Sorry for the delay- those bloody Lightsiders, eh? Still, important moment for them, as they were starting to commit to a doomed cause.
Con- I'll let you have that for now, but it's preferable if you specify a swap out, even if you bring in a useless scthick or nothing at all.
As for armour- generally speaking, you can never ignore armour generated by a schtick (its actually this fine distinction between armour and amour rating, which I will happily admit is not intuitive. Armor rating is generated by a. 'literal' armour and b. schticks. Things that ignore armour only ignore the armour part. Note that Alien schticks that generate armour count as armour, though.
And note also in contrast that when you lose all defences for withdrawing from combat, that DOES include schtick defence but NOT actual armour. That actually makes logical sense if you consider it)
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Their initiative, I am afraid. This actually means two attack Rah, but it works out well as they both miss thanks to the Leap! Rah has Balance, btw. Worth remembering.
Streetfighter works well this time for Relle, giving her a kill!
Rianna can breathe a sigh of relief- knifey missed her.
Con's not had a lucky day; his foes have rolled well. Compare to Rand, whose opponents barely get him at all.
Spikey gets another solid blow on Dak!
Ok, your turn, let's hope it is a good one!
Rah- you leap out and land behind a rock... where that geologist is hiding. "Oh, hello..." he says.
No kill for Rand, but Azarl gets one!
Xavier takes a bit of damage getting to Slingshot guy as he breaks melee, but he's there!
Three kills for Galder with his twirl! Neat... and gruesome...
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PROVE YOUR WORTH- Start of Turn 9
Outer Ring
Relle (C11): 3 (3A BH)/31 [MA SF DU] [FE FA IM] (6F)
Galder (C9): 3/41 [DU FB PA] [SF DW IM] (4F) (Improvised Axe)
Rianna (C11): 2 (1A)/47 [MA FA DW] [DU FE AS] (3F)
Dak: (C9): 2 (1A)/56 [DW SF IM] [DU WS FE TW] (3F) (Knives)
Con (C8): 2 (1A)/52 [MA DW FA] (7F)
Haron (C8): 2 (1A)/57 [DW MA] (8F) (one turn behind)
Rand (C4): 2 (1A)/13 [DW] (5F)
Azarl (C5): 1/34 [] [MA] (7F)
Unarmed thugs x9* (C5)
Spiky (C9): 1(2A)/24 [SF] (Dak)
Inner Ring
Gallador (C4*): 1/23 (5F)
Other side of room
Slingshot (C6): 0
Xavier (C7): 1/61 [SF DW FE] [FB AS MA] (4F)
Behind a rock
Rah: (C9): 1/68 [FA FE WS] [SF DW] (Knife) (5F)
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Let's finish this thing!
Originally posted by Baylin
How far is Rah's rock from slingshot guy, and can he use Leap to enhance Flying Attack? If so he'll Leap at Slingshot guy, if not he'll Leap at whichever supermook is within reach.He'll also tap D&W
I don't think you're close enough to attack him. If you're keen to kill, you should go after a mook.
Also, Leaping doesn't do much for you offensively. It's just movement.
Their initiative... and a refresh round!
Haron is down- and presumably staying down, if he never returns.
No post from GK is regrettable- a blow from Spikey downs him, and having someone downed is going to cost you dearly in this place.
Rah- DW not swapped in I am afraid!
Rand begins a grip... but only Azarl is attacking Spikey! It;s a fair hit but not enough, and now Spikey turns on him...
Xavier got off two blows in his turn- an Assaulted Feint Streetfighter for 7 damage, and then an all out tap for glory! He scores a total of 11 successes- a kil!
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PROVE YOUR WORTH- Start of Turn 10
Outer Ring
Relle (C11): 3 (3A BH)/31 [MA SF DU] [FE FA IM] (6F)
Galder (C9): 3/41 [DU FB IM] [SF DW PA] (4F) (Improvised Axe)
Rianna (C11): 2 (1A)/49 [MA FE DW] [DU FA AS] (3F)
Con (C8): 2 (1A)/55 [MA DW FA] (7F)
Rand (C4): 2 (1A)/15 [DW] (5F)
Azarl (C5): 1/36 [MA] (7F)
Rah: (C9): 1/68 [FA FE WS] [SF DW] (Knife) (5F)
Unarmed thugs x5 (C5)
Spiky (C9): 1(2A)/30 [SF] (Azarl)
Inner Ring
Gallador (C4*): 1/23 (5F)
Other side of room
Xavier (C7): 1/64 [SF AS [i]FE]/i]] [FB DW MA] (4F)
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