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LOCATION: SKYRISE [1,5]
TARGET: ROYALISTS
TARGET: ROYALISTS
New kid rules:
NEW RULES OF NOTE:
Kid battle mechanics have changed somewhat for this battle event.
If you're a kid on assault: Roll 2d6 for your first turn after the boss attacks. The first die is the damage you take and any effects that happen, and the second die is your (lusus') damage roll as normal.
Additionally, at half-hour opportunities between rounds, lusii can attack. They roll 1d4 damage that automatically hits. Lusii cannot be healed or support trinketed.
Kid battle mechanics have changed somewhat for this battle event.
If you're a kid on assault: Roll 2d6 for your first turn after the boss attacks. The first die is the damage you take and any effects that happen, and the second die is your (lusus') damage roll as normal.
Additionally, at half-hour opportunities between rounds, lusii can attack. They roll 1d4 damage that automatically hits. Lusii cannot be healed or support trinketed.
A slight detour to infiltrate the Skyrise was called for. There was still some time left in the night to scour the building for information from its offices, and the time would have been wasted otherwise. It would be a plan that the royalists didn’t see coming. The rebels made their way with haste to the building to ambush the unsuspecting royalists – and whoever is left in the building throughout the conflict.
There aren’t many of the queen’s troops in here, so it’s a good idea to grab what you can and get out quick. The rebels will call off their search and make the final push for the night in three hours. Good luck.
Roll 2D6!
For your dodge roll, listings go as follows:
If you roll a 1, While making your way up to the next floor, you hear a heavy grinding sound. As you look up to the next landing, an entire desk is hurled down the stairs. You take 3 damage, and 5 damage if you rolled higher than a 3 for damage this turn.
If you roll a 2: A huge building like the Skyrise has a lot of large furniture with which to make barricades. Even if you manage to not strain something pushing desks and vending machines around, an avalanche of chairs is unavoidable. You take 3 damage.
If you roll a 3, The sleek, modern aesthetic of the Skyrise has not held up well against explosives and gunfire. Every possible surface is covered in broken glass. You take 1 damage, and take 1 damage every time you roll a 1 this round.
If you roll a 4, one of the floors you’re trying to investigate is completely inaccessible. As an INTEL troll, you notice the floor above has a gaping hole in it, and you’re able to lower yourself into the floor below on a rope. You manage to get some interesting intel from a filing cabinet, and do 1 extra damage per friendly coordinate you roll this round. As an ASSAULT troll, you’re left behind to guard the hole from invading forces. You take no damage, but you can’t roll for an hour.
If you roll a 5... This office building is chock full of computers, any of which could contain information that could aid your cause. As an INTEL troll, you set to work going through each terminal individually, only for loyalist forces to catch up to you. Take 2 damage; your coordinate roll deals 1 extra damage to you if it is an enemy coordinate this turn. As an ASSAULT troll, you strong-arm one of the office workers to get you the information you’re looking for immediately. You get an extra attack, and take no damage this turn.
If you roll a 6, you fight your way to the top floors, avoiding major conflict. Big-wig executive types can’t resist having a high-level office. You don’t bother with the small-fry on the lower floors and make a beeline for the top. True to form, the corporate bosses evacuated a long time ago and left most of their stuff. You can re-roll immediately, and deal 2 extra damage this turn.
For your dodge roll, listings go as follows:
If you roll a 1, While making your way up to the next floor, you hear a heavy grinding sound. As you look up to the next landing, an entire desk is hurled down the stairs. You take 3 damage, and 5 damage if you rolled higher than a 3 for damage this turn.
If you roll a 2: A huge building like the Skyrise has a lot of large furniture with which to make barricades. Even if you manage to not strain something pushing desks and vending machines around, an avalanche of chairs is unavoidable. You take 3 damage.
If you roll a 3, The sleek, modern aesthetic of the Skyrise has not held up well against explosives and gunfire. Every possible surface is covered in broken glass. You take 1 damage, and take 1 damage every time you roll a 1 this round.
If you roll a 4, one of the floors you’re trying to investigate is completely inaccessible. As an INTEL troll, you notice the floor above has a gaping hole in it, and you’re able to lower yourself into the floor below on a rope. You manage to get some interesting intel from a filing cabinet, and do 1 extra damage per friendly coordinate you roll this round. As an ASSAULT troll, you’re left behind to guard the hole from invading forces. You take no damage, but you can’t roll for an hour.
If you roll a 5... This office building is chock full of computers, any of which could contain information that could aid your cause. As an INTEL troll, you set to work going through each terminal individually, only for loyalist forces to catch up to you. Take 2 damage; your coordinate roll deals 1 extra damage to you if it is an enemy coordinate this turn. As an ASSAULT troll, you strong-arm one of the office workers to get you the information you’re looking for immediately. You get an extra attack, and take no damage this turn.
If you roll a 6, you fight your way to the top floors, avoiding major conflict. Big-wig executive types can’t resist having a high-level office. You don’t bother with the small-fry on the lower floors and make a beeline for the top. True to form, the corporate bosses evacuated a long time ago and left most of their stuff. You can re-roll immediately, and deal 2 extra damage this turn.
NEXT ROUND STARTS AT 10:00 PM PST
THE ARMY THREATENS TO DEMOLISH A COORDINATE
LIGHTHOUSE [6,1]
if this coordinate is rolled by intel trolls, all trolls deal 2x damage. if not rolled... there will be consequences.
• • • – – – • • •
if this coordinate is rolled by intel trolls, all trolls deal 2x damage. if not rolled... there will be consequences.
• • • – – – • • •
Destroyed Coordinates:
THE ARMY HAS PERMANENTLY DESTROYED SERPENTINE MANSION. IF [5,5] is rolled, the troll that rolled it will take 2 damage.
THE ARMY HAS PERMANENTLY DESTROYED BEACHFRONT WASTES. IF [5,3] is rolled, the troll that rolled it will be unable to act for an hour.
THE PHOENIX INITIATIVE HAS PERMANENTLY DESTROYED HEMISECT CRYPTS. IF [1,1] is rolled, the troll that rolled it will bolster the rebel defense by 15.
THE ARMY HAS PERMANENTLY DESTROYED DEAD FIELDS. IF [1,3] is rolled, the troll that rolled it will bolster the royalist defense by 15.
THE PHOENIX INITIATIVE HAS PERMANENTLY DESTROYED THE GLADIATORIAL SHOWGROUND. IF [3,2] is rolled, the troll that rolled it will be unable to act for an hour.