I discard a Flak Jacket
A Hasty Augmentation should allow me to kill off what's left and deal Voss 6 damage with the Assault Rifle.
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
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.
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]
--------------------------------------------------------------------------------------------
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]
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.
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
-------------------------------------
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.
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
Nice game, everyone. Thanks for running it, cmschex!
Well done, all! Thanks for running it, cmschex!