Re: RtD: Lab of a Mad Doctor Turn 11: Changing Circumstances
Posted: Thu Nov 24, 2011 10:44 pm
Punch the corpse, hopefully with the same strength as the one before this one.
(FE and Hound 1 = 4 VS 5) (Ally Roll: 6)Fatal Error: 4 wrote:Attack one of the hounds with vibro-blade, then attack the other with chaser blade.
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Flaming Hound A
HP: 50/70
Special: Large - +1 to Attack and Defense Rolls, no Evasion rolls
Flaming Hound B
HP: 0/70
Special: Large - +1 to Attack and Defense Rolls, no Evasion rolls
(Snipe and Corpse = 6 VS 2)Snipeheart: 6 wrote:Punch the corpse, hopefully with the same strength as the one before this one.
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Corpse
HP: 0/30
Special: None
Frozen Hound
HP: 70/70
Special: Freezing Touch: Damages when attacked physically
You make your way into the building without getting caught, and manage to find an open crate in one of the open rooms. Most of the contents of the crate are useless to you, but two items stand out. (Gained Internal Device: +1 to defense, gained Lg. Medikit: Recover 80 HP)Code 57 wrote:Try looking for supplies without getting caught.
(3 vs 5)Snipeheart: 3 wrote:(Falcon) Punch the Frozen Hound.
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Corpse
HP: 0/30
Special: None
Frozen Hound
HP: 20/70
Special: Freezing Touch: Damages when attacked physically
Ailment: Stunned: 1 Turn
(3 vs 4)Fatal Error: 1 wrote:attempt to counter-attack Flaming Hound A
Stealth Roll: 3Code 57: 2 wrote:Sneak into an area with a ranged weapon and corresponding ammo, then take them without being caught. Also take any useful stuff on the way. [Like say, a missile launcher, an offense-increasing upgrade, etc.]
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Steel Golem
Hp: 110/110
Special:
Mechanical-Immune to status effects.
Armored-Takes less damage from physical attacks.