Brikpocalypse Project turn 3 (Now Completed!)

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Theblackdog
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Brikpocalypse Project turn 3 (Now Completed!)

Post by Theblackdog » Thu Jan 29, 2009 9:45 am

The Honda-Ziplok Clan allies with the zombies.

Zombies And Mutants

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The Zombie Grenadier throws a biogrenade at the Police Hero...

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He survives, but the two policemen on either side of him are less fortunate.

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The dog-headed zombie opens a crate, and recieves...

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The Jet Pack. The Jetpack gives its wearer an additional 5" of move and allows them to fly.

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The Peach archer and winged Peach archer fire on one of the policemen. They miss.

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The Troll moves up to the policeman Hero and attacks him with his club. SQUASH.

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The Dimmy Hero fires on one of the policemen, and misses.

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The two flail-armed skellies move up to finish off the police.

Policemen

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One of the policemen jumps onto their flyer.

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Which heads towards the bombed-out house containing one of the two last crates.

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He opens the crate, and receives...

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The Repair Kit. The Repair Kit has four Spare Parts, each of which allows you to repair either a single subsystem of a vehicle or 1D6 points of structure damage automatically -- no roll required.

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The other remaining policeman, unable to reach the flyer, hides in one of the buildings and prepares for his glorious last stand against the zombie horde.

Survivalists

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The Survivalist hero attempts a Stupendous Feat to bring a dead trooper back to life.

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Success! The resurrected trooper grabs the grenade launcher.

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Both troops fire on the Nomads' Landship.

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Unfortunately, no damage was done.

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The Stealthtrooper throws the Plasma Missile onto the fort's walkway. The Survivalist gunner moves up, but is not yet close enough to grab a weapon.

Honda-Ziplok Clan


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The flyer buzzes my infantry. The gunner jumps out to make room for a second passenger, and the flamethrower and HMG troopers board.

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The troops jump out just outside the Survivalists' armory, and prepare to fire on anyone who tries to recapture the armory.

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The flyer moves out to attack the Police flyer with guns and both of its rockets.

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The rockets miss, but the guns do 5 points of damage -- significant but well within the repair capabilities of the Repair Kit.

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The rocket tank and bazooka trooper fire at the rear of the Nomads' Landship.

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Sure, those fireballs look impressive, but they did only three points of damage. No one was killed. (That corpse in the photo is already dead).

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My hero fires full-auto at the troops in the front of the landship, and kills one rifleman.

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He attempts a stupendous feat to fire again, but gets a Critical Failure. His gun explodes!

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Thanks to some ludicrously high sprint rolls, all of my ground troops made it to the fort's front gate. Unfortunately the gate is still closed. We'll see what we can do about that next turn.

Nomad Raiders

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A flamethrower trooper, a rifleman, and a minigunner all attack my hero.

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Well, that was predictable, wasn't it?

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The Nomad Hero and the rifleman in the front of the landship both fire on the Survivalists' Hero.

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He is killed as well.

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The survivalists' Stealthtrooper is able to use stealth next turn as normal. Here is an Overwatch of the field for him.

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Two spear-carrying zombies have come back to life. If the last of the spear-carriers fails his resurrection roll next turn, he will become permanently dead.

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And here is your Overwatch of the field. The last crate is marked in red. Those of you who are suffering from extensive casualties at this point may like to know that the last crate contains a medical kit which can revive up to 4 minifigs.

Kills
Zombies: 3
Police: 0
Survivalists: 0
Honda-Ziplok Clan: 0
Nomad Raiders: 2

Deaths
Zombies: 0
Police: 3
Survivalists: 1
Honda-Ziplok Clan: 1
Nomad Raiders: 0

Vehicle Damage Points given
Zombies: 0
Police: 0
Survivalists: 0
Honda-Ziplok Clan: 8
Nomad Raiders: 0

Vehicle damage points received:
Zombies: 0
Police: 5
Survivalists: 0
Honda-Ziplok Clan: 0
Nomad Raiders: 3

Backstab points:
Honda-Ziplok/Zombies: 4
Nomad Raiders/Zombies: 8
Nomad Raiders/Police: 8

Awaiting orders for turn 4.
Last edited by Theblackdog on Fri Jan 30, 2009 5:52 pm, edited 1 time in total.
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pesgores
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Post by pesgores » Thu Jan 29, 2009 2:26 pm

I dunno, this turn is getting better than the other ones.
"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
My official post number 1000 was "The whole battle?"
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jifel
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Post by jifel » Thu Jan 29, 2009 4:46 pm

Im predicting the two heros will be TBDs and the survivalists.
I will kill them.

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"And the angels of darkness descended upon pinions of fire and light...the great and terrible dark angels."

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Massam
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Post by Massam » Thu Jan 29, 2009 4:49 pm

Bravo. Just beware the grenade zombie.
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Theblackdog
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Post by Theblackdog » Fri Jan 30, 2009 7:14 am

Sorry I didn't get turn 3 posted -- I will have it by tonight.
EDIT: Done! I don't know what Pes likes about this turn -- the carnage level is pretty low, especially compared to the second turn.
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jifel
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Post by jifel » Fri Jan 30, 2009 6:22 pm

Very nice, my orders are in.
Hah! die, stupid heros!

jifel
"And the angels of darkness descended upon pinions of fire and light...the great and terrible dark angels."

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Massam
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Post by Massam » Fri Jan 30, 2009 6:23 pm

Those of you who are suffering from extensive casualties at this point may like to know that the last crate contains a medical kit which can revive up to 4 minifigs.
Grr, it's so far away.

And I'm so glad Jifel's killing people for me.
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jifel
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Post by jifel » Fri Jan 30, 2009 7:49 pm

Only 2 kills this turn, but heros both, so Im fine.

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Theblackdog
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Post by Theblackdog » Fri Jan 30, 2009 7:56 pm

I got both of your orders, but Massam needs to clarify a lot of things. And he can still probably steal the crate if he tries.
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Massam
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Post by Massam » Fri Jan 30, 2009 10:52 pm

My army is screwed.

Ok, I gave him a few options, and they are all epic...as long as they succeed.
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pesgores
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Post by pesgores » Sat Jan 31, 2009 6:17 am

Theblackdog wrote:Sorry I didn't get turn 3 posted -- I will have it by tonight.
EDIT: Done! I don't know what Pes likes about this turn -- the carnage level is pretty low, especially compared to the second turn.
Well I don't know why either! Just...looked cooler than the other turns...
"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
My official post number 1000 was "The whole battle?"
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Theblackdog
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Post by Theblackdog » Sat Jan 31, 2009 9:41 am

Massam's clarifications are in. Awaiting orders from Birdman and Moronstudios.
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Moronstudios
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Post by Moronstudios » Sat Jan 31, 2009 9:48 am

Sorry I thought I send them in, oh well.
Looking for Vancouver Island players: http://www.brikwars.com/forums/viewtopic.php?t=1194

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Theblackdog
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Post by Theblackdog » Sat Jan 31, 2009 10:23 am

I received them. Thank you. Waiting on Birdman to start the round.

EDIT: Turn 4 is complete. The Police flyer was shot down, both of my vehicles took heavy damage, and the Survivalists are down to their Last Man Standing (however, both of the H-Z troops that tried to capture their armory are dead). Both of the Police troops survived thanks to poor rolls on the Zombies' part. The medical kit was taken by the Nomad Raiders.
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