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

From BrikWars
Jump to navigation Jump to search

Extras: Each team earns +1 CP at the beginning of Round Two.

FBForGreatJusticeToJ016BT2a.png

Blue Turn 2a

Blue Android sprints down the hall and crashes through the cover at the end of it.


FBForGreatJusticeToJ017BT2b.png

Blue Turn 2b

The two barrels are thrown away and smashed against the metal walls. Blue earns [b]+2 CP[/b].


FBForGreatJusticeToJ018BT2c.png

Blue Turn 2c

While Android hasn’t yet moved far enough, Blue’s shotgunner does and turns to notice two pirates standing guard over a Stasis Chamber in the next room!


FBForGreatJusticeToJ019BT2d.png

Blue Turn 2d

Blue Team takes advantage of their headstart and rushes into the room, preparing to do battle with the scum.


FBForGreatJusticeToJ020OT2.png

Orange Turn 2

Orange Spy moves up toward cover. The rest of the team moves carefully through the laser grid. The effort slows them down some and they form up behind their leader.


FBForGreatJusticeToJ021YT2a.png

Yellow Turn 2a

Yellow’s shotgunner rushes to beat out the flames on the Medik.


FBForGreatJusticeToJ022YT2b.png

Yellow Turn 2b

That accomplished, the rest of the team rushes forward toward the first opening, Snake Yellow slithering over the cover by the doorway. The pathfinder manages the laser grid like a boss and moves quickly down the corridor. The Medik rushes up to the cover, holsters his pistol, and snatches the barrel lid for use as a shield. He finds +1 CP inside.

Units may holster or sheathe one item each.


FBForGreatJusticeToJ023YT2c.png

Yellow Turn 2c

Snake Yellow discovers two skeletons waiting in the room beyond! He also notices a Stasis Chamber.


FBForGreatJusticeToJ024GT2a.png

Green Turn 2a

Master Splinter yells, “Everybody! Stop, Drop, and Roll!” Most of Green Team hits the floor and begins thrashing out the flames.


FBForGreatJusticeToJ025GT2b.png

Green Turn 2b

Their pathfinder, however, takes this opportunity to scout ahead. Sprinting at Half Speed, he thankfully finds no traps. This far, anyway.


FBForGreatJusticeToJ026Turn2OverviewA.png

Turn 2 Overview A


FBForGreatJusticeToJ027Turn2OverviewB.png

Turn 2 Overview B


FBForGreatJusticeToJ028Turn2OverviewC.png

Turn 2 Overview C


Blue Team

Abilities

3CP

Android Body 3


Equipment

Android: Pistol, Sword

Medik: Medik Tool, Pistol

Shotgunner: ShotGun

Pathfinder Corpse: 2 Swords


Kill Table

1 Kills (1 of them to Friendly Fire)

1 Deaths


Orange Team

Abilities

1CP

Map Dominance


Equipment

Spy: Pistol, Saber

Medik: Medik Tool, Pistol

Shotgunner: ShotGun

Pathfinder: 2 Sabers


Kill Table

0 Kills

0 Deaths


Yellow Team

Abilities

2CP

Poison Shiv 3


Equipment

Snake: Pistol, Fang Dagger

Medik: Medik Tool, Shield, Pistol (Holstered)

Shotgunner: ShotGun

Pathfinder: 2 Swords


Kill Table

0 Kills

0 Deaths


Green Team

Abilities

1CP

Fleet Foresters


Equipment

Master Splinter:Crossbow, Claw

Medik: Medik Tool, Crossbow

Shotgunner: ShotGun

Pathfinder: 2 Axes


Kill Table

0 Kills

0 Deaths


For Great Justice, Part I: Tower of Justice
Previous: Round One Next: Round Three