For Great Justice, Part 2: Justice Under Siege Round Two
Clarification: I had the order of the Foresters backward last turn. In fact, Jarek and Hector leapt the downed racer while Shani spun her bike to avoid cacti and Iorwerth raced ahead. Sorry about that.
Train Turn 2
The train continues to rattle down the rails at breakneck speeds.
Vamp Turn 2a
Gried wastes no time in absconding with the Storm Racer on the flatcar. He hops in and rips the chain holding it down free.
Vamp Turn 2b
He expertly arcs the speeder around and dives deftly through the oncoming Foresters.
Vamp Turn 2c
As he passes beneath them, he whips the chain out and latches on to his own crashed racer. Using the momentum of a flawlessly executed Crazy Ivan maneuver combined with his prodigious vampiric strength, Gried yanks the downed racer free from the rut it carved in the ground and flips it around behind him.
Vamp Turn 2d
The master vampire then slings the racer forward as hard as he can. It slams into the rear end of Jarek’s bike with a deafening crash.
Vamp Turn 2e
Jarek’s racer lurches out of control and slams hard into the front corner of the boxcar. The racer tears a chunk out of the car but the thundering train demolishes the racer in return. It explodes suddenly and Jarek is torn apart. Fittingly, first blood goes to the vamps.
The Boxcar is now effectively Size 9.
The shrapnel from the collision peppers the interior of the boxcar and Master Sergeant Bouchard is thrown against the far wall. He weathers the assault well, though. Borya is forced to bail in order to avoid getting obliterated by the impact. He falls to the flatcar and manages, barely, to hold on. His hammer, however, is knocked from his grasp.
Vamp Turn 2f
Solth and Loust gun their engines and roar forward alongside the train. They make it to the front flatcar.
Vamp Turn 2g
Rath swings his racer around the rear of the train and slide up next to his master, hoping to provide a bumper and help Gried gain control over his mount.
Civilian Turn 2a
Borya isn’t bothered by his fall or his mad scramble to stay aboard the train. He gets up and launches himself forward almost the length of two cars. He snatches up the gatling attachment, slams it home, and swings the gun around to unload on pretty much that whole side of the train. Only one or two characters couldn’t be targeted with arc fire. Unfortunately, almost everyone was hopelessly out of range and every single shot missed.
Weirdly, the shots that would have hit tracked all the way back to the elven sandstorm, which took care of them easily.
Civilian Turn 2b
Min and Brandr continue churning out the cocktails. They don’t yet have anyone to throw them at but they’ve got two of the devilish concoctions now.
Civilian Turn 2c
Alcibiades decides to abandon his civic duty and quits the communications console. Better for the train crew to have all the glory anyway. He snatches up his wrench along the way and figures it will make as good of a weapon as any. He makes it to the back of the coal car.
Forester Turn 2a
While Rada does her best to keep pace, Hector decides to ram the Boxcar door. The attempt is a resounding failure. Neither the car nor the bike are damaged in the collision and Hector continues bumping along the side, trying to regain control and some dignity.
Forester Turn 2b
Ruadh jumps down, dashes over, flips the hatch on the boxcar, and fires a bolt into Balog. The ranger’s aim is uncanny but the bolt by itself doesn’t drop him.
Forester Turn 2c
Sigrun uses her own ranger trick to leap onto the boxcar door and ride it open. Surely, Hector loosened it for her. She spin steps inside and finishes Balog off with another well placed bolt.
Forester Turn 2d
Shani and Iorwerth ride forward and straighten up their path. Shani extends a net as the two try to line up and link the net in preparation for catching Little Jack on his way out.
These Storm Racers are too small for Little Jack to pilot. His girth is also a problem for a single racer to manage well in dragging him about. Two racers can manage him between them but one racer alone would be at half speed with him hanging off of it.
Forester Turn 2e
"Marshal! Look what I found! Contraband! You should confiscate it and go search the train for any more contraband!" Jack tries for sincere. The Marshal eyes him incredulously. “What are you playing at, Jack?” Clearly, Jack is not very good at manipulation.
Forester Turn 2f
“Eh. Boring conversation anyway. Here, have some, it’s the bomb,” Little Jack says as he tosses the pie toward Ferrous. Her eyes widen. “What the…!”
Forester Turn 2g
“Boss! Wait! We don’t have the net ready!” Shani yells. “No time!” Jack yells back as he smashes through what’s left of that part of the wall and leaps from the train. Unfortunately, his heroic leap took him much too far and he overshoots both racers. The pie splats and explodes, throwing Ferrous through the door and out onto the couplings. She manages to survive the explosion, though.
Elf Turn 2a
The elves redirect their supernatural energies and summon up a swift desert wind. It sweeps forward and begins devouring the sandstorm.
Elf Turn 2b
They floor their racers in a mad sprint, the sandstorm quickly being converted into the desert wind along the way.
Elf Turn 2c
The last of the sandstorm vanishes and the desert wind kicks up a powerful gale that launches the elves forward at breakneck speeds. Amandil heroically attempts to use his shamanic power to sever the connection between the box and flatcars. The sheer eldritch energies flowing around him and his companions make it difficult to concentrate however, and he fails.
This was a critacular extravaganza. Even the slowest elf traveled over 45 inches. Also, a reminder: severing the cars will have the tactical advantage of taking enemies out of the fight but severed cars do not count for objectives if they leave the map.
Dissect Turn 2a
Bouchard pushes the debris out his way, steps right up to the hole in the boxcar wall, jams his rifle up against Hector’s wavering bike, and blows a hole clean through the engine.
Dissect Turn 2b
As the bike takes a dive, the front end bounces off the ground and rockets toward Ascadae’s bike. It doesn’t quite make it there this turn. If she is still in the same place next turn, however, they will likely collide. Hector himself saw this all coming and had time to bail onto the empty flatcar. He is disrupted.
Hector should have his equipment in hand. Let’s assume he’s in the process of drawing it out.
Dissect Turn 2c
Lt. Fleisher activates his Nano Colony and transforms his rifle into a longspear. He lunges forward and drives the spear directly through Sigrun’s gut. She only has a moment to register surprise before her lifeless corpse falls from the train.
Dissect Turn 2d
Dexter exits through the top hatch and is immediately drawn into close combat with Ruadh. He too activates his Nano Colony and comes up with a sword. The two combatants lock weapons and steely eyed gazes but neither man succumbs.
I did mess up a little here. Nano Colonies can transform into weapons of the same size or smaller. So his beam pistol translates into a hand weapon. I used the right mechanics but the wrong visual presentation. So we’re just going to pretend now.
Marshal Turn 2a
Ferrous regains her footing, reaches over, and yanks the passenger car door from its frame. She walks to the edge of the flat car and stretches back for a hard throw.
Between the explosion and the door, this Passenger Car is now Size 7.
Marshal Turn 2b
The door sails through the air and cleanly decapitates Shani. Since her speeder was leveled, it will continue on its present course and speed. Her head bounces off the net and lands in a nearby bush.
Marshal Turn 2c
Quick Jimmy takes to the roof of the train, hoping to gain a better vantage for his knives. Meanwhile, Marshal Walker loads Weaponized Raspberry Jam into his Masterblaster and fires it toward Jack and Iorwerth. It does absolutely fuck all for damage but has the side effect of being so delicious and sticky that those hit with it spend their next turn licking it off. Both characters are slimed with the stuff and so they will lose either their next Move or their next Action (your choice, Zup). However, the Marshal’s gun is now…jammed. He’ll have to spend a Move clearing it if he wants to use it again.
Marshal Turn 2d
El Gringo steps out onto the walkway and fires his taser rays over the railing at Iorwerth’s racer, hoping to short circuit it. One shot goes awry but one hits. Iorwerth’s racer is now out of control until he can regain control of it.
Round Two Overview A
Round Two Overview B
Round Two Overview C
Round Two Overview D
Round Two Overview E
Round Two Overview F
Overview Breakdown
Foresters
Abilities
3CP
Fleet
Efficiency Score: -3
Roster
- Little Jack (Hero)
- Move 11, Armor 2d6 + 1d10
- Heroic Artifakt: Master Splinter’s Soul, Championship Belt
- Cyborg Arm (UR3, CC, 2d6, also counts as Bare Hand), 4H Pie
- Iorwerth (Forest Medik, Thin Stache)
- Skill d8, Ker-Triage!, Tracking
- Hand Axe, Crossbow
- Inventory: MedTool
- Hector (Forest Medik, Wax Stache)
- Skill d8, Ker-Triage!, Tracking
- Hand Axe, Crossbow
- Inventory: MedTool
- Rada (Forest Medik, Big Grin)
- Skill d8, Ker-Triage!, Tracking
- Hand Axe, Crossbow
- Inventory: MedTool
- Ruadh (Ranger, Redhead)
- Skill d8, Tracking, SN d6 (Ranger Tricks)
- Hand Axe, Crossbow
Loot Score: 1
Kill Table
1 Kills
3 Deaths
Kill Score: -2
Badass Moments
Aerial Ballet (Rada, Sigrun, Ruadh), Foresters T1c
Badass Score: 1
Objectives
- Primary Objective (Incomplete): Rescue Little Jack. You can’t trust anyone involved in this, so you need to eliminate anyone who will chase after him before escaping the field.
- Objective (Incomplete): Escape with the Reward Chest. The boss rightfully earned that.
- Objective (Incomplete): Eliminate (or help eliminate) the Elf Clan. Those bastards have it coming anyway.
Objective Score: 0
Space Marshals
Abilities
3CP
Kit and Caboodle
Efficiency Score: -3
Roster
- Marshal Obadiah Walker (Hero, White Hat, Brown Suit)
- Skill d12
- Personalized Shotgun
- Ferrous “The Fist” (Marshal, Brown Hat, Rose Jacket)
- Skill d8, Move 7, Multitasking
- Personalized Power Fists (Also count as Bare Hands and Shields)
- Quick Jimmy (Marshal, Black Hat, Black Duds)
- Skill d8, Move 7, Multidexterity
- Personalized Knives
- El Gringo (Marshal, Sombrero, Poncho)
- Skill d8, Move 7, Multidexterity
- Personalized Rayguns
Loot Score: 0
Kill Table
1 Kills
0 Deaths
Kill Score: 1
Badass Moments
DoorJam (Ferrous, Walker), Marshal T2a-c
Badass Score: 1
Objectives
- Primary Objective (Incomplete): Protect Little Jack. Unconscious, if need be, but make sure he makes it to that SpacePort alive. You have a job to do.
- Objective (Incomplete, Credit): Eliminate (or help eliminate) The Foresters, with the sole exception of Little Jack. The Law don’t back down fer nobody.
- Objective (Incomplete): Protect the Big Blue Civilians. Alternatively, provide at least one kill assist per Civilian. The Law serves the Public.
Objective Score: 0
DISSECT Team
Abilities
3CP
Nano Base
Efficiency Score: -3
Roster
- Lieutenant Fleisher (Hero)
- 3d6 Armor
- GunBase (Scoped Concussion Rifle), Body Armor
- Master Sergeant Bouchard (Brown Hair, Soul Patch)
- 2d6 Armor
- GunBase (Scoped Concussion Rifle), Body Armor
- Trooper Dexter (Righty)
- 2d6 Armor
- GunBase (Beam Pistol), Body Armor
Loot Score: 0
Kill Table
1 Kills
1 Deaths
Kill Score: 0
Badass Moments
Boxcar Bloodbath (Fleisher, Bouchard), Dissect T2a-c
Badass Score: 1
Objectives
- Primary Objective (Incomplete): Protect the Reward Chest. That’s your ass if someone makes off with the cash.
- Objective (Incomplete): Eliminate (or help eliminate) the Vamp Bandits. They need to be shown who’s boss.
- Objective (Incomplete, Credit): Eliminate (or help eliminate) The Foresters. They could cause a lot of trouble if they talk. Keep that from ever happening.
Objective Score: 0
Big Blue Civilians
Abilities
2CP
Capable Hands
Efficiency Score: -2
Roster
- Borya, Hero of the Rails (Hero)
- Skill d12, Move 9, Gunnery
- Dropped: Steel Driving Hammer (Heavy Weapon)
- Mounted: Gatling Cannon
- Brandr (Server, Brown Hair)
- Skill d8, Move 9, Stealth, Gunnery
- Server Tray (Minifig Tool)
- Bottle of Wine with Rag (Minifig Tool/Consumable)
- Min (Server, Pink Hair)
- Skill d8, Move 9, Stealth, Gunnery, Ker-Triage!
- Bottle of Wine with Rag (Minifig Tool/Consumable), Lighter
- Inventory: MedTool
- Alcibiades (Mechanik, Blue Hat, Overalls)
- Skill d8, Move 9, Mechanikal Aptitude, Gunnery
- Wrench (Minifig Tool)
Loot Score: 1
Kill Table
0 Kills
0 Deaths
Kill Score: 0
Badass Moments
None Listed
Badass Score: 0
Objectives
- Primary Objective (Incomplete): Protect Big Blue. She’s your lifeblood. As long as it isn’t too badly damaged, it can be repaired. Keep at least four sections from total destruction, with preference on the Engine.
- Objective (Incomplete): Eliminate (or help eliminate) the Vamp Bandits. Who the fuck do they think they are?
- Objective (Incomplete): Survive. You’re in this for a better life. As long as one of you gets to keep living, at least they can go on fighting and riding the rails. Death is so boring.
Objective Score: 0
Elf Clan
Abilities
2CP
Primal Magiks
Efficiency Score: -2
Roster
- Amandil, Lord Shaman (Hero)
- SN d8 (Nature Magik)
- Scepter (Minifig Tool)
- Calenfin (Elf, Green Hair)
- SN d8 (Nature Magik), Ker-Triage!
- Tiger Claw, MedTool
- Luindraug (Elf, Blue Tatoo)
- SN d8 (Nature Magik)
- Tiger Claw
- Ascadae (Elf, Sleeveless, Pink Lipstick)
- SN d8 (Nature Magik)
- Tiger Claw
Loot Score: 0
Kill Table
0 Kills
0 Deaths
Kill Score: 0
Badass Moments
Primal Sandstorm (all), Elf T1 Favor of the Four Winds (all), Elf T2
Badass Score: 2
Objectives
- Primary Objective (Incomplete): Eliminate (or help eliminate) The Foresters. Not one survives to perpetuate their despicable evil.
- Objective (Incomplete): Eliminate (or help eliminate) the Space Marshals. Anyone who aids the Enemy shall know your wrath.
- Objective (Incomplete): Destroy (or help destroy) Big Blue. It is an abomination.
Objective Score: 0
Vamp Bandits
Abilities
3CP
Vampire Bite
Efficiency Score: -3
Roster
- Gried, Master Vampire (Hero)
- Undead, Vampiric Fortitude (counts as Body Armor), Move 8, SN d12 (Vampire Magik)
- Chain (Hand Weapon, 2” Range)
- Inventory: Pistol
- Solth (Vampire, Green Hair, Sleeveless Suit)
- Undead, Vampiric Fortitude (counts as Body Armor), Move 8
- Pistol
- Loust (Vampire, Blue Hair, Skull Hoodie)
- Undead, Vampiric Fortitude (counts as Body Armor), Move 8
- Pistol
- Rath (Vampire, Yuppie, Blonde Hair)
- Undead, Vampiric Fortitude (counts as Body Armor), Move 8
- Pistol
Loot Score: 1
Kill Table
1 Kills
0 Deaths
Kill Score: 1
Badass Moments
Acrobatic Insanity, Vamp T1b-c Awesome Vampiric Strength (Gried), Vamp T2a-e
Badass Score: 2
Objectives
- Primary Objective (Incomplete): Escape with the Reward Chest. Think of it…Royal Blood…yummm.
- Objective (Incomplete): Eliminate (or help eliminate) the DISSECT Team. Don’t need anyone knowing where the money went, do we?
- Objective (Incomplete): Destroy (or help destroy) Big Blue. With the train a wreck, the authorities will be sorting through that mess for weeks. More than enough time to slip the guard and move into the big house.
Objective Score: 0
Overview Comparison
Efficiency Score
Foresters: -3
Marshals: -3
DISSECTs: -3
Civilians: -2
Elves: -2
Vamps: -3
Loot Score
Foresters: 1
Marshals: 0
DISSECTs: 0
Civilians: 1
Elves: 0
Vamps: 1
Kill Score
Foresters: -2
Marshals: 1
DISSECTs: 0
Civilians: 0
Elves: 0
Vamps: 1
Badass Score
Foresters: 1
Marshals: 1
DISSECTs: 1
Civilians: 0
Elves: 2
Vamps: 2
Objective Score
Foresters: 0
Marshals: 0
DISSECTs: 0
Civilians: 0
Elves: 0
Vamps: 0
Total Scores
Foresters: -3
Marshals: -1
DISSECTs: -2
Civilians: -1
Elves: 0
Vamps: 1
Vamps take the lead with Elves trailing close behind in second place. The other teams all either fall into the negatives or maintain their previous scores. Foresters fall the furthest into last place due to horrendous losses this turn.
For Great Justice, Part II: Justice Under Siege | |
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