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[DOOM] Blood in the Shadows

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Posts

  • El SkidEl Skid The frozen white northRegistered User regular
    edited July 2009
    Apparently I should never be trusted with a gun, and azn should never try to punch things.

    Can we name ourselves Team Rocket? Is that allowed at this point?

    El Skid on
  • iamtheaznmaniamtheaznman Registered User regular
    edited July 2009
    I'm thinking I'll hide in the top left corner and hopefully OS can save me from everything.

    iamtheaznman on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited July 2009
    If you like. If you can get out of range of the hellknight for the round that'd be good- at least he won't get to do an attack then.

    El Skid on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited July 2009
    I'm heading out shortly, so I guess I'll just post my move assuming aznman does the moving to the top left thing. Feel free to change- I can redo the image, and my action doesn't really depend on yours anyway.

    !Sprint
    Move to three below the blue keycard.

    round8_1.jpg

    End turn

    El Skid on
  • iamtheaznmaniamtheaznman Registered User regular
    edited July 2009
    !Moving to where Skid drew me.

    iamtheaznman on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited July 2009
    Yuck. I just realized that was a pretty bad idea. The hellknight can just reach you and sweep, hitting both of you if OS doesn't move now. I was also supposed to leave 10 minutes ago >_<

    OS, you could advance down adjacent to the archvile and blow him away with your shotgun. One attack has decent odds of killing him outright, and we are going to need to be a bit lucky if we're gonna survive this...

    El Skid on
  • krylon666krylon666 Registered User regular
    edited July 2009
    !Interrupt - Sealed In

    Play immediately after a marine moves into a space. Close one door of your choice. That door cannot be opened again until the start of your next turn (meaning my next turn).

    I'm closing the door between you guys and OS. Aznman you have moved one space down, feel free to use your remaining spaces of movement as you like.

    krylon666 on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited July 2009
    Hmm.

    I'm actually pretty happy about that choice. azn was already fairly screwed, so I don't see this as being too horrible. It won't delay us getting the key back, which is good.

    Way I see it azn, you can either grab the ammo and move down, or else ignore it and move down below the HK so you can have better LoS. This likely won't change my move unless you guys can see a reason why it would.

    I'm really leaving now >_<

    El Skid on
  • Orange SodaOrange Soda Registered User regular
    edited July 2009
    Damn you sealed in!

    Orange Soda on
  • iamtheaznmaniamtheaznman Registered User regular
    edited July 2009
    Yeah, I'm totally going to get worked.

    I guess I'll go below the Hellknight on the right for optimal LOS/Dying.

    iamtheaznman on
  • Orange SodaOrange Soda Registered User regular
    edited July 2009
    Unload
    Attack Imp with my fists
    Imp Melee Range (1d6=1)
    Red: 3 Range, 1 dmg
    +1 dmg, +1 range
    Total: 2 dmg -> 1 wound to imp = dead

    Attack the Archville with my shotgun

    !done

    Orange Soda on
  • krylon666krylon666 Registered User regular
    edited July 2009
    so El Skid, is that your move?

    krylon666 on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited July 2009
    Yessir, as noted. I guess I should have confirmed rather than just saying I didn't care what CC did, though :P

    El Skid on
  • iamtheaznmaniamtheaznman Registered User regular
    edited July 2009
    El Skid wrote: »
    Yessir, as noted. I guess I should have confirmed rather than just saying I didn't care what CC did, though :P

    God if we ever meet up in real life, I'm going to stab you :P.

    iamtheaznman on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited July 2009
    El Skid wrote: »
    Yessir, as noted. I guess I should have confirmed rather than just saying I didn't care what CC did, though :P

    God if we ever meet up in real life, I'm going to stab you :P.

    Okay, now I'm just doing it for effect :P

    Edit: If it makes you feel better, I just guffawed out loud at work, earning me some questioning glares...

    El Skid on
  • iamtheaznmaniamtheaznman Registered User regular
    edited July 2009
    El Skid wrote: »
    El Skid wrote: »
    Yessir, as noted. I guess I should have confirmed rather than just saying I didn't care what CC did, though :P

    God if we ever meet up in real life, I'm going to stab you :P.

    Okay, now I'm just doing it for effect :P

    Sure sure.

    iamtheaznman on
  • krylon666krylon666 Registered User regular
    edited July 2009
    aznman, you are in the square between the hellknight and the imp correct?

    krylon666 on
  • iamtheaznmaniamtheaznman Registered User regular
    edited July 2009
    Yep. Ready to die.

    iamtheaznman on
  • krylon666krylon666 Registered User regular
    edited July 2009
    round9.jpg

    Invader Turn

    . Draw 2 cards (hand at 5)
    . Spawn Zombie + Trite

    . Archvile attacks marine #3
    Y → [3] = 2 Range, 2 Damage
    B → [6] = 0 Range, 3 Damage
    G → [6] = 3 Range
    G → [1] = 1 Range, 1 Damage
    marine #3 loses 3 wounds

    . Zombie attacks marine #3
    R → [3] = 3 Damage
    B → [3] = 2 Damage
    marine #3 loses 2 wounds

    . Trite attacks marine #3
    R → [1] = 1 Damage
    G → [1] = 1 Damage
    marine #3 loses 1 wound

    . Trite attack marine #1
    R → [2] = 2 Damage
    G → [1] = 1 Damage
    marine #1 loses a wound

    . Hellknight attack marine #1
    R → [2] = 2 Damage
    B → [6] = 3 Damage
    B → [4] = 3 Damage
    marine #1 loses 4 wounds - FRAG!

    . Imp attacks marine #2
    Y → [4] = 1 Range, 3 Damage (+1 range)
    B → [1] = 1 Range, 1 Damage
    marine #2 loses a wound

    . Imp attacks marine #2
    miss

    . Imp attacks marine #2
    Y → [4] = 1 Range, 3 Damage (+1 range)
    B → [3] = 0 Range, 2 Damage
    marine #2 loses a wound

    summary:
    marine #1 - loses 5 wounds - FRAGGED
    marine #2 - loses 2 wounds
    marine #3 - loses 6 wounds

    !End Turn

    krylon666 on
  • iamtheaznmaniamtheaznman Registered User regular
    edited July 2009
    Wow.

    iamtheaznman on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited July 2009
    This game is about to be over, methinks.

    El Skid on
  • Orange SodaOrange Soda Registered User regular
    edited July 2009
    o_O

    Orange Soda on
  • Orange SodaOrange Soda Registered User regular
    edited July 2009
    Fucking miss on that archville.... it should have been fucking dead.

    Orange Soda on
  • iamtheaznmaniamtheaznman Registered User regular
    edited July 2009
    EDIT:

    Actually I can spawn on the grenade try to kill the Imps and stand in the way of the Hellknight from killing Skid.

    iamtheaznman on
  • iamtheaznmaniamtheaznman Registered User regular
    edited July 2009
    !Spawn on the key, use advance to get the grenades and get in LOS of the Imps and throw a grenade at the bottom one
    Y - 2; 3+3 Range, 1 Damage, -1 Ammo
    B - 1; 1 Range, 1 Damage
    B - 6; 3 Damage

    Killing the two Imps
    Proccing Killer Instinct
    Moving into the corridor to be a meatshield.
    round9-1.jpg
    And attacking the Imp with my machine gun.
    Y-5; 4+3 Range, -1 Ammo
    B-5; 0 Range, 2 Damage
    G-2; 2 Range, 1 Damage

    Killing the Imp.

    No ammos any mores :(.

    !done

    iamtheaznman on
  • iamtheaznmaniamtheaznman Registered User regular
    edited July 2009
    The Hellknight is melee right?

    If so Skid can advance into LOS of that corridor and pop a shot on the Hellknight and then get a guard token to shoot at stuff that Krylon might spawn.

    Then its up to you OS to survive. If the Hellknight is melee it might just be better to sprint and get the health and hide in the corridor closest to the Hellknight.

    Edit- Wait Krylon can we get a big map? It may be best for you to shoot at something and then run through the teleporter and stand on the teleporter.

    iamtheaznman on
  • krylon666krylon666 Registered User regular
    edited July 2009
    one sec for a map update

    krylon666 on
  • krylon666krylon666 Registered User regular
    edited July 2009
    round9_1.jpg

    krylon666 on
  • Orange SodaOrange Soda Registered User regular
    edited July 2009
    Oh that isn't a bad idea.

    Orange Soda on
  • Orange SodaOrange Soda Registered User regular
    edited July 2009
    Too bad i can't both get the health and make it through the teleporter.

    Orange Soda on
  • krylon666krylon666 Registered User regular
    edited July 2009
    too bad indeed.. :evil: :evil: :evil:

    krylon666 on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited July 2009
    Wait- there are healthand armour over there???

    I didn't see that :(

    El Skid on
  • iamtheaznmaniamtheaznman Registered User regular
    edited July 2009
    El Skid wrote: »
    Wait- there are healthand armour over there???

    I didn't see that :(

    It was covered by the imps. You probably can't grab the this turn and still fire shots at the Hellknight/have LOS though.

    iamtheaznman on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited July 2009
    It's almost worth grabbing the clue.

    Actually, we're so screwed I may as well just go ahead and do that just in case there is something that can save us.

    Sprint
    grab health, grab armour (Only if it stacks with my current armour- if not move around it). Grab Clue. current intention is to wind up 3 east of Aznman having taken 2 damage but healed 3

    El Skid on
  • krylon666krylon666 Registered User regular
    edited July 2009
    i don't think you can grab both the health and armor and make it out of the damage tile. if you don't grab the armor, you can make it to the square you said. if you do, you're a tile short

    krylon666 on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited July 2009
    True that. Does the armour stack then? If so, I'll probably stick on the clue square. More importantly, what does the clue do?

    El Skid on
  • Orange SodaOrange Soda Registered User regular
    edited July 2009
    The armor should stack... it must means that is your total armor....

    Orange Soda on
  • krylon666krylon666 Registered User regular
    edited July 2009
    yeah they stack, it would up your total armor to 4 at that point

    krylon666 on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited July 2009
    Okay, grabbing the armour too, then grabbing the clue.

    El Skid on
  • krylon666krylon666 Registered User regular
    edited July 2009
    Another dead mechanic lies here, half of his flesh corroded away by the spilled chemicals. A device lying near him looks like it’s meant to be worn as a helmet. Putting it on, you can see that it projects a heads up display onto your retina, warning you of any threats approaching from the sides or rear.

    You receive 2 tokens. You may discard 1 of these tokens at any time when you are attacked to prevent 1 wound. You can give all the tokens (they can't be split up) during your turn for 1 movement.

    Tonight will be my last chance (maybe tomorrow early in the day) to do any updates until monday. I'll be going on a small vacation up to Montreal.

    krylon666 on
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