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

From BrikWars
Revision as of 02:41, 23 August 2018 by Quantumsurfer (talk | contribs) (Created page with "'''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, Gree...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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.


234ToJYellowT012a.png

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.


235ToJYellowT012b.png

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.

PAGE UNDER CONSTRUCTION


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