Saturday 16 November 2019

The Sun King Attacks!

In this exciting issue:

The Sun King has been hired by the Proud Pound Pups gang to take out an informant. The only problem for the villain is that he has the time and place of where the informant will be, but the chapter of the PPP he is liaising with have been taken out by Captain Kiwi and Samurai Mouse. As a result, the Sun King has no idea who his target is. So in his typically methodical way, he and his court are to kill everybody in the area!
Captain Kiwi and Samurai Mouse, getting this info from their recent raid, are heading for the scene!

The intersection where the informant will be.

The Sun King and his Courtiers stride down the middle of the street, guns ready!

Captain Kiwi and Samurai Mouse appear from the other en of the street.

Before killing the civilians, the Courtiers must move into base to base contact and say 'This is from the PPP, nark!'. The first civilian goes down.

On the other side o the street another one bites the dust!

And so does the first victim's lovely companion! 'Captain Kiwi - Help!'

Charging across the street, CK clobbers a Courtier and sends him reeling backwards.

The SUn King himself comes forward to blast Captain Kiwi with his Solar gauntlets!

CK avoids the beams damage and counter -charges, knocking the Sun King back!

With 3 on 1 Captain Kiwi is outnumbered, but shrugs off a few bullets and knocks out a Courtier.

Followed by a second devastating attack on the Sun King himself! The arch-villain is down!

Meanwhile, Samurai Mouse is also in the action. He fronts up to a Courtier in the middle of the intersection. In the background another civilian is shot down...

CK deals with the last Courtier in his vicinity, then rushes to the aid of a civilian.

This time, the civvie had been tustling with the Courtier, an it was easy for Captain Kiwi to take the crim down!

Samurai Mouse deals to the Courtier

The charges through and takes down the last of the Sun King's retinue
At the end of the game I rolled for the Sun King, who managed to revive and escape while his opponents were otherwise distracted. There were 10 civilians on the board at the start of the game, and four had been killed. I rolled a D10. On a 1-4 the informant was one of the victims. On a 5+ they had survived. I rolled a 1. The informant had been the first guy assassinated. So victory in this game went to the baddies, despite all of them having their butts handed to them.

Captain Kiwi with his nanite regeneration bots gets 3 red dice in defence, so every time he was hit he shrugged it off. It makes him damn hard to take down. He also got a lot of reactivation face cards, which enabled him to be suitably heroic. He got some lucky breaks, but I need to run him in another game to work out if he is just too resilient. All of the Courtiers are Level 2 characters in Clobberin' Time. I find that henchmen need this or they last about 10 seconds in the game.

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