[RK16] Cops versus Cops

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Zahru II
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[RK16] Cops versus Cops

Post by Zahru II » Sun Jan 31, 2016 2:23 pm

Location: [Classified], Perwar Sector

The space police, under the leadership of Commander Pierce, have captured a high-profile criminal, whose identity remains confidential even to them. They are currently waiting for a transport ship to pick his stasis pod up and escort it to maximum security. The operation is carried out in great secrecy, so it should be an easy pick up and leave operation...

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SP Officer: 'Sir, is this sleazy octarine really such a big shot?'
Commander Pierce: 'If the brass says so, sport! I don't know much about it either.'

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SP Officer: 'Still, it's odd that they still need a full contingent...'
Commander Pierce: 'Gotta prepare for everything! I wouldn't worry though - so far it's the easiest operation I have taken part of in my entire career!'

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SP Trooper: 'Sir, hostiles spotted!'
Commander Pierce: 'I just had to jinx it, hadn't I...'

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JC Dentbot: 'WE REPRESENT THE OSSP. WE ARE HERE TO CONDUCT HOSTILE NEGOTATIONS.'

So via the magic of the internet, Duerer and I had a small skirmish battle this evening.

Overview:

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Rules&Info:
-The battle lasted 5 turns, whoever had more units by the end of it won the battle
-Duerer was OSSP, I played space police. Unit comp was fairly balanced - Duerer had 3 extra melee units, but it wasn't too decisive of a difference.
-The stasis cell must remain intact otherwise both teams lose.

Stats:
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-=Defenders=-
Space Police
1d6 skill
5 inch mov
4 armor

Equip: blaster - ur3, 6 inches, 1d6+1 dmg

SP Officer
1d6+1 skill
6 inch mov
1d10 armor

Equip: blaster - ur3, 6 inches, 1d6+1 dmg; sword - ur3, cc, 1d6+2 dmg

Riot Striker
1d10 skill
2d10 armor
6 inch mov
3 hp

Equip: Beam Bolter - ur4, 10 inches, 2d6 damage; beam blaster - ur3, 6 inches, 1d6+2 damage; Shock baton - ur3, cc, 1d6+3 damage
Shield: ur3, parry, +1d10 av

Commander Pierce
1d10 skill
7 inch mov
2d6 armor
2 hp
Equip: twin blasters - ur3, 6 inches, 1d6+1 each

Autocycle
10 inch mov
1d10 armor
2 hp
Equip: 2xblasters - ur3, 6 inches, 1d6 damage

-=Attackers=-

SSP Skelatron
1d6 skill
7 inch mov
4 armor

Equip: Beam axe - ur2, cc, 1d6+2 dmg

SSP trooper
1d6 skill
5 inch mov
4 armor

Equip: Blaster - ur3, 6 inches, 1d6+1 damage

MM walker
1d10 skill
6 inch mov
2d10 armor
3 hp
Equip: Rocker 2x - ur3, 6 inches, 1d10 explosive; Ripper arms - ur4, cc, removes a hitpoint

JC Dentbot
1d10 skill
7 inch movement
2d6 armor
2 hp
Equip: heavy beam blaster- ur3, 6 inch range, 2d6 damage

Hover Enforcer
10 inch mov
1d10 armor
2 hp
Equip: 2xPulseguns - ur3, 6 inches, 1d6 damage
Turn 1:

Duerer won the roll so he got to move first.

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Skelatrons charge but don't reach anyone. Dentbot follows them and blasts the sp trooper who spotted them.

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The rest of his units follow suit.

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Space police get into position and fire, pitifully missing all their shots.

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Commander Pierce gets on his autocycle and blasts a skelatron though!

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The riot striker shoots at the MM, but fails to do harm. Space policemen shoot down an SSP cop, but he also takes one with him to the afterlife due to saving up his response fire.

Turn 1 overview:

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Turn 2:

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Skelatrons continue their assault, hacking down the officer.

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SSP cops blast down a space police.

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The rest moves up on the other flank, and one of them kills another space police!

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The MM fires a missile at the riot striker, but it barely scrapes the suit (no actual damage dealt).

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Dentbot attempts to ram his hover enforcer into Pierce's autocycle, but he overshots the arc and ends up crashing pitifully. [Feat Failed]

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Space policeman falls back and avenges the officer's killer, destroying the skelatron.

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Pierce readies his autocycle to run over multiple SSP units, however he slips and falls over himself. [Feat Failed]

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The riot striker backs off and mows down an SSP cop.

Turn 2 overview:

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Turn 3:

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The last skelatron charges - but misses!

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This was an unlucky turn - everyone missed on the SSP team!

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The space policeman tries blasterwhipping the skelatron but ends up dropping his weapon.

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Commander Pierce heroically disengages from melee range and also guns down 2 SSP cops.

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The riot striker misses as well.

Turn 3 overview:

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Turn 4:

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The skelatron misses again!

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Cops fire at the riot striker, failing to deal damage. The MM however manages to pick up and deal 1 hp damage to Pierce. 'Owie! I don't bend that way!'

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YOU MIGHT HAVE CIRCUITRY TO REROUTE FEAR

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BUT I'VE GOT NERVES OF STEEL!

Dentbot blasts the striker's head to smithereens, dealing 1 hp damage and blinding the unit (harder aiming).

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The policeman makes a go for it and picks up a blaster, putting down the last skelatron.

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Pierce heroically leaps out of the MM's clutches and provides spotting for the striker.

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Revving up its beam bolter, it rolls 3 criticals and deals 2 hp damage to the MM.

Turn 4 overview:

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Turn 5:

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Dentbot kills the last space policeman.

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The cops and the MM tear into the riot striker, dealing 1 hp damage to it.

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In a desperate all-in, the striker switches to melee while Pierce fires a volley at it point blank. Alas it's not enough to bring the monstrosity down.

Final overview:

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Ultimately we decided that Duerer won the battle, having more survivors and in the long run he would've probably had the last fig standing.

Epilogue:

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The SSP troops crush the striker, hurling Pierce away from the stasis pod.

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THIS IS DENTBOT, WE HAVE THE PACKAGE. I REPEAT, WE HAVE THE PACKAGE. WARPING OUT SOON - ANOTHER SMOOTH TRANSACTION!

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Commander Pierce: *kzzt* 'Urrk... This is Pierce - the LZ is hot! We were ambushed by an unknown strikeforce and they stole the stasis chamber. Have intel look up everything about a so-called 'OSSP'. I shall be reporting back to high command soon.
Last edited by Zahru II on Sun Jan 31, 2016 2:39 pm, edited 1 time in total.
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Duerer
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Re: [RK16] Cops versus Cops

Post by Duerer » Sun Jan 31, 2016 2:33 pm

That game was great! I'd do these anytime, soon.
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Re: [RK16] Cops versus Cops

Post by motorhead fan » Sun Jan 31, 2016 3:11 pm

That was an excellent battle!

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Zupponn
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Re: [RK16] Cops versus Cops

Post by Zupponn » Wed Feb 10, 2016 2:49 pm

Fun -- 18
Violence-- 7
Photography-- 8
Writing-- 10
Story-- 9

Needs blood and explosions! They could have improved the battle quite a bit. Also, the lighting wasn't the best here. The pictures were shadowy from time to time.
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RedRover
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Re: [RK16] Cops versus Cops

Post by RedRover » Thu Feb 11, 2016 11:21 pm

Fun -- 18
Violence-- 8
Photography-- 8
Writing-- 10
Story-- 9

I liked how this fits into to the greator prewar story

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Re: [RK16] Cops versus Cops

Post by Silverdream » Tue Feb 16, 2016 7:08 pm

Fun - 16.2
Violence - 6
Photography - 8.4
Writing - 9
Story - 9

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Re: [RK16] Cops versus Cops

Post by Half-Moon Molly » Sat Jul 02, 2016 7:27 pm

Chopped heads are no excuse for good ol' BLOOD!
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