade. Goodnight sweet prince.

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The second squad moves forward and all fire except the officer, who saves his response action (His shotgun would have done no more than1 damage with the range, so it made sense to forgo it for now.)

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The USA soldiers meet their end.

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Plaerus takes a safe position behind the bigger squad.

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Quallon decides the chest in front of him is not good enough, and wants the one in the ruins.

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He runs over there to beat the janitor but can't get far enough.
Last edited by RedRover on Sat Apr 09, 2016 5:31 pm, edited 1 time in total.

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Re: Prison Break! Turn 2

Post by RedRover » Sun Jan 03, 2016 8:51 pm

Prisoners-Kommander Ken
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The Butcher builds energy in is hands..

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and slams it to the ground!

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His feat is successful and the shockwave pushed the Lt. and two soldiers away.

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The damage kills two of the soldiers and almost the Lt, but just disrupts him.
(The Butcher got a streak of lucky rolls)

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The trooper fires off a round in response, which he crit fails.

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The juggernaut attempts to kill him in response, but fails as well.

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The Butcher then grabs a rifle,

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aims it at the fallen Lt. to finish him.

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As his shot goes off, the soldier who failed earlier succeeds in redshirting.
(The Lt. only rolled a 2 from 2d6 for armor)

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The manly man bends over to pick up a weight.

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He attempts to bash the soldier with it

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He crit fails and drops it on his foot, disrupting him.

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The prisoners in the back cells storm out into the hall way, only the Weasel armed with a shiv.

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The prisoners trigger the USA soldiers' response fire.

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The Weasel goes down, but the Al-kind-of General stays strong.

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Dimmy John Johnson uses his last bit of movement and action to shove the soldier.

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He succeeded in disrupting him, surprising for a Dimmy.

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The Al-kind-of general steps over the disrupted soldier and grabs his rifle.

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He mows down the soldier.

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the Weasel's shiv is picked up by his cell mate.
Last edited by RedRover on Sat Apr 09, 2016 5:37 pm, edited 1 time in total.

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Re: Prison Break! Turn 2

Post by RedRover » Sun Jan 03, 2016 9:16 pm

USA-Silent-Sigfig
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The soldier goes for the legs.

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And blew one right off. (movement reduced to 1 in with crawling of 2 with hopping)

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Lt. Belcher uses his feat to get up from disruption

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He then instructs to juggernaut to take aim with him.
"aim for the legs."

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The two blow off his legs. (The butcher is disrupted and has movement reduced to 1 inch with crawling.)

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The Sargent makes for the door.

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He kicks it open and fires on the prisoner.

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He initially tries to shoot out his legs, but his critical success actually kills the prisoner.
Last edited by RedRover on Sat Apr 09, 2016 5:40 pm, edited 1 time in total.

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Re: Prison Break! Turn 2

Post by RedRover » Sun Jan 03, 2016 9:30 pm

Regulus Brotherhood-Duerer
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The footmen move up

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The exterminate all of the spiders before they can gang up and do some damage.

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The camper, now under Regulus control, grabs his cross bow

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He moves up to join the footmen and prepares response fire.

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The Dragoon joins the footmen

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The Wizard is on a mind control high, and decides to try it again with the camera guy.

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His feat backfires!

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One of the Swordsmen's minds is destroyed as a result, of the failed feat.

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The swordsmen lunges for the other.

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And the piercing attack from his heavy weapon sees that his head is lopped off.
Last edited by RedRover on Sat Apr 09, 2016 5:43 pm, edited 1 time in total.

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Re: Prison Break! Turn 2

Post by RedRover » Sun Jan 03, 2016 9:36 pm

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Suddenly a portal opens!

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Out pops some sort of time traveling professor!

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Two more blinding beams appear behind him.

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His companions appear! His robot assistant and Sir Falcor!

Overwatch

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Turn 2 is over! send in orders for turn 3!
Turn 3
Last edited by RedRover on Sat Apr 09, 2016 5:45 pm, edited 2 times in total.

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Re: Prison Break! Turn 2

Post by RedRover » Sun Jan 03, 2016 9:43 pm

Kill Count as of Turn 2:

USA: 4
Imperial Magikstrate: 4
Regulus Brotherhood: 5 spiders
Civilians: 0
Prisoners: 4

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Kommander Ken
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Re: Prison Break! Turn 2

Post by Kommander Ken » Sun Jan 03, 2016 11:19 pm


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RedRover
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Re: Prison Break! Turn 2

Post by RedRover » Mon Jan 04, 2016 9:48 am

I got Bann's orders. If I can get the rest of the orders by Friday I can do a turn on Saturday!

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Kommander Ken
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Re: Prison Break! Turn 2

Post by Kommander Ken » Mon Jan 04, 2016 11:17 am

My orders are sent! Fun battle so far, Red.

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RedRover
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Re: Prison Break! Turn 2

Post by RedRover » Mon Jan 04, 2016 9:53 pm

Kommander Ken wrote:My orders are sent! Fun battle so far, Red.
Thanks! Hosting has been fun and informative!

Once I get USA and civilian orders I can play the turn.

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