Episode #33 - Voss Under the Sea

Sounds good on my end--cock that shotgun, Expat!

I do find it a bit humorous next turn that Dark Visionary's decoy will take all of Voss's hit next turn since Viz is the highest health thus directing it to the decoy and then the  decoy will take the second part of the hit.  

Unless dpt has a better idea for Setback's incap abilities I'll be killing a Firesworn with 4 proj damage since we can't play cards this round.  

Does taking out the Firesworn net damage against Voss? The Firesworn will be coming right back of course. Ex-Patriette can have the power use.

It either breaks even or allows for a bit more damage

OK, go for it!

Dark Expat deals 4 proj damage using tactical shotgun to Firesworn[x] with Setback's incap ability.  Unity is up next.  

Unity

HP: 19
Hand: Modular Workbench (2), Scrap Metal (2), Volatile Parts, Brainstorm, Hasty Augmentation, Robot Reclamation
Play: Volatile Parts, Swift Bot [5], Stealth Bot [4], Platform Bot [3], Champion Bot [8], Raptor Bot [2]
Trash: Construction Pylon (2), Supply Crate, Bee 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; Platform deals damage and has DR1; increase damage by Unity and bots by 1; Raptor deals damage; Unity deals damage when bots die

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Start:
Play: Skip
Play: Skip
Power: Skip
Draw: Bee Bot, Raptor Bot, Supply Crate
End: Platform Bot deals 4 damage to the Voss [49]; Raptor Bot deals 7 damage to Voss [42]

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HP: 19
Hand: Modular Workbench (2), Scrap Metal (2), Supply Crate, Volatile Parts, Bee Bot, Raptor Bot, Brainstorm, Hasty Augmentation, Robot Reclamation
Play: Volatile Parts, Swift Bot [5], Stealth Bot [4], Platform Bot [3], Champion Bot [8], Raptor Bot [2]
Trash: Construction Pylon (2), Supply Crate, Bee 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; Platform deals damage and has DR1; increase damage by Unity and bots by 1; Raptor deals damage; Unity deals damage when bots die

The Sentinels

HP: Idealist [11]; Dr. Medico [13]; Writhe [13]; Mainstay [14]

Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions;  Second Chance; Blackout; Restorative Burst; Human Shield

In play: Sentinel Tactics; Durasteel Chains; Hippocratic Oath; Caliginous Form

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Start of hero turn:

Play a card: N/a (Leaking Room)

Use a power: Telekinetic Jab:  Idealist deals net 2 psychic damage to Voss [40].

Sentinel Tactics triggers!  Block:  The Sentinels have DR 1 for the turn.

Draw a card: Unique Capabilities

End of hero turn:  Hippocratic Oath triggers:  Swift Bot [5]; Dr Medico [13]; and Expatriette [20] each regain 1 hp.

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HP: Idealist [11]; Dr Medico [12]; Writhe [13]; Mainstay [14]

Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions, Second Chance, Blackout, Restorative Burst; Human Shield; Unique Capabilities

In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form

Trash:  Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2); Positive Energy (x2); 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)

DARK VISIONARY

HP: 20

Hand: Cerebral Hemorrhage, Foresight

In play: Mass Levitation, Decoy Projection [5]

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Start of hero turn:

Play a card: n/a

Use a power: Mass Levitation

Draw a card: Mind Spike

End of hero turn:

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HP: 20

Hand: Cerebral Hemorrhage, Foresight, Mind Spike

In play: Mass Levitation, Decoy Projection (5)

Trash:  Prophetic Vision (x2), Brain Burn, Mass Levitation, Mental Divergence, Mind Spike, Psychic Maelstrom

Additional effects:

Until the start of Dark Visionary's next turn reduce damage dealt by environment cards by 3. (Mass Levitation)

When the Visionary would be dealt damage redirect that damage to this card (Decoy Projection)

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Comments:

Status quo.  But the decoy will get Voss' attention.  And now have a Mind Spike to do a bit of damage if needed.

Dark Watch Expatriette
 
HP: 20
Hand: "Pride", RPG Launcher
 
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Start
Play: n/a
Power:  Tactical Shotgun - deal 4 proj damage to Voss[36]
Draw: Flak Jacket
End 
 
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HP: 20
Hand: "Pride", RPG Launcher, Flak Jacket
Play: Tactical Shotgun, "Prejudice", Assault Rifle, Incendiary Rounds
Trash:  Arsenal Access, Flak Jacket, Speed Loading, Quick Draw, Reloadx2, Tactical Shotgun, RPG Launcher
Effects: When Assault Rifle is used change damage type to fire and increase the damage by one for the power.  Then destroy Incendiary Rounds. 
 
 
 
Note: I'm doing some traveling today so I won't likely be able to post until late tonight.   So if Hasty Augmentation is played on Dark Watch Expat I can hit three targets for five fire damage so I'm fine with the group determining which minions I hit. Just remember the Firesworn are immune to that hit. 

Ruins of Atlantis

In Play: Leaking Room

Trash: Toxic Seaweed, The Krakenx2, Phosphorescent Chamber, Atlantean Font of Power

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Start of Turn: Leaking Room destroys itself

 

Play: Phosphorescent Chamber

 

End of Turn: Each player must discard a card

-Increase all damage dealt by 1

-Increase all HP recovery by 1

Grand Warlord Voss Advanced 

Grand Warlord Voss (36) - Super Thorathian Warrior

In Play: Forced Deployment
 

 

Villain Trash:Gene-Bound Fireswornx2, Forced Deployment, Gene-Bound Frosthound, Gene-Bound Ion Lancer, TCF Conqueror, Gene Bound Psi Weaver, Filed Leitenant Tamar

 

Start of Turn: Forced Deployment destroys itself, bringing Firesworn, Frosthound, Ion Lancer, Psi Weaver and Firesworn into play from the Trash

   
Play: Gene Bound Soldier

End of Turn: Voss deals 5 Energy damage to Visionary, redirected to Decoy Projection (x) and 4 Fire Damage to Raptor Bot (x)

Voss plays Gene Bound Ion Lancer

Firesworn deals 3 fire damage to Visionary or Expat (17)

Frosthound deals 3 cold damage to each hero target ( Unity 16, Champion Bot redirected to Stealth Bot 2, Swift Bot 2, Stealth Bot x, Platform Bot 1, Mainstay 13, Writhe redirects net 0 damage to Voss, Medico 10, Idealist 9, Visionary 17/14, Expatriette 17/14

Ion-Lancer deals 3 energy damage to Platform Bot (x)

Psi-Weaver deals 3 Psychic damage to each hero target (Unity 13, Champion Bot 5, Swift Bot x, , Mainstay 12, Writhe 11, Medico 8, Idealist 7, Visionary 14/11, Expatriette 14/11

Firesworn deals 3 fire damage to the other of Visionary or Expatriette (11)

Soldier deals 3 projectile damage to Unity (10)

Ion-Lancer deals 3 energy damage to Champion Bot (2)

 

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Effects:
-Reduce damage to Voss by 1 for each Minion in play

 

 

 

 

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Grand Warlord Voss (36) (DR 7)

Gene-Bound Firesworn (3) 

Gene Bound Frosthound (3)

Gene-Bound Ion-Lancer (3)

Gene-Bound Psi-Weaver (3)

Gene-Bound Firesworn (3) 

Gene-Bound Soldier (3)

Gene-Bound Ion Lancer (3)

 

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Setback    - incapped

Unity   - 10

Swift Bot - x

Stealth Bot - x

Platform Bot - x

Raptor Bot - x

Champion Bot - 2

Mainstay  - 12

Writhe - 11

Dr Medico - 8

The Idealist - 7

Dark Visionary - 11
Dark Watch Expatriette    - 11

 

Let me know if any of that damage is getting redirected

Let's redirect the first instance of Champin Bot damage to Stealth Bot, so it should survive with 2 HP.

Done

Wow, I’m impressed everyone survived. Maybe I could let Expat use a power now? The Hasty Augmentation would be serious overkill.

The Sentinels discard Horrifying Dichotomy to the Phosphorescent Chamber.

I have a third Positive Energy in my Hand, which will heal us all and kill off everything but the PsiWeaver.  Your call, though!

Dark Visionary discards Foresight.

 

Unity discards Scrap Metal.

All right, The Sentinels may play a card! You've got a lot of juicy cards in your hand there, and of course you'll also get a power use.