5421
Post by: JohnHwangDD
Team Survivor 2 - Hinterhive 202 Rules
Team Survivor (TS) is a "Survivor" variant that focuses on team play, rather than individual "Last Man Standing" play. Similar to multi-player games of "Necroumunda", the objective is to have one's team of Gangers become the sole surviving Gang on the board. Teammates should work together with their Gang, working to destroy enemy Gangs.
Stats
Individual Characters start with 5 Hits, and may lose effectiveness:
3+ Hits remaining = all actions allowed (basic, simple, doubled & stacked);
2 Hits remaining = no doubled or stacked actions until restored to 3+ hits (basic & simple actions only);
1 Hit remaining = no special actions until restored to 2+ (basic only);
0 Hits remaining = dead; remove from game!
Locations
The Board will have at least 7 Locations, depending on the number of players and factions.
Locations are in a Ring, and the ends connect.
Deployment
Teams will deploy as a group into a single location, and may subsequently move to separate locations.
Some Factions will have special deployment rules or restrictions:
Infiltrate (In) - Team starts in Reserve, Leader may select any location to deploy into on Day 2
Units "In Reserve" may not take any actions until moved to a regular location.
Actions
Players may take 1 action per Ganger per calendar day. Basic actions are:
Move (M) - to any adjacent location
Attack (A) - 1 hit on any target in same location
Days start and end at midnight Zulu Time (GMT) / 5:00 pm CA / 8:00 pm NY
Abilities
Each player's members may select from several special abilities:
Leader (L) - may order one teammate in the same location take an extra action
Attacker (A) - may Attack at +1
Charger (C) - may Move, then Attack
Fighter (F) - may Attack, then Attack against a *different* target
Raider (R) - may Attack, then Move
Sniper (S) - may Attack an adjacent location
Devourer (D) - may Attack, then restore 1 Hit to self if below 5
Healer (H) - may Move, then restore 1 Hit to self if below 5
Medic (M) - may restore 1 Hit to any unit below 5
Psyker (P) - may take 1 Hit to self, then Attack one target for up to 3 Hits
Blitzer (B) - may Move 2
The above actions are considered "simple" actions.
Leader
Leader is dependent upon the other teammates in the location; if there are no other teammates present, the Leader ability cannot be used.
Fighter
Similarly, Fighter is dependent upon having additional targets in the location; if there are no additional targets present, the Fighter ability cannot be used.
Healer & Medic
Healers and Medics, along with Devourer must have at least 2 to restore hits, just like any other special ability.
Doubled Abilities
Most Abilities may be doubled, as follows:
Leader! (L!) - may order up to 2 *different* teammates in the same location to each take an extra action
Attacker! (A!) - may Attack at +2
Fighter! (F!) - may Attack, then Attack against 2 additional, *different* targets
Devourer! (D!) - may Attack, then restore up to 2 Hits to self if below 5
Healer! (H!) - may Move, then restore up to 2 Hits to self if below 5
Medic! (M!) - may restore up to 2 Hits to any unit below 5
Psyker! (P!) - may take 2 Hits to self, then Attack one target for up to 5 Hits
Blitzer! (B!) - may Move 3
Stacked Abilities
Stacking of up to 2 different abilities may also be possible as a player's Action. The specific combinations are too numerous to list here, so will have the following caveat: If the Action doesn't make sense, then it probably can't be stacked.
Stacking examples
* an Attacker (+1A) / Charger (M&A) would gain a combined Charging Attack (M1-A2).
* an Attacker Sniper would make a Sniping Attack (A2) at an adjacent location.
Stacking limits
Stacking of 3 (or more) abilities is not possible in this game:
* For example, a Attacker / Charger / Devourer would have to choose between a Charging Attack (M1-A2) or a Charging Devour (M1-A1-H1). A Charging Attack Devour (M1-A2-H1) would not be allowed, as it stacks 3 abilities.
* Similarly, an Attacker! / Fighter would have to choose between Attack! (A3) vs. 1 target and Fighting Attacks (A2&A2) vs. 2 targets. Fighting Attacks! (A3&A3) would stack 3 abilities and not be allowed.
Teams
Gangs
Gangs battle for supremacy amongst the outlaws, scavengers and mutants in the depths of the dark, dangerous Underhive - for each victory grants another day of survival.
Each Player controls a Gang of 3 Gang members, one must be the Leader. Each Gang member may select one of the following roles:
1 Leader (Lead) - The Leader has the Leader ability, and may not select Devourer or Psyker abilities.
0-1 Heavy (Hvy) - All Heavies have Attacker, and may not select Leader, Medic, Devourer or Psyker abilities
Ganger (Gang) - All Gangers have Fighter; may not select Leader, Devourer or Psyker abilities; and may not double or stack Attacker abilities
0-1 Wyrd - All Wyrds have Psyker, and may not select Leader, Sniper, Medic or Blitzer abilities
In addition to any ability conferred by their role, each Gang member may select up to 2 additional abilities (total of 3), subject to any Role-related restrictions
If the Leader dies, any non-Wyrd may use an action to change their Role to Leader, giving up their previous Role (and it's conferred ability).
0-1 Spyre Hunt Team
Spyrers are the feared killers of the night, whispered and rumored as murderous ghosts amongst Hive Gangers. In actuality, Spyrers are Young Nobility from the Upper Hive in ultratech battlesuits testing their individual and collective mettle in the Underhive.
There may be no more than 1 Spyre Hunt Team in the game.
A Spyre Hunt Team consists of 2 Spyre Hunters.
A Spyre Hunt Team has NO Leader, and Spyrers may *not* select the Leader ability.
All Spyrers start with 10 hits, and Spryers may *not* select the Medic ability.
All Spyrers have the Attacker ability, and may select 2 additional abilities subject to the restrictions above.
Spryers Infiltrate onto the board any time on Day 2
NPCs & Monsters
NPCs
NPCs start at 3 or 5 hits, and their action for the day may be directed any member of the team in their location at any time.
If an NPC is ever "abandoned" by its team, it must use it's action to Move to the closest teammate at its earliest opportunity.
Monster
Monsters start at 5 or 10 hits, and follow a fixed pattern of behavior:
. If 3 or more Hits, Attack 1st character entering location, else Attack weakest character
. If less than 3 Hits, Devour weakest character
. *never* Moves
If a Monster has not acted for the day, any player may have it act for the day, following the behavior rules above.
Relics
Relics may be picked up or transferred to another player as an action; if the current owner dies, their killer automatically gets any Relic(s).
Victory!
When only one Team remains, they are victorious, and the game is over.
Players
The Hiveshades (Lord of Battles)
* The Master ( HS: L/S/M)
* The Bringer ( HS: A!/S)
* The Silent ( HS: F/S/R)
Garland's Gunfighters (VikingScott)
* Mythic Garland (GG: L/R/H)
* Rasputina (GG: A!/H)
* Kiva The Furious (GG: F/R/H)
Torrd's Grinders (JohnHwangDD)
* Torrd ( TG: L!/M)
* Gredr ( TG: A!/S)
* Skrag ( TG: P!/D)
The Fortunates (Manchu)
* Nika de Volt (tF: L/M/B)
* Kurt “Solid” Plissken (tF: A/S/R)
* Igor Sprague (tF: P!/D)
The Deck of Jokers (the_ferrett)
* Leader (DJ: L!/B)
* Ganger M! (DJ: F/M!)
* Ganger CS (DJ: F/C/S)
Valint's Hunters (Emperor's Faithful)
* Cantain (VH! A/H/C)
* Veratio (VH! A!/C)
Board
"Hinterhive 202"
0. in reserve
no actions here, except to Move onto board when appropriate
1. CRUMBLING FACTORY (+A)
+A = gain Attacker (A2)
Servitor ( NPC Attacker) ... 5
2. ELEVATED CATWALKS (+S)
+S = gain Sniper (A1 adjacent)
3. OVERGROWN PLAZA (+F/-B)
+F = gain Fighter (A & A)
-B = lose Blitzer (M2)
4. ACCESS SHAFTS (+R/-S)
-S = lose Sniper (A1 adjacent)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
+M = gain Medic (R1)
Juve ( NPC Medic) ... 3
6. SEWER TUNNELS (+B/-S)
+B = may Move 2
-S = lose Sniper (A1 adjacent)
Milliasaurs (A/D) ... 10
7. ABANDONED WAREHOUSE (-B)
-B = lose Blitzer (M2)
8. SERVICE CORRIDOR (-C)
-C = lose Charger (M2)
[Lasgun +S]
Start!
Day 0 will start at tomorrow at midnight Zulu Time (GMT) / 5:00 pm CA / 8:00 pm NY (roughly 24 hours from now).
Gangs may deploy into any location at any time, and must deploy before the end of Day 1.
Gangs that fail to deploy by the end of Day 1 may be deployed at the whim of any player - don't let your opponent choose for you!
Spyrers must deploy at some point on Day 2; if they fail to do so, they, too, may be deployed by any player...
____
10/1 updated Stacking rule section
5421
Post by: JohnHwangDD
STARTING BOARD As noted, Day 0 starts tomorrow < 24 hrs from now. 0. in reserve (Lord of Battles) * The Master (HS: L/S/M) ... 5 * The Bringer (HS: A!/S) ... 5 * The Silent (HS: F/S/R) ... 5 (VikingScott) * Mythic Garland (GG: L/R/H) ... 5 * Rasputina (GG: A!/H) ... 5 * Kiva The Furious (GG: F/R/H) ... 5 (JohnHwangDD) * Torrd (TG: L!/M) ... 5 * Gredr (TG: A!/S) ... 5 * Skrag (TG: P!/D) ... 5 (Manchu) * Nika de Volt (tF: L/M/B) ... 5 * Kurt “Solid” Plissken (tF: A/S/R) ... 5 * Igor Sprague (tF: P!/D) ... 5 (the_ferrett) * Bob 3 (DJ: L!/B) ... 5 * Splat (DJ: F/M!) ... 5 * Hammertime (DJ: F/C/S) ... 5 (Emperor's Faithful) * Cantain (VH! A/H/C) ... 10 * Veratio (VH! A!/C) ... 10 1. CRUMBLING FACTORY (+A) Servitor (NPC Attacker) ... 5 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Juve (NPC Medic) ... 3 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 10 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C) [Lasgun +S]
16387
Post by: Manchu
I'll play Orlock.
13705
Post by: the_ferrett
Since I'm the only one without names ....
Leader = Bob 3
Medic = Splat
CS = Hammertime
5421
Post by: JohnHwangDD
Done!
26531
Post by: VikingScott
Can we deploy now?
5421
Post by: JohnHwangDD
It is 8:48 am CA time, and Day 0 doesn't start until 5:00 pm CA time, about 8 hours from now. Please wait for the start of Day Zero, just like everyone else.
26531
Post by: VikingScott
ah right. Got confussed on when it started.
5421
Post by: JohnHwangDD
No problem. 5 hours to go! ____ Deployment rules copied from below: Start! Day 0 starts at midnight Zulu Time (GMT) / 5:00 pm CA / 8:00 pm NY Gangs may deploy into any location at any time, and must deploy before the end of Day 1. Gangs that fail to deploy by the end of Day 1 may be deployed at the whim of any player - don't let your opponent choose for you! Spyrers must deploy at some point on Day 2; if they fail to do so, they, too, may be deployed by any player...
5421
Post by: JohnHwangDD
DAY 0!!! As above, Gangs which Deploy may *NOT* Attack the turn that they Deploy. Torrd's Grinders Deploy into the Crumbling Factory. Torrd opened the access hatch and jumped down, making his way into the Factory. He gave the "all clear" sign and motioned for the rest of his Gang to follow. With a thud, Gredr dropped down next to him, and Skrag slid down afterward. "They said they're looking for a scrap, and we'll give 'em one, so look sharp, boys - they should be arriving any minute now." 0. in reserve (Lord of Battles) The Master (HS: L/S/M) ... 5 The Bringer (HS: A!/S) ... 5 The Silent (HS: F/S/R) ... 5 (VikingScott) Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 (Manchu) Nika de Volt (tF: L/M/B) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 5 Igor Sprague (tF: P!/D) ... 5 (the_ferrett) Bob 3 (DJ: L!/B) ... 5 Splat (DJ: F/M!) ... 5 Hammertime (DJ: F/C/S) ... 5 (Emperor's Faithful) Cantain (VH! A/H/C) ... 10 Veratio (VH! A!/C) ... 10 1. CRUMBLING FACTORY (+A) Servitor (NPC Attacker) ... 5 Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 Skrag (TG: P!/D) ... 5 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Juve (NPC Medic) ... 3 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 10 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C) [Lasgun +S]
16387
Post by: Manchu
1. CRUMBLING FACTORY (+A)
Servitor (NPC Attacker) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Juve (NPC Medic) ... 3
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
[Lasgun +S]
Nika de Volt (tF: L/M/B) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Igor Sprague (tF: P!/D) ... 5
May I pick up the lasgun this turn?
5421
Post by: JohnHwangDD
It takes an action to pick up or give equipment, and everybody Moved this turn, so you're out of actions. You can pick it up tomorrow, assuming nobody else grabs it first. BTW, the gangs "in Reserve" are as follows: (Lord of Battles) The Master ( HS: L/S/M) ... 5 The Bringer ( HS: A!/S) ... 5 The Silent ( HS: F/S/R) ... 5 (VikingScott) Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 (the_ferrett) Bob 3 (DJ: L!/B) ... 5 Splat (DJ: F/M!) ... 5 Hammertime (DJ: F/C/S) ... 5 (Emperor's Faithful) Cantain (VH! A/H/C) ... 10 Veratio (VH! A!/C) ... 10
13250
Post by: Lord of battles
1. CRUMBLING FACTORY (+A)
Servitor (NPC Attacker) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
(Lord of Battles)
The Master (HS: L/S/M) ... 5
The Bringer (HS: A!/S) ... 5
The Silent (HS: F/S/R) ... 5
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Juve (NPC Medic) ... 3
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
[Lasgun +S]
Nika de Volt (tF: L/M/B) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Igor Sprague (tF: P!/D) ... 5
13705
Post by: the_ferrett
1. CRUMBLING FACTORY (+A)
Servitor (NPC Attacker) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
2. ELEVATED CATWALKS (+S)
(the_ferrett)
Bob 3 (DJ: L!/B) ... 5
Splat (DJ: F/M!) ... 5
Hammertime (DJ: F/C/S) ... 5
3. OVERGROWN PLAZA (+F/-B)
(Lord of Battles)
The Master (HS: L/S/M) ... 5
The Bringer (HS: A!/S) ... 5
The Silent (HS: F/S/R) ... 5
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Juve (NPC Medic) ... 3
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
[Lasgun +S]
Nika de Volt (tF: L/M/B) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Igor Sprague (tF: P!/D) ... 5
5421
Post by: JohnHwangDD
I see 4 of 5 Gangs deployed within the first few hours of Day 0. We're quite the impatient or impulsive lot!
26531
Post by: VikingScott
1. CRUMBLING FACTORY (+A)
Servitor (NPC Attacker) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
2. ELEVATED CATWALKS (+S)
(the_ferrett)
Bob 3 (DJ: L!/B) ... 5
Splat (DJ: F/M!) ... 5
Hammertime (DJ: F/C/S) ... 5
3. OVERGROWN PLAZA (+F/-B)
(Lord of Battles)
The Master (HS: L/S/M) ... 5
The Bringer (HS: A!/S) ... 5
The Silent (HS: F/S/R) ... 5
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Juve (NPC Medic) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
[Lasgun +S]
Nika de Volt (tF: L/M/B) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Igor Sprague (tF: P!/D) ... 5
Garland and her small raiding party sneak themselves along down into the underground bunker.
5421
Post by: JohnHwangDD
And that makes 5, leaving only the Spyrers hiding in Reserves...
Tomorrow should be an interesting day.
BTW, for those who haven't noticed:
Team Survivor 3 - Horus Heresy will kick off as soon as this game finishes. Please take a look and sign up.
5421
Post by: JohnHwangDD
DAY 1!!! Torrd and Skrag walked about the factory floor, Torrd looking for a good place to srcrap and Skrag poking his head into storage containers and peeking under covers. Torrd didn't know what Skrag was looking for, but Skrag was his best scavenger - if there was anything to find, Skrag would find it. And after a little bit, Skrag excitedly motioned to Torrd - something very special indeed - a robot man, as big and strong as any other Goliath. Torrd looked it over - it was wierd, unnatural, and just the kind of thing that Skrag would like. Skrag puzzled over it, and suddenly, it started to move, bit by bit. Good find. Sitting in the dim lighting of the Factory, Gredr's ear caught the sound of metal scraping on metal in the upper connecting catwalks, and he signaled this to Torrd. A quick glance, and a Joker's shoulderpatch flickered as it moved through the uneven light. Torrd nodded and signaled back. Gredr released the safety of his Lasgun, and surveyed his targets. One of the Jokers was carrying Medipaks! Gredr squeezed the trigger twice. The Joker staggered in surprise, then dropped to the ground after the second. The other Jokers took cover, and Gredr dropped back into the shadows, unable to make out any further targets. Gredr gave Torrd a "thumbs down", and Torrd smiled. Torrd Orders Skrag Activate Servitor & Gredr Snipe Attack Splat (-2 = 3) Gredr Snipe Attack Splat (-2 = 1) 1. CRUMBLING FACTORY (+A) Servitor (TG: A) ... 5 Torrd (TG: L!/M) ... 5 << Gredr (TG: A!/S) ... 5 << Skrag (TG: P!/D) ... 5 2. ELEVATED CATWALKS (+S) Bob 3 (DJ: L!/B) ... 5 Splat (DJ: F/M!) ... 1 (5 -2 -2 = 1) Hammertime (DJ: F/C/S) ... 5 3. OVERGROWN PLAZA (+F/-B) The Master (HS: L/S/M) ... 5 The Bringer (HS: A!/S) ... 5 The Silent (HS: F/S/R) ... 5 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Juve (NPC Medic) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 10 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C) [Lasgun +S] Nika de Volt (tF: L/M/B) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 5 Igor Sprague (tF: P!/D) ... 5 [ Greder is using Sniper Attacker: Attack adjacent Location at +1 damage ]
16387
Post by: Manchu
Solid moves to the factory, greets mighty Torrd on behalf of Mistress de Volt. Meanwhile, Nika arms herself as Igor mutters prayers laced with blasphemies. 1. CRUMBLING FACTORY (+A) Kurt “Solid” Plissken (tF: A/S/R) ... 5 Servitor (TG: A) ... 5 Torrd (TG: L!/M) ... 5 << Gredr (TG: A!/S) ... 5 << Skrag (TG: P!/D) ... 5 2. ELEVATED CATWALKS (+S) Bob 3 (DJ: L!/B) ... 5 Splat (DJ: F/M!) ... 1 (5 -2 -2 = 1) Hammertime (DJ: F/C/S) ... 5 3. OVERGROWN PLAZA (+F/-B) The Master (HS: L/S/M) ... 5 The Bringer (HS: A!/S) ... 5 The Silent (HS: F/S/R) ... 5 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Juve (NPC Medic) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 10 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C) Nika de Volt (tF: L/M/B/S) [lasgun] ... 5 Igor Sprague (tF: P!/D) ... 5
15667
Post by: Emperors Faithful
Herp Derp Derp.
16387
Post by: Manchu
Igor starts from his usual stupor and hurries off into the shadows of the nearby factory ruins. Nika smirks.
1. CRUMBLING FACTORY (+A)
Igor Sprague (tF: P!/D) ... 5 <<
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Servitor (TG: A) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5 (5 - 3 = 2)
Skrag (TG: P!/D) ... 5 (5 - 2 = 3)
Cantain (VH! A/H/C) ... 10
Veratio (VH! A!/C) ... 10
2. ELEVATED CATWALKS (+S)
Bob 3 (DJ: L!/B) ... 5
Splat (DJ: F/M!) ... 1 (5 -2 -2 = 1)
Hammertime (DJ: F/C/S) ... 5
3. OVERGROWN PLAZA (+F/-B)
The Master (HS: L/S/M) ... 5
The Bringer (HS: A!/S) ... 5
The Silent (HS: F/S/R) ... 5
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Juve (NPC Medic) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) [lasgun] ... 5
13705
Post by: the_ferrett
Bob sees his medic go down and winces, fleeing him away from the mellee that is the factory (Splat to 3) He also orders Hammertime to let loose as he fires two salvos at Gredg and Skrag the weakest in the mob.
1. CRUMBLING FACTORY (+A)
Igor Sprague (tF: P!/D) ... 5 <<
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Servitor (TG: A) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5 (5 - 3 -1-1 = 0)
Skrag (TG: P!/D) ... 5 (5 - 2-1-1 = 1)
Cantain (VH! A/H/C) ... 10
Veratio (VH! A!/C) ... 10
2. ELEVATED CATWALKS (+S)
Bob 3 (DJ: L!/B) ... 5
Hammertime (DJ: F/C/S) ... 5
3. OVERGROWN PLAZA (+F/-B)
The Master (HS: L/S/M) ... 5
The Bringer (HS: A!/S) ... 5
The Silent (HS: F/S/R) ... 5
Splat (DJ: F/M!) ... 1 (5 -2 -2 = 1)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Juve (NPC Medic) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) [lasgun] ... 5
5421
Post by: JohnHwangDD
Whoa, whoa. Spyrers don't arrive until Day 2. Board needs correction! Spryers Infiltrate onto the board any time on Day 2 Spyrers must deploy at some point on Day 2; if they fail to do so, they, too, may be deployed by any player...
5421
Post by: JohnHwangDD
This is the last valid board. 1. CRUMBLING FACTORY (+A) Kurt “Solid” Plissken (tF: A/S/R) ... 5 << Servitor (TG: A) ... 5 Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 Skrag (TG: P!/D) ... 5 2. ELEVATED CATWALKS (+S) Bob 3 (DJ: L!/B) ... 5 Splat (DJ: F/M!) ... 1 Hammertime (DJ: F/C/S) ... 5 3. OVERGROWN PLAZA (+F/-B) The Master (HS: L/S/M) ... 5 The Bringer (HS: A!/S) ... 5 The Silent (HS: F/S/R) ... 5 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Juve (NPC Medic) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 10 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C) Nika de Volt (tF: L/M/B/S) [lasgun] ... 5 Igor Sprague (tF: P!/D) ... 5 The Spyrers entering a Day early and attacking makes a big change to the board. @Manchu, ferrett: Igor can move if you like, or you may reconsider. ferrett, your targets are very different, and you may re-take your move - your choice. @EF: you can hit me tomorrow, OK? Just be aware that whatever you don't kill will hit back pretty hard... Also, when you hit, you only stack 2, so it'd be AC not A!C.
13705
Post by: the_ferrett
In that case....
exit stage left for all
1. CRUMBLING FACTORY (+A)
Kurt “Solid” Plissken (tF: A/S/R) ... 5 <<
Servitor (TG: A) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
The Master (HS: L/S/M) ... 5
The Bringer (HS: A!/S) ... 5
The Silent (HS: F/S/R) ... 5
Bob 3 (DJ: L!/B) ... 5
Splat (DJ: F/M!) ... 1
Hammertime (DJ: F/C/S) ... 5
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Juve (NPC Medic) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) [lasgun] ... 5
Igor Sprague (tF: P!/D) ... 5
16387
Post by: Manchu
Igor will stay where he is for now.
5421
Post by: JohnHwangDD
OK. Looks like board is "clean" at the moment.
Tomorrow, once everybody's on the board, things should speed up and play smoother.
26531
Post by: VikingScott
1. CRUMBLING FACTORY (+A)
Kurt “Solid” Plissken (tF: A/S/R) ... 5 <<
Servitor (TG: A) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
The Master (HS: L/S/M) ... 5
The Bringer (HS: A!/S) ... 5
The Silent (HS: F/S/R) ... 5
Bob 3 (DJ: L!/B) ... 5
Splat (DJ: F/M!) ... 1
Hammertime (DJ: F/C/S) ... 5
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Juve (NPC Medic) ... 3 (GG: M)
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) [lasgun] ... 5
Igor Sprague (tF: P!/D) ... 5
Mythic makes sure her gang is in posistion. looking round she she Kiva stabbing vilontly at a wall, ready for when her leader would let her run loose and willd. Mythic nodded and began to outline the plan to them all. A movement in the shadow catches her eye. Faster than a wildsnake a dagger is jutting out of the wall next to the quivering Juve. "Wanna sign up?" Mythic drawls then winks at the poor lad.
5421
Post by: JohnHwangDD
DAY 2!!! a hush falls as the Gangers feel a collective sense of impending dread. 1. CRUMBLING FACTORY (+A) Kurt “Solid” Plissken (tF: A/S/R) ... 5 Servitor (TG: A) ... 5 Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 Skrag (TG: P!/D) ... 5 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) The Master (HS: L/S/M) ... 5 The Bringer (HS: A!/S) ... 5 The Silent (HS: F/S/R) ... 5 Bob 3 (DJ: L!/B) ... 5 Splat (DJ: F/M!) ... 1 Hammertime (DJ: F/C/S) ... 5 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Juve (GG: M) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 10 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C) Nika de Volt (tF: L/M/B/S) ... 5 Igor Sprague (tF: P!/D) ... 5 ____ note that LoB didn't move for Day 1, along with a few other characters
15667
Post by: Emperors Faithful
Herp Derp.
15667
Post by: Emperors Faithful
The Sons of the House of Valint had watched from their secret access point as the gangers had scurried into posistion. Cantain, being the senoir family member, had the honour of deciding where the first blow would be struck. He watched in amusement as one gang initiated the combat, catching an unfortunate enemy ganger out in the open. His wolfish grin turned sour as he watched the leader of the "Fortunates" approach the gang that had sparked the violence. Clearly they had some sort of alliance in mind. This could not be allowed, as the combined weight of two gangs might actually pose a threat to the sons of Valint, these Fortunates had to be dealt with. With a swift uppercutting motion Cantain signalled for the attack, leaping into the out into the Service Corridor to his side. His shock absorbers alllowed him to land easily, Vertio's propulsion system given the younger noble the opportunity to catch up. They appeared to move with inhuman speed, their foe barely had to time to recognise the threat before the Spyre Team bowled into them. Cantain struck the first blow, aiming for the ganger with the mark of the witch he struck the foremost foe with his guantlet, snapping the gangers head around. Veratio followed closely, sweeping at the peasant creature with his chainsword, its crimson arc a tell tale sign that a mark had been found.
The Spyre Team makes their entrance. Cantain smashes into Igor (1 Base + 1 Attacker = 2 hits) and follows follows suit (1 Base + 2 Attacker! = 3 hits), both eager to claim the first kill.
1. CRUMBLING FACTORY (+A)
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Servitor (TG: A) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
The Master (HS: L/S/M) ... 5
The Bringer (HS: A!/S) ... 5
The Silent (HS: F/S/R) ... 5
Bob 3 (DJ: L!/B) ... 5
Splat (DJ: F/M!) ... 1
Hammertime (DJ: F/C/S) ... 5
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5
Igor Sprague (tF: P!/D) ... 0!!! ( - 2 - 3 = - 5)
Cantain (VH! A/H/C) ... 10 <<<
Veration (VH A!/C) ... 10 <<<
____
Note: I am assuming that I can charge in to the service corridor, but not out of it.
5421
Post by: JohnHwangDD
Clearly, stacking of abilities has issues...
Team Survivor 2 - Hinterhive 202 Rules wrote:
Charger (C) - may Move, then Attack
8. SERVICE CORRIDOR (-C)
-C = lose Charger
I would tend to read -C as where you can't Charge in and Attack
That is you Move in and immediately *lose* Charger (which happens after Move), so can't Attack.
You could Move *out*, and then Charger would be OK, because you'd move, and then be able to immediately use the Charger ability in the new location.
OTOH, -R to lose Raider would be more obviously affecting the fighting location:
* Attack, lose Raider, cannot Move.
That is, as I read the Charger description you complete the base action as an atomic action.
5421
Post by: JohnHwangDD
@EF: It's good that we're testing the rules early... I think the issue is how one things about Charger: * If you think about it as may (Move, then Attack), then losing Charger prevents Charging *out* * If you think about it as may (Move), then (Attack), then losing Charger prevents Charging *in* The former interpretation makes it hard to stack Charger and Blitzer or Attacker or Devourer. The latter interpretation makes it easy: CB: may ((Move 2)), then (Attack) CA: may (Move), then (Attack at +1) CD: may (Move), then (Attack), then (Heal 1) Clearly, I need to do a better job of explaining this for Game 3!!!
5421
Post by: JohnHwangDD
OK, let's take things from the top... DAY 2!!! Nightmares of Spryres fill the heads of Gangers 1. CRUMBLING FACTORY (+A) Kurt “Solid” Plissken (tF: A/S/R) ... 5 Servitor (TG: A) ... 5 Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 Skrag (TG: P!/D) ... 5 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) The Master (HS: L/S/M) ... 5 The Bringer (HS: A!/S) ... 5 The Silent (HS: F/S/R) ... 5 Bob 3 (DJ: L!/B) ... 5 Splat (DJ: F/M!) ... 1 Hammertime (DJ: F/C/S) ... 5 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Juve (GG: M) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 10 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C) Nika de Volt (tF: L/M/B/S) ... 5 Igor Sprague (tF: P!/D) ... 5
16387
Post by: Manchu
This was indeed part of my calculus for starting location. Does the board need re-setting?
5421
Post by: JohnHwangDD
yeah, I think we reset and suffer the nightmares of things which could happen to an unwary Ganger...
16387
Post by: Manchu
Alright, EF, that'd be your move, I suppose.
Also: I may have very limited internet access this weekend and perhaps beyond (changing ISPs, indeterminate how long this will take). John, would you please take over my gang after today's turn?
5421
Post by: JohnHwangDD
@Manchu: If you are OK with EF's move, then we'll continue that way -- please confirm.
15667
Post by: Emperors Faithful
How about I sit tight for a while?
16387
Post by: Manchu
So I can accept EF's move as valid or request a do-over.
::looks at dead ganger::
I'd say we'll as for the do-over.
15667
Post by: Emperors Faithful
Manchu wrote:So I can accept EF's move as valid or request a do-over.
::looks at dead ganger::
I'd say we'll as for the do-over.
Are you okay with the above do over?
16387
Post by: Manchu
Let's get John's eyes on it and a posted "go ahead." If so, I'm good with it.
5421
Post by: JohnHwangDD
Emperors Faithful wrote:Cantain Moves, Attacks +1 (usng the Sniper ability) = 2 hits.
Veratio Moves, Attacks +2 (sniper) = 3 hits.
In this game, we only stack 2 abilities, so:
Charger + Sniper = Move, then Attack adjacent Location
If you look at my initial Turn, Gredr did Sniper + Attack = Attack +1 adjacent Location, for a total of 2 damage
If he had unlimited Stack, it'd be Attack! Sniper +Attack = Attack +3 adjacent Location, for a total of 4 damage
15667
Post by: Emperors Faithful
So...what can I do?
16387
Post by: Manchu
You can pick two of the abilities at your disposal to stack.
5421
Post by: JohnHwangDD
You can Charging Snipe = Move, then Attack adjacent Location.
Or, if you Charge a regular loation, you can Charging Attack = Move, then Attack +1
15667
Post by: Emperors Faithful
Let me get this straight ( BTW, I am really sorry as I seem to be the only one stuffing up!  ), you can't stack you abilities more than once? So if I charge, I don't get the +1 or +2 bonus to my charge for being an attacker or attacker(!)?
And (given the bonus from the terrain) would a ganger with A! also get an additional attack from the terrain, Meaning they'd inflict 4 hits?
15667
Post by: Emperors Faithful
JohnHwangDD wrote:
If you look at my initial Turn, Gredr did Sniper + Attack = Attack +1 adjacent Location, for a total of 2 damage
If he had unlimited Stack, it'd be Attack! Sniper +Attack = Attack +3 adjacent Location, for a total of 4 damage
So I can only Charge (=Move then Attack) + Attack = Attack + 1 at destination for a total of 2 damage
I can't Charge (=Move then Attack) + Attack + Attack = Attack + 2 at destination for a total of 3 damage (And this isn't including the bonus from the terrain)
5421
Post by: JohnHwangDD
First: Nothing to be sorry about - like NPCs & Monsters in the last game, it wasn't well-defined. I apologize for it not being clear. Yes. Double or stack 2 different abilities. Yes. In this game, stacking limit is 2. We could try an unlimited stacking game and see how it goes: Raider + Charger + Attacker +Heaer + Devourer = ???
16387
Post by: Manchu
It'd go quick.
5421
Post by: JohnHwangDD
I think an unlimited stacking game would look like a fast-cut version of the _Top Gun_ dogfight, with guys flying around the board taking pot-shots along the way. The basic move would be Raider/ Charger / Blitzer / Attacker, with Healer & Devouerer thrown in, so you'd Move 2 & Heal + Attack 2 & Heal + Move 2 & Heal or the reverse with an A2h-M2h-A2h chain. I'll have a clearer "Stacking" rules addendum tomorrow. Sorry again for all the confusion.
15667
Post by: Emperors Faithful
Frustrated with thier inability to comprehend simple rules, the sons of Valint take their anger out on an unfortunate Millisaur. Cantain Moves and Attacks twice (Using Charger and Attacker). Veratio moves and attacks twice (using Charger and Attacker! amiright?).
1. CRUMBLING FACTORY (+A)
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Servitor (TG: A) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
The Master (HS: L/S/M) ... 5
The Bringer (HS: A!/S) ... 5
The Silent (HS: F/S/R) ... 5
Bob 3 (DJ: L!/B) ... 5
Splat (DJ: F/M!) ... 1
Hammertime (DJ: F/C/S) ... 5
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 5 ( - 2 - 3 = 5)
Cantain (VH! A/H/C) ... 10 <<<
Veration (VH! A!/C) ... 10 <<<
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5
Igor Sprague (tF: P!/D) ... 5
Did I dumb?
5421
Post by: JohnHwangDD
Pretty much, tho it should only be CA CA vs CA CA! because CA! is CAA which stacks 3. Also, the Milliasaur will bite somebody.
16387
Post by: Manchu
1. CRUMBLING FACTORY (+A)
Nika de Volt (tF: L/M/B/S) ... 5 <<
Igor Sprague (tF: P!/D) ... 5 <<
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Servitor (TG: A) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
The Master (HS: L/S/M) ... 5
The Bringer (HS: A!/S) ... 5
The Silent (HS: F/S/R) ... 5
Bob 3 (DJ: L!/B) ... 5
Splat (DJ: F/M!) ... 1
Hammertime (DJ: F/C/S) ... 5
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ...5
Cantain (VH! A/H/C) ... 10
Veration (VH! A!/C) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
Torrd accepts Nika's parley, to talk while "the boys" stand about and eye at each other nervously. "Guess you heard ol' Gredr greetin' one of the Jokers, eh? Apparently they're are working with the Hiveshades. Haven't seen Garland's girls anywhere, but you lot are alright." Om-nom-nom! Milliasaurs Attack! Cantain (-2) 1. CRUMBLING FACTORY (+A) Nika de Volt (tF: L/M/B/S) ... 5 Igor Sprague (tF: P!/D) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 5 Servitor (TG: A) ... 5 Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 Skrag (TG: P!/D) ... 5 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) The Master (HS: L/S/M) ... 5 The Bringer (HS: A!/S) ... 5 The Silent (HS: F/S/R) ... 5 Bob 3 (DJ: L!/B) ... 5 Splat (DJ: F/M!) ... 1 Hammertime (DJ: F/C/S) ... 5 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Juve (GG: M) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 6 << Cantain (VH! A/H/C) ... 8 (-2) Veration (VH! A!/C) ... 10 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C)
26531
Post by: VikingScott
Garland paces the room, her boots clicking smartly onto the surface of the floor. Her faces twists in agony and she draws her boltgun out and blasts off a spray of bullets into a offensive wall that looked at her funny. She smiles "This is the hard part girls, the waiting. We got this, just gotta wait for it." her voice calming and in smooth tones. The juve cowers in the corner away from this crazed female.
1. CRUMBLING FACTORY (+A)
Nika de Volt (tF: L/M/B/S) ... 5
Igor Sprague (tF: P!/D) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Servitor (TG: A) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
The Master (HS: L/S/M) ... 5
The Bringer (HS: A!/S) ... 5
The Silent (HS: F/S/R) ... 5
Bob 3 (DJ: L!/B) ... 5
Splat (DJ: F/M!) ... 1
Hammertime (DJ: F/C/S) ... 5
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ...5 <<
Cantain (VH! A/H/C) ... 8 (-2)
Veration (VH! A!/C) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
Maybe the Juve just needs a little hug...
26531
Post by: VikingScott
The Juve whimpers in the corner. All 3 females look round. Suddenly a flurry of sharp objects imbed themselves into the wall and floor near his head and....'important parts'. The sadistic leader flashes him her grin before turning back to her pacing. Rasputina moves closer to him, gives on sharp galnce at his jittery nature before silently handing him an open bottle of Wildsnake with a curt nod to him before moving back to her post.
(There ain't gonna be no hugging, this is as close as it's gonna get.)
5421
Post by: JohnHwangDD
All:
Updated rules to clarify Stacking, again, sorry for any confusion earlier.
/John
Stacked Abilities
Stacking of up to 2 different abilities may also be possible as a player's Action. The specific combinations are too numerous to list here, so will have the following caveat: If the Action doesn't make sense, then it probably can't be stacked.
Stacking examples
* an Attacker (+1A) / Charger (M&A) would gain a combined Charging Attack (M1-A2).
* an Attacker Sniper would make a Sniping Attack (A2) at an adjacent location.
Stacking limits
Stacking of 3 (or more) abilities is not possible in this game:
* For example, a Attacker / Charger / Devourer would have to choose between a Charging Attack (M1-A2) or a Charging Devour (M1-A1-H1). A Charging Attack Devour (M1-A2-H1) would not be allowed, as it stacks 3 abilities.
* Similarly, an Attacker! / Fighter would have to choose between Attack! (A3) vs. 1 target and Fighting Attacks (A2&A2) vs. 2 targets. Fighting Attacks! (A3&A3) would stack 3 abilities and not be allowed.
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Post by: JohnHwangDD
Day 2, continued... A bit apprehensive, Nika spoke clearly and without hesitation. "Same, Torrd. I'm uneasy about what they might be up to. Truce?" Torrd smiled. "Truce, then. C'mon, boys, let's go get 'em! And try to keep up, Nika" Torrd and the rest of the Grinders gathered their things and made their way up into the Catwalks. Torrd, Gredr, Skard, & servitor Move to Catwalks. 1. CRUMBLING FACTORY (+A) Nika de Volt (tF: L/M/B/S) ... 5 Igor Sprague (tF: P!/D) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 5 2. ELEVATED CATWALKS (+S) Torrd (TG: L!/M) ... 5 << Gredr (TG: A!/S) ... 5 << Skrag (TG: P!/D) ... 5 << Servitor (TG: A) ... 5 << 3. OVERGROWN PLAZA (+F/-B) The Master (HS: L/S/M) ... 5 The Bringer (HS: A!/S) ... 5 The Silent (HS: F/S/R) ... 5 Bob 3 (DJ: L!/B) ... 5 Splat (DJ: F/M!) ... 1 Hammertime (DJ: F/C/S) ... 5 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Juve (GG: M) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 6 Cantain (VH! A/H/C) ... 8 Veration (VH! A!/C) ... 10 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C) Per Manchu's request, I will run the Fortunate's starting tomorrow (Day 3) until he returns.
5421
Post by: JohnHwangDD
Day 3!!! Torrd heard them before he saw them, and signaled to his team, who relayed back to Nika's Fortunates. Solid scrambled up, and Nika boosted Igor up onto the catwalk ahead. Torrd signaled and the Grinders and Fortunates opened fire. Torrd Order Gredr Sniper Attack Hammertime (-2) Gredr Sniper Attack Hammertime (-2) Torrd Order Skrag Psyker Snipe The Silent (-3) & {-1} Skrag Devouer Snipe The Silent (-1) & {+1} Servitor Snipe Attack The Master (-2) Kurt Move to Catwalks Nika Order Igor Move to Catwalks Igor Psyker Snipe The Master (-3) & {-1} Millliasaurs Attack! Cantain (-2) 1. CRUMBLING FACTORY (+A) Nika de Volt (tF: L/M/B/S) ... 5 << 2. ELEVATED CATWALKS (+S) Torrd (TG: L!/M) ... 5 << Gredr (TG: A!/S) ... 5 << Skrag (TG: P!/D) ... 5 {5 -1 +1 = 5} << Servitor (TG: A) ... 5 << Igor Sprague (tF: P!/D) ... 4 {5 -1 = 4} << Kurt “Solid” Plissken (tF: A/S/R) ... 5 << 3. OVERGROWN PLAZA (+F/-B) The Master (HS: L/S/M) ... 0 (5 -2 -3 = 0) - DEAD!!! The Bringer (HS: A!/S) ... 5 The Silent (HS: F/S/R) ... 1 (5 -3 -1 = 1) Bob 3 (DJ: L!/B) ... 5 Splat (DJ: F/M!) ... 1 Hammertime (DJ: F/C/S) ... 1 (5 -2 -2 = 1) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Juve (GG: M) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 6 << Cantain (VH! A/H/C) ... 6 (-2) Veration (VH! A!/C) ... 10 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
Just FYI, as some guys are at 1 Hit remaining...
Team Survivor 2 - Hinterhive 202 Rules wrote:
Stats
Individual Characters start with 5 Hits, and may lose effectiveness:
3+ Hits remaining = all actions allowed (basic, simple, doubled & stacked);
2 Hits remaining = no doubled or stacked actions until restored to 3+ hits (basic & simple actions only);
1 Hit remaining = no special actions until restored to 2+ (basic only);
0 Hits remaining = dead; remove from game!
13250
Post by: Lord of battles
Master! yelled Bringer as the master was shot down. Run Run RUN!, he yelled to the assembles gangers...
1. CRUMBLING FACTORY (+A)
Nika de Volt (tF: L/M/B/S) ... 5 <<
2. ELEVATED CATWALKS (+S)
Torrd (TG: L!/M) ... 5 <<
Gredr (TG: A!/S) ... 5 <<
Skrag (TG: P!/D) ... 5 {5 -1 +1 = 5} <<
Servitor (TG: A) ... 5 <<
Igor Sprague (tF: P!/D) ... 4 {5-1=04} <<
Kurt “Solid” Plissken (tF: A/S/R) ... 5 <<
3. OVERGROWN PLAZA (+F/-B)
The Master (HS: L/S/M) ... 0 (5 -2 -3 = 0) - DEAD!!!
Bob 3 (DJ: L!/B) ... 5
Splat (DJ: F/M!) ... 1
Hammertime (DJ: F/C/S) ... 1 (5 -2 -2 = 1)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
The Silent (HS: F/S/R) ... 1 (5 -3 -1 = 1)
The Bringer (HS: A!/S) ... 5
5. UNDERGROUND BUNKER (+M)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 6 <<
Cantain (VH! A/H/C) ... 6 (-2)
Veration (VH! A!/C) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
13705
Post by: the_ferrett
(For the record - that attack moment was extremely something that shouldn't be possible ><
1. CRUMBLING FACTORY (+A)
Nika de Volt (tF: L/M/B/S) ... 5 <<
2. ELEVATED CATWALKS (+S)
Torrd ( TG: L!/M) ... 5 <<
Gredr ( TG: A!/S) ... 5 <<
Skrag ( TG: P!/D) ... 5 {5 -1 +1 = 5} <<
Servitor ( TG: A) ... 5 <<
Igor Sprague (tF: P!/D) ... 4 {5-1=04} <<
Kurt “Solid” Plissken (tF: A/S/R) ... 5 <<
3. OVERGROWN PLAZA (+F/-B)
The Master ( HS: L/S/M) ... 0 (5 -2 -3 = 0) - DEAD!!!
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
The Silent ( HS: F/S/R) ... 1 (5 -3 -1 = 1)
The Bringer ( HS: A!/S) ... 5
Bob 3 (DJ: L!/B) ... 5
Splat (DJ: F/M!) ... 1
Hammertime (DJ: F/C/S) ... 1 (5 -2 -2 = 1)
5. UNDERGROUND BUNKER (+M)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 6 <<
Cantain (VH! A/H/C) ... 6 (-2)
Veration (VH! A!/C) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
the_ferrett wrote:(For the record - that attack moment was extremely something that shouldn't be possible >< Yeah, the extra Psyker hit by Igor would have been really hard to coordinate. Also: Om-nom-nom, Om-nom-nom! Ripperjacks Attack The Bringer (-1), Ripperjacks Attack Bob 3 (-1). 1. CRUMBLING FACTORY (+A) Nika de Volt (tF: L/M/B/S) ... 5 2. ELEVATED CATWALKS (+S) Torrd ( TG: L!/M) ... 5 Gredr ( TG: A!/S) ... 5 Skrag ( TG: P!/D) ... 5 Servitor ( TG: A) ... 5 Igor Sprague (tF: P!/D) ... 4 Kurt “Solid” Plissken (tF: A/S/R) ... 5 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 << The Silent ( HS: F/S/R) ... 1 The Bringer ( HS: A!/S) ... 4 - Bob 3 (DJ: L!/B) ... 4 - Splat (DJ: F/M!) ... 1 Hammertime (DJ: F/C/S) ... 1 5. UNDERGROUND BUNKER (+M) Juve (GG: M) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 6 Cantain (VH! A/H/C) ... 6 Veration (VH! A!/C) ... 10 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C) Being kind, I'll pretend that the "tough" guys lead the way, rather than pushing the weaklings ahead to be eaten
13705
Post by: the_ferrett
I was meaning more the fact that a team should not be able to be neutered in one turn that is entirely dependant on when people get up. (Which is showing up as 6am for me).
13705
Post by: the_ferrett
Tis totally legal this game, just a note to watch out for for future games.
5421
Post by: JohnHwangDD
This is one of the problems with Dakka being global - I'm in the US, you're in Asia, and others have been in Europe. so there's no good time for a 1-per-day clock to reset. Potentailly, we can add a delay of 1 hour or so between actions, although the 1-per-day was supposed to manage the pace. And actually, 6am isn't so horrible - if it were 4am, that'd really suck! The decimation is a side effect of Gangers being fragile, unarmored humans, stuck in lethal combat - if you got the drop on my guys, it'd be just as bad the other way.
13705
Post by: the_ferrett
I was just suggesting maybe a 10/20 base stat instead of a 5/10. Especially as special actions (Ie healing) are unable after a loss of 4HP, which in simplest terms is one team attacking using a normal attack and one extra attack. I'm trying not to complain, instead I'm trying to help with constructive criticism....
5421
Post by: JohnHwangDD
Oh, no problem. I picked 5 because I wanted Gangers to be fragile in this game. For Guardsmen & Stormies, 10 would be better. For SMs, I'd start at 15, and for SM Heroes, 20+ would be the norm.
15667
Post by: Emperors Faithful
I agree, with two 10 wound models I feel slightly omnipotent. If I watch myself...
Cantain and Veratio Blitz into the Service corridor.
1. CRUMBLING FACTORY (+A)
Nika de Volt (tF: L/M/B/S) ... 5
2. ELEVATED CATWALKS (+S)
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
Servitor (TG: A) ... 5
Igor Sprague (tF: P!/D) ... 4
Kurt “Solid” Plissken (tF: A/S/R) ... 5
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10 <<
The Silent (HS: F/S/R) ... 1
The Bringer (HS: A!/S) ... 4 -
Bob 3 (DJ: L!/B) ... 4 -
Splat (DJ: F/M!) ... 1
Hammertime (DJ: F/C/S) ... 1
5. UNDERGROUND BUNKER (+M)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 6
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
Cantain (VH! A/H/C) ... 6 <<<
Veratio (VH! A!/C) ... 10 <<<
15667
Post by: Emperors Faithful
You said that I can charge out of the service corridor right?
5421
Post by: JohnHwangDD
Emperors Faithful wrote:You said that I can charge out of the service corridor right? Yup, no problem. ____ Too bad, you didn't - it'd have been awesome...
5421
Post by: JohnHwangDD
Day 4!!! Ever watchful, Nika sees movement in the Service Corridor, and quickly thumbs the safety "off" her newly-acquired Lasgun, squeezing off a quick shot. The Lasgun's fire is true, but the target dissappears back in to the shadow. Nika continues to watch for another target of opportunity in vain, and powers down the Lasgun to "standby". Nika Sniper Attack Cantain (-2) 1. CRUMBLING FACTORY (+A) Nika de Volt (tF: L/M/B/S) ... 5 << 2. ELEVATED CATWALKS (+S) Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 Skrag (TG: P!/D) ... 5 Servitor (TG: A) ... 5 Igor Sprague (tF: P!/D) ... 4 Kurt “Solid” Plissken (tF: A/S/R) ... 5 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 The Silent (HS: F/S/R) ... 1 The Bringer (HS: A!/S) ... 4 Bob 3 (DJ: L!/B) ... 4 Splat (DJ: F/M!) ... 1 Hammertime (DJ: F/C/S) ... 1 5. UNDERGROUND BUNKER (+M) Juve (GG: M) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 6 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C) Cantain (VH! A/H/C) ... 4 -- Veratio (VH! A!/C) ... 10
5421
Post by: JohnHwangDD
posting by cell sux
5421
Post by: JohnHwangDD
Om-nom-nom, Om-nom-nom Ripperjacks Attack The Silent (-1 = 0!) Ripperjacks Attack The Splat (-1 = 0!) 1. CRUMBLING FACTORY (+A) Nika de Volt (tF: L/M/B/S) ... 5 2. ELEVATED CATWALKS (+S) Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 Skrag (TG: P!/D) ... 5 Servitor (TG: A) ... 5 Igor Sprague (tF: P!/D) ... 4 Kurt “Solid” Plissken (tF: A/S/R) ... 5 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 ! The Silent (HS: F/S/R) ... 0 - The Bringer (HS: A!/S) ... 4 Bob 3 (DJ: L!/B) ... 4 Splat (DJ: F/M!) ... 0 - Hammertime (DJ: F/C/S) ... 1 5. UNDERGROUND BUNKER (+M) Juve (GG: M) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 6 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C) Cantain (VH! A/H/C) ... 4 Veratio (VH! A!/C) ... 10
15667
Post by: Emperors Faithful
Cantain and Veration retreat.
1. CRUMBLING FACTORY (+A)
Nika de Volt (tF: L/M/B/S) ... 5
2. ELEVATED CATWALKS (+S)
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
Servitor (TG: A) ... 5
Igor Sprague (tF: P!/D) ... 4
Kurt “Solid” Plissken (tF: A/S/R) ... 5
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10 !
The Silent (HS: F/S/R) ... 0 -
The Bringer (HS: A!/S) ... 4
Bob 3 (DJ: L!/B) ... 4
Splat (DJ: F/M!) ... 0 -
Hammertime (DJ: F/C/S) ... 1
5. UNDERGROUND BUNKER (+M)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 6
7. ABANDONED WAREHOUSE (-B)
Cantain (VH! A/H/C) ... 4
Veratio (VH! A!/C) ... 10
8. SERVICE CORRIDOR (-C)
13705
Post by: the_ferrett
The wounded run
1. CRUMBLING FACTORY (+A)
Nika de Volt (tF: L/M/B/S) ... 5
2. ELEVATED CATWALKS (+S)
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
Servitor (TG: A) ... 5
Igor Sprague (tF: P!/D) ... 4
Kurt “Solid” Plissken (tF: A/S/R) ... 5
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10 !
The Silent (HS: F/S/R) ... 0 -
The Bringer (HS: A!/S) ... 4
5. UNDERGROUND BUNKER (+M)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 1
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 6
7. ABANDONED WAREHOUSE (-B)
Cantain (VH! A/H/C) ... 4
Veratio (VH! A!/C) ... 10
8. SERVICE CORRIDOR (-C)
26531
Post by: VikingScott
"Hmph!" Garland away from the newcomers in her territory, "There is no honour nor sport in killing such wounded weaklings." She points at the juve "You! Go over there and bandage them up or something. On the double!"
Juve heals Hammertime
Garland user Leader to allow him to do it again.
1. CRUMBLING FACTORY (+A)
Nika de Volt (tF: L/M/B/S) ... 5
2. ELEVATED CATWALKS (+S)
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
Servitor (TG: A) ... 5
Igor Sprague (tF: P!/D) ... 4
Kurt “Solid” Plissken (tF: A/S/R) ... 5
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10 !
The Silent (HS: F/S/R) ... 0 -
The Bringer (HS: A!/S) ... 4
5. UNDERGROUND BUNKER (+M)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 3 + +
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 6
7. ABANDONED WAREHOUSE (-B)
Cantain (VH! A/H/C) ... 4
Veratio (VH! A!/C) ... 10
8. SERVICE CORRIDOR (-C)
13250
Post by: Lord of battles
[i[Last of his gang The Bringer flees the beasts.[/i]
1. CRUMBLING FACTORY (+A)
Nika de Volt (tF: L/M/B/S) ... 5
2. ELEVATED CATWALKS (+S)
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
Servitor (TG: A) ... 5
Igor Sprague (tF: P!/D) ... 4
Kurt “Solid” Plissken (tF: A/S/R) ... 5
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10 !
The Silent (HS: F/S/R) ... 0 -
5. UNDERGROUND BUNKER (+M)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 3 + +
The Bringer (HS: A!/S) ... 4
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 6
7. ABANDONED WAREHOUSE (-B)
Cantain (VH! A/H/C) ... 4
Veratio (VH! A!/C) ... 10
8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
"You, Igor? Looks like a big alliance is coming so we better patch you up" Torrd Medic Igor (+1) 1. CRUMBLING FACTORY (+A) Nika de Volt (tF: L/M/B/S) ... 5 2. ELEVATED CATWALKS (+S) Torrd (TG: L!/M) ... 5 << Gredr (TG: A!/S) ... 5 Skrag (TG: P!/D) ... 5 Servitor (TG: A) ... 5 Igor Sprague (tF: P!/D) ... 5 ++ Kurt “Solid” Plissken (tF: A/S/R) ... 5 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Juve (GG: M) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 Bob 3 (DJ: L!/B) ... 4 Hammertime (DJ: F/C/S) ... 3 The Bringer (HS: A!/S) ... 4 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 6 7. ABANDONED WAREHOUSE (-B) Cantain (VH! A/H/C) ... 4 Veratio (VH! A!/C) ... 10 8. SERVICE CORRIDOR (-C) ==== end of Day 4 EF's post below starts Day 5
15667
Post by: Emperors Faithful
Cantain and Veratio brave the Millisaurs again. Charge and Attack = (Move + Attack + Attack)
1. CRUMBLING FACTORY (+A)
Nika de Volt (tF: L/M/B/S) ... 5
2. ELEVATED CATWALKS (+S)
Torrd (TG: L!/M) ... 5 <<
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
Servitor (TG: A) ... 5
Igor Sprague (tF: P!/D) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 3
The Bringer (HS: A!/S) ... 4
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 2 (6 -2 -2 = 2)
Cantain (VH! A/H/C) ... 4
Veratio (VH! A!/C) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
OM-NOM-NOM!!! Milliasaurs Devour Cantain!! (-1 & +1) 1. CRUMBLING FACTORY (+A) Nika de Volt (tF: L/M/B/S) ... 5 2. ELEVATED CATWALKS (+S) Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 Skrag (TG: P!/D) ... 5 Servitor (TG: A) ... 5 Igor Sprague (tF: P!/D) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 5 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Juve (GG: M) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 Bob 3 (DJ: L!/B) ... 4 Hammertime (DJ: F/C/S) ... 3 The Bringer (HS: A!/S) ... 4 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 3 ++ Cantain (VH! A/H/C) ... 3 -- -- Veratio (VH! A!/C) ... 10 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C) ____ correction! Millis @ 2 can only Devour
13705
Post by: the_ferrett
Well if we're using delayed actions can I do this?
1. CRUMBLING FACTORY (+A)
Nika de Volt (tF: L/M/B/S) ... 5
2. ELEVATED CATWALKS (+S)
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
Servitor (TG: A) ... 5
Igor Sprague (tF: P!/D) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 3 <<<
The Bringer (HS: A!/S) ... 4
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 2---
Cantain (VH! A/H/C) ... 2
Veratio (VH! A!/C) ... 10
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
26531
Post by: VikingScott
[i]"aT last girls!" Mythic exclaimed gleefully "It's time to start! We'll show those spirers"
1. CRUMBLING FACTORY (+A)
Nika de Volt (tF: L/M/B/S) ... 5
2. ELEVATED CATWALKS (+S)
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
Servitor (TG: A) ... 5
Igor Sprague (tF: P!/D) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 3
The Bringer (HS: A!/S) ... 4
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 2---
Cantain (VH! A/H/C) ... 2
Veratio (VH! A!/C) ... 10
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
the_ferrett wrote:Well if we're using delayed actions can I do this? What "delayed" actions? You can move any teammate any time during the day. The only limit is one Action per day. Monsters follow their actions by any player, and I just like to make sure they don't miss their action. In your case, Hammertime Sniped the Milliasaurs as his action for Day 5, so all is well.
5421
Post by: JohnHwangDD
"OK, guys, Nika saw something - let's go!" Kurt & Igor Move to Factory Torrd, Gredr, Skrag & Servitor Move to Factory 1. CRUMBLING FACTORY (+A) Nika de Volt (tF: L/M/B/S) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 5 Igor Sprague (tF: P!/D) ... 5 Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 Skrag (TG: P!/D) ... 5 Servitor (TG: A) ... 5 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Bob 3 (DJ: L!/B) ... 4 Hammertime (DJ: F/C/S) ... 3 The Bringer (HS: A!/S) ... 4 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 2 Cantain (VH! A/H/C) ... 3 Veratio (VH! A!/C) ... 10 Juve (GG: M) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C) ____ corrected Cantain @ 3 (not 2)
5421
Post by: JohnHwangDD
Day 6!!! Om-nom-nom-yum!!! Millis Devour Cantain! 1. CRUMBLING FACTORY (+A) Nika de Volt (tF: L/M/B/S) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 5 Igor Sprague (tF: P!/D) ... 5 Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 Skrag (TG: P!/D) ... 5 Servitor (TG: A) ... 5 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Bob 3 (DJ: L!/B) ... 4 Hammertime (DJ: F/C/S) ... 3 The Bringer (HS: A!/S) ... 4 6. SEWER TUNNELS (+B/-S) Milliasaurs (A/D) ... 3 ++ Cantain (VH! A/H/C) ... 2 -- Veratio (VH! A!/C) ... 10 Juve (GG: M) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C) ____ Corrected Cantain (start @ 3, not 2)
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Post by: VikingScott
1. CRUMBLING FACTORY (+A)
Nika de Volt (tF: L/M/B/S) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Igor Sprague (tF: P!/D) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
Servitor (TG: A) ... 5
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 3
The Bringer (HS: A!/S) ... 4
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 3 ++
Cantain (VH! A/H/C) ... 2 --
Veratio (VH! A!/C) ... 10
7. ABANDONED WAREHOUSE (-B)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
8. SERVICE CORRIDOR (-C)
____
15667
Post by: Emperors Faithful
Canitan draws off to side to heal himself, watching as Veratio finishes off the last of the Millisaurs. The last of the foul creatures slumped into the grimy waste, their blood making the foul liquid even darker and more offensive to the senses.
Cantain, spotting the gangers making their way into the sewer entrance called them over. He noticed they were all female, bar the Juvie hanging at the back watching the giant Veratio hacking into one of the Millisaurs that still showed signs of life. There was a hard edge to these women, a tell tale sign of a life hardened against the outside, far different from the pale dolls and courtesans that Cantain had to deal with in the Upper Spire. His did his best to lower the distaste in his voice as his spoke, no point in letting pride (albeit well-deserved pride) getting in the way of allies.
"Tis best to wait here and recover. These creatures proved a most unpleasant surprise. When our forces are gathered we shall strike these wretched from their coven."
The leading woman showed her teeth as they brushed past to the forward position, whether it was in a sneer or smile he could not be sure. Vultures, he thought.
1. CRUMBLING FACTORY (+A)
Nika de Volt (tF: L/M/B/S) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Igor Sprague (tF: P!/D) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
Servitor (TG: A) ... 5
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 3
The Bringer (HS: A!/S) ... 4
6. SEWER TUNNELS (+B/-S)
Milliasaurs (A/D) ... 0 !!! (3 - 1 -1 -1 = 0)
Cantain (VH! A/H/C) ... 3 (2 + 1 = 3) <<<
Veratio (VH! A!/C) ... 10 <<<
7. ABANDONED WAREHOUSE (-B)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
8. SERVICE CORRIDOR (-C)
15667
Post by: Emperors Faithful
Er, hang on I'll change that.
26531
Post by: VikingScott
You didn't include my move.
15667
Post by: Emperors Faithful
Yep there we go.
5421
Post by: JohnHwangDD
Presumably, Cantain is doing a zero move to Heal Anyhow, it's a new page, so I copy the board for convenience: 1. CRUMBLING FACTORY (+A) Nika de Volt (tF: L/M/B/S) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 5 Igor Sprague (tF: P!/D) ... 5 Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 Skrag (TG: P!/D) ... 5 Servitor (TG: A) ... 5 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Bob 3 (DJ: L!/B) ... 4 Hammertime (DJ: F/C/S) ... 3 The Bringer (HS: A!/S) ... 4 6. SEWER TUNNELS (+B/-S) Cantain (VH! A/H/C) ... 3 Veratio (VH! A!/C) ... 10 7. ABANDONED WAREHOUSE (-B) Juve (GG: M) ... 3 Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 5 Kiva The Furious (GG: F/R/H) ... 5 8. SERVICE CORRIDOR (-C)
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Post by: JohnHwangDD
Day 6, cont'd
"This way", Nika gestured, and the two gangs headed into the service corridor from which the Fortunates previously entered the Factory. "They were here, see, these marks are new. Hurry." Nika headed off and disappeared into the darkness.
Leading the way over familiar ground, Kurt suddenly stopped and ducked back, signaling company. A moment later, the other gangers saw movement in the lights of the warehouse ahead.
The Fortunates and Grinders Move to the Service Corridor
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 3
The Bringer (HS: A!/S) ... 4
6. SEWER TUNNELS (+B/-S)
Cantain (VH! A/H/C) ... 3
Veratio (VH! A!/C) ... 10
7. ABANDONED WAREHOUSE (-B)
Juve (GG: M) ... 3
Mythic Garland (GG: L/R/H) ... 5
Rasputina (GG: A!/H) ... 5
Kiva The Furious (GG: F/R/H) ... 5
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Igor Sprague (tF: P!/D) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Skrag (TG: P!/D) ... 5
Servitor (TG: A) ... 5
5421
Post by: JohnHwangDD
Day 7!!! "Garland." Nika hissed and motioned toward their "point" to Igor. Kurt took careful aim with his Lasgun and waited until Igor was upon her, before taking his shot. Rasputina dropped under the combined attack, and Igor drooled a bit, heady with power. The Juve popped his head up, trying to figure out where the big girl had gone, and Skrag quickly fried him before he knew what had happened, his body limply slumping against the wall, then sliding down to the floor. Kiva, no dummy to gang fights, came out warily with weighted clubs in each hand, only to receive Gredr's Lasgun shot in the torso, followed by a series of crude bludgeoning attacks rained down by the Servitor. Nika Order Igor Move Warehouse Kurt Sniper Attack Rasputina (5 -2 = 3) Igor Pskyer Devour Rasputina (3 -3 = 0!) Torrd Order Skrag & Servitor Move Warehouse Skrag Pskyer Devour Juve (3 -3 = 0!) Gredr Sniper Attack Kiva (5 -2 = 3) Servitor Attack Kiva (3 -2 = 1) 1. CRUMBLING FACTORY (+A) 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Bob 3 (DJ: L!/B) ... 4 Hammertime (DJ: F/C/S) ... 3 The Bringer (HS: A!/S) ... 4 6. SEWER TUNNELS (+B/-S) Cantain (VH! A/H/C) ... 3 Veratio (VH! A!/C) ... 10 7. ABANDONED WAREHOUSE (-B) Juve (GG: M) ... 0 !!! (3 -3 = 0 DEAD!) Mythic Garland (GG: L/R/H) ... 5 Rasputina (GG: A!/H) ... 0 !!! (5 -3 -2 = 0 DEAD!) Kiva The Furious (GG: F/R/H) ... 1 (5 -2 -2 = 1) Igor Sprague (tF: P!/D) ... 5 (-1 +1 = 5) << Skrag (TG: P!/D) ... 5 (-1 +1 = 5) << Servitor (TG: A) ... 5 << 8. SERVICE CORRIDOR (-C) Nika de Volt (tF: L/M/B/S) ... 5 << Kurt “Solid” Plissken (tF: A/S/R) ... 5 << Torrd (TG: L!/M) ... 5 << Gredr (TG: A!/S) ... 5 <<
13705
Post by: the_ferrett
Bob turns to Hammertime. "Did I not forsee this? Should we not just leave this spire now?" Hammertime watches the fight through his magnoculars with a sigh.
5421
Post by: JohnHwangDD
As they say, hindsight is 20/20...
Don't worry, Garland won't make that mistake again.
26531
Post by: VikingScott
Garland snarls at the attack, the battlke was joined! But the damn cowards only attacked when she wasn't able to retaliate due to something about timezones and days and several minutes and 6th form in the early morn. She had no idea what these were but she knew these were to blame. Kiva wonders why she has a pair of clubs, she draws her twin plasma pistols so feared by a few gangs. The two set to work
Kiva attacks using fighter against Skrag and Igor
Garland uses leader on her so she does it again then uses raider to move.
Garland atacks then uses raid to move.
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 3
The Bringer (HS: A!/S) ... 4
6. SEWER TUNNELS (+B/-S)
Cantain (VH! A/H/C) ... 3
Veratio (VH! A!/C) ... 10
Mythic Garland (GG: L/R/H) ... 5
Kiva The Furious (GG: F/R/H) ... 1
7. ABANDONED WAREHOUSE (-B)
Igor Sprague (tf: P!/D) ... 3 --
Skrag (TG: P!/D) ... 2 --
Servitor (TG: A) ... 5
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
15667
Post by: Emperors Faithful
Kiva is on one hit so she can't use fighter (I don't think). So one of the two (Igor?) should be on 4 not 3. Apart from that I think it's good.
15667
Post by: Emperors Faithful
Cantain watched in dismay as the bleeding gang shuffled back in a sullen retreat. The two gangs ahead had siezed the initiative, making sure that they motley alliance would not be able to gather. Veratio snarled, his blood pumping, he could wait no longer. Leaping into the air he sprang after one of the wounded gangers, his 1000 denari chainsword etching itself into the victims neck. Cantian limped after, snapping a shot off at another shifty ganger with his helm-las. He could only hope the damn gangers he had left behind soon followed.'
BTW John, that Psyker/Devourer combo is just nasty.
Veratio Charge Attacks Skrag (2 - 2 = 0!!!)
Cantain Charge Attacks Igor (4/3 - 2 = 1/2?)
I'm not sure what Igor was on due to Viking Scot's move.
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 3
The Bringer ( HS: A!/S) ... 4
6. SEWER TUNNELS (+B/-S)
Mythic Garland (GG: L/R/H) ... 5
Kiva The Furious (GG: F/R/H) ... 1
7. ABANDONED WAREHOUSE (-B)
Cantain (VH! A/H/C) ... 3 <<<
Veratio (VH! A!/C) ... 10 <<<
Igor Sprague (tf: P!/D) ... 1/2 (3/4 - 2 = 1/2?)
Skrag ( TG: P!/D) ... 0 -- (2 -2 = 0 DEAD!)
Servitor ( TG: A) ... 5
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Torrd ( TG: L!/M) ... 5
Gredr ( TG: A!/S) ... 5
13705
Post by: the_ferrett
Hammertime charge snipe.
Bob move leadership to hammersnipe
(If he's actually 1 then snipe the servitor)
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
The Bringer ( HS: A!/S) ... 4
6. SEWER TUNNELS (+B/-S)
Mythic Garland (GG: L/R/H) ... 5
Kiva The Furious (GG: F/R/H) ... 1
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 3
7. ABANDONED WAREHOUSE (-B)
Cantain (VH! A/H/C) ... 3 <<<
Veratio (VH! A!/C) ... 10 <<<
Igor Sprague (tf: P!/D) ... 1/2 (3/4 - 2 -1/2=Dead)
Skrag ( TG: P!/D) ... 0 -- (2 -2 = 0 DEAD!)
Servitor ( TG: A) ... 5 (-1=4?)
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Torrd ( TG: L!/M) ... 5
Gredr ( TG: A!/S) ... 5
5421
Post by: JohnHwangDD
Referee's Note VikingScott wrote:Kiva attacks using fighter against Skrag and Igor Garland uses leader on her so she does it again then uses raider to move. Garland atacks then uses raid to move. There are errors with the turn above. First, Kiva is at 1, so may only Move 1 or Attack 1, NO Fighter ability at all, much less stacking Fighter Raider. Second, Leader is instead of another action, so cannot Order and Move If you want to hit and run, the most you can do is this: Kiva Move 1 Garland Attack 1 then Move 1 Igor Sprague (tf: P!/D) ... 5 Skrag ( TG: P!/D) ... 4 -- Then EF killing Skrag Igor Sprague (tf: P!/D) ... 5 Skrag ( TG: P!/D) ... 0 -- -- dead The above sequence is all OK, now, so this part holds. ____ edited for cleanup.
5421
Post by: JohnHwangDD
Referee's Note the_ferrett wrote:Hammertime charge snipe. Bob move leadership to hammersnipe  Similar to VS' turn, if Bob Moves, he can't use the Leader ability, so, a legit turn's actions would be: Hammertime Charge Snipe Igor (-1) Bob Move Igor Sprague (tf: P!/D) ... 4 (5 -1) Now if we want to play that Leader stacks like Attack, then there are 2 more damage on Igor the_ferrett, please confirm that the above is OK.
26531
Post by: VikingScott
Note that I did say that I was likely to get something wrong in the interest thread.
5421
Post by: JohnHwangDD
Yup, and I kinda expected some errors, so no biggie. You OK with the correction?
26531
Post by: VikingScott
It's your game. I have no real right to complain.
5421
Post by: JohnHwangDD
If the correction isn't fair, doesn't make sense, or isn't in line with what you'd have done, knowing what you know now, then we should try for a better correction. It's your game, too.
26531
Post by: VikingScott
What things can I do at 1? just move and attack?
5421
Post by: JohnHwangDD
Referee's Note @VS: As below, not much: Team Survivor 2 - Hinterhive 202 Rules wrote: Stats Individual Characters start with 5 Hits, and may lose effectiveness: 3+ Hits remaining = all actions allowed (basic, simple, doubled & stacked); 2 Hits remaining = no doubled or stacked actions until restored to 3+ hits (basic & simple actions only); 1 Hit remaining = no special actions until restored to 2+ (basic only); 0 Hits remaining = dead; remove from game! Basic Actions are: - Move 1 - Attack 1 So, bugging out looks like this (as I initially proposed as correction): Kiva Move 1 Garland Attack 1 then Move 1 If you haul her sorry ass back to the Bunker, Garland could Medic her back up to 2 or 3, and then Kiva could rejoin the fight.
5421
Post by: JohnHwangDD
Referee's Note Corrected board state, pending the_ferrett's confirmation 1. CRUMBLING FACTORY (+A) 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) The Bringer ( HS: A!/S) ... 4 6. SEWER TUNNELS (+B/-S) Mythic Garland (GG: L/R/H) ... 5 Kiva The Furious (GG: F/R/H) ... 1 Bob 3 (DJ: L!/B) ... 4 Hammertime (DJ: F/C/S) ... 3 7. ABANDONED WAREHOUSE (-B) Cantain (VH! A/H/C) ... 3 Veratio (VH! A!/C) ... 10 Igor Sprague (tf: P!/D) ... 4 Servitor ( TG: A) ... 5 8. SERVICE CORRIDOR (-C) Nika de Volt (tF: L/M/B/S) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 5 Torrd ( TG: L!/M) ... 5 Gredr ( TG: A!/S) ... 5
5421
Post by: JohnHwangDD
Referee's Note Leadership It seems that people want Leadership to stack like an Attack. That works fine and make sense from a game design standpoint. Leader would then stack very cleanly with Charger & Raider like this: CL = Move, then Order LR = Order, then Move Potentially, then, Leader would also stack with Attack modifiers Sniper & Devourer like this: LS = Order at adjacent location LD = Order, then Heal self Problem-wise, Leader should not stack with Attacker or Fighter for more Orders, as Leader! is already defined as the way to give a second Order each turn. Also, it dilutes the distinction between Leader, Attacker, and Fighter. Thoughts or comments?
16387
Post by: Manchu
I assumed that is exactly how it worked already, with the exceptions of LS and LD. (Was there already a range limit on orders in this age of voxcasting?)
13250
Post by: Lord of battles
The Bringer snipe attacks Kiva
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
The Bringer (HS: A!/S) ... 4 <<<<<
6. SEWER TUNNELS (+B/-S)
Mythic Garland (GG: L/R/H) ... 5
Kiva The Furious (GG: F/R/H) ... DEAD<<<<
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 3
7. ABANDONED WAREHOUSE (-B)
Cantain (VH! A/H/C) ... 3
Veratio (VH! A!/C) ... 10
Igor Sprague (tf: P!/D) ... 4
Servitor (TG: A) ... 5
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
26531
Post by: VikingScott
And there was me essentially sheltering you.
Also: too many abreviations relating to skills and such.
13705
Post by: the_ferrett
I see the end has started already >< Also, yes I'd be happy with your correction... if Lead and move didn't work, otherwise igor's going dowwwwn.
5421
Post by: JohnHwangDD
The Spyrer's attack is sudden and surprising, but Nika tells Kurt that they can be driven away by Lasgun fire, and he scores 2 hits on the closer of the two. Igor senses that that they are indeed human, and blasts the other, feeling the life drain out of its body. Nika Order Kurt Attack Snipe Veratio (10 - 2 = 8) Kurt Attack Snipe Veratio (8 - 2 = 6) Igor Psyker Devouer Cantain (3 -3 = 0 Dead) 1. CRUMBLING FACTORY (+A) 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) The Bringer (HS: A!/S) ... 4 6. SEWER TUNNELS (+B/-S) Mythic Garland (GG: L/R/H) ... 5 Bob 3 (DJ: L!/B) ... 4 Hammertime (DJ: F/C/S) ... 3 7. ABANDONED WAREHOUSE (-B) Cantain (VH! A/H/C) ... 0!!! (3 -3 = 0) DEAD!!! Veratio (VH! A!/C) ... 6 (10 -2 -2 = 6) Igor Sprague (tf: P!/D) ... 4 Servitor (TG: A) ... 5 8. SERVICE CORRIDOR (-C) Nika de Volt (tF: L/M/B/S) ... 5 << Kurt “Solid” Plissken (tF: A/S/R) ... 5 << Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 ____ Updated for clarity & story
5421
Post by: JohnHwangDD
Seeing the Fortunates success against the Spyrers, Torrd and Gredr do likewise scoring two more hits on the remaining Spyrer, before the Servitor bludgeons it into silence Torrd Order Gredr Attack Snipe Veratio (6 - 2 = 4) Gredr Attack Snipe Veratio (4 - 2 = 2) Servitor Attack Veratio (2 -2 = 0 Dead) 1. CRUMBLING FACTORY (+A) 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) The Bringer (HS: A!/S) ... 4 6. SEWER TUNNELS (+B/-S) Mythic Garland (GG: L/R/H) ... 5 Bob 3 (DJ: L!/B) ... 4 Hammertime (DJ: F/C/S) ... 3 7. ABANDONED WAREHOUSE (-B) Veratio (VH! A!/C) ... 0 !!! (6 -2 -2 -2 = 0) DEAD! Igor Sprague (tf: P!/D) ... 4 Servitor (TG: A) ... 5 << 8. SERVICE CORRIDOR (-C) Nika de Volt (tF: L/M/B/S) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 5 Torrd (TG: L!/M) ... 5 << Gredr (TG: A!/S) ... 5 << ____ Updated for clarity & story
5421
Post by: JohnHwangDD
Hate cell so miuch Igor pd can't 3 Nike order kurt Kurt as ver Torrd order gredr Gredr as ver Serv atk ver ____ Much apologies for the cell post last night. Here's what it would have said, had I been able to post from a real computer: I hate posting from cell phone so much: Igor Psyker Devouer Cantain (3 -3 = 0 Dead) Nika Order Kurt Attack Snipe Veratio (10 - 2 = 8) Kurt Attack Snipe Veratio (8 - 2 = 6) Torrd Order Gredr Attack Snipe Veratio (6 - 2 = 4) Gredr Attack Snipe Veratio (4 - 2 = 2) Servitor Attack Veratio (2 -2 = 0 Dead)
Sorry for the confusion.
13250
Post by: Lord of battles
lolwut?
13705
Post by: the_ferrett
Summery - he killed 13 health on different people... And now the spire-rs are dead.
Further summery - we're screwed
5421
Post by: JohnHwangDD
Fortunates and Grinders kill both Spyres this turn ____ Board position as of last night: 1. CRUMBLING FACTORY (+A) 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) The Bringer (HS: A!/S) ... 4 6. SEWER TUNNELS (+B/-S) Mythic Garland (GG: L/R/H) ... 5 Bob 3 (DJ: L!/B) ... 4 Hammertime (DJ: F/C/S) ... 3 7. ABANDONED WAREHOUSE (-B) Igor Sprague (tf: P!/D) ... 4 Servitor (TG: A) ... 5 8. SERVICE CORRIDOR (-C) Nika de Volt (tF: L/M/B/S) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 5 Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5
15667
Post by: Emperors Faithful
gak-monkeys that was nasty.
Note to John
In further games I would definitely ban other players from allocating their gang to another (like Manchu has done to you). The cohesion of two gangs working together is just too powerful, you don't have the problems of co-ordination (hint hint to other gangs) that other alliances do.
BTW, Lord of Battles. You son of a
Veratio stumbles in a bloody daze from the field in defeat.
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
The Bringer ( HS: A!/S) ... 4 <<<<<
6. SEWER TUNNELS (+B/-S)
Mythic Garland (GG: L/R/H) ... 5
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 3
Veratio (VH! A!/C) ... 1 <<<
7. ABANDONED WAREHOUSE (-B)
Igor Sprague (tf: P!/D) ... 4
Servitor ( TG: A) ... 5
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Torrd ( TG: L!/M) ... 5
Gredr ( TG: A!/S) ... 5
13705
Post by: the_ferrett
(Is it possible to pre-log actions? If so... asap hammertime charge/fight. while Bob Leads Hammertime to fight twice more....)
5421
Post by: JohnHwangDD
EF - I generally agree, tho coming at me one at a time after Manchu handed them over wasn't a good plan, either.
Also, V is dead per follow ups. I'll fix the posts later today.
15667
Post by: Emperors Faithful
Well, coming at you one at a time hadn't been the plan. *to 'team'* C'mon people!
13705
Post by: the_ferrett
What do you think I was conniving behind the scenes? I suppose once Manchu and John became one I should have become the general... but I'm more minion quality so *shrugs*
26531
Post by: VikingScott
I assumed that you were following me Spirer scum.
26531
Post by: VikingScott
Also can a leader use leader on themself?
5421
Post by: JohnHwangDD
Thanks, guys. I'll be cleaning up yesterday's cell phone posts, then posting a "clean" board as soon as possible.
Emperors Faithful wrote:Well, coming at you one at a time hadn't been the plan. *to 'team'* C'mon people! 
Thanks, for clarifying it you're supposed to be a team.  Not that it wasn't obvious.
the_ferrett wrote:What do you think I was conniving behind the scenes? I suppose once Manchu and John became one I should have become the general... but I'm more minion quality so *shrugs*
I completely sympathize. It's *very* tough organizing teams on Dakka, because of the 1:1 email, even with advance notice (e.g. TS1).
For TS3 / Horus Heresy 1, I'll go through BBS setup, because both teams will need it.
16387
Post by: Manchu
Emperors Faithful wrote:In further games I would definitely ban other players from allocating their gang to another (like Manchu has done to you). The cohesion of two gangs working together is just too powerful, you don't have the problems of co-ordination (hint hint to other gangs) that other alliances do.
Hate to break it to you, but all would have gone down the same way. I asked John for an alliance right before Day 1. We coordinate well. It could have been worse, however. If 1hadhq was playing . . . the horror, the horror.
5421
Post by: JohnHwangDD
VikingScott wrote:Also can a leader use leader on themself?
Referee's Note
Short answer? No.
Team Survivor 2 Rules wrote:Leader (L) - may order one teammate in the same location take an extra action
Leader
Leader is dependent upon the other teammates in the location; if there are no other teammates present, the Leader ability cannot be used.
Leader! (L!) - may order up to 2 *different* teammates in the same location to each take an extra action
Not by the intent of the rules - it's "teammates", and as clarified, it talks about "other teammates in the location" and "other teammates present" as a requirement, which wouldn't be necessary if it could be used on self (as you'd always be in the same location and present).
That said, if you Order yourself to take an action, you're right back at square one again, taking an action (which could be to Order yourself in an infinite loop). The difference is that Leader! would allow you to Order yourself and another teammate to act. This creates an infinite loop of extra actions using the other teammate, which is not good. Stacked with Charger / Raider, going "infinite" gets completely ridiculous.
Expect to see further clarification of Leader for TS2 & TS3 shortly.
5421
Post by: JohnHwangDD
Manchu wrote:Emperors Faithful wrote:In further games I would definitely ban other players from allocating their gang to another (like Manchu has done to you). The cohesion of two gangs working together is just too powerful, you don't have the problems of co-ordination (hint hint to other gangs) that other alliances do.
Hate to break it to you, but all would have gone down the same way. I asked John for an alliance right before Day 1. We coordinate well. It could have been worse, however. If 1hadhq was playing . . . the horror, the horror. This is very true. It's no accident that Manchu and I deployed back-to-back, grabbing both the Servitor and Lasgun. We worked together very effectively in TS1, and I expected we'd do very well in TS2. Plus, our Gangs are *very* compatible, loaded with beatsticks. If we had 1hadhq playing Manchu's other gang, it'd have been simply nuts. Still, I wasn't always sure we'd do so well
16387
Post by: Manchu
If it's a big problem, I think John and I can agree to be on different sides of the Heresy in TeamS 3--that leaves someone still allying with 1hadhq, however.
5421
Post by: JohnHwangDD
the_ferrett wrote:(Is it possible to pre-log actions? If so... asap hammertime charge/fight. while Bob Leads Hammertime to fight twice more....)
Referee's Note
Short answer: Players post on the day of the action, rather than "pre-logging" them.
I suppose it'd be alright, as it becomes fixed once it posts, but it creates a lot of other questions:
1. What if somebody does does something that makes it moot?
2. If things change would you be OK losing your action for the turn?
3. How does the first player for the next day determine the order in which to process the pre-logged actions?
4. How doe pre-logged actions interact with programmed Monsters?
5. Does the first player get to choose the order of pre-logged actions?
6. Does a "critical" day become a "race" to pre-log actions?
7. Would a player be allowed to change or edit their pre-logged actions?
8. Would a player be allowed to set a series of pre-logged actions based on various conditions?
Taking a stab at these while still on the Ref's sandbox:
1. too bad
2. so sad
3. poster's prerogative.
4. Monsters rule!
5. Yup.
6. nope.
7. nope.
8. hell no.
Referee thinks that this creates a lot of problems especially for the poor player trying to keep track of things. As the game becomes more complex, it's a huge mess. The Referee is not willing to convert this into a postal game that requires daily adjudication. No way, he doesn't get paid enough for that.
5421
Post by: JohnHwangDD
Manchu wrote:If it's a big problem, I think John and I can agree to be on different sides of the Heresy in TeamS 3--that leaves someone still allying with 1hadhq, however. For TS3, 1hadhq said he'll be Loyalists, and I'll play Traitors, so that guarantees a split. Manchu will be Kingmaker. :shudder:
5421
Post by: JohnHwangDD
Emperors Faithful wrote:gak-monkeys that was nasty.
Aye. Lives are short, brutish, and nasty in the Underhive.
Board position as of last night:
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
The Bringer ( HS: A!/S) ... 4
6. SEWER TUNNELS (+B/-S)
Mythic Garland (GG: L/R/H) ... 5
Bob 3 (DJ: L!/B) ... 4
Hammertime (DJ: F/C/S) ... 3
7. ABANDONED WAREHOUSE (-B)
Igor Sprague (tf: P!/D) ... 4
Servitor ( TG: A) ... 5
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Torrd ( TG: L!/M) ... 5
Gredr ( TG: A!/S) ... 5
5421
Post by: JohnHwangDD
NEW DAY!!! Igor calls back that more are coming, and Nika and Torrd send their Snipers forward. Kurt and Gredr see a Ganger with Lasgun and train their Lasguns on him. A synchronized shot, and Hammertime drops to the ground. Nika Order Kurt Move Warehouse Kurt Sniper Attack Hammertime (3 -2 = 1) Torrd Order Gredr Move Warehouse Gredr Sniper Attack Hammertime (1 -2 = 0 Dead) 1. CRUMBLING FACTORY (+A) 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) The Bringer (HS: A!/S) ... 4 6. SEWER TUNNELS (+B/-S) Mythic Garland (GG: L/R/H) ... 5 Bob 3 (DJ: L!/B) ... 4 Hammertime (DJ: F/C/S) ... 0 !!! (3 -2 -2 = 0 DEAD!) 7. ABANDONED WAREHOUSE (-B) Igor Sprague (tf: P!/D) ... 4 Servitor (TG: A) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 5 << Gredr (TG: A!/S) ... 5 << 8. SERVICE CORRIDOR (-C) Nika de Volt (tF: L/M/B/S) ... 5 << Torrd (TG: L!/M) ... 5 <<
13705
Post by: the_ferrett
Not to be rude/odd but as you're the only one that can call new day, might some of us who stayed up to catch the new day get a chance to attack first?
I mean we can't pre-log, and we have to wait for you... so....????
13705
Post by: the_ferrett
Because we all like it when we die on our own terms...
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
The Bringer (HS: A!/S) ... 4
6. SEWER TUNNELS (+B/-S)
Mythic Garland (GG: L/R/H) ... 5
7. ABANDONED WAREHOUSE (-B)
Bob 3 (DJ: L!/B) ... 4
Igor Sprague (tf: P!/D) ... 3
Servitor (TG: A) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5 <<
Gredr (TG: A!/S) ... 5 <<
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5 <<
Torrd (TG: L!/M) ... 5 <<
5421
Post by: JohnHwangDD
Referee's Note Team Survivor 2 Rules wrote: Actions Players may take 1 action per Ganger per calendar day. Days start and end at midnight Zulu Time (GMT) / 5:00 pm CA / 8:00 pm NY The new day starts at midnite gmt / zulu / 5pm CA / 8pm NY time. I simply note a new day when I am first to post that day. The day starts with or without me. You can literally set your watch by it. And some people do.
13250
Post by: Lord of battles
The Bringer snipe attacks Mythic Garland (4)
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
The Bringer (HS: A!/S) ... 4
6. SEWER TUNNELS (+B/-S)
Mythic Garland (GG: L/R/H) ... 4 (5-1=4)
7. ABANDONED WAREHOUSE (-B)
Bob 3 (DJ: L!/B) ... 4
Igor Sprague (tf: P!/D) ... 3
Servitor (TG: A) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5 <<
Gredr (TG: A!/S) ... 5 <<
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5 <<
Torrd (TG: L!/M) ... 5 <<
26531
Post by: VikingScott
Garland moves and heals
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
The Bringer (HS: A!/S) ... 4
Mythic Garland (GG: L/R/H) ... 5
6. SEWER TUNNELS (+B/-S)
7. ABANDONED WAREHOUSE (-B)
Bob 3 (DJ: L!/B) ... 4
Igor Sprague (tf: P!/D) ... 3
Servitor (TG: A) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5 <<
Gredr (TG: A!/S) ... 5 <<
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5 <<
Torrd (TG: L!/M) ... 5 <<
15667
Post by: Emperors Faithful
Manchu wrote:Emperors Faithful wrote:In further games I would definitely ban other players from allocating their gang to another (like Manchu has done to you). The cohesion of two gangs working together is just too powerful, you don't have the problems of co-ordination (hint hint to other gangs) that other alliances do.
Hate to break it to you, but all would have gone down the same way. I asked John for an alliance right before Day 1. We coordinate well. It could have been worse, however. If 1hadhq was playing . . . the horror, the horror.
Well, there's working in conjunction and then there's this...
JohnHwangDD wrote:
Nika Order Kurt Move Warehouse
Kurt Sniper Attack Hammertime (3 -2 = 1)
Torrd Order Gredr Move Warehouse
Gredr Sniper Attack Hammertime (1 -2 = 0 Dead)
I'm not trying to be a sore loser, in fact I thought the Spyres would have been dealt with sooner (having two was maybe OP?). I will say however, that your two gangs would not have worked in such great cohesion. Putting them under John's command gave them the chance to attack all at once, leaving little or no room for the victim to manuever or retaliate. Making so that you both have to post your gangs attacks does leave one gang vulnerable to attack before the other hits home.
5421
Post by: JohnHwangDD
No question that I kept the windows small. However, loooking at the replies, most times, there's a big window for two posts. Dunno if that's shock response or what. I think for TS3 I'll add some delay and/or penalty to address it. Haven't yet decided the details, but am leaning toward a 1-hr delay in addition to the default midnite Zulu day start/end.
5421
Post by: JohnHwangDD
NEW DAY!!! The last of his Joker gang makes his way forward seeking vengeance for his fallen mates, only to be caught in the crosshairs of Nika's Lasgun, followed by a Psychic assault by Igor. Nika Snipe Bob (-1) Igor Psyker Devour Bob (-3) 1. CRUMBLING FACTORY (+A) 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) The Bringer (HS: A!/S) ... 4 Mythic Garland (GG: L/R/H) ... 5 6. SEWER TUNNELS (+B/-S) 7. ABANDONED WAREHOUSE (-B) Bob 3 (DJ: L!/B) ... 0 !!! (4 -3 -1 = 0 Dead) Igor Sprague (tf: P!/D) ... 3 << Servitor (TG: A) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 5 Gredr (TG: A!/S) ... 5 << 8. SERVICE CORRIDOR (-C) Nika de Volt (tF: L/M/B/S) ... 5 << Torrd (TG: L!/M) ... 5 * Note that the day actually started 2 minutes before my post - at 0 hour Zulu / GMT.
13250
Post by: Lord of battles
The Bringer Attacks! Mythic Garland (5-2=3)
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
The Bringer (HS: A!/S) ... 4
Mythic Garland (GG: L/R/H) ... 3 (5-2=3)
6. SEWER TUNNELS (+B/-S)
7. ABANDONED WAREHOUSE (-B)
Bob 3 (DJ: L!/B) ... 0 !!! (4 -3 -1 = 0 Dead)
Igor Sprague (tf: P!/D) ... 3 <<
Servitor (TG: A) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Gredr (TG: A!/S) ... 5 <<
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5 <<
Torrd (TG: L!/M) ... 5
26531
Post by: VikingScott
Garland attacks The bringer using raid to move then heals
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
Mythic Garland (GG: L/R/H) ... 4
5. UNDERGROUND BUNKER (+M)
The Bringer (HS: A!/S) ... 3
6. SEWER TUNNELS (+B/-S)
7. ABANDONED WAREHOUSE (-B)
Bob 3 (DJ: L!/B) ... 0 !!! (4 -3 -1 = 0 Dead)
Igor Sprague (tf: P!/D) ... 3 <<
Servitor (TG: A) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Gredr (TG: A!/S) ... 5 <<
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5 <<
Torrd (TG: L!/M) ... 5
13250
Post by: Lord of battles
NEW DAY!!!
The bringer Snipe attacks Mythic Garland (4-1=3
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
Mythic Garland (GG: L/R/H) ... 3
5. UNDERGROUND BUNKER (+M)
The Bringer (HS: A!/S) ... 3
6. SEWER TUNNELS (+B/-S)
7. ABANDONED WAREHOUSE (-B)
Bob 3 (DJ: L!/B) ... 0 !!! (4 -3 -1 = 0 Dead)
Igor Sprague (tf: P!/D) ... 3 <<
Servitor (TG: A) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Gredr (TG: A!/S) ... 5 <<
8. SERVICE CORRIDOR (-C)
Nika de Volt (tF: L/M/B/S) ... 5 <<
Torrd (TG: L!/M) ... 5
5421
Post by: JohnHwangDD
Ripperjacks bite Garland (-1) Nika move Warehouse Gredr and Servitor move Corridor 1. CRUMBLING FACTORY (+A) 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 Mythic Garland (GG: L/R/H) ... 3 (4 -1 = 3) 5. UNDERGROUND BUNKER (+M) The Bringer (HS: A!/S) ... 3 6. SEWER TUNNELS (+B/-S) 7. ABANDONED WAREHOUSE (-B) Igor Sprague (tf: P!/D) ... 3 Kurt “Solid” Plissken (tF: A/S/R) ... 5 Nika de Volt (tF: L/M/B/S) ... 5 << 8. SERVICE CORRIDOR (-C) Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 << Servitor (TG: A) ... 5 <<
13250
Post by: Lord of battles
Ummmmm The ripperjacks bit Mythic Garland so he is at 2 life not 3.
26531
Post by: VikingScott
Ripperjacks don't have Attacker.
And I am playing Escher so it is a She.
26531
Post by: VikingScott
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
Mythic Garland (GG: L/R/H) ... 4 (Heal)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
The Bringer (HS: A!/S) ... 3
6. SEWER TUNNELS (+B/-S)
7. ABANDONED WAREHOUSE (-B)
Igor Sprague (tf: P!/D) ... 3
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Nika de Volt (tF: L/M/B/S) ... 5 <<
8. SERVICE CORRIDOR (-C)
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5 <<
Servitor (TG: A) ... 5
5421
Post by: JohnHwangDD
"Things are quiet, let's move!" The Grinders move to Factory 1. CRUMBLING FACTORY (+A) Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 Servitor (TG: A) ... 5 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) Mythic Garland (GG: L/R/H) ... 4 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) The Bringer (HS: A!/S) ... 3 6. SEWER TUNNELS (+B/-S) 7. ABANDONED WAREHOUSE (-B) Igor Sprague (tf: P!/D) ... 3 Kurt “Solid” Plissken (tF: A/S/R) ... 5 Nika de Volt (tF: L/M/B/S) ... 5 8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
NEW DAY!!! "I can hear someone ahead, Gredr. Take the Servitor with you." Climbing up off the Factory floor Gredr saw Garland below and unlimbered his Lasgun, while the Servitor picked up a couple of large metal blankings each larger than a fully-grown man's torso. A moment later, she was down and out. Torrd Order Gredr & Servitor to Catwalks Gredr Attack Snipe Garland (4 -2 = 2) Servitor Attack Snipe Garland (-2 = 0 dead) 1. CRUMBLING FACTORY (+A) Torrd (TG: L!/M) ... 5 << 2. ELEVATED CATWALKS (+S) Gredr (TG: A!/S) ... 5 << Servitor (TG: A) ... 5 << 3. OVERGROWN PLAZA (+F/-B) Mythic Garland (GG: L/R/H) ... 0 !!! (4 -2 -2 = 0 dead) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) The Bringer (HS: A!/S) ... 3 6. SEWER TUNNELS (+B/-S) 7. ABANDONED WAREHOUSE (-B) Igor Sprague (tf: P!/D) ... 3 Kurt “Solid” Plissken (tF: A/S/R) ... 5 Nika de Volt (tF: L/M/B/S) ... 5 8. SERVICE CORRIDOR (-C)
26531
Post by: VikingScott
Out of action doesn't nessicerily mean dead.
5421
Post by: JohnHwangDD
OK, go ahead and write her ending as "not quite dead, yet".
5421
Post by: JohnHwangDD
"Just like Torrd to sneak off, well let's go get that last one"
The Fortunates Move to Tunnels
1. CRUMBLING FACTORY (+A)
Torrd (TG: L!/M) ... 5
2. ELEVATED CATWALKS (+S)
Gredr (TG: A!/S) ... 5
Servitor (TG: A) ... 5
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
The Bringer (HS: A!/S) ... 3
6. SEWER TUNNELS (+B/-S)
Igor Sprague (tf: P!/D) ... 3 <<
Kurt “Solid” Plissken (tF: A/S/R) ... 5 <<
Nika de Volt (tF: L/M/B/S) ... 5 <<
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
NEW DAY!!! "There he is, get him!" Nika Order Kurt & Igor Move to Bunker Kurt Attack! Bringer (-2) Igor Devour Bringer (-1 / +1) 1. CRUMBLING FACTORY (+A) Torrd (TG: L!/M) ... 5 2. ELEVATED CATWALKS (+S) Gredr (TG: A!/S) ... 5 Servitor (TG: A) ... 5 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) The Bringer (HS: A!/S) ... 0 !!! (3 -2 -1 = 0 dead!) Igor Sprague (tf: P!/D) ... 4 (3 +1 = 4) << Kurt “Solid” Plissken (tF: A/S/R) ... 5 << 6. SEWER TUNNELS (+B/-S) Nika de Volt (tF: L/M/B/S) ... 5 << 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
At this point, I think to relinquish control of the Fortunates back to Manchu.
16387
Post by: Manchu
You're going to have tyo declare yourself winner as things have heated up for me at work and I still haven't straightened out my home interwebz. Sorry, John!
5421
Post by: JohnHwangDD
OK, I'll play it out as fast as possible... "Right then, boys, it's either us or them..." Grinders regroup back at the Factory. 1. CRUMBLING FACTORY (+A) Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 Servitor (TG: A) ... 5 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) Igor Sprague (tf: P!/D) ... 4 (3 +1 = 4) Kurt “Solid” Plissken (tF: A/S/R) ... 5 6. SEWER TUNNELS (+B/-S) Nika de Volt (tF: L/M/B/S) ... 5 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C)
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Post by: JohnHwangDD
NEW DAY!!! Fortunates regroup back at the Tunnels, Nika Medic Igor 1. CRUMBLING FACTORY (+A) Torrd (TG: L!/M) ... 5 Gredr (TG: A!/S) ... 5 Servitor (TG: A) ... 5 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) 6. SEWER TUNNELS (+B/-S) Nika de Volt (tF: L/M/B/S) ... 5 Igor Sprague (tf: P!/D) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 5 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
Grinders advance.
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
6. SEWER TUNNELS (+B/-S)
Nika de Volt (tF: L/M/B/S) ... 5
Igor Sprague (tf: P!/D) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Servitor (TG: A) ... 5
5421
Post by: JohnHwangDD
New day.
Nika transfer Lasgun to Igor!
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
6. SEWER TUNNELS (+B/-S)
Nika de Volt (tF: L/M/B) ... 5 <<
Igor Sprague (tf: P!/D/S) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Servitor (TG: A) ... 5
13705
Post by: the_ferrett
John's playing with himself
5421
Post by: JohnHwangDD
You want to take over the Fortunates?
13705
Post by: the_ferrett
Heh... heck no. I got my ass kicked once thank
5421
Post by: JohnHwangDD
Actually, that was a pretty generous offer - of the two remaining gangs, the Fortunates are actually the stronger and more flexible of the two. I'll show you a couple tricks it can do over the next couple days as I wind the game down.
5421
Post by: JohnHwangDD
New day.
Nika Order Kurt Move
Kurt Snipe Raid Servitor (-1)
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
6. SEWER TUNNELS (+B/-S)
Nika de Volt (tF: L/M/B) ... 5 <<
Igor Sprague (tf: P!/D/S) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5 <<
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Servitor (TG: A) ... 4
See? S/R is a pretty good trick.
5421
Post by: JohnHwangDD
Grinders move out!
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
6. SEWER TUNNELS (+B/-S)
Nika de Volt (tF: L/M/B) ... 5
Igor Sprague (tf: P!/D/S) ... 5
Kurt “Solid” Plissken (tF: A/S/R) ... 5
7. ABANDONED WAREHOUSE (-B)
Torrd (TG: L!/M) ... 5
Gredr (TG: A!/S) ... 5
Servitor (TG: A) ... 4
8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
NEW DAY
Torrd order Gredr & Servitor Move; both Attack! (-3) / Attack (-2) Igor
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
6. SEWER TUNNELS (+B/-S)
Nika de Volt (tF: L/M/B) ... 5
Igor Sprague (tf: P!/D/S) ... 0 (5 -2 -3 = 0)
Kurt “Solid” Plissken (tF: A/S/R) ... 5
Gredr (TG: A!/S) ... 5 <<
Servitor (TG: A) ... 4 <<
7. ABANDONED WAREHOUSE (-B)
Torrd (TG: L!/M) ... 5 <<
8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
Nika Order Kurt Attack (-2), Kurt Attack (-2) Servitor
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
6. SEWER TUNNELS (+B/-S)
Nika de Volt (tF: L/M/B) ... 5 <<
Kurt “Solid” Plissken (tF: A/S/R) ... 5 <<
Gredr (TG: A!/S) ... 5
Servitor (TG: A) ... 0 (4 -2 -2 = 0)
7. ABANDONED WAREHOUSE (-B)
Torrd (TG: L!/M) ... 5
8. SERVICE CORRIDOR (-C)
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Post by: JohnHwangDD
new day Torrd move Gredr Attack Kurt (-3) 1. CRUMBLING FACTORY (+A) 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) 6. SEWER TUNNELS (+B/-S) Nika de Volt (tF: L/M/B) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 2 (5 -3) Gredr (TG: A!/S) ... 5 << Torrd (TG: L!/M) ... 5 << 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
Kurt attack Gredr (-2)
Nika Order Kurt attack Gredr (-2)
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
6. SEWER TUNNELS (+B/-S)
Nika de Volt (tF: L/M/B) ... 5 <<
Kurt “Solid” Plissken (tF: A/S/R) ... 2 <<
Gredr (TG: A!/S) ... 1 (5 -2 -2)
Torrd (TG: L!/M) ... 5
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
new day Torrd Medic Gredr (+1) Gredr attack Kurt (-2 = dead) 1. CRUMBLING FACTORY (+A) 2. ELEVATED CATWALKS (+S) 3. OVERGROWN PLAZA (+F/-B) 4. ACCESS SHAFTS (+R/-S) Ripperjacks (F/D) ... 10 5. UNDERGROUND BUNKER (+M) 6. SEWER TUNNELS (+B/-S) Nika de Volt (tF: L/M/B) ... 5 Kurt “Solid” Plissken (tF: A/S/R) ... 0!!! Gredr (TG: A!/S) ... 2 ++ << Torrd (TG: L!/M) ... 5 << 7. ABANDONED WAREHOUSE (-B) 8. SERVICE CORRIDOR (-C)
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Post by: JohnHwangDD
Nika attack Gredr
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
6. SEWER TUNNELS (+B/-S)
Nika de Volt (tF: L/M/B) ... 5 <<
Gredr (TG: A!/S) ... 1 --
Torrd (TG: L!/M) ... 5
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
new day
Torrd heal Gredr
Gredr attack Nika (-2)
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
6. SEWER TUNNELS (+B/-S)
Nika de Volt (tF: L/M/B) ... 3 -- --
Gredr (TG: A!/S) ... 2 ++
Torrd (TG: L!/M) ... 5 <<
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
5421
Post by: JohnHwangDD
Done.
Gredr attack Nika (-2)
Torrd attack Nika (-1)
1. CRUMBLING FACTORY (+A)
2. ELEVATED CATWALKS (+S)
3. OVERGROWN PLAZA (+F/-B)
4. ACCESS SHAFTS (+R/-S)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
6. SEWER TUNNELS (+B/-S)
Nika de Volt (tF: L/M/B) ... 0 -- -- --
Gredr (TG: A!/S) ... 2
Torrd (TG: L!/M) ... 5
7. ABANDONED WAREHOUSE (-B)
8. SERVICE CORRIDOR (-C)
13250
Post by: Lord of battles
How did you like playing your self?
5421
Post by: JohnHwangDD
It's just to grind out an end to the thing. You'll note I didn't even bother with Fluff at the end. My closing thoughts are in the commentary thread: http://www.dakkadakka.com/dakkaforum/posts/list/120/309712.page#2043746
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