Turn (*Mumble*) - Marbit Hex - Round 2, Phase 4 to End of CombatTenebris cleans up the remaining Marbit units with a string of massive good fortune. Fortunes Chance smiles mysteriously. Zed-Too examines the wound that he was sure was supposed to be fatal, but ended up being barely a scratch.
Team Total XP: 16
6 Units get 2 XP: Nemo, Regus, Rudy, Whump, Wegio, Fortune
4 Units get 1 XP: Anex, Kilroy, Zed-Too, Melissa
This is, unfortunately, not enough to level any characters just yet.
After the fight, Melissa sniffs around the battle site, and begins to head deeper into the hex. She stalks about 20 yards away from the site of the fight, then looks back at Nemo, tilting her head to one side, and waits.PCs have been added to the Reference section. Please double-check the stats and let me know if there are any changes that need to be made.Tenebris Karma : +11
Rock formations are impassible and provide a +4 Cover bonus to units standing behind them. All units other than Nemo have 2 Hex Move remaining, which means you can enter the hex, and flee the hex, but cannot re-enter it once you have fled. Nemo's mount has 6 Hex Move remaining, so he can leave and re-enter up to 3 times. Both sides are assumed to be Dodging when they start.
Tenebris UnitsNemo (Nnelg) : [3 Combat / 1 Defense / 4 Hits. 8 {8} Move. 3 (of 8) Juice. Fire.] (Lesser Boost:1)
Regus the Great (tigerusthegreat): [5 Combat / 4 Defense / 9 (of 12) Hits. 8 {8} Move. Strike.]
Rudy Eye (bob the 6th) : [7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Special: Support, Coordinate, Dance Fighting]
Whump (CroverusRaven) : [6 Combat / 7 Defense / 17 (of 26) Hits / 8 {8} Move. Attack.]
Fortunes Chance (WhirdCheese): [3 Combat / 1 Defense / 4 Hits. 8 {8} Move. 4 (of 8) Juice. Fire.] (Lesser Boost:1)
Wegio Wegion (LTDave) : [8 Combat / 8 Defense / 14 (of 22) Hits. 8 {8} Move. Attack. Special: Beefy, Well-Armed, Well-Defended]
Zed-Too (BLANDCorporatio) : [5 Combat / 8 Defense / 18 (of 22) Hits. 8 {8} Move. Attack. Special: Well-Protected, Beefy, Guard, Interpose]
Kilroy Jenkins (WaterMonkey312) : [5 Combat / 8 Defense / 13 (of 14) Hits. 8 {8} Move. Attack. Special: Well-Protected, Block]
Larry "Moe" Curly (The Colonel) : [8 Combat / 5 Defense / -5 (of 14) Hits. 8 {8} Move. Attack. Special: Well Armed, Guard, Mighty Blow] Croaked
Anex (Werebiscuit) : [10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Special: Well-Armed, Mighty Blow, Support] (Lesser Boost:1)
Melissa : Naughty Kitty {Level 1, 2 XP} [9 Combat / 12 Defense / 33 (of 40) Hits / Attack. 10 {12} Move. Special : Beast, Mount]
ResultsTenebris Stacks :
Regus: Leads Nemo, Rudy, Zed-Too, Chance, Wegio, Anex, Naughty Kitty (+1 Leadership)
-- Round 2 --
Phase 4
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Regus: Move to L5, Strike @ MS02
Roll : 5. 10 Combat + (1 Leadership) - (4 Defense) = 7 Hits.
MS02: Strike @ Regus
Roll : 3. CRITICAL FAILURE 8 Combat - 4 Critical - (4 Defense + 1 Leadership) = 0 Hits.
MS01: Strike @ Zed-Too
Roll : 8. 13 Combat - (8 Defense + 1 Leadership) = 4 Hits.
Phase 3
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Nemo: Move to E9, Fire @ MW01
Roll : 12. CRITICAL SUCCESS 15 Combat + (4 Critical + 1 Leadership) - (5 Defense) = 15 Hits. Target slain. Team gains 2 XP.
Fortune: Move to E2, Fire @ MW01
Target already slain.
-- Round 3 --
Phase 10
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Anex : Move to I4, Fire @ MS02
Roll : 11. CRITICAL SUCCESS 21 Combat + (4 Critical + 1 Leadership + 3 Mighty Blow) - (4 Defense) = 25 Hits. Target slain a whole bunch. Team gains 2 XP.
(Lesser Boost) : 7. (No effect. Boost remains.)
Phase 9
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Melissa : Move to O3, Attack @ MS01
Roll : 11. CRITICAL SUCCESS 20 Combat + (4 Critical + 1 Leadership) - (4 Defense) = 21 Hits. Target also slain a whole bunch. Team gains 2 XP.
(After this roll, I was forced to go unpack my regular dice, which had been taken on the road and not yet unpacked.)
(OOC: Yes, I realize Fortune should be at E2; it didn't change the outcome, so I didn't bother to update the image after I already uploaded it.

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As always, let me know if you see any mistakes.