For Great Justice, Part 1: Tower of Justice Round Twelve

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Extras: Each team will earn +1 CP at the end of Round Twelve. New Initiative kicks in.

Initiative: Yellow (bid 8CP), Hunter (bid 3CP), Grey, Blue, Orange, Green.


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Yellow Turn 12a

Snake Yellow sees the ineffectiveness of gunfire and takes a more direct route, tail swiping his former comrade. The blow is a powerful one, ripping through the Yellow Zone roof support column, scattering the debris away, and snapping undeadbro’s neck like a twig. His body is thrown backward, the rib daggers clattering to the floor.


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Yellow Turn 12b

Threat removed, Mr. Daggers, Shield Medik, and the mind-poisoned Headhunter move over and combine fire at Blue Android, hoping to topple the wall between them. Alas, their efforts are for naught as the wall is impenetrable to normal weaponry and little short of a heroic feat is going to bring it down.

It is worth noting, however, that the wall is scalable. Where you see silver along the top of the walls, that represents a roof. Like a room inside a much bigger room. Where black, a cutaway representing that the wall goes up and up to a high ceiling. As I'm sure you've already surmised, though, climbing it will be time intensive and, based on the design of Level 2, may very well be trapped. Whether pursuing that route is worth it is left up to you.


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Hunter Turn 12a

Mind-poisoned Hunter’s necrotic energies finally burn away the neurotoxin. He pivots on the spot and blows Mr. Daggers’ brains out.


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Hunter Turn 12b

Hat Hunter tries to forge a technonecro connection between himself and Blue Android. He transfers his consciousness into the Android’s systems, hoping to settle in, take root, and forcefully eject Blue’s own consciousness from his body.


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Hunter Turn 12c

He rolls snake eyes for a mega SuperNatural Fumble, however, and is shunted almost 30 whole inches away thanks to Blue Android’s three extra bonus dice on his own SuperNatural return roll. Headhunter’s have no Phasic training, like the Greys, so in this phasic state the only actions available to the hunter are movement and the use of SN Dice to attempt to possess a body. The Hunter must be adjacent to attempt this and, if the body hosts a sentient consciousness, he may be resisted. He may reenter his own body at will, without the expenditure of SN Dice or effort, but he must be adjacent as normal.


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Hunter Turn 12d

Bandanna Hunter, fresh from his success in murdering Master sphincter, decides to engage in some preparation and uses his SuperNatural abilities to summon a copy of the Necronobrikon. He opens the book and begins a chant. Tendrils of dark energy course into the two nearby open chests, the necromantik energies warping and transforming them.


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Hunter Turn 12e

With an unearthly groan, the wooden chests grow limbs and become massive SuperNatural warriors under the Hunter’s control.


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Hunter Turn 12f

The Hunter quickly learns that he has overreached, however, and with only his two SN Dice to control the things, he is forced to place all of his power in the Wooden Warrior at the end of the hall nearest Green’s Keyzone. The other Warrior, bereft of power, sphincters into pieces. The Hunter places one of his dice into Movement for the warrior, who slowly trundles into place at the end of the new Green Hero’s corridor, preparing for an attack. The other SN Die hovers at the Hunter’s will, ready to be deployed for either attack or defense.


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Grey Turn 12a

The Grey to the far end of the room casually moves over and hefts the Golden Chest.


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Grey Turn 12b

Turning, he hurls it at Doctor Blanco. The Chest slams into the Rogue Grey and knocks the pistols from his grasp.


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Grey Turn 12c

The Grey at the console releases the final Grey in stasis, who moves toward the middle of the room and snatches up a knife, and spends 7 CP to purchase a d12 SN Die for the other Grey already in the center of the room. Phasic power flows into him.


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Grey Turn 12d

He rushes Blanco, enchanting his knife with molecule separating sharpness.


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Grey Turn 12e

He then slides the Blood Blade through Blanco’s neck like a hot knife through butter.


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Grey Turn 12f

As Blanco’s green blood jets across the wall and floor, his body slumping against the Computer Console, the Grey there moves over to the chest and opens it, retrieving the Heroic Artifakt! The Artifact can take any form Grey chooses, weapon or not. Once chosen, the choice is permanent. The Artifact will maintain all the normal properties of its chosen form, in addition to serving as a Heroic Item. For Grey, this means that they now have access to Heroic Feats, so long as they possess the item.

I got a little mixed up in trying to keep the utility picture count down and trying to follow the orders at the same time. So that's why the Console Grey moved after he had already taken his turn. Didn't affect anything though.


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Blanco Turn 12a

Blanco’s blood and body begin to fade from view, revealing themselves to be nothing more than phasic illusion!


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Blanco Turn 12b

Two more Blancos appear on either side of the room and channel energy through their pistols toward the center of the room, where two Phasic Guardians equipped with giant fists take form. Are either of the Blancos real? Are both of the Guardians real?


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Blanco Turn 12c

They move in on the new Grey in perfect sync and lay into him with some real slobberknockers. Though almost beaten to a pulp, the Grey somehow manages to weather the assault.


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Blue Turn 12a

Blue Android laughs at everyone’s failed attempts to bring him down, turns, and moves quickly but carefully into his red path. He pops the chest on his way in and scores +2 CP.


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Blue Turn 12b

His LMS Benny provides him with enough movement to have checked from traps on the way in and lands him standing near the Computer Console and Stasis Chamber.


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Orange Turn 12

Orange Spy breaches Level 2 and moves directly out onto the Red Path. Her Medik follows her closely. Her Pink Path closes off, as normal.


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Green Turn 12a

Green’s new Hero steps out from the Stasis Chamber…and keeps stepping out…and keeps stepping out. Meet Little Jack, a beast of a man who stands much taller and is much stronger than most minifigs. Whereas Splinter was a ninja-styled hero, Little Jack likes to rely more on brute force. When he steps out of his Stasis Chamber, he decides that sleeveless is more badass so he rips off his sleeves and takes off the gloves. His armor is his muscles.


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Green Turn 12b

To reinforce his badassery, he steps over to the Console and spends 7 CP, ordering +1d10 Armor, Green’s Trapmasters Special Purchase, and an Axe.


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Green Turn 12c

He then uses his Feat to Lie In Wait for the Hunter and his Wooden Warrior.


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Round Twelve Overview A


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Round Twelve Overview B


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Round Twelve Overview C


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Round Twelve Overview D

Extras: Bandanna Hunter forgot to say the magic words before opening the forbidden tome. Thus, the dead will begin to rise at the beginning of Round Thirteen. They will be unaligned and will attack everything in sight. Good Luck.


Overview Breakdown

Yellow Team

Abilities

4CP

Equipment

Snake Yellow: Fang Dagger (Sheathed), Longbow, Poison Shiv 3

Medik: Medik Tool (Holstered), Shield, Pistol

Pathfinder: Dagger, Dagger (Holstered), Pistol

Shotgunner Corpse: ShotGun

Purchased and Spent Explosive

Loot Score: 5

Kill Table

8 Kills

4 Deaths

Kill Score: 4

Badass Moments

Yellow Turn 3a, Snake Coil Leap Attack

Yellow Turn 3b, Improbable Dagger Throw

Yellow Turn 4b, The Angry Arrow

Yellow Turn 6c, Arrow Explosivo

Yellow Turn 11a, Serpentoxin

Badass Score: 5

Objectives Obtained

Level One Key


Headhunters

Abilities

1CP

1d6 SN, 1d6 SN with Pistol

Equipment

Armor Hunter: SuperNatural Pistol

Scarf Hunter: SuperNatural Pistol

Hat Hunter: SuperNatural Pistol

Wooden Warrior: None

Revenant Corpse: 2 Rib Daggers

Loot Score: 2

Kill Table

3 Kills

3 Deaths

Kill Score: 0

Badass Moments

Hunters Turn 10b, Tipping the Scales

Hunter Turn 11a, Long Shot

Hunter Turn 11b, Ribbed for Pain

Hunter Turn 12d-e, Wooden Warriors

Badass Score: 4

Objectives Obtained

2 Kills


Grey Team

Abilities:

6CP

Phasic SuperNatural Dice

Equipment

Grey: None

Grey: 2 Knives, SN d12

Grey: 1 Knife

Grey: Heroic Artifakt

Grey Corpse: 2 Knives

Grey Corpse: 2 Knives

Grey Corpse: Saber, Pistol

Purchased and Spent Explosive

Loot Score: 7

Kill Table

4 Kills

3 Deaths

Kill Score: 1

Badass Moments

Grey Turn 4h, The Wall Grab

Grey Turn 6d, Phantom Ride Kill Assist

Grey Turn 8a, Phantom Switch

Grey Turn 11a-c, Tactikal Advance

Grey Turn 12d-e, Blood Blade

Badass Score: 5

Objectives Obtained

Accessed Level Two


Blue Team

Abilities

11CP

Equipment

Blue Android: Hardsuit, SN d6, Android Body 2, Last Man Standing

Medik Corpse: Medik Tool

Recruit Corpse: Pistol

Pathfinder Corpse: 2 Swords

Recruit Corpse: None

Loot Score: 4

Kill Table

4 Kills

5 Deaths

Kill Score: -1

Badass Moments

Blue Turn 1, Wasting the Pathfinder for temporary gain

Blue Turn 3a, Casual Chasm Redshirt

Blue Turn 4a, This Is BrikWars!

Blue Turn 7b and Pirates Turn 7, Mecha Madness!

Blue Turn 11a, With Casual Ease

Hunter Turn 12b-c, Spiritual Catapult

Badass Score: 6

Objectives Obtained

Level One Key


Orange Team

Abilities

9CP

Map Dominance

Equipment

Spy: Shotgun

Medik: Medik Tool

Shotgunner Corpse: 2 Knives

Pathfinder Corpse : 2 Sabers

Purchased and Spent Explosive

Loot Score: 1

Kill Table

4 Kills

2 Deaths

Kill Score: 2

Badass Moments

Orange Turn 4a, A Perfect Shot

Orange Turn 5a-b, Graceful Execution

Green Turn 6b, RedShirt to Beam Up

Orange Turn 7b-c, Modified Turret

Orange Turn 8b-d, Command Cascade

Orange Turn 10a and c, Divide and Conquer

Orange Turn 11d, The Old Switcheroo

Badass Score: 7

Objectives Obtained

Level One Key


Green Team

Abilities

6CP

Fleet Foresters, Trapmasters

Equipment

Little Jack: Axe, +1d10 Armor, Last Man Standing

Master sphincter Corpse: Crossbow, Claw

Pathfinder Corpse: 2 Axes

Forester Corpse: None

Medik Corpse: Medik Tool, Crossbow

Shotgunner Corpse: ShotGun

Loot Score: 2

Kill Table

5 Kills

5 Deaths

Kill Score: 0

Badass Moments

Green Turn 3a and 5a, Pathfinder Trapmaster

Orange Turn 4b, Medik Redshirt

Green Turn 4c, Puts on Shades

Green Turn 6a-b, Tactikal Supremacy

Green Turn 8a, Ninja Moves

Green Turn 9a-b, Staging an Icy Reception

Green Turn 11, The Green Mile

Badass Score: 7

Objectives Obtained

Level One Key


Overview Comparison

Construction Points

Yellow: 4

Hunter: 1

Grey: 5

Blue: 11

Orange: 9

Green: 6


Loot Score

Yellow: 5

Hunter: 2

Grey: 7

Blue: 4

Orange: 1

Green: 2


Kill Score

Yellow: 4

Hunter: 0

Grey: 1

Blue: -1

Orange: 2

Green: 0


Badass Score

Yellow: 5

Hunter: 4

Grey: 5

Blue: 6

Orange: 7

Green: 7


Objectives

Yellow: Level One Key

Hunter: 3 Kill

Grey: Level Two Access

Blue: Level One Key

Orange: Level One Key

Green: Level One Key


Total Scores

Yellow: 10

Hunter: 5

Grey 8

Blue: -2

Orange: 1

Green: 3

A whirlwind of change this Round as several teams spend a great deal of built up CP. Yellow again rockets into the lead but Grey is now close behind. Blue falls into last place.


For Great Justice, Part I: Tower of Justice
Previous: Round Eleven Next: Round Thirteen