I have an assault rifle that would deal 4 damage to 3 targets with Hasty Augmentation and that would kill any minions that come out next round. That way your bots would be free to attack Voss entirely.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
HP: Idealist [10]; Dr. Medico [12]; Writhe [13]; Mainstay [14]
Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions; Second Chance; Blackout; Restorative Burst; Coordinated Assault
In play: Sentinel Tactics
-------------------------------------
Start of hero turn:
Play a card: Coordinated Assault: Mainstay deals net 6 damage to Voss [59].
Sentinel Tactics Triggers! Block: The Sentinels have DR 1 for the turn.
Use a power:Telekinetic Jab: Idealist deals net 2 psychic damage to Voss [57].
Draw a card: Human Shield
End of hero turn: Hippocratic Oath triggers: Platform Bot [3]; Swift Bot [5]; and Idealist [11] each regain 1 hp.
---------------------------------------
HP: Idealist [11]; Dr Medico [12]; Writhe [13]; Mainstay [14]
Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions, Second Chance, Blackout, Restorative Burst; Human Shield
In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form
Trash: Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2); Positive Energy (x2); Dark Delusions; Fling Into Darkness; Coordinated Assault (x2)
Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.
Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)
Reduce damage dealt to Mainstay by 1. Increase damage dealt by Mainstay by 1. (Durasteel Chains)
The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)
The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)
HP: 22
Hand: "Pride", RPG Launcher
Play: Tactical Shotgun, "Prejudice", Assault Rifle,Incendiary Rounds
Trash: Arsenal Access, Flak Jacket, Speed Loading, Quick Draw, Reloadx2, Tactical Shotgun, RPG Launcher
Effects: When power on Assault Rifle is used change damage to fire, increase damage by one, and then destroy Incendiary Rounds
---------
Note:
I'm expecting Hasty Augmentation to be used on me and when that happens I'll be dealing 5 fire damage to three targets taking out any minions still in play and dealing Voss damage.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Well no card plays at all. If I could have Setback give me a power play then I can take out the Firesworn with my shotgun so that bots can chew on Voss this turn. Next turn will hurt though as we will have at least two minions who deal everyone damage.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
I do find it a bit humorous next turn that Dark Visionary's decoy will take all of Voss's hit next turn since Viz is the highest health thus directing it to the decoy and then the decoy will take the second part of the hit.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
HP: Idealist [11]; Dr. Medico [13]; Writhe [13]; Mainstay [14]
Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions; Second Chance; Blackout; Restorative Burst; Human Shield
In play: Sentinel Tactics; Durasteel Chains; Hippocratic Oath; Caliginous Form
-------------------------------------
Start of hero turn:
Play a card: N/a (Leaking Room)
Use a power:Telekinetic Jab: Idealist deals net 2 psychic damage to Voss [40].
Sentinel Tactics triggers! Block:The Sentinels have DR 1 for the turn.
Draw a card: Unique Capabilities
End of hero turn: Hippocratic Oath triggers: Swift Bot [5]; Dr Medico [13]; and Expatriette [20] each regain 1 hp.
---------------------------------------
HP: Idealist [11]; Dr Medico [12]; Writhe [13]; Mainstay [14]
Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions, Second Chance, Blackout, Restorative Burst; Human Shield; Unique Capabilities
In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form
Trash: Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2); Positive Energy (x2); Dark Delusions; Fling Into Darkness; Coordinated Assault (x2)
Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.
Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)
Reduce damage dealt to Mainstay by 1. Increase damage dealt by Mainstay by 1. (Durasteel Chains)
The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)
The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)
HP: 20
Hand: "Pride", RPG Launcher, Flak Jacket
Play: Tactical Shotgun, "Prejudice", Assault Rifle, Incendiary Rounds
Trash: Arsenal Access, Flak Jacket, Speed Loading, Quick Draw, Reloadx2, Tactical Shotgun, RPG Launcher
Effects: When Assault Rifle is used change damage type to fire and increase the damage by one for the power. Then destroy Incendiary Rounds.
Note: I'm doing some traveling today so I won't likely be able to post until late tonight. So if Hasty Augmentation is played on Dark Watch Expat I can hit three targets for five fire damage so I'm fine with the group determining which minions I hit. Just remember the Firesworn are immune to that hit.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Also Unity has Volatile Parts in play shouldn't some minions have died from bots going down? Depending on order the bots died it could prevent damage to us since it would be 3 Fire damage to the non hero target with the lowest health because of the environment. The minions are all tied so Unity should have the choice when the bot dies.
Edit: I'm not sure how much of villain turn redo it would cause but at the least the psi weaver could be taken out after Voss demolished the Raptor Bot
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Curses, stupid volatile parts. Unity, pick who you want to die. You'd have to lose bots to kill, Stealth and Raptor were killed by Forsthound, Platform by Ion LAncer, Swift by Psi Weaver
This is a placeholder for my turn. I need to go pass out, but I'll put something together in the morning. Tentative plan is Hasty Augmentation + Modular Workbench, get Raptor Bot in play, chew on Voss.
Start: Play: Hasty Augmentation - Expat can use a power and its damage is boosted by 2 (I'm assuming shotgun for 7, with all the minions gone) Play: Modular Workbench Power: Modular Workbench - discard Scrap Metal and play Raptor Bot Draw: Brainstorm, Raptor Bot End: Raptor Bot deals 7 melee damage to the Voss [17]
Much like yesterday I won't be able to post again until much later. My plan for my turn is to play Pride and use it's power to deal Voss six damage from Pride and Prejudice. If Voss is somehow still alive I'm discarding RPG launcher at the end of the environment turn unless I find something worse to discard from my draw.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
HP: Idealist [9]; Dr. Medico [12]; Writhe [13]; Mainstay [14]
Hand: Second Chance (x2); Blackout; Restorative Burst; Human Shield
In play: Sentinel Tactics; Durasteel Chains; Hippocratic Oath; Caliginous Form; Aura of Vision
-------------------------------------
Start of hero turn: Expatriette may draw a card! (Aura of Vision)
Play a card: Blackout! Writhe deals Voss net 3 melee damage [14]. Because Writhe dealt the damage, he deals Voss an additional net 3 infernal damage [11]
Sentinel Tactics triggers! Block: The Sentinels have DR 1 for the turn.
Use a power:Telekinetic Jab: Idealist deals net 3 psychic damage to Voss [8].
Draw a card: Sentinel Tactics
End of hero turn: Hippocratic Oath triggers: Three of Unity's bots each regain net 2 hp.
---------------------------------------
HP: Idealist [9]; Dr Medico [12]; Writhe [13]; Mainstay [14]
Hand: Second Chance (x2), Restorative Burst; Human Shield; Sentinel Tactics
In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form; Aura of Vision
Trash: Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2); Positive Energy (x3); Dark Delusions; Fling Into Darkness; Coordinated Assault (x2)
Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.
Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)
Reduce damage dealt to Mainstay by 1. Increase damage dealt by Mainstay by 1. (Durasteel Chains)
The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)
The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)
At the start of The Sentinels' turn, if Idealist is active, one player may draw a card. (Aura of Vision)
Dark Visionary will Mind Spike Voss for 4 psychic [4]. This sets him up for Expatriette to dispatch him via Pride and Prejudice.
"Warlord Voss's Fortress"
I'd like to be under the sea In the Warlord Voss's Fortress in the shade He'd let us in, knows where we've been In his Warlord Voss's Fortress in the shade
I'd ask the heroes to come and see The Warlord Voss's Fortress with me I'd like to be under the sea In the Warlord Voss's Fortress in the shade
We would be warm causing a storm In his little hideaway beneath the waves Bashing his head on the sea bed In the Warlord Voss's Fortress near a cave.
I have an assault rifle that would deal 4 damage to 3 targets with Hasty Augmentation and that would kill any minions that come out next round. That way your bots would be free to attack Voss entirely.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
The Sentinels
HP: Idealist [10]; Dr. Medico [12]; Writhe [13]; Mainstay [14]
Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions; Second Chance; Blackout; Restorative Burst; Coordinated Assault
In play: Sentinel Tactics
-------------------------------------
Start of hero turn:
Play a card: Coordinated Assault: Mainstay deals net 6 damage to Voss [59].
Sentinel Tactics Triggers! Block: The Sentinels have DR 1 for the turn.
Use a power: Telekinetic Jab: Idealist deals net 2 psychic damage to Voss [57].
Draw a card: Human Shield
End of hero turn: Hippocratic Oath triggers: Platform Bot [3]; Swift Bot [5]; and Idealist [11] each regain 1 hp.
---------------------------------------
HP: Idealist [11]; Dr Medico [12]; Writhe [13]; Mainstay [14]
Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions, Second Chance, Blackout, Restorative Burst; Human Shield
In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form
Trash: Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2); Positive Energy (x2); Dark Delusions; Fling Into Darkness; Coordinated Assault (x2)
Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.
Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)
Reduce damage dealt to Mainstay by 1. Increase damage dealt by Mainstay by 1. (Durasteel Chains)
The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)
The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)
DARK VISIONARY
HP: 20
Hand: Decoy Projection, Mass Hemorrhage
In play: Mass Levitation
-------------------------------------
Start of hero turn:
Play a card: Decoy Projection (5)
Use a power: Mass Levitation
Draw a card: Foresight
End of hero turn:
---------------------------------------
HP: 20
Hand: Cerebral Hemorrhage, Foresight
In play: Mass Levitation, Decoy Projection (5)
Trash: Prophetic Vision (x2), Brain Burn, Mass Levitation, Mental Divergence, Mind Spike, Psychic Maelstrom
Additional effects:
Until the start of Dark Visionary's next turn reduce damage dealt by environment cards by 3. (Mass Levitation)
When the Visionary would be dealt damage redirect that damage to this card (Decoy Projection)
===
Comments:
Keep Mass Levitation up as a precaution. Putting the decoy out as there is not a good alternative. No fun cards drawn. :(
Dark Watch Expatriette
HP: 22
Hand: "Pride", Incendiary Rounds
--------------------------------------------------------------------------
Start
Play: Incendiary Rounds on Assault Rifle
Power: Tactical Shotgun - deal 4 proj damage to Voss[53]
Draw: RPG Launcher
End
--------------------------------------------------------------------------
HP: 22
Hand: "Pride", RPG Launcher
Play: Tactical Shotgun, "Prejudice", Assault Rifle,Incendiary Rounds
Trash: Arsenal Access, Flak Jacket, Speed Loading, Quick Draw, Reloadx2, Tactical Shotgun, RPG Launcher
Effects: When power on Assault Rifle is used change damage to fire, increase damage by one, and then destroy Incendiary Rounds
---------
Note:
I'm expecting Hasty Augmentation to be used on me and when that happens I'll be dealing 5 fire damage to three targets taking out any minions still in play and dealing Voss damage.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Ruins of Atlantis
In Play: Atlantean Font of Power
Trash: Toxic Seaweed, The Krakenx2, Phosphorescent Chamber
Start of Turn: Atlantean Font of Power destroys itself
Play: Leaking Room
End of Turn:
-Heores cannot play hero cards
-Increase all Lightning damage by 2
Grand Warlord Voss Advanced
Grand Warlord Voss (53) - Super Thorathian Warrior
In Play:
Villain Trash:Gene-Bound Firesworn, Forced Deployment, Gene-Bound Frosthound, Gene-Bound Ion Lancer, TCF Conqueror, Gene Bound Psi Weaver, Filed Leitenant Tamar
Start of Turn:
Play: Gene Bound Firesworn
End of Turn: Voss deals 3 Energy damage to Expatriette (19) and 2 Fire Damage to Raptor Bot , redirected to Stealth Bot (4)
Voss plays Forced Deployment
Firesworn deals 2 fire damage to Unity (19)
========================
Effects:
-Reduce damage to Voss by 1 for each Minion in play
==========
Grand Warlord Voss (53) (DR 1)
Gene-Bound Fireswron (3)
Forced Deployment
==========
Setback - incapped
Unity - 19
Swift Bot - 5
Stealth Bot - 4
Platform Bot - 3
Raptor Bot - 2
Champion Bot - 8
Mainstay - 14
Writhe - 13
Dr Medico - 12
The Idealist - 11
Dark Visionary - 20
Dark Watch Expatriette - 19
Let me know if any of that damage is getting redirected
Redirect the Raptor Bot damage to Stealth Bot, please. Looks like no Hasty Augmentation this time around.
Well no card plays at all. If I could have Setback give me a power play then I can take out the Firesworn with my shotgun so that bots can chew on Voss this turn. Next turn will hurt though as we will have at least two minions who deal everyone damage.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
I don't have a better idea.
Sounds good on my end--cock that shotgun, Expat!
I do find it a bit humorous next turn that Dark Visionary's decoy will take all of Voss's hit next turn since Viz is the highest health thus directing it to the decoy and then the decoy will take the second part of the hit.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Unless dpt has a better idea for Setback's incap abilities I'll be killing a Firesworn with 4 proj damage since we can't play cards this round.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Does taking out the Firesworn net damage against Voss? The Firesworn will be coming right back of course. Ex-Patriette can have the power use.
It either breaks even or allows for a bit more damage
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
OK, go for it!
Dark Expat deals 4 proj damage using tactical shotgun to Firesworn[x] with Setback's incap ability. Unity is up next.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Unity
HP: 19
Hand: Modular Workbench (2), Scrap Metal (2), Volatile Parts, Brainstorm, Hasty Augmentation, Robot Reclamation
Play: Volatile Parts, Swift Bot [5], Stealth Bot [4], Platform Bot [3], Champion Bot [8], Raptor Bot [2]
Trash: Construction Pylon (2), Supply Crate, Bee Bot, Turret Bot, Brainstorm (2), Flash Forge, Inspired Repair, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; Platform deals damage and has DR1; increase damage by Unity and bots by 1; Raptor deals damage; Unity deals damage when bots die
--------------------------------------------------------------------------------------------
Start:
Play: Skip
Play: Skip
Power: Skip
Draw: Bee Bot, Raptor Bot, Supply Crate
End: Platform Bot deals 4 damage to the Voss [49]; Raptor Bot deals 7 damage to Voss [42]
--------------------------------------------------------------------------------------------
HP: 19
Hand: Modular Workbench (2), Scrap Metal (2), Supply Crate, Volatile Parts, Bee Bot, Raptor Bot, Brainstorm, Hasty Augmentation, Robot Reclamation
Play: Volatile Parts, Swift Bot [5], Stealth Bot [4], Platform Bot [3], Champion Bot [8], Raptor Bot [2]
Trash: Construction Pylon (2), Supply Crate, Bee Bot, Turret Bot, Brainstorm (2), Flash Forge, Inspired Repair, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; Platform deals damage and has DR1; increase damage by Unity and bots by 1; Raptor deals damage; Unity deals damage when bots die
The Sentinels
HP: Idealist [11]; Dr. Medico [13]; Writhe [13]; Mainstay [14]
Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions; Second Chance; Blackout; Restorative Burst; Human Shield
In play: Sentinel Tactics; Durasteel Chains; Hippocratic Oath; Caliginous Form
-------------------------------------
Start of hero turn:
Play a card: N/a (Leaking Room)
Use a power: Telekinetic Jab: Idealist deals net 2 psychic damage to Voss [40].
Sentinel Tactics triggers! Block: The Sentinels have DR 1 for the turn.
Draw a card: Unique Capabilities
End of hero turn: Hippocratic Oath triggers: Swift Bot [5]; Dr Medico [13]; and Expatriette [20] each regain 1 hp.
---------------------------------------
HP: Idealist [11]; Dr Medico [12]; Writhe [13]; Mainstay [14]
Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions, Second Chance, Blackout, Restorative Burst; Human Shield; Unique Capabilities
In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form
Trash: Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2); Positive Energy (x2); Dark Delusions; Fling Into Darkness; Coordinated Assault (x2)
Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.
Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)
Reduce damage dealt to Mainstay by 1. Increase damage dealt by Mainstay by 1. (Durasteel Chains)
The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)
The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)
DARK VISIONARY
HP: 20
Hand: Cerebral Hemorrhage, Foresight
In play: Mass Levitation, Decoy Projection [5]
-------------------------------------
Start of hero turn:
Play a card: n/a
Use a power: Mass Levitation
Draw a card: Mind Spike
End of hero turn:
---------------------------------------
HP: 20
Hand: Cerebral Hemorrhage, Foresight, Mind Spike
In play: Mass Levitation, Decoy Projection (5)
Trash: Prophetic Vision (x2), Brain Burn, Mass Levitation, Mental Divergence, Mind Spike, Psychic Maelstrom
Additional effects:
Until the start of Dark Visionary's next turn reduce damage dealt by environment cards by 3. (Mass Levitation)
When the Visionary would be dealt damage redirect that damage to this card (Decoy Projection)
===
Comments:
Status quo. But the decoy will get Voss' attention. And now have a Mind Spike to do a bit of damage if needed.
Dark Watch Expatriette
HP: 20
Hand: "Pride", RPG Launcher
--------------------------------------------------------------------------
Start
Play: n/a
Power: Tactical Shotgun - deal 4 proj damage to Voss[36]
Draw: Flak Jacket
End
--------------------------------------------------------------------------
HP: 20
Hand: "Pride", RPG Launcher, Flak Jacket
Play: Tactical Shotgun, "Prejudice", Assault Rifle, Incendiary Rounds
Trash: Arsenal Access, Flak Jacket, Speed Loading, Quick Draw, Reloadx2, Tactical Shotgun, RPG Launcher
Effects: When Assault Rifle is used change damage type to fire and increase the damage by one for the power. Then destroy Incendiary Rounds.
Note: I'm doing some traveling today so I won't likely be able to post until late tonight. So if Hasty Augmentation is played on Dark Watch Expat I can hit three targets for five fire damage so I'm fine with the group determining which minions I hit. Just remember the Firesworn are immune to that hit.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Ruins of Atlantis
In Play: Leaking Room
Trash: Toxic Seaweed, The Krakenx2, Phosphorescent Chamber, Atlantean Font of Power
--------------------------------------------------------------------------------------------------------------------
Start of Turn: Leaking Room destroys itself
Play: Phosphorescent Chamber
End of Turn: Each player must discard a card
-Increase all damage dealt by 1
-Increase all HP recovery by 1
Grand Warlord Voss Advanced
Grand Warlord Voss (36) - Super Thorathian Warrior
In Play: Forced Deployment
Villain Trash:Gene-Bound Fireswornx2, Forced Deployment, Gene-Bound Frosthound, Gene-Bound Ion Lancer, TCF Conqueror, Gene Bound Psi Weaver, Filed Leitenant Tamar
Start of Turn: Forced Deployment destroys itself, bringing Firesworn, Frosthound, Ion Lancer, Psi Weaver and Firesworn into play from the Trash
Play: Gene Bound Soldier
End of Turn: Voss deals 5 Energy damage to Visionary, redirected to Decoy Projection (x) and 4 Fire Damage to Raptor Bot (x)
Voss plays Gene Bound Ion Lancer
Firesworn deals 3 fire damage to Visionary or Expat (17)
Frosthound deals 3 cold damage to each hero target ( Unity 16, Champion Bot redirected to Stealth Bot 2, Swift Bot 2, Stealth Bot x, Platform Bot 1, Mainstay 13, Writhe redirects net 0 damage to Voss, Medico 10, Idealist 9, Visionary 17/14, Expatriette 17/14
Ion-Lancer deals 3 energy damage to Platform Bot (x)
Psi-Weaver deals 3 Psychic damage to each hero target (Unity 13, Champion Bot 5, Swift Bot x, , Mainstay 12, Writhe 11, Medico 8, Idealist 7, Visionary 14/11, Expatriette 14/11
Firesworn deals 3 fire damage to the other of Visionary or Expatriette (11)
Soldier deals 3 projectile damage to Unity (10)
Ion-Lancer deals 3 energy damage to Champion Bot (2)
========================
Effects:
-Reduce damage to Voss by 1 for each Minion in play
==========
Grand Warlord Voss (36) (DR 7)
Gene-Bound Firesworn (3)
Gene Bound Frosthound (3)
Gene-Bound Ion-Lancer (3)
Gene-Bound Psi-Weaver (3)
Gene-Bound Firesworn (3)
Gene-Bound Soldier (3)
Gene-Bound Ion Lancer (3)
==========
Setback - incapped
Unity - 10
Swift Bot - x
Stealth Bot - x
Platform Bot - x
Raptor Bot - x
Champion Bot - 2
Mainstay - 12
Writhe - 11
Dr Medico - 8
The Idealist - 7
Dark Visionary - 11
Dark Watch Expatriette - 11
Let me know if any of that damage is getting redirected
Let's redirect the first instance of Champin Bot damage to Stealth Bot, so it should survive with 2 HP.
Done
Wow, I'm impressed everyone survived. Maybe I could let Expat use a power now? The Hasty Augmentation would be serious overkill.
The Sentinels discard Horrifying Dichotomy to the Phosphorescent Chamber.
I have a third Positive Energy in my Hand, which will heal us all and kill off everything but the PsiWeaver. Your call, though!
Dark Visionary discards Foresight.
Unity discards Scrap Metal.
All right, The Sentinels may play a card! You've got a lot of juicy cards in your hand there, and of course you'll also get a power use.
I discard a Flak Jacket
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
A Hasty Augmentation should allow me to kill off what's left and deal Voss 6 damage with the Assault Rifle.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Also Unity has Volatile Parts in play shouldn't some minions have died from bots going down? Depending on order the bots died it could prevent damage to us since it would be 3 Fire damage to the non hero target with the lowest health because of the environment. The minions are all tied so Unity should have the choice when the bot dies.
Edit: I'm not sure how much of villain turn redo it would cause but at the least the psi weaver could be taken out after Voss demolished the Raptor Bot
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Curses, stupid volatile parts. Unity, pick who you want to die. You'd have to lose bots to kill, Stealth and Raptor were killed by Forsthound, Platform by Ion LAncer, Swift by Psi Weaver
Voss blasted the Raptor bot since he was he lowest health during his attack.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Unity, if you could kill the Psi-Weaver with Volatile Parts, that'd be spectacular, because I can wipe the board with the following...
On Setback's turn, The Sentinels play Unique Capabilities!
I search my deck and put Aura of Vision into play. I draw Second Chance. I play Positive Energy!
All Hero targets regain net 2 hp (Unity [12]; Champion Bot [4]; Mainstay [14]; Writhe [13]; Medico [10]; Idealist [9]; Visionary [13]; Expatriette [13]
Idealist then deals net 3 psychic damage to all Villain targets--all minions are killed. Voss is at [34].
Dealing damage with Idealist nets me a Power use:
Idealist uses Telekinetic Jab, dealing net 3 psychic damage to Voss [31].
Also know you are wasting health if you let stealth bot die from its own attack, from an outside observer
Ok, how about this?
Voss kills Raptor Bot - Volatile Parts kills the Frosthound
Firesworn hits Visionary or Expat
Ion-Lancer deals 2 energy damage to Platform Bot [1]
Psi-Weaver hits Platform Bot first, kills it - Volatile Parts kills Psi-Weaver
Firesworn hits Visionary or Expat
Soldier deals 3 to Unity
Ion-Lancer deals 2 to Stealth [2]
This leaves:
Firesworn, Ion-Lancer, Firesworn, Soldier, Ion-Lancer [all 3]
Swift Bot [5], Stealth Bot [2], Champion Bot [8]
And all of the heroes avoid getting hit by the Frosthound and Psi-Weaver.
This is a placeholder for my turn. I need to go pass out, but I'll put something together in the morning. Tentative plan is Hasty Augmentation + Modular Workbench, get Raptor Bot in play, chew on Voss.
That works, I'll edit accoringly when I get the chance, but for ca;culations sake that would leave Viz and Expat at 17 and Unity at 16
Unity
HP: 18
Hand: Modular Workbench (2), Scrap Metal, Supply Crate, Volatile Parts, Bee Bot, Raptor Bot, Brainstorm, Hasty Augmentation, Robot Reclamation
Play: Volatile Parts, Swift Bot [6], Stealth Bot [4], Champion Bot [8]
Trash: Construction Pylon (2), Scrap Metal, Supply Crate, Bee Bot, Platform Bot, Raptor Bot, Turret Bot, Brainstorm (2), Flash Forge, Inspired Repair, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; increase damage by Unity and bots by 1; Unity deals damage when bots die
--------------------------------------------------------------------------------------------
Start:
Play: Hasty Augmentation - Expat can use a power and its damage is boosted by 2 (I'm assuming shotgun for 7, with all the minions gone)
Play: Modular Workbench
Power: Modular Workbench - discard Scrap Metal and play Raptor Bot
Draw: Brainstorm, Raptor Bot
End: Raptor Bot deals 7 melee damage to the Voss [17]
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HP: 18
Hand: Modular Workbench, Supply Crate, Volatile Parts, Bee Bot, Raptor Bot, Brainstorm (2), Robot Reclamation
Play: Modular Workbench, Volatile Parts, Swift Bot [6], Stealth Bot [4], Champion Bot [8], Raptor Bot [2]
Trash: Construction Pylon (2), Scrap Metal (2), Supply Crate, Bee Bot, Platform Bot, Raptor Bot, Turret Bot, Brainstorm (2), Flash Forge, Hasty Augmentation, Inspired Repair, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; increase damage by Unity and bots by 1; Raptor deals damage; Unity deals damage when bots die
Yep Shotgun for 7 on Voss [24]
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Much like yesterday I won't be able to post again until much later. My plan for my turn is to play Pride and use it's power to deal Voss six damage from Pride and Prejudice. If Voss is somehow still alive I'm discarding RPG launcher at the end of the environment turn unless I find something worse to discard from my draw.
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
The Sentinels
HP: Idealist [9]; Dr. Medico [12]; Writhe [13]; Mainstay [14]
Hand: Second Chance (x2); Blackout; Restorative Burst; Human Shield
In play: Sentinel Tactics; Durasteel Chains; Hippocratic Oath; Caliginous Form; Aura of Vision
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Start of hero turn: Expatriette may draw a card! (Aura of Vision)
Play a card: Blackout! Writhe deals Voss net 3 melee damage [14]. Because Writhe dealt the damage, he deals Voss an additional net 3 infernal damage [11]
Sentinel Tactics triggers! Block: The Sentinels have DR 1 for the turn.
Use a power: Telekinetic Jab: Idealist deals net 3 psychic damage to Voss [8].
Draw a card: Sentinel Tactics
End of hero turn: Hippocratic Oath triggers: Three of Unity's bots each regain net 2 hp.
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HP: Idealist [9]; Dr Medico [12]; Writhe [13]; Mainstay [14]
Hand: Second Chance (x2), Restorative Burst; Human Shield; Sentinel Tactics
In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form; Aura of Vision
Trash: Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2); Positive Energy (x3); Dark Delusions; Fling Into Darkness; Coordinated Assault (x2)
Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.
Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)
Reduce damage dealt to Mainstay by 1. Increase damage dealt by Mainstay by 1. (Durasteel Chains)
The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)
The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)
At the start of The Sentinels' turn, if Idealist is active, one player may draw a card. (Aura of Vision)
Dark Visionary will Mind Spike Voss for 4 psychic [4]. This sets him up for Expatriette to dispatch him via Pride and Prejudice.
"Warlord Voss's Fortress"
I'd like to be under the sea
In the Warlord Voss's Fortress in the shade
He'd let us in, knows where we've been
In his Warlord Voss's Fortress in the shade
I'd ask the heroes to come and see
The Warlord Voss's Fortress with me
I'd like to be under the sea
In the Warlord Voss's Fortress in the shade
We would be warm causing a storm
In his little hideaway beneath the waves
Bashing his head on the sea bed
In the Warlord Voss's Fortress near a cave.
Hey, at least that lasted longer than the last game I ran in which the heroes dispatched Plague Rat in a round and a half
Drew Unload from Aura of Vision. Time for some overkill
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Dark Watch Expatriette
HP: 19
Hand: "Pride", RPG Launcher, Unload
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Start
Play: Unload
Power: Tactical Shotgun - deal 5 proj damage to Voss[x],
Assault Rifle - Deal 4 fire damage to Voss [x], Incendiary Rounds are destroyed. ,
"Prejudice" - Deal 3 proj damage to Voss [x] for good measure
Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31
Nice game, everyone. Thanks for running it, cmschex!
Well done, all! Thanks for running it, cmschex!
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