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Mystery on Combine - Turn 04

Posted: Sat Jan 23, 2016 7:22 pm
by Dienekes22
After a delay that has been far too long, I present Turn 4.
Turn order, decided by rolling d20.
Robots: 19 | Research Team: 16(20) | Undead: 16(3) | Firefighters: 14 | Construction Workers: 7 | Wolves: 6 | Medic Team: 3(9) | Sheriffs: 3(5)

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The mortar droid fires another round.

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He misses his target by a few inches and destroys the Research Team's console.

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Another droid grabs the fallen Wolves' rocket launcher.

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His first shell isn't what he hoped it would be.

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But it still kills the Sheriff.

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The other droid on the stairs walks up and get smacked by a response action. Neither is able to get the upper hand.

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Droids reposition and let loose.

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They kill a firefighter and the civilian.

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The last destroyer kills the civilian on the 4wheeler.

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No orders received for the research team. Atop the police station, the flyer wounds the Necromancer's horse.

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The MG team fires at the new medic, but can't quite make their shots count.

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Constructs kill the last of the construction workers with bloody efficiency.

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The undead march.

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Over any obstacle.

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The last two Wolves find themselves in trouble.

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One goes down.

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And the last follows him into death.

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A firefighter grabs a fallen pistol and joins her comrade in firing on the robots.

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One droid is busted and broken.

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They take cover.

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The bomb, having waited a whole turn to go off, explodes.

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The skid loader is obliterated.

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Some undead are broken to dust by the shockwave.

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The sound stops a civilian in his tracks. Is this really a good idea?

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Without anyone to toss his shotgun to, and with threats present, the medic decides to blow away a droid.

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The escort kills the Necromancer's horse.

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Overview

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Aboard the Resolution, in orbit over Combine

Support staff: Sir! We've been getting some spotty vitals on the Wolves on the ground. It looks like they're all... they're all gone sir. Dead to the last man.

Commander Havenfall: How did we get this? Have communications been restored?

Support Staff: No, sir. It appears like... some kind of plot device has improved the signal, but I don't think it will hold.

Commander Havenfall: All right. Get ready to send in some help. Call for any volunteers willing to join the fight on the surface and grab that intel.
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Construction workers: eliminated
Wolves: eliminated
Sheriffs: eliminated

Silent sig-fig, if you want the second reinforcement group will land sometime during the next turn. If you're still interested, let me know and I'll get you some stats.

Re: Mystery on Combine - Turn 04

Posted: Sat Jan 23, 2016 9:11 pm
by lordintype
:bye:

Re: Mystery on Combine - Turn 04

Posted: Sat Jan 23, 2016 10:49 pm
by Kommander Ken
Damn, those are some badass-level clankers.

Re: Mystery on Combine - Turn 04

Posted: Sun Jan 24, 2016 4:45 am
by L-Man
These new reinforcements better be good...

Re: Mystery on Combine - Turn 04

Posted: Sun Jan 24, 2016 5:01 am
by Duerer
How many troops do I have left?

Re: Mystery on Combine - Turn 04

Posted: Sun Jan 24, 2016 11:34 am
by Silent-sigfig
Sure thing, sounds very good

Re: Mystery on Combine - Turn 04

Posted: Sun Jan 24, 2016 11:04 pm
by Dienekes22
Duerer wrote:How many troops do I have left?
You've got 6 warrior constructs, 5 reanimate constructs, 3 zombies, 1 evil rider (who is unhorsed), and your Necromancer.
Silent-sigfig wrote:Sure thing, sounds very good
Excellent, I'll get your stats in the next day or so.