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

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Extras: Each team will earn +1 CP at the end of Round Ten. The Warden announces that, in addition to the nasty surprise awaiting the last team to the Level 2 Objective, he will provide a reward in the form of a free special purchase to the first team to reach their colored zone. Remember to make Special Purchases as soon as you come across a Computer Console, if you so desire and have the CP to do so.


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Grey Turn 10a

Two Greys enter the area simultaneously. One leaps to the right side, phasing into the Stasis Chamber. The other dexterously leaps the hatch and phases down into the Stasis Chamber on the left. This turns out to be a clever tactic. The Greys in the Chambers are awakened by the presence of their siblings. They are now active and Grey Team gains two more Greys.


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Grey Turn 10b

The Grey who chose the room’s difficulty bolts to the right and leap-phases into the chest there, earning +2 CP. Blanco has never seen this tactic before. Usually, the Greys charge him outright (hence the two forward guards blocking the charge potential). This is a full scale phase and flank tactic, using the available cover to make their way to him with minimal casualties. The final Grey is still hunting on Level 1 and holds his action.


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Blanco Turn 10

He reacts fairly quickly, however, pivots, channels phasic force into his twin pistols and lets loose at the lead Grey. The phasic energies destabilize the molecular structure of both the chest and the Grey hidden inside and the blast rips them both apart with ease.


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Blue Turn 10a

Blue Team climbs the ladder.


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Blue Turn 10b

Blue Android smashes his way out of the central colored zone on Level 2 and chooses the difficult path. The Pink Path instantly closes off, a hidden wall slamming into place.


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Orange Turn 10a

Orange Spy hustles into Green’s Keyzone and takes advantage of the Computer Console there to again hack into the Master System. The Warden’s team of security hackers attempts to lock out her access but she installed several backdoors months ago. Her team has already blown through a chunk of their cracks, however, and now that the sec team knows that they exist, they’ve been running maintenance ever since in an attempt to clean Orange Spy’s presence out. Spy has spoofs running to obscure her activities but the larger scale hacks she makes, the less effective they become. Orange Spy decides to go big on this one, regardless of the risks, and uses her temporary access to teleport the entire Headhunter Team to Level 2 and away from her own team. Her success is nothing short of miraculous because she was opposed in her feat by every other group, including the sec team.


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Orange Turn 10b

Their path clear, the Orange Team moves into their own Keyzone.


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Orange Turn 10c

The Headhunters find themselves split up, one in each of the pathways (absent Orange) on Level 2. Headhunters are placed at a distance according to the oppositional roll that landed them there.


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Yellow Turn 10a

Snake Yellow reacts instantly to the danger the newly arrived Headhunters present. He fires an arrow but it glances off the hunter’s chestplate. Snake Yellow guards the portal and waits for his team to arrive.


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Yellow Turn 10b

Newbro is electrocuted and his burned body falls into the pit of acid.


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Yellow Turn 10c

Mr. Daggers moves up to the bottom of the ladder in the Yellow Keyzone. He will be able to ascend next round.


Sorry about the quality on this one. I must have bumped the mouse before taking the screenshot or something.


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Green Turn 10a

Master Splinter performs a shot on the run, dashing out of the central zone and turning briefly to fire a solid shot into the Hunter standing there. The hunter goes down in a clatter of bones.


Headhunters cannot die until they are released from their sentence. While there are 3 or more Hunters on the map, even if they are separated and at a distance from one another, all Hunters resurrect the turn after they “die.” If there are only two Hunters, they may still resurrect the next turn but suffer a random disability in the form of half speed for that turn (which combines with the natural movement penalty from standing up from prone), the loss of an action, or the loss of a 1d6 SN Die. If the last Hunter is “killed,” he is effectively out of the fight as it then takes several days for his body to regenerate. Should this happen, it does not mean the Hunter player is out of the game necessarily as the Warden may insert other Hunters into the Tower at will.


Tried something new with this one. Don't think it worked.


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Green Turn 10b

Master Splinter keeps booking it down the hall, choosing the fast and easy path. His difficult path locks off, a hidden wall slamming into place.


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Hunters Turn 10a

Armor Hunter decides that he’s outnumbered and aims to change that. He imbues his bullet with necromantic power and fires it at Snake Yellow. Keybro leaps in the way, however, and takes the shot instead. The shot, instead of killing him, supernaturally poisons him and immediately forces a transmutation effect upon his person.


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Hunters Turn 10b

He screams an animal scream as the bullet’s power does its work, transforming him into a hunter minion, a Revenant.


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Hunters Turn 10c

Hair Hunter on Blue has far less success, however. When he goes to fire on Android, his gun jams. He spends the rest of the turn clearing the firearm.


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Pirates Turn 10

FireBeard gets devious and circles around into Blue Keyzone. He calls up a hellish fire in the palm of his hand and applies it directly to blue’s ladder. The ladder conducts the heat well and becomes molten hot, glowing dangerously red. The heat is too much for Blue Recruit. He singes his hand and lets go, falling to the floor below and cracking his skull open.


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Round Ten Overview A


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Round Ten Overview B


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Round Ten Overview C


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Round Ten Overview D


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Round Ten Overview E


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Round Ten Overview F


Overview Breakdown

Grey Team

Abilities:

10CP

Phasic SuperNatural Dice


Equipment

Grey: Saber, Pistol

Grey: 2 Knives

Grey: 2 Knives

Grey: 2 Knives

Grey: 2 Knives

Grey Corpse: 2 Knives

Purchased and Spent Explosive

Loot Score: 3


Kill Table

2 Kills

1 Deaths

Kill Score: 1


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


Blue Team

Abilities

7CP

Android Body 2

Upgrade: SuperNatural d6


Equipment

Android: Hardsuit

Medik Corpse: Medik Tool

Recruit Corpse: Pistol

Pathfinder Corpse: 2 Swords

Recruit Corpse: None

Loot Score: 4


Kill Table

3 Kills

5 Deaths

Kill Score: -2


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

Level One Key


Orange Team

Abilities

7CP

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

Orange Turn 10a and c, Divide and Conquer

Badass Score: 6


Objectives Obtained

None


Yellow Team

Abilities

10CP

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

Badass Score: 4


Objectives Obtained

Level One Key


Green Team

Abilities

9CP

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

5 Kills

4 Deaths

Kill Score: 1


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

Badass Score: 6


Objectives Obtained

Level One Key


Headhunters

Abilities

2CP

1d6 SN, 1d6 SN with Pistol


Equipment

Armor Hunter: SuperNatural Pistol

Scarf Hunter: SuperNatural Pistol

Hat Hunter: SuperNatural Pistol

Loot Score: 0


Kill Table

1 Kills

1 Deaths

Kill Score: 0


Badass Moments

Hunters Turn 10b, Tipping the Scales

Badass Score: 1


Objectives Obtained

1 Kills


Overview Comparison

Construction Points

Grey: 10

Blue: 7

Orange: 7

Yellow: 10

Green: 9

Hunter: 2


Loot Score

Grey: 3

Blue: 4

Orange: 1

Yellow: 5

Green: 1

Hunter: 0


Kill Score

Grey: 1

Blue: -2

Orange: 3

Yellow: 4

Green: 1

Hunter: 0


Badass Score

Grey: 3

Blue: 4

Orange: 6

Yellow: 4

Green: 6

Hunter: 1


Objectives

Grey: Level Two Access

Blue: Level One Key

Orange: None

Yellow: Level One Key

Green: Level One Key

Hunter: 1 Kill


Total Scores

Grey -3

Blue: -1

Orange: 3

Yellow: 3

Green: -1

Hunter: -1


A harsh turn for everyone. Yellow's lead is gone and they are now tied with Orange for first place. Blue, Green, and Hunter struggle for a weak second and Grey falls into last place. Weak scores are mostly a reflection of unspent CP.



For Great Justice, Part I: Tower of Justice
Previous: Presentation Addendum, Level Two Next: Round Eleven