The Madness Dossier - Trial combat 2
Here is the second of the test combats I did between a Sandman commando and a Scorpion-man. The final victory was the same as the first run, but it took more bullets and this time the human got wounded.
For the combat, I measured the distance but didn't use a battlemap as there were only 2 combatants and I wasn't using terrain as a complication. I started the combatants close enough to allow for both ranged and melee possibilities. I gave the Sandman the benefit of going first.
---
SANDMAN commando vs Scorpion-man, Test 2 Setup: Sandman has Glock-17 pistol. Scorpion-man armed with machete and SMG. Open terrain. 10yds apart at start of combat, facing each other. Weapons drawn. Neither is surprised. Sandman goes first. Sandman turn 1: Attack. Fires 3 rounds at the irruptor; steps back. 3 bullets on target. Scorpion-man dodges, all rounds miss. Irruptor turn 1: Move and Attack. Scorpion-man flies 11 yards to melee range, swings machete; on target. Commando retreats, dodges attack. Sandman turn 2: Attack. Commando steps back; fires 3 rounds at the irruptor, point blank. All 3 on target. Scorpion-man dodges, 1 round hits. Solid torso hit, which pierces the scorpion-man's chitin. Minor wound. Irruptor turn 2: All-out Attack. Irruptor closes distance; attacks twice, deceptively; first a swing then a thrust. Commando retreats, dodging the swing, but not the thrust. Concealable vest slows the blade, but does not stop the machete completely. Sandman is seriously wounded, but not yet slowed. Sandman turn 3: Attack. Commando steps back; fires 3 rounds at the irruptor, point blank. Shock penalty affects the Sandman's aim; only 2 rounds are on target. 2 solid torso hits, which pierce the scorpion-man's chitin. 2 minor wounds. Irruptor is slowed, but not down. Irruptor turn 3: All-out Attack. Closes distance; attacks twice, deceptively. Commando retreats, dodging both attacks. Sandman turn 4: Attack. Commando steps back; fires 3 rounds at the irruptor, point blank. Poor shot, only 1 on target. Minor wound, but the scorpion-man is close to collapse from multiple hits. Irruptor turn 4: All-out Attack. Closes distance; attacks twice. Deceptive swing, followed by scorpion tail. Commando retreats, dodges swing; tail misses. Sandman turn 5: Attack. Commando steps back; fires 3 rounds at the irruptor, point blank. All 3 rounds on target. 1 bullet fails to penetrate the chitin; 2 minor wounds. Irruptor still standing. Irruptor turn 5: All-out Attack. Closes distance; makes a determined, deceptive attack with the tail to the commando's face. Sandman retreats and successfully dodges. Sandman turn 6: Attack. Commando steps back; fires last 2 rounds at the irruptor, point blank. Both hit. Irruptor collapses. Fight over within 6 seconds. Sandman wins.
---
Comments
Post a Comment