You irritate the Feline Overlord - and look what it did to Nightmist's turn! ![]()
You irritate the Feline Overlord - and look what it did to Nightmist's turn! ![]()
Environment - Mobile Defense Platform
In Play: Battalion Gunner [3] (Now wearing a label stating "Probationary Voss Minion")
Start: None
Play: M.D.P. Turbolift
Battalion Mechanic revealed; Battalion Brute revealed; Shield Generator revealed. Mechanic and Brute discarded.
Shield Generator [6] enters play. Turbolift destroyed
End:
- Battalion Gunner opens fire: 1 Energy damage to Ra [22], Nightmist [23]. 2 Energy damage to Tempest [11]. 0 damage to Naturalist and Mr Fixer. Ra's Flame Barrier licks back at the Gunner [2] for 1 fire damage
Pew Pew Pew. OW!
Trash: Battalion Mechanic, Battalion Brute, MDP Turbolift
In Play:
Battalion Gunner [2] (MINION) (-1)
Shield Generator [6] (-1) Ominous HUMMMMM
Effects:
- At the end of the environment turn this card deals each hero target 1 Energy damage (Battalion Gunner)
- Reduce damage dealt to environment targets by 1 (Shield Generator)
Probitionary Voss Minion terms:
1. You agree to take over your own planet in return for staying alive
2. By staying alive you agree to any experimentation by Voss and his Lieutenants. (In small text) Experimentation includes but is not limited to mind control, and replacements of limbs
3. You agree to continue faithfully serving Voss even in death
Cosmic Delivery? - ROUND 3 - Top of the World Ma!
Villain Turn (Voss on Conquering Alien Warlord side)
Start -
3 minions in play; GW Voss does not flip; GW Voss does not auto-win
Play - Gene-Bound Psi-Weaver [3]
End -
- Shock Infantry deals 3 lightning damage to Nightmist, who uses the Amulet to redirect the damage to the Psi-Weaver [X]
- Soldier deals 1 projectile damage to Mr Fixer [22]
Nightmist holds the Amulet aloft and the Shock Infantryman's lightning bolt bends around Nightmist and explodes the Psi-Weaver. Voss frowns.
=======
Effects:
- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)
- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)
- Decrease damage done by hereos by 1 (Conquering Alien Warlord - Advanced)
- Reduce damage to GW Voss by 2 for each minion in play. (Conquering Alien Warlord)
- At the start of the villain turn if there are 10 or more minions in play the plantet has been overrun by the Thorathian Army. Game Over. No Wrath of the Cosmos for you! (Conquering Alien Warlord)
- At the start of the villain turn if there are no minions in play, flip GW Voss' character cards (Conquering Alien Warlord)
- At the end of the villain turn, Shock Infantry deals the hero target with the highest HP 3 lightning damage (GB Shock Infantry)
- At the end of the villain turn, Soldier deals the hero target with the highest HP 2 projectile damage (GB Soldier)
- At the end of the villain turn, Psi-Weaver deals each hero target 2 Psychic damage (GB Psi-Weaver)
Status
======
GW Voss [90] (Conquering Alien Warlord) (-8)
Gene-Bound Shock Infantry [2] (immune to lightning)
Gene-Bound Soldier [2] (immune to projectile)
Gene-Bound Psi-Weaver [X] (immune to psychic)
Villain Trash: GB Guard, Field Lt Tamar, GB Frosthound, GB Ion-Lancer x2, GB Psi-Weaver
-------(Hero damage dealt is decreased by 1)
Ra [22] (Flame Barrier)
Naturalist [22] (Blend In the Pack: -2)(high HP)
Mr Fixer [22] (-1)
Nightmist [23] (high HP)
Tempest [11] (+1)(low HP)
------- Envr
Battalion Gunner [2](-1) (MINION)
Shield Generator [6](-1)
Comments:
Minions go, Minions come. The firefight continues.
Nightmist will discard Tome of Elder Magic{4} and Scouring Mists{3} to redirect damage from the Shock Infantry to the Psi-Weaver [X].
Then Mr. Fixer can take the Soldier damage since he has reduction and I want to stay highest HP.
Also if we want to leave shock Infantry in play and Nightmist at Highest HP I can use him to clear a minion each round.
If we flip Voss I can still redirect one of his shots each turn.
Impressive.
Nicely done. I've updated the villain turn accordingly.
Ra looks over the field in satisfaction. The team has the minions well in hand. Ra spends a moment to prepare himself before throwing himself once more into the fray.
Ra
HP: 22
Hand: Staff of Ra; Drawn to the Flame; Fire Blast; Flame Spike
In Play: Staff of Ra; Flame Barrier
Trash: --
-------------------------
Start of Turn: --
Play a Card: --
Use a Power: --
Draw a Card: Flame Barrier; Imbued Fire
End of Turn: --
-------------------------
HP: 22
Hand: Staff of Ra; Drawn to the Flame; Fire Blast; Flame Spike; Flame Barrier; Imbued Fire
In Play: Staff of Ra; Flame Barrier
Trash: --
Effects:
- Ra’s damage +1;
- The first time a target damages Ra each turn, Ra deals them 2 fire damage.
Unless anybody has any problems with it, (Nightmist, I'm looking at you), Imbued Fire's coming out next turn. It will make it difficult to deal with the Firesworn when it comes out, but Grease-Monkey Fist or Nightmist's redirection can cover that.
Question:
When the M.D.p. Turbolift Gets destroyed Does it then got into the trash???
[quote="jsz2"]
Unless anybody has any problems with it, (Nightmist, I'm looking at you), Imbued Fire's coming out next turn. It will make it difficult to deal with the Firesworn when it comes out, but Grease-Monkey Fist or Nightmist's redirection can cover that.
[/quote]
I know you guys talked about flipping him asap, but the draw of the imbued fire means that if next turn only one minion is in play I can overcome the DR on Voss with riveting crane so ALL damage on Voss becomes irreducible. That way we won<t have to flip him as we can just keep a minion that strikes the highest it<ll limit his card draw. [quote="jsz2"]
Unless anybody has any problems with it, (Nightmist, I'm looking at you), Imbued Fire's coming out next turn. It will make it difficult to deal with the Firesworn when it comes out, but Grease-Monkey Fist or Nightmist's redirection can cover that.
[/quote]
I know you guys talked about flipping him asap, but the draw of the imbued fire means that if next turn only one minion is in play I can overcome the DR on Voss with riveting crane so ALL damage on Voss becomes irreducible. That way we won<t have to flip him as we can just keep a minion that strikes the highest it<ll limit his card draw.
Everything is a matter of balance and now balance was getting closer to being restored. ''Minions seek enlightment and guidance in the wrong places I sure has hell don't have the time to bring light to this brothers life but he'll get to see light anyways'' Fixer then took cover behind the shield generator to surprise and give a quick wrench strike radiating an extremely bright rainbow to the Battalion Gunner's face.
HP: 22 (-1)
Hand: Grease Monkey Fist, Harmony, Tool Box, Riveting Crane
In Play: Pipe Wrench, Grease Monkey Fist
Trash: --
-------------------------
Start of Turn: --
Play a Card: Harmony
Use a Power: Strike: (1+1+1+1-1-1) 2 Rainbow (Radiant for purists) Damage to Battalion Gunner [X](-1) (MINION)
Draw a Card: Overdrive
End of Turn: --
-------------------------
HP: 22 (-1)
Hand: Grease Monkey Fist, Overdrive, Tool Box, Riveting Crane
In Play: Pipe Wrench, Grease Monkey Fist, Harmony
Trash: --
Effects: Fixer Damage Dealt+1, Fixer Damage Taken -1, Fixer Damage Dealt+1, Damage Type Fixer's Choice, Fixer Damage Dealt+1
Yes, it should.
I think we should leave the Shield Generator. Sure, it will make the Battalion Gunners and Brutes a little harder to kill, but we have enough firepower to take them down easily, and it also protects the Propulsion System when it comes up.
Agreed with everything else.
It doesnt really matter, but yall skipped Naturalist's turn
The Naturalist
HP: 22
Hand: Bestial Shift, Feral Fury, Natural Born Vigor
In Play: Cornered Beast, Blend Into the Pack
Trash: Shifter's Strength, Bestial Shift, Resiliant Hide
Effects: The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack)
-------------------------
Start of Turn:
Play a Card: Natural Born Vigor
Use a Power: Transform: Search for The Formidable Rhinocerous and put into play. Rhino power: Draw Environmental Allies and Indomitable Force
Draw a Card: Shifter's Strength
End of Turn:
-------------------------
HP: 22
Hand: Bestial Shift, Feral Fury, Environmental Allies, Idomitable Force, Shifter's Strength
In Play: Cornered Beast, Blend Into the Pack, The Formidable Rhinocerous, Natural Born Vigor
Trash: Shifter's Strength, Bestial Shift, Resiliant Hide
Effects: The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack) Reduce damage dealt to Naturalist by 1 (Rhino). Current DR: -2
Yes. Corrected the Environment turn post accordingly.
My mistake actually sorry
Also, keeping the Shield Generator around gives the Naturalist an extra point of DR.
Good Point, I am sure he would like that
Question:
With just:
Gene-Bound Shock Infantry [2] (immune to lightning)
Gene-Bound Soldier [2] (immune to projectile)
Voss is at (-4) at the moment Correct??