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

From BrikWars
Jump to navigation Jump to search

Extras: Each team will earn +1 CP at the end of Round Eleven. The Warden announces a new Initiative Bid. You may bid anywhere between 0 CP and however much you currently possess. New Initiative Order will be determined by highest to lowest bidders, with zero bidders remaining in their normal initiative spots after CP bidders.


FBForGreatJusticeToJ201GreyT011a.png

Grey Turn 11a

The two Greys that hid in the Stasis Chambers last turn bolt forward and dive into Blanco’s guards, phased and occupying the same space thus defeating their defensive tactics.


FBForGreatJusticeToJ202GreyT011b.png

Grey Turn 11b

The two Greys chuck a knife each at Blanco from the benefit of this new position but they both bounce off of his expensively tailored armored jacket.


FBForGreatJusticeToJ203GreyT011c.png

Grey Turn 11c

The two newly awakened Greys in the Stasis Chambers burst forth, shattering the glass tubing that surrounded them only a moment ago.


FBForGreatJusticeToJ204GreyT011d.png

Grey Turn 11d

The one to the right runs forward, picking up his fallen comrade’s knives along the way, and throws a knife at Blanco. Despite being dead on, this one too bounces off of the mad doctor.


FBForGreatJusticeToJ205GreyT011e.png

Grey Turn 11e

The Grey on the left sprints across the room to the Computer Console. He will be able to activate it next turn. The Grey on Level 1 continues to bide his time.


FBForGreatJusticeToJ206BlancoT011a.png

Doctor Blanco Turn 11a

Blanco lazily turns and fires two phasic transmogrification beams into his guards. Their shields are transformed into katanas.


FBForGreatJusticeToJ207BlancoT011b.png

Blanco Turn 11b

The guards, having failed in their most basic function, commit seppuku. Both guards die but only one managed to ram the blade through the Grey inside of him as well. A single drop of blood falls and then he collapses.


FBForGreatJusticeToJ208BlueT011a.png

Blue Turn 11a

Blue Android decided he had better deal with the Hunter threat now and turns around. He moves over to the Hunter, who is desperately still trying to clear his weapon, picks up by his shirt collar, and devastatingly slams him into the back wall.


FBForGreatJusticeToJ209BlueT011b.png

Blue Turn 11b

Black goo erupts from the Headhunter’s now inert corpse.


FBForGreatJusticeToJ210BlueT011c.png

Blue Turn 11c

The Hunter slides slowly down the wall and Blue Android stops a moment to admire his kill.


FBForGreatJusticeToJ211OrangeT011a.png

Orange Turn 11a

Orange Spy leaps through the broken window between the Green and Orange Keyzones, landing in a deft barrel roll and coming up next to the Orange Key.


FBForGreatJusticeToJ212OrangeT011b.png

Orange Turn 11b

She acquires the Key and Orange Team now has access to Level 2!


FBForGreatJusticeToJ213OrangeT011c.png

Orange Team 11c

Medik bolts up the ladder, moving into Level 2. Shotgunner follows, making it most of the way up. Orange Spy moves in behind her men.


FBForGreatJusticeToJ214GreyResponseT011f.png

Grey Response Turn 11f

The Grey that has been biding his time and Phantom Riding Orange Spy this entire time decides that now is the time to act and bursts forth from her back in a shower of gore. Her ruined body falls from the ladder and hits the floor with a meaty thunk.


FBForGreatJusticeToJ215OrangeT011d.png

Orange Turn 11d

But Aha! Unbeknownst to the Grey, at some point, the shotgunner and Spy must’ve traded places via teleporter. In his phasic state, his senses would have been dulled to the finely tuned switcheroo. Orange Spy pulls off her shotgunner mask and continues climbing the ladder, smirking a sneaky smirk. (Redshirt).


FBForGreatJusticeToJ216PirateT011a.png

Pirates Turn 11a

FireBeard continues to prove his worthiness as an adversary and makes a couple of peg-legged leaps to the top of Blue’s empty Stasis Chamber. Once there, he pulls out a Molotov Cocktail, lights it up, and lobs it across the rooftop of the central hub. It lands right next to the Grey, still soaking in his victory and yet unaware of Spy’s continued survival.


FBForGreatJusticeToJ217PirateT011b.png

Pirates Turn 11b

The bottle explodes in a burst of flame, lighting the Grey on fire and blowing him off the roof. He falls and busts his head open on the remnants of Orange’s Computer Console. The flames super-oxidize his blood, turning it red. How strange.


I went out of order here to save on loading times since no one else was still down here.


FBForGreatJusticeToJ218YellowT011a.png

Yellow Turn 11a

The Yellow Snakeman temporary falls silent, before becoming angry. "You bassstard, no one poisssssonssssss my ssssnakessss exsssssept for me." He secretes his most exotic poison, a neurotoxin known as Serpentoxin, onto an arrow. This toxin forces the victim to fall under the snake's control, as long as he lives. He fires the Serpentoxin Arrow at the Headhunter and scores a direct hit. The damage is not enough to kill the hunter but the poison miraculously manages to take root. Until it wears off, this Headhunter will be controlled by Yellow.


FBForGreatJusticeToJ219YellowT011b.png

Yellow Turn 11b

Shield Medik and Mr. Daggers open fire on the new Revenant, Undeadbro. One shot goes wild but the other hits the abomination square in the arse. The damage is not enough to bring down the rampaging reptile, however. Sickly flesh merely sloughs off of the creature and glops messily onto the steel floor.


FBForGreatJusticeToJ220YellowT011c.png

Yellow Turn 11c

The poisoned Headhunter turns and fires a shot into the creature’s side. More flesh splatters to the ground but the creature seems unfazed by the attack.


FBForGreatJusticeToJ221GreenT011a.png

Green Turn 11a

Master Splinter sprints at half speed down the hall, keeping a weather eye out for traps. He discovers one on the first chest in the hall, disarms it easily, and obtains +1 CP. His sprint carries him halfway to the next chest.


FBForGreatJusticeToJ222GreenT011b.png

Green Turn 11b

Still keeping an eye out for traps, he uses his Last Man Standing Benny to move up to the next chest and rolls high enough to open it too, scoring another +1 CP.


FBForGreatJusticeToJ223GreenT011c.png

Green Turn 11c

Finally, he uses his Heroic Feat to sprint again, showing the fleet footedness of the forest masters and makes it all the way into Green’s Keyzone.


FBForGreatJusticeToJ224HunterT011a.png

Hunter Turn 11a

Bandanna Hunter stands up and moves into Green’s hallway. He carefully lines up a knee shot, putting one SN die into Range and one into debuffing Movement. Though he is seven inches out of range, he rolls a bonus die on the ranged SN die and covers it easily. He would have debuffed 3 inches of move but it ultimately did not matter as he also overskilled on damage and ended up shooting Master Splinter straight through the heart. The old master’s weapons flew free and he slammed into the ground, skidding several feet before coming to a dead stop.


I took liberty with the order here but I kept to the spirit. Explosive Rounds can be used by purchasing a SN d10. The range takes care of the accuracy in this case, trumping the AoE, and the movement debuff is similar to the knockback that would occur in an explosion.


FBForGreatJusticeToJ225GreenResponseT011d.png

Green Response Turn 11d

A new Hero activates for Green Team! His features are vaguely obscured from within the confines of the Stasis Chamber which held him, near Green’s Level Two Keyzone. As he steps out, we clearly see his true identity. Zupponn may choose an identity and appearance for his new Hero, preferably something in keeping with the established theme and something LDD can handle. You’ll notice that the wall moved to allow you egress from this hall but also to prevent you from gaining any of the difficult path’s spoils.


FBForGreatJusticeToJ226HunterT011b.png

Hunter Turn 11b

Undeadbro roars and turns, plunging his fists into his own body and brutally ripping out two ribs for use as melee weapons. The ribs writhe, warp, and twist in his grip.


FBForGreatJusticeToJ227HunterT011c.png

Hunter Turn 11c

He rushes Mr. Daggers, his gnashing mouth suddenly full of sharp, jumbled, oversized teeth. “I’m Hungry!” it yells.


FBForGreatJusticeToJ228Turn011OverviewA.png

Round Eleven Overview A


FBForGreatJusticeToJ229Turn011OverviewB.png

Round Eleven Overview B


FBForGreatJusticeToJ230Turn011OverviewC.png

Round Eleven Overview C


FBForGreatJusticeToJ231Turn011OverviewD.png

Round Eleven Overview D


FBForGreatJusticeToJ232Turn011OverviewE.png

Round Eleven Overview E


FBForGreatJusticeToJ233Turn011OverviewF.png

Round Eleven Overview F


Overview Breakdown

Grey Team

Abilities:

11CP

Phasic SuperNatural Dice


Equipment

Grey: 2 Knives

Grey: 2 Knives

Grey: 2 Knives

Grey: 2 Knives

Grey Corpse: 2 Knives

Grey Corpse: 2 Knives

Grey Corpse: Saber, Pistol

Purchased and Spent Explosive

Loot Score: 5


Kill Table

3 Kills

3 Deaths

Kill Score: 0


Badass Moments

Grey Turn 4h, The Wall Grab

Grey Turn 6d, Phantom Ride Kill Assist

Grey Turn 8a, Phantom Switch

Grey Turn 11a-c, Tactikal Advance

Badass Score: 4


Objectives Obtained

Accessed Level Two


Blue Team

Abilities

8CP

Android Body 2

Upgrade: SuperNatural d6

Last Man Standing


Equipment

Android: Hardsuit

Medik Corpse: Medik Tool

Recruit Corpse: Pistol

Pathfinder Corpse: 2 Swords

Recruit Corpse: None

Loot Score: 4


Kill Table

4 Kills

5 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!

Blue Turn 11a, With Casual Ease

Badass Score: 5


Objectives Obtained

Level One Key


Orange Team

Abilities

8CP

Map Dominance


Equipment

Spy: Shotgun

Medik: Medik Tool

Shotgunner Corpse: 2 Knives

Pathfinder Corpse : 2 Sabers

Purchased and Spent Explosive

Loot Score: 1


Kill Table

4 Kills

2 Deaths

Kill Score: 2


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

Orange Turn 10a and c, Divide and Conquer

Orange Turn 11d, The Old Switcheroo

Badass Score: 7


Objectives Obtained

Level One Key


Yellow Team

Abilities

11CP

Poison Shiv 3


Equipment

Snake: Fang Dagger (Sheathed), Longbow

Medik: Medik Tool (Holstered), Shield, Pistol

Pathfinder: Dagger, Dagger (Holstered), Pistol

Shotgunner Corpse: ShotGun

Purchased and Spent Explosive

Loot Score: 5


Kill Table

7 Kills

3 Deaths

Kill Score: 4


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

Yellow Turn 11a, Serpentoxin

Badass Score: 5


Objectives Obtained

Level One Key


Green Team

Abilities

12CP

Fleet Foresters

Last Man Standing


Equipment

Hero: None

Master Splinter Corpse: Crossbow, Claw

Pathfinder Corpse: 2 Axes

Forester Corpse: None

Medik Corpse: Medik Tool, Crossbow

Shotgunner Corpse: ShotGun

Loot Score: 1


Kill Table

5 Kills

5 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

Green Turn 9a-b, Staging an Icy Reception

Green Turn 11, The Green Mile

Badass Score: 7


Objectives Obtained

Level One Key


Headhunters

Abilities

3CP

1d6 SN, 1d6 SN with Pistol


Equipment

Armor Hunter: SuperNatural Pistol (Temp. Mind Controlled)

Scarf Hunter: SuperNatural Pistol

Hat Hunter: SuperNatural Pistol

Revenant Undeadbro: 2 Ribs, Poison Arm (1 Use)

Loot Score: 2


Kill Table

2 Kills

2 Deaths

Kill Score: 0


Badass Moments

Hunters Turn 10b, Tipping the Scales

Hunter Turn 11a, Long Shot

Hunter Turn 11b, Ribbed for Pain

Badass Score: 3


Objectives Obtained

2 Kills


Overview Comparison

Construction Points

Grey: 11

Blue: 8

Orange: 8

Yellow: 11

Green: 12

Hunter: 3


Loot Score

Grey: 5

Blue: 4

Orange: 1

Yellow: 5

Green: 1

Hunter: 2


Kill Score

Grey: 0

Blue: -1

Orange: 2

Yellow: 4

Green: 0

Hunter: 0


Badass Score

Grey: 4

Blue: 5

Orange: 7

Yellow: 5

Green: 7

Hunter: 3


Objectives

Grey: Level Two Access

Blue: Level One Key

Orange: Level One Key

Yellow: Level One Key

Green: Level One Key

Hunter: 2 Kill


Total Scores

Grey -2

Blue: 0

Orange: 2

Yellow: 3

Green: -4

Hunter: 2


The usual jockeying occurs. However, a big upset for Green this turn, picking up a lot of CP and losing their Hero. The killer, conversely, benefits, rocketing Hunters into tied for second place with Orange. Yellow maintains and maintains the lead.



For Great Justice, Part I: Tower of Justice
Previous: Round Ten Next: Round Twelve