Movement Phase…
[dcs_p]Mr. Over declares his use of the Purifier Adaptive’s Special Ability, known as ‘Mimic’. By refraining
from moving this Turn, this character cannot be attacked. Mr. Over rolls the dice for Martial Arts
Infiltrator’s Movement roll. The character’s Movement dice is 1D12. Mr. Over rolls a 6. He moves
close to the Clan Commando Gauss Trooper where he can execute his ‘Kick’ Special Ability. With the
movement of the Martial Arts Infiltrator, more walls are now added to the gameboard as the character
explores the gameboard further.[/dcs_p]
[dcs_img_left desc=”First Player’s Movement”]
http://www.stridersstrikers.com/wp-content/uploads/2011/04/ISMovement2-270×195.jpg
[/dcs_img_left]
[dcs_img_right desc=”Second Player’s Movement”]
http://www.stridersstrikers.com/wp-content/uploads/2011/04/ClanMovement5-270×195.jpg
[/dcs_img_right]
[dcs_p]Dr. Rumack rolls the dice for Commando Gauss Trooper’s Movement roll. The character’s Movement
dice is 1D6. He rolls a 2. He moves the Commando Gauss Trooper away from the Inner Sphere Martial
Arts Infiltrator to avoid the enemy’s Special Ability. Dr. Rumack rolls the dice for Elemental – Laser’s
Movement roll. The character’s Movement dice is 1D8. Dr. Rumack rolls a 7. He moves the Elemental
– Laser to a position in which it can use a Medical Kit on the Commando Gauss Trooper. This position
prevents any attack from the Inner Sphere Purifier Adaptive and allows both Clan characters to avoid the
Inner Sphere team’s Special Ability attacks.[/dcs_p]
Attack Phase…
[dcs_p]Mr. Over cannot attack with the Purifier Adaptive character. He chooses to attack with the Martial Arts
Infiltrator’s Thunderstroke Gauss Rifle. Mr. Over chooses to attack Clan Commando Gauss Trooper.
Martial Arts Infiltrator’s attack value is 1D8. Mr. Over rolls a 6. Clan Commando Gauss Trooper’s
evasive value is 1D8. Dr. Rumack rolls a 7. Martial Arts Infiltrator’s attack fails.[/dcs_p]
[dcs_p]Dr. Rumack decides to attack the Inner Sphere Martial Arts Infiltrator with his Commando Gauss
Trooper. Commando Gauss Trooper’s attack value is 1D8. Dr. Rumack rolls an 8. Inner Sphere
Martial Arts Infiltrator’s evasive value is 1D12. Mr. Over rolls a 3. Commando Gauss Trooper’s attack
succeeds. Now damage must be resolved.[/dcs_p]
[dcs_p]Commando Gauss Trooper’s Man-Pack Gauss Rifle damage value is 7D6 against Unarmored enemies.
Inner Sphere Martial Arts Infiltrator’s armor value is 2D6. Dr. Rumack rolls a 16 with his 7D6. Mr.
Over rolls an 8 with his 2D6. Inner Sphere Martial Arts Infiltrator loses 8 points from his Life Points
value, changing it from 65 to 57.[/dcs_p]
Elemental – Laser does not attack. This character will heal another character in the Medical Phase.
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