Space Crusade Mission 3: Interception
Re: Space Crusade Mission 3: Interception
Gorman emits a shrill battlecry and charges into the fray [note - moves to Q22]!
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Re: Space Crusade Mission 3: Interception
He finds himself face to face...with a frightened Gretchin!
Spoiler
Re: Space Crusade Mission 3: Interception
Gorman wipes the rabid foam from his lips and bonks the cowering goblin dismissively between the eyes with the flat of his power sword.
Red:
Roll(2d6)+0:
4,2,+0
Total:6
Think that's enough but for the sake of completionism:
Roll(2d6)+0:
2,1,+0
Total:3
Bloody hell what a (completely unnecessary) roll
Red:
Roll(2d6)+0:
4,2,+0
Total:6
Think that's enough but for the sake of completionism:
Roll(2d6)+0:
2,1,+0
Total:3
Bloody hell what a (completely unnecessary) roll
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Re: Space Crusade Mission 3: Interception
The Gretchin doesn't even attempt to offer any resistance. You slice him in two, like carving a cake.
Re: Space Crusade Mission 3: Interception
Keep forgetting the melee mechanics at the start, just as well it was a decent roll after all!
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Re: Space Crusade Mission 3: Interception
Heh. Yeah, the most he could have got was 2 with his 1 white die.
Re: Space Crusade Mission 3: Interception
Vasquez (plasma) to L21
Drake (cannon) to N24
Hudson (rocket) to L22
Drake (cannon) to N24
Hudson (rocket) to L22
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Re: Space Crusade Mission 3: Interception
That's a good move, you've protected your 3 heavies with your Commander and Bolter. So all 3 squads have arrived and the battle looms!
Note how there is now a new stat at the bottom which counts just your enemy kill points (as per the mission details).
ALIEN TURN:
Event Card:
Hmm, I wonder if I may be able to use this....
Enemy moves to follow.
Note how there is now a new stat at the bottom which counts just your enemy kill points (as per the mission details).
Spoiler
ALIEN TURN:
Event Card:
Hmm, I wonder if I may be able to use this....
Enemy moves to follow.
Re: Space Crusade Mission 3: Interception
SouthEast Sector: An Ork and Gretchin move down below and both target the missile launcher marine - they roll 5&3 and 1&6, both missing.
From the side room, a Chaos Marine steps down into the room and fires at the Bolter Marine:
Roll(2d6)+0:
2,2,+0
Total:4
A perfect score on 2 white dice and Apone's mission is over almost as soon as it starts!
2 more Gretchins appear, again both firing on the Missile Launcher: 5&4 + 5&6 - Both missing badly.
Mech Assault card: An Android appears from the Northern room and keeps on moving until it reaches Commander Gorman. He engages in H2H combat:
Roll(2d6)+0:
4,3,+0
Total:7
He rolls 3 damage with his 2 red dice. Sly please roll your 4 dice to defend!
From the side room, a Chaos Marine steps down into the room and fires at the Bolter Marine:
Roll(2d6)+0:
2,2,+0
Total:4
A perfect score on 2 white dice and Apone's mission is over almost as soon as it starts!
2 more Gretchins appear, again both firing on the Missile Launcher: 5&4 + 5&6 - Both missing badly.
Mech Assault card: An Android appears from the Northern room and keeps on moving until it reaches Commander Gorman. He engages in H2H combat:
Roll(2d6)+0:
4,3,+0
Total:7
He rolls 3 damage with his 2 red dice. Sly please roll your 4 dice to defend!
Spoiler
Re: Space Crusade Mission 3: Interception
Strewth, where the fuck did they all come from?!
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Re: Space Crusade Mission 3: Interception
Red die:
Roll(1d6)+0:
3,+0
Total:3
Roll(1d6)+0:
3,+0
Total:3
(forgot the set the multiplier to 2)
White die:
Roll(2d6)+0:
2,1,+0
Total:3
Fuck me!
Roll(1d6)+0:
3,+0
Total:3
Roll(1d6)+0:
3,+0
Total:3
(forgot the set the multiplier to 2)
White die:
Roll(2d6)+0:
2,1,+0
Total:3
Fuck me!
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Re: Space Crusade Mission 3: Interception
That 9 damage obliterates the Android's attack! I should have kept my distance and fired really... 10 points to the Blood Angels.
Now to the North West sector...
A Gretchin opens the door on the Imperial Fists Missile Launcher and fires, rolling 4&1, missing. A further 2 Gretchins and an Ork follow suit: 1&6, 4&5 and 6&3. Useless Greenskins!
Unknown enemies move into position and stay hidden, but a Chaos Marine appears from the South East room and fires again: 3&6. These white dice are killing me.
REINFORCEMENTS:
6 Greenskins enter the map from the North East!
And that completes the Alien turn. The Imperial Fists rather got a tad lucky there, leaving the Missile Launcher so exposed! We now pass over to the Ultramarines...
Now to the North West sector...
A Gretchin opens the door on the Imperial Fists Missile Launcher and fires, rolling 4&1, missing. A further 2 Gretchins and an Ork follow suit: 1&6, 4&5 and 6&3. Useless Greenskins!
Unknown enemies move into position and stay hidden, but a Chaos Marine appears from the South East room and fires again: 3&6. These white dice are killing me.
REINFORCEMENTS:
6 Greenskins enter the map from the North East!
Spoiler
And that completes the Alien turn. The Imperial Fists rather got a tad lucky there, leaving the Missile Launcher so exposed! We now pass over to the Ultramarines...
Re: Space Crusade Mission 3: Interception
MOVEEEEE ITTTT!
Commander to Q21 to attack the chaos marine.
Roll(4d6)+0:
3,4,1,6,+0
Total:14
And I'll reroll that 4 on the red dice.
Roll(1d6)+0:
2,+0
Total:2
Commander to Q21 to attack the chaos marine.
Roll(4d6)+0:
3,4,1,6,+0
Total:14
And I'll reroll that 4 on the red dice.
Roll(1d6)+0:
2,+0
Total:2
Re: Space Crusade Mission 3: Interception
I take it you mean Q20? Q21 is diagonal (only Bolters with Close Assault Blades can attack diagonally in H2H).
That is 6 damage and impossible for the Chaos Marine to defend, so that's a solid kill for Commander Valius!
That is 6 damage and impossible for the Chaos Marine to defend, so that's a solid kill for Commander Valius!
Re: Space Crusade Mission 3: Interception
Ah yes, I meant that. -_-
Bolter to P23 and shoot at the Ork warrior!
Roll(2d6)+0:
2,3,+0
Total:5
Bolter to P23 and shoot at the Ork warrior!
Roll(2d6)+0:
2,3,+0
Total:5