1 Tile = 5 metersMoves entirely along a road get +5m distance.
Directional cover works as it did in the first round
A line next to the edge of a hexagon is a door. Doors open automatically, but you can't run through two doors in the same turn--too fast.
Each hex applies a unique effect to combat inside of it:
Hex #1 (Blue) : Aqua zone--kinetic attacks are less effective (5+ to Hit/Wound). Roll for the # of turns you can hold your breath for when you enter.
Hex #2 (Orange) : The floor is lava. Take 2STR damage per turn, unless you have fire resistance (like a dragon)
Hex #3 (Limegreen): Heal Zone. Heal a random wound at the end of each turn.
Hex #4 (Fuschia) : Glue zone. Roll 2DEX vs your AGI each turn. If you fail you are immobilized for one turn.
Hex #5 (Skyblue) : Hall of Mirrors. Missed ranged attacks will rebound until they hit a random person inside. You roll AGI each time.
Hex #6 (Yellow) : Nuclear Furnace. 3STR damage per turn if you pass through here, but your non-kinetic attacks are Energized (+1 STR per turn).
Hex #7 (Grey) : Monochrome Field. You become black and white when you enter, and become immune to the effects of other hexes.
Hex #8 (Red) : Blood spilled inside makes you more powerful, giving you bonus Sanguine Dice to reroll in a future attack.
All hexes are Indoors, meaning you can't shoot to explode anything inside of it from outside/vice versa without an armor-piercing weapon like a LAW.
Turn 9C[99+5]
Fellorath can't shoot then charge with these rules, so she decides to [-] shoot! [-] The weapon produces a volley of psychic missiles drawing from Fellorath's own psyche energy, (7vs0=5 hits) (1+5vs2=[6][4][3][3]) vaporizing bits of the biovore's legs and chest. Bleeding ensues.
[85+5]
Nameless Biovore (2 dice=0) burps out a spore mine, which wanders off and doesn't really accomplish much. They'll remain even after he dies. Which, by the way, he is about to.
[74+10]
Argus Auraflight swipes at Sicreih (3vs0=1 Hit) (2vs3=[6]) placing a huge gash. From this angle he can only really hit the upper body, so no Legs or Lower Torso--[6] Sicreih takes a major hit to the head.
[34+20]
The Dread Pirate Roberts reveals himself and strikes Sicreih out of nowhere! In the face! (5-2vs0=1 Hit) (2+1vs3=[6][6]) That... wow. It hurts a lot.
[35+15]
Sicreih stabs the biovore to add insult to injury. (2vs0=1 Hit) (4vs2=0 Hits) It glances off the tough carapace.
BleedingFellorath is safe (1 Bleed vs 2VIT--armor does not apply to bleed)
Joke's on that dragon, though.
Sicreih healed the first major head wound. But there's two more where that came from... he turns pale from blood loss. (7 Bleed vs 3VIT)
Biovore dies unceremoniously (10 Bleed vs 2 VIT)
Name: The Dread Pirate Roberts
Physical Stats:
DEXterity - 3-1
AGIlity - 3-1
STRength - 1
VITality - 1
Mental Stats:
FOCus - 3
TACtics - 1
INTuition - 3
PERception - 1
Trait: Only Mostly Dead - You can die once, and get revived with all crippling wounds removed. Bleeding is reduced to 1 per wound.
Weapons/Spells/Misc:
+1 Rapier: 3 Attacks, Medium weapon. +1 DEX when Parrying only.
Smoke Bombs: Creates a 3x3 square of cover that gives +2 AGI, and +2 to Stealth
Wounds: -Stabbed Hand (-1 DEX, no two-handed actions. Can be first-aided to remove the DEX penalty.)
-Broken Bone (-1 AGI)
-Covered in glowing acid (-1 to Stealth)
PaleName: Fellorath
Physical Stats:
DEXterity - 2
AGIlity - 1
STRength - 3
VITality - 2 +1
Mental Stats:
FOCus - 2
TACtics - 3
INTuition - 2
PERception - 1
Trait: Roll a d6 at the end of each turn, heal that wound in your list of wounds
Weapons/Spells/Misc:
+2 Sword: 2 Attacks, Medium weapon
Shield: Heavy weapon (can shield bash). Toughness 2
Magitech Pistol: 2 Attacks, 4 STR Pistol. Has access to the following spells:
- Volcanic Lava: 3 STR, creates a 1 STR Damage-over-time effect on the target's current tile, or a random nearby tile if you miss.
- Frost Lance: STR 3. Stuns on a 5+ (no Active Defense, 1 action per turn), and slows (halves AGI/move distance) on successful wounds.
- Arcane Missiles: 5 Attacks, 1 STR
Platemail Armor: +1 VIT, +1 Toughness. If you move/sneak twice in one turn, you can't move in the next. -1 Stealth.
Wounds: -Singed due to armor (+1 Bleed)
-
Pale, but only on the inside (dragons have scales)
Name: Argus Auraflight
Physical Stats:
DEXterity - 1
AGIlity - 1
STRength - 2
VITality - 4
Mental Stats:
FOCus - 3
TACtics - 1
INTuition - 1
PERception - 3
Trait: You can pass over obstacles and get +1/+1 DEX/STR when charging twice in the same turn.
Weapons/Spells/Misc:
+1 Claws of Defiance: 2 Attacks, Medium natural weapon
+2 Tailswing: Heavy natural weapon
Dragonfire: 4 Strength AoE blast with 15m range. Must roll to hit at close range.
Wounds: -Damaged Claws (-1 STR to your next attack with Claws)
-
Pale, but only on the inside (dragons have scales)
Dull Claws (Claw attacks are now blunt)
Name: A nameless Tyranid Biovore
Physical Stats:
DEXterity - 2
AGIlity - 1-1
STRength - 3
VITality - 2
Mental Stats:
FOCus - 2-1
TACtics - 2-1
INTuition - 1-1
PERception - 3-1
Trait:
Extremely Bulky - Can not enter doors.
Gargantuan Creature - [5]'s count as [4]'s for purposes of wounding you.
Weapons/Spells/Misc:
+1 Fists: 2 Attacks, Medium natural weapon
+2 Jaws: 1 Attack, Heavy natural weapon
Spore Mine Launcher: Creates a 1/1/1/1 Spore Mine with a 4 STR AoE Blast that rolls to Scatter for movement (5's, 6's = Move 3 tiles toward nearest enemy) (<5 = Move 3 tiles in a random direction)
Roll to Scatter if you miss your Aim roll. 5+ lands on the enemy's square, otherwise scatter 1 square at Mid Range, 2 squares at Long Range.
If you succeed your Aim roll the mine will explode directly.
Wounds: -Acid burns to left leg (-1 AGI)
-Major facial bleeding (+3 Bleed)
-Pierced upper torso (+3 Bleed)
-Torn apart lungs (-2 DEX)
-Injured Claw (+1 Bleed)
-Bleeding from chest (+1 Bleed)
-Injured Leg (+1 Bleed)
-Torn Artery (+1 Bleed)
-Damaged Claw (1 less attack on Fists)
-Dazed by the attack (-1 to all mental stats)
-Immobilized!
-
Bled out.Name: Sicreih
Physical Stats:
DEXterity - 1-1
AGIlity - 2-2
STRength - 2-1
VITality - 3
Mental Stats:
FOCus - 3-1
TACtics - 2-1
INTuition - 2-1
PERception - 1-1
Trait: A d6 is rolled if Sicreih's bleeding. If 5 or 6, bleeding stops. Only one bleed may close at a time, and takes off important bleeds first.
Weapons/Spells/Misc:
+2 Longsword: 2 Attacks, Medium weapon.
Wounds: -Head Cracked Open! (+2 Bleed)-Head Punctured! (+2 Bleed)
-Head Punctured! (+2 Bleed)
-Head bleed (+1 Bleed)
-Acid burns (+1 Bleed)
-Torn Leg (+1 Bleed)
-Burned Arm (-1 STR)
-Burned Leg (-1 AGI)
-Broken Bone (-1 AGI)
-Acid splattered on arm (-1 DEX)
-Head injuries (-1 to all mental stats)
-
Pale