For Great Justice, Part 1: Tower of Justice Round Two
Extras: Each team earns +1 CP at the beginning of Round Two.
Blue Turn 2a
Blue Android sprints down the hall and crashes through the cover at the end of it.
Blue Turn 2b
The two barrels are thrown away and smashed against the metal walls. Blue earns [b]+2 CP[/b].
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!
Blue Turn 2d
Blue Team takes advantage of their headstart and rushes into the room, preparing to do battle with the scum.
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.
Yellow Turn 2a
Yellow’s shotgunner rushes to beat out the flames on the Medik.
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.
Yellow Turn 2c
Snake Yellow discovers two skeletons waiting in the room beyond! He also notices a Stasis Chamber.
Green Turn 2a
Master Splinter yells, “Everybody! Stop, Drop, and Roll!” Most of Green Team hits the floor and begins thrashing out the flames.
Green Turn 2b
Their pathfinder, however, takes this opportunity to scout ahead. Sprinting at Half Speed, he thankfully finds no traps. This far, anyway.
Turn 2 Overview A
Turn 2 Overview B
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 | |
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