Attack of the Bloks Turn 4

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Attack of the Bloks Turn 4

Postby Sloopofwar » Sat Feb 13, 2010 4:04 pm

Deadly Spacemen
and
The Mystery Threat
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The remaining spacemen charge forward in two groups, opening up the way for the other factions. Their attacks take out four enemies. The top group picks up the weapons from the crate. One unlucky spaceman shoots his own foot off. What a loser.
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The ranged enemies once again combine fire to blast the raiders. Their poor dice roll causes them to totally miss the bunched up raiders and instead hit the top group of spacemen. Two are killed, and the Raider hero and another spaceman are knocked over.
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The blokbots once again swarm over the barricade, however this time there are enough for them to combine attacks and overwhelm two more spacemen.
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Postby Sloopofwar » Sat Feb 13, 2010 4:12 pm

Raiders
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The raider hero picks up a fallen phaser and blasts a ranged enemy, and manages to take out one with his katana as well. He fails his heroic feat to keep firing, so the phaser overloads and is rendered useless.
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The troopers and the gunslingers move up...
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And manage to take out four more enemies.
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The mechanik searches for the hidden experimental weapon. Hmmm...strange energy readings coming from behind this wall.

Sentinels
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The sniper fires....and misses.
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The trooper and the elite follow the hero to the grating, but as ordered stay inside the fort. Nothing is in range so they stand around whistling.
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The jetpacker lands on the top of the crane and waits as well.
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With nothing better to do the mechanik upgrades the gatling gun. it now does +1 damage.

END PHASE
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More blokbots show up, and the ground starts to tremor slightly.

NOW EXCEPTING ORDERS FOR TURN 5
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Postby Arkbrik » Sun Feb 14, 2010 4:17 am

Sloopofwar wrote:and the ground starts to tremor slightly.

Ooh yeah.
Remus: Harry... I'm a werewolf.
Harry: Are you fucking serious?
Remus: Well yes, but I don't see how that applies here.
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