BULL FUGITIVES
The Shaman summons a Bull Icon armed with a halberd.
The Bulls then start crossing the bridge. Lacking targets, the Ambushers set up response fire.
The Shaman remains behind.
Valarius, disappointed to see the Draklon Raiders moving away from him, tries to goad them to come back and fight him (and to run back into the response fire, of course).
"Running away? Face me! Or do you cowards only fight fishermen and crofters?!"
"Ignore him men. His time will come."
The feat fails utterly as the Matriarch manages to keep her men under control. The Draklon Raiders will be more eager to kill Valarius now, gaining +1 damage and skill against him.
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I'll post the other turns when I've resolved them all.
The Arktifakt (Round 3)
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- Bragallot
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Re: The Arktifakt (Round 3)
Imperial Garrison
Seeing the Rangers ready to fire the Starcloaks wisely opt to shoot before moving and making space for the third one. One shot hits, and kills.
Most of the crossbow bolts fired in response clatter against the fortifications, but one shot plows through two Starcloaks!
They plummet down into the courtyard.
Those Guardsmen who can get in range strike at some Fanatics' exposed backs.
The Gypsy is decapitated but Laris, very familiar with backstabs, turns around and punishes his attacker.
This little blighter picks up the Clerics' staff and gains a 1d6 Supernatural Die.
Understanding the irony of setting one of the Holy Flame Cultists on fire with it, he tries just that, but the damage falls just short (since it's a d6 of damage I didn't apply it as 'actual' fire damage per the rules either).
The Garrison Commander crits his sprint roll and runs headlong into the rabble.
They still had their actions, so they turn and make two-handed, armour-piercing swings on the Commander! He wisely decides to Parry to get the extra level of Deflection he was likely to need and succeeds despite being outnumbered (which gives -1 skill). He is knocked back 2" but is otherwise fine.
Seeing the Rangers ready to fire the Starcloaks wisely opt to shoot before moving and making space for the third one. One shot hits, and kills.
Most of the crossbow bolts fired in response clatter against the fortifications, but one shot plows through two Starcloaks!
They plummet down into the courtyard.
Those Guardsmen who can get in range strike at some Fanatics' exposed backs.
The Gypsy is decapitated but Laris, very familiar with backstabs, turns around and punishes his attacker.
This little blighter picks up the Clerics' staff and gains a 1d6 Supernatural Die.
Understanding the irony of setting one of the Holy Flame Cultists on fire with it, he tries just that, but the damage falls just short (since it's a d6 of damage I didn't apply it as 'actual' fire damage per the rules either).
The Garrison Commander crits his sprint roll and runs headlong into the rabble.
They still had their actions, so they turn and make two-handed, armour-piercing swings on the Commander! He wisely decides to Parry to get the extra level of Deflection he was likely to need and succeeds despite being outnumbered (which gives -1 skill). He is knocked back 2" but is otherwise fine.
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Re: The Arktifakt (Round 3)
THE WOLFPACK
The rangers ALL take aim at the last Starcloak on the walls...
'Well, shit.'
He's probably wishing he could've bailed right about now. Only two shots manage to hit due to the fortifications (partially nullified because he was standing still and some of the rangers were Aiming), but the 6 damage is still enough to beat his armour.
The Gang Leader frees himself from the ropes.
He throws his shield!
The feat succeeds nicely and gives him 2d6 damage vs the Matriarch (considering the range and the fact he's not strength based I thought this was fair), who also didn't see it coming so couldn't parry with her shield! (even though it looks like she is) 11 damage! *gasp* But... she lives?
With a little bit of delay, it becomes clear what happened. A Reaver just happened to be in the way of the throw. Unintentionally or not, nicely Redshirted brah!
The rangers ALL take aim at the last Starcloak on the walls...
'Well, shit.'
He's probably wishing he could've bailed right about now. Only two shots manage to hit due to the fortifications (partially nullified because he was standing still and some of the rangers were Aiming), but the 6 damage is still enough to beat his armour.
The Gang Leader frees himself from the ropes.
He throws his shield!
The feat succeeds nicely and gives him 2d6 damage vs the Matriarch (considering the range and the fact he's not strength based I thought this was fair), who also didn't see it coming so couldn't parry with her shield! (even though it looks like she is) 11 damage! *gasp* But... she lives?
With a little bit of delay, it becomes clear what happened. A Reaver just happened to be in the way of the throw. Unintentionally or not, nicely Redshirted brah!
- Bragallot
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Re: The Arktifakt (Round 3)
Cult of the Holy Flame
The Priestess leaps from the cart, easily impaling a farmer on her sword.
Unattended, the horses thunder on and off the battlefield, carrying the Sceptre of Holy Flame (which was stuck on the cart) with them.
Somewhat out of character, the Holy Flame troops open fire on the farmers, one falling to the Scallywoman's blunderbuss. Well, the Arktifakt is important and this rabble is in the way, what can you do?
The Battle Jester, Nobleman and townswoman then rush upon the waiting farmers...
The peasant has the longer weapon and still has his action, so he attacks first, but doesn't kill. The townswoman then hits him twice, but even the cumulative damage doesn't kill the peasant. Their inability to kill each other is quite amusing, not as amusing as them actually killing each other would be though, of course.
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I'll resolve the rest of the turns later tonight!
The Priestess leaps from the cart, easily impaling a farmer on her sword.
Unattended, the horses thunder on and off the battlefield, carrying the Sceptre of Holy Flame (which was stuck on the cart) with them.
Somewhat out of character, the Holy Flame troops open fire on the farmers, one falling to the Scallywoman's blunderbuss. Well, the Arktifakt is important and this rabble is in the way, what can you do?
The Battle Jester, Nobleman and townswoman then rush upon the waiting farmers...
The peasant has the longer weapon and still has his action, so he attacks first, but doesn't kill. The townswoman then hits him twice, but even the cumulative damage doesn't kill the peasant. Their inability to kill each other is quite amusing, not as amusing as them actually killing each other would be though, of course.
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I'll resolve the rest of the turns later tonight!
- Bragallot
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Re: The Arktifakt (Round 3)
DRAKLON RAIDERS
The Matriarch successfully exerts her control over beasts to convince the Big Woof that she is his new master.
The Drakhirri then pick themselves up and do what they can to fortify their position. One gives the tree a hard whack, dealing 1 SP of damage to it (it has 3).
The banner carrier picks up the Arktifakt. A quick inspection shows that nothing they have at hand here can open it. This will be a job for the Magetriarchs.
The Matriarch successfully exerts her control over beasts to convince the Big Woof that she is his new master.
The Drakhirri then pick themselves up and do what they can to fortify their position. One gives the tree a hard whack, dealing 1 SP of damage to it (it has 3).
The banner carrier picks up the Arktifakt. A quick inspection shows that nothing they have at hand here can open it. This will be a job for the Magetriarchs.
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Re: The Arktifakt (Round 3)
THE PEASANT REBELLION
The peasants go ham on the Holy Flame. The Girlfriend attacks the Priestress (who luckily for her opted to try and parry), but misses. The townswoman and noble are speared. The Battle Jester kills a peasant with counters and the Geisha stands her ground.
Now it's Haircules' turn. He critically succeeds in smashing the Battle Jester with his Pet Rock (which counts as a Heavy Weapon) but just as I was sure he was toast the Battle Jester heroically defends himself with an Over The Top block!
WAIT to send orders until you've seen the start of Round 4! You'll see why!
The peasants go ham on the Holy Flame. The Girlfriend attacks the Priestress (who luckily for her opted to try and parry), but misses. The townswoman and noble are speared. The Battle Jester kills a peasant with counters and the Geisha stands her ground.
Now it's Haircules' turn. He critically succeeds in smashing the Battle Jester with his Pet Rock (which counts as a Heavy Weapon) but just as I was sure he was toast the Battle Jester heroically defends himself with an Over The Top block!
WAIT to send orders until you've seen the start of Round 4! You'll see why!