For Great Justice, Part 1: Tower of Justice Round Eight

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Extras: Each team will earn +1 CP at the end of Round Eight. At the beginning of next round, anything outside the inner ring becomes electrified.


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Grey Turn 8a, Originally Hidden

A Grey moves into Green’s Keyzone and is very close to escaping the floor.


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Grey Turn 8b, Originally Hidden

Another moves just outside of Yellow’s Keyzone.


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Grey Turn 8c

The Grey plaguing Orange Spy pulls a fast one, phasing her weapons out and his own weapons in, effectively switching weapons with her. Orange Spy is now equipped with two knives while the Grey gains a sword and a gun.


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Grey Turn 8d, Originally Hidden

The final Grey ascends toward Level Two…and instead finds himself in a medium sized room. He is informed that the walls are phase destabilized and are thus deadly to him should he try to phase out through them. He is presented with two holographic chests, one red and one pink. Pink is the quick and easy option but provides little reward. Red is the more difficult option but provides more reward. To unlock the opposite hatch, the Grey must choose between them and deal with the consequences of his choice. (This room will serve as Grey Team’s Level Two).


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Blue Turn 8

Blue Android gives one last smirk to FireBeard, then turns and sprints toward his Keyzone. His bulk prevents a straight line charge, but his instant benny provides the needed push to get him just outside.


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Orange Turn 8a

Orange Spy shrugs at her change in weaponry and turns back to the console. She hacks the system and chuckles to herself at the thought of all the Warden’s security men scrambling to block access to their systems. Again. She spends her entire turn programming several sets of instructions. The rest of the team hold their actions.


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Yellow Turn 8a

Snake Yellow slithers into his Keyzone and obtains the Level One Key! Yellow Team now has access to Level Two


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Yellow Turn 8b

With movement still remaining, he slides over to the Computer Console and uses it to open the Stasis Chamber. Keybro joins Yellow Team.


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Yellow Turn 8c

The Medik moves right up to the Keyzone but Newbro has some difficulty and triggers an Acid Pit Trap. He nearly falls in but the reptiles were all carefully looking out for one another and Daggers pulls him back just in time. Newbro’s Bone Sword splashes into the acid and is gone, however.


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Yellow Turn 8d

Keybro hops the ladder and begins to ascend toward Level Two.


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Green Turn 8a

Master Splinter performs an amazing acrobatic wall run double flip, bypassing the turret and landing in his own Keyzone.


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Green Turn 8b

He quickly dashes over and grabs the Level One Key! Green Team now has access to Level Two.


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Green Turn 8c

Pathfinder and Scrapmetal charge the turret…


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Orange Turn 8b, Response

…but Orange Spy’s commands take effect first. The turret self detonates as Green Team closes in on it, tossing both minifigs back down the hall. Again, the blast comes up with a damage of one and fails to kill but, again, succeeds in knocking them on their asses.


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Orange Turn 8c, Response

The second stage of Orange Spy’s plan kicks in and her team is teleported into the hallway directly behind and over the prone Green Team.


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Orange Turn 8d, Response

The Medik goes to fire his pistol but the weapon jams badly and becomes useless. He tosses it to the floor in disgust. The Shotgunner, however, lines up the perfect shot and rolls for maximum damage, blowing the two apart and scattering their bits down the hallway.


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Pirates Turn 8

FireBeard follows around the corner toward the inner ring. He sees Keybro making a break for it and decides his flames would be better suited to roasting reptile. He fires off a column of flame, not really expecting to breach the distance. Incredibly, he does. The remaining die of damage isn’t enough to kill Keybro, but it does set him to burning nicely.


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Round Eight Overview A


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Round Eight Overview B


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Round Eight Overview C


Overview Breakdown

Blue Team

Abilities

5CP

Android Body 2

Upgrade: SuperNatural d6

Last Man Standing


Equipment

Android: Hardsuit

Medik Corpse: Medik Tool

Recruit Corpse: Pistol

Pathfinder Corpse: 2 Swords

Loot Score: 3


Kill Table

3 Kills

4 Deaths

Kill Score: -1


Badass Moments

Blue Turn 1, Wasting the Pathfinder for temporary gain

Blue Turn 3a, Casual Chasm Redshirt

Blue Turn 4a, This Is BrikWars!

Blue Turn 7b and Pirates Turn 7, Mecha Madness!

Badass Score: 4


Objectives Obtained

None


Orange Team

Abilities

5CP

Map Dominance


Equipment

Spy: 2 Knives

Medik: Medik Tool

Shotgunner: ShotGun

Pathfinder Corpse : 2 Sabers

Purchased and Spent Explosive

Loot Score: 1


Kill Table

4 Kills

1 Deaths

Kill Score: 3


Badass Moments

Orange Turn 4a, A Perfect Shot

Orange Turn 5a-b, Graceful Execution

Green Turn 6b, RedShirt to Beam Up

Orange Turn 7b-c, Modified Turret

Orange Turn 8b-d, Command Cascade

Badass Score: 5


Objectives Obtained

None


Yellow Team

Abilities

8CP

Poison Shiv 3


Equipment

Snake: Fang Dagger (Sheathed), Longbow

Medik: Medik Tool (Holstered), Shield, Pistol

Pathfinder: Dagger, Dagger (Holstered), Pistol

Newbro: None

Keybro: None

Shotgunner Corpse: ShotGun

Purchased and Spent Explosive

Loot Score: 4


Kill Table

7 Kills

1 Deaths

Kill Score: 6


Badass Moments

Yellow Turn 3a, Snake Coil Leap Attack

Yellow Turn 3b, Improbable Dagger Throw

Yellow Turn 4b, The Angry Arrow

Yellow Turn 6c, Arrow Explosivo

Badass Score: 4


Objectives Obtained

Level One Key


Green Team

Abilities

7CP

Fleet Foresters

Last Man Standing


Equipment

Master Splinter: Crossbow, Claw

Pathfinder Corpse: 2 Axes

Forester Corpse: None

Medik Corpse: Medik Tool, Crossbow

Shotgunner Corpse: ShotGun

Loot Score: 1


Kill Table

3 Kills

3 Deaths

Kill Score: 0


Badass Moments

Green Turn 3a and 5a, Pathfinder Trapmaster

Orange Turn 4b, Medik Redshirt

Green Turn 4c, Puts on Shades

Green Turn 6a-b, Tactikal Supremacy

Green Turn 8a, Ninja Moves

Badass Score: 5


Objectives Obtained

Level One Key


Grey Team

Abilities:

6CP

Phasic SuperNatural Dice


Equipment

Grey: Saber, Pistol

Grey: 2 Knives

Grey: 2 Knives

Grey: 2 Knives

Purchased Explosive

Loot Score: 3


Kill Table

2 Kills

0 Deaths

Kill Score: 2


Badass Moments

Grey Turn 4h, The Wall Grab

Grey Turn 6d, Phantom Ride Kill Assist

Grey Turn 8a, Phantom Switch

Badass Score: 3


Objectives Obtained

Accessed Level Two


Overview Comparison

Construction Points

Grey: 6

Blue: 5

Orange: 5

Yellow: 8

Green: 7


Loot Score

Grey: 3

Blue: 3

Orange: 1

Yellow: 4

Green: 1


Kill Score

Grey: 2

Blue: -1

Orange: 3

Yellow: 6

Green: 0


Badass Score

Grey: 3

Blue: 4

Orange: 5

Yellow: 4

Green: 5


Objectives

Blue: 0

Orange: 0

Yellow: Level One Key

Green: Level One Key


Total Scores

Grey 2

Blue: 1

Orange: 4

Yellow: 6

Green: -2


Green drops into dead last, which puts Orange into second place behind Yellow. Yellow, Green, and Grey have access to Level 2 but the others are not far behind.


For Great Justice, Part I: Tower of Justice
Previous: Round Seven Next: Round Nine