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Mystery on Combine - Turn 05

Posted: Sat Feb 06, 2016 2:53 pm
by Dienekes22
Turn Order, decided by a d20
Undead 19 | Medic squad 12(19) | New Reinforcement Group 12(7) | Research Team 12(2) | Robots 11 | Firefighters 6

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The Necromancer uses a feat a member of the Research Team.

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He is smacked by cosmic energy and feels his mind fleeing his body.

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A ghastly group of reanimates groups around their leader.

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The evil rider remounts.

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The warrior reanimates engage the Medic's Escort.

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He is slain with ease.

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The MG team critfails the attack roll and must reload the weapon.

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Other undead cannot quite reach the medic.

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The rest of the undead shamble to the action.

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A warrior shoots at the medic but misses and hits his ally in the head, but not with enough damage to cause harm.

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The Medic fires on his foes.

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The blast obliterates one reanimate and damages another.

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He runs up the stairs to the police station, he attacks the Necromancer but doesn't damage him so it is not pictured.

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Unable to heal the dying member of the Research Team, the Medic takes cover.

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Volunteers arrive on Combine.

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The flamethrower tosses fire at the mortar ammunition.

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The rounds explode.

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The droid is blown to pieces.

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The Phoenix Troopers blow away the signal jammer, allowing the ground troops to communicate with the fleet.

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They take cover.

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The Knight boosts on top of the tower.

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And fires on the engaged droid.

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But he misses and kills the civilian.

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The droid fires back but can't do any damage.

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The cutter droid arrives to try and help, but the Knight is just too far away.

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Robots make another move and attack but miraculously fail to hit.

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A Phoenix Trooper is slain by much more fortunate Destroyer.

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The medic droid is unable to heal a fallen robot.

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The firefighters team up and engage the same target.

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They blow it away and take cover inside the house.

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Overviews. The firefighters and civilian next to the cabin are inside it.

Notes:
L-Man: I felt like you got a little screwed with how I did reinforcements so I've beefed up your Medic. He can make a heroic feat or a bonus action, whichever you choose.
RedRover: There wasn't enough room to grab the rocket launcher and get into the house so I just sent everyone inside.

Re: Mystery on Combine - Turn 04

Posted: Sat Feb 06, 2016 3:40 pm
by Silent-sigfig
Can we have a count of who is left?

Re: Mystery on Combine - Turn 04

Posted: Sat Feb 06, 2016 6:46 pm
by L-Man
This is actually turn 5...
Sending my orders now, can't wait for more!

Re: Mystery on Combine - Turn 05

Posted: Sun Feb 07, 2016 6:07 am
by runnybabbit223
Ug, my sheriffs lie bleeding out on the road waiting for a medic to revive them...

Re: Mystery on Combine - Turn 05

Posted: Sun Feb 07, 2016 11:57 am
by L-Man
runnybabbit223 wrote:Ug, my sheriffs lie bleeding out on the road waiting for a medic to revive them...
...my medic's kinda busy, y'know?

Re: Mystery on Combine - Turn 04

Posted: Sun Feb 07, 2016 11:34 pm
by Dienekes22
Silent-sigfig wrote:Can we have a count of who is left?
Firefighters: 2 (in cabin)
Medic: 1
Research Team: 1 (Samantha in the rover)
Undead: 15 (3 on MG team, 6 warriors, 4 constructs, the turned Researcher, Necromancer)
Volunteer Reinforcements: 4 (2 troopers, flamethrower, Knight)
Robots: 5 (Cutter and droid on the tower, super droid on the car, medic droid [R2D2], and destroyer)

Re: Mystery on Combine - Turn 05

Posted: Mon Feb 08, 2016 6:10 am
by runnybabbit223
L-Man wrote:
runnybabbit223 wrote:Ug, my sheriffs lie bleeding out on the road waiting for a medic to revive them...
...my medic's kinda busy, y'know?
Hmm, fair enough.

Re: Mystery on Combine - Turn 05

Posted: Thu Feb 18, 2016 4:01 pm
by Dienekes22
Just waiting for orders from bann154 for the robots! I'm going to run the turn on Saturday morning (CST) so if they aren't in by then I'll make them up considering orders from pervious turns.