Battle near Drakhelm Turn 1
Posted: Fri Jun 10, 2011 3:28 am
Bjarn

Bjarn went and secured the catapult.
Gillaume

Gil inspects the catapult. Seems functional.
Catapult:
ur 3, 3d6 range, 1d10 armor
rickety-rackety: if an operator rolls a 1 on skill, the catapult falls apart.
Rocks deal 2d6 damage if launched.

Let's give it a try...

There, all set.
Regional Guard

Clerics channeled a combined holy smite, but they missed narrowly their intended target.

Then the force reorganized themselves.
Liana

'Is everything set, Gil?'
'Sure, give it a go.'

Sadly range failed.
Drakhirri

'So I was wondering if we could use the catapult as a method of fast travel... anyone of you want to volunteer to test this idea?'
(all)'HECK NO!'

'Alright then. Men, reload and fire!'
Sadly, random range was poor again.
Undead Invaders

The Vampire knight successfully used his evil powers and gave two skeleton squads the 'fear generator' ability. Note: multiple fear generators don't stack.

Then all squads blitz forward.
Overview, no kills:

Send orders for turn 2!

Bjarn went and secured the catapult.
Gillaume

Gil inspects the catapult. Seems functional.
Catapult:
ur 3, 3d6 range, 1d10 armor
rickety-rackety: if an operator rolls a 1 on skill, the catapult falls apart.
Rocks deal 2d6 damage if launched.

Let's give it a try...

There, all set.
Regional Guard

Clerics channeled a combined holy smite, but they missed narrowly their intended target.

Then the force reorganized themselves.
Liana

'Is everything set, Gil?'
'Sure, give it a go.'

Sadly range failed.
Drakhirri

'So I was wondering if we could use the catapult as a method of fast travel... anyone of you want to volunteer to test this idea?'
(all)'HECK NO!'

'Alright then. Men, reload and fire!'
Sadly, random range was poor again.
Undead Invaders

The Vampire knight successfully used his evil powers and gave two skeleton squads the 'fear generator' ability. Note: multiple fear generators don't stack.

Then all squads blitz forward.
Overview, no kills:

Send orders for turn 2!