PLAGUE VS ENFORCERS
Alright game is done, ill post up the rounds as a i finish typing them
Round 2
Command dice
Enforcers - Splatt, activation, Move, Dice
Plague - 2X Splatt, activation, Move, Dice
“Get this thing off our asses RF229.”
“I cant get a clear shot sarge”
Enforcer Sarge is first to activate, punching the stage 3 in the face, with 1 success each the stage 2 just gets knocked back.( hadn't read the part of the
FAQ that you need to cause potential damage to knock back an enemy)
“How about now?” Sarge
“Nows good” RF229
The Enforcers play an activation dice and the enforcer with the holo sight gets a clear shot on the knocked back stage 3. With 4-1 successes the stage 3 is dead
“Tango is down”
The plague
HMG moves up and unloads on the Sergeant. 3-2 successes for the attack so no damage but both the sergeant and peacekeeper are now pinned.
Plague play their activation dice and activate the stage 2 next to the Noodle shack.
The stage 2 plays a splatt dice, hoping for a 5 or 6. (+1ap)
and gets an 8 (+1 armour)
Then plays a move dice and charges the pinned peacekeeper.
We couldn't work out if both the peacekeeper and sergeant automatically became un-prone from the charge or just the person who was subject to the fight so we rolled on it. And he did get up. also the defender shield description docent say that the +1 defence is for ranged attacks only so were counting it towards melee too.
The stage 2 plays a dice dice, 6 dice vs 4. 4 successes to 2 not enough to go through the peacekeepers armour.
The enforcer with the plain rifle goes up on top of the noodle shack and shoots the hellhound on the objective. 2-4 successes
The hellhound turns and growls at the bemused enforcer.
The Plague activate the stage 2 on the top of the tab building as he realises he has a clear shot on The enforcer sniper. but with only 2 -1 successes the sniper is undamaged.
The enforcer with the burst laser is activated next, plays a splatt dice to move to the next Hab, picks up an ammo item, then trys to finish off the wounded stage 2 by the SUV who he now has a clear shot on
6 to 1 successes and another sage 2 goes down to the Burst laser.
The plague activate the Hellhound on the right objective who just sits there oblivious to the battle around him.
The enforcer Peacekeeper activates next striking the Stage 2 with his shield. 2-2 successes so they both remain grappling.
The other plague dog activates and just sits on the objective still staring at the enforcer who shot at it.
With one unit left to activate each, the enforcers now have a choice let the plague go next and give up first turn next round or have the sniper engage another target.
“Sarge no sign of the Tyrant yet, alternative target”
“Bit busy here soldier, use your damn brain”
The sniper moves up to the comm tower with a move dice. Giving him a clear view of the Stage 2 fighting the Peacekeeper and sergeant.
the sniper shoots into the melee, using the dice dice to assist.
7 dice vs 3. 3-1 successes the stage 2 is injured but not down.
And with the last action of the round the stage 1 moves around the corner.
“Damn it, Tyrant sighted, i repeat tyrant sighted.”
Score
Plague 4 v Enforcers 7
Automatically Appended Next Post: Round 3
Command dice
Enforcers ; 1 dice, 1 shoot, 2 activation dice.
Plague; 1 shoot, 2 dice, 2 fight.
Enforcers go first
“Take that Tyrant down SN112!” Sarge
Sniper lines up his shot on the stage 1, plays his
AP ammo, and the dice dice, the tyrant plays one of its dice dice in response. 8 dice vs 4 6 successes needed to kill the stage 2. 8 dice and only 2 successes for the sniper, the tyrant lives.
“No kill, the bolt bounced” SN112
“Take another shot soldier” Sarge
Enforcers play the shoot dice on the sniper. 6 vs 3 dice this time.
The shot rings clearly across the battlefield, striking the lumbering abomination squarely in the forehead, it staggers backwards.
SN112 reaches for his mic to record the kill, as he does so the tyrant regains its footing and turns its baleful eyes upon the sniper, nothing more than a smudge marking its forehead.
Aaaaannnd another bounce 5 successes to 2.
The hellhound next to the stage 1 activates next, scrambling up onto the panda noodles shack and attacks the enforcer positioned there. 3-2 successes so no damage
The Enforcer with a burst laser is next to activate and shoots the Plague
HMG. 3-0 successes and the
HMG is Dead.
Enforcers play an activation dice and the enforcer with the halo scope shoots the injured stage 2 on the tab roof. 2-2 successes and the stage 2 lives on.
Plague activate the Stage 1 who moves onto the 1 point objective by the Noodle shack.
The enforcer fighting the hellhound activates and tries to break free from the melee.
3 successes to 1 he breaks free.
Then shoots the hellhound with a clear shot. 5 successes to 1
and the hellhound is torn apart.
The plague activate the last stage 2 next, rolling a 3 for its rampage so he acts normally this round.
it attacks the sergeant playing a dice dice. the sergeant try to survive instead of fighting back.
2-5 successes the sergeant survives (rolled 3 8s)
feeling cheated the plague play a fight dice. the sergeant will opt to fight this time emboldened by its success last time.
“You want another taste” sarge
2- 3 successes the sergeant wins the combat, not enough to get through the stage 2s armour but enough to knock it back to the next cube, into the barrier. but the stage 2 keeps its feet.
The enforcers activate the sergeant next and he shoots the stage 2, who he now has a clear shot on.
2-3 successes and he's not able to hurt the stage 2.
torn between charging and holding his position, he takes a step back instead, picking up an ammo counter.
The enforcers then play a activation dice on the peacekeeper who also has a clear shot at the stage 2.
3-2 successes and he's not able to get through the armour either. Unlike the sergeant he plants his shield in the ground and holds his position on the objective.
The plague stage 2 on the Hab block moves to get a clear shot on the enforcer sergeant. and shoots him.
3-2 successes is not enough to hurt the sergeant.
no wanting to miss the opportunity the plague play their shoot dice on the stage 2 and he takes another shot.
“its a good job those stage 3s are cross eyed, get that scum out of my face so……” Sarge
5 successes to 2. the stage 2 puts a shot right through the sergeants head.
And the hellhound on the right just sits there on its objective.
Score
Plague 8 v Enforcers 11
Automatically Appended Next Post: Round 4
Command dice
Enforcers: 2 dice, 1 fight
Plague: 1 dice, 2 move, 2splatt
“what the <….>!” SN112
“<….>!”
“SARGE!’
“we cant do anything for him now, right now we've got a job todo, SN112 kill that big mutha<…..>”PK72
Enforcers Go first
sniper takes his shot, playing both of the dice dice. the plague don't play theirs.
“got you”
This time when the Tyrant staggered and righted its self it was missing an eye but it was still standing.
“what the hell does it take to put that thing down”
“it was a good shot SN112, the tyrant is going to be coming after the objective, Epsilon concentrate on the rest of them, ill hold the tyrant as long as i can”PK72
7 successes to 2 for the sniper, 2 points of damage but not enough to bring the stage 1 down.
The plague don't activate the tyrant next they activate the hellhound who's been sitting for 2 rounds.
It charges the peacekeeper after playing a split dice mutating to gain agile.
2 successes each but there was no hope of a little dog taking down a peacekeeper anyway.
The enforcer on the noodle shack activates moving across the roof to get a clear shot at the stage 1.
5 successes to 1, he manages to cause 1 point of damage to the stage 1 not enough to finish it off though.
A roar of primordial Hate, pain and madness reverberated around the town, the Tyrant charged at the metal man standing on his goal…
the plague play a split dice on the stage 1 and he rolls, 7 getting +1 armour. he then plays a move dice, and charges the peacekeeper. the plague stage 1 attacks the peacekeeper and plays a dice dice. the peacekeeper tries to survive the assault.
and does
…… the Roar gave him the heads up to, and he turned from the hellhound in time to block some of the Tyrants blow, but not all of it warning signs flashed across his hud, he wasn't going to hold it as long as he thought.
6 successes to 2,
2 points of damage but his shield and armour mean he's still alive….. for now
the peacekeeper activates and tries to break away from the fight.
3-3 he survives the hellhound
now t0 survive the stage 1. (got the rule wrong thought it was all opponents who got an attack in)
he cant survive the Stage one though. 2-8 successes the peacekeeper is nothing more then a pile of torn offal.
The plague stage 2 activates next spotting the clear shot the enforcer with holo sight has on the stage 1.
He plays a move dice to get into combat with the enforcer.
the enforcer tries to survive.
5 successes to 3, the enforcer is injured but still alive.
The enforcer tries to break away onto the roof of the comm tower
2-2 successes he makes it.
On the roof he shoots back at the stage 2, who he's now got a clear shot on.
5 successes to 2 is enough to send the stage 2 down the stairs and straight to hell.
the Plague stage 3 on the tab roof shoots the enforcer with the holo scope who had just killed the stage 2.
despite rolling 5 dice he gets 1 -3 successes.
Last play of the round the enforcer with the burst laser, tries to keep the enforcers in the game, jumps off of the tab roof and charges the hellhound.
if he docent die the enforcers have another round to try to win if not the plague win.
both roll 2 successes
The game goes on to round 5.
Score
Plague 14 v enforcers 13 Automatically Appended Next Post: Round 5
Command dice
Enforcers : 2 dice, 1 shoot
plague: 1 dice, move, 1 shoot and 2 split
The enforcers need a miracle
And the plague go first.
the tyrant activates, playing a Splatt dice gets agile, he then plays the dice dice and attacks the burst laser enforcer. who plays one of the survive dice to try to survive the attack.
3 successes to 3 the enforcer survives!!!!!!!!
the enforcer activates and tries to break away playing the last dice dice.
3 successes to 4, the enforcer is injured but still in the fight. he moves into the cube the sergeant was in and picks up the ammo item.
”i’m clear, Everything on it now!”
The burst laser enforcer then shoots the hellhound he's got a clear shot of and uses the ammo item.
4 successes to 2 the hellhound is dead.
The Plague activate the stage 3 on the hab stack again and he shoots the same enforcer he had a clear shot on last turn and still does.
4-3 successes not enough to get through the enforcers armour
the plague play a shoot dice and he tries again.
2 successes to 3
The enforcers are still in this fight!!!!!
the holo rifle enforcer activates next and looks down at the stage 1 he has a clear shot on.
he shoots.
4-3 successes, not a scratch.
The enforcers play their shoot dice to try again. (the sniper doesn’t have a clear shoot)
5-2 successes still not enough.
Enforcers activate the sniper next.
he shoots and only gets 4-2 successes.
The enforcer on the noodle shack is the last hope, he's got a clear shot and is on a higher level.
FINALY THE STAGE 1 IS DEAD
FINAL SCORE
Plague 14 v Enforcers 22
“Control to epsilon do you read”
“hold control, SN112 kill that Grunt already”
a single rifle shot rings out
‘This is epsilon, S231 and PK72 KIA but mission accomplished”
“Good work Epsilon, Evac inbound”
“got it control. well be in the noodle shack, have evac radio in their choices”