Space Crusade Mission 3: Interception

Exciting adventures IRL.
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Sly Boots
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Re: Space Crusade Mission 3: Interception

Post by Sly Boots » Fri Jun 14, 2019 4:50 pm

Gorman emits a shrill battlecry and charges into the fray [note - moves to Q22]!

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Maturin
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Re: Space Crusade Mission 3: Interception

Post by Maturin » Fri Jun 14, 2019 4:53 pm

He finds himself face to face...with a frightened Gretchin!

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Re: Space Crusade Mission 3: Interception

Post by Sly Boots » Fri Jun 14, 2019 4:55 pm

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 :lol:

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Maturin
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Re: Space Crusade Mission 3: Interception

Post by Maturin » Fri Jun 14, 2019 4:57 pm

The Gretchin doesn't even attempt to offer any resistance. You slice him in two, like carving a cake.

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Re: Space Crusade Mission 3: Interception

Post by Sly Boots » Fri Jun 14, 2019 4:58 pm

Keep forgetting the melee mechanics at the start, just as well it was a decent roll after all!

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Maturin
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Re: Space Crusade Mission 3: Interception

Post by Maturin » Fri Jun 14, 2019 4:58 pm

Heh. Yeah, the most he could have got was 2 with his 1 white die.

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Re: Space Crusade Mission 3: Interception

Post by Sly Boots » Fri Jun 14, 2019 5:00 pm

Vasquez (plasma) to L21
Drake (cannon) to N24
Hudson (rocket) to L22

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Maturin
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Re: Space Crusade Mission 3: Interception

Post by Maturin » Fri Jun 14, 2019 5:06 pm

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).

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ALIEN TURN:

Event Card:

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Hmm, I wonder if I may be able to use this....

Enemy moves to follow.

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Maturin
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Re: Space Crusade Mission 3: Interception

Post by Maturin » Fri Jun 14, 2019 5:27 pm

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!

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Re: Space Crusade Mission 3: Interception

Post by Sly Boots » Fri Jun 14, 2019 5:37 pm

Strewth, where the fuck did they all come from?! :o

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Re: Space Crusade Mission 3: Interception

Post by Sly Boots » Fri Jun 14, 2019 5:39 pm

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! :shock:

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Maturin
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Re: Space Crusade Mission 3: Interception

Post by Maturin » Fri Jun 14, 2019 5:54 pm

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!

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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...

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Re: Space Crusade Mission 3: Interception

Post by Mantis » Fri Jun 14, 2019 6:22 pm

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

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Maturin
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Re: Space Crusade Mission 3: Interception

Post by Maturin » Fri Jun 14, 2019 7:03 pm

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!

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Re: Space Crusade Mission 3: Interception

Post by Mantis » Fri Jun 14, 2019 7:15 pm

Ah yes, I meant that. -_-

Bolter to P23 and shoot at the Ork warrior!

Roll(2d6)+0:
2,3,+0
Total:5

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