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A Magical Anomaly
Ch 1: Main 9 Combat Turn 3

Ch 1: Main 9 Combat Turn 3

A Magical Anomaly

Chapter 9 Combat Turn 3

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Choice Made:

[X] Go after the rifles first, they’re the biggest threat to you, pistols next, and then disable the melee group. [Curtana] should be able to take down the rifles from a distance, and you can just melee the rest down with [Grendel’s Arm]. ( 80% Chance of success x 3 (1 per group)) (20% Chance of Minor Injury (+1 Minor Bruises, -1 Success chance per stack up to 5 where it becomes Major bruises) x 3 (Rolls reduce per group defeated)) (Merciful action) (+1 Merciful rep)

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Rolls:

* To succeed:

* Against Rifles = 60 = SUCCESS

* Against Pistols = 9 = FAILURE

* Against Melee = 90 = SUCCESS

*

* To avoid injury = 81 = SUCCESS

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Effects:

* - 2 Groups Taken down (14 Remain)

* - Merciful Action taken

* - 1 Merciful Rep Gained

* - +1 Grenade (1 Charge)

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You glance at the three groups in rapid succession, plotting out a path aiming at the Rifle wielding pair first before taking down the trio with pistols.

With the two firearms dealt with, the melee group should be a piece of cake.

It only takes a moment to do so, and you don’t lose any momentum from your sprint as you curve a little to take down the rifle grunts.

One shouts in surprise, drawing the attention of the other two groups, but you surge forwards, bending down a little and letting [Grendel’s Arm] act as a makeshift shield as the rounds come towards you.

The rifle caliber rounds definitely have more force, each one that strikes your gauntlets causing a slight pushback, but you weather the storm as sparks fly around you.

Your barriers flare for a moment, a round slipping through your guard, but it gets deflected away from the top of your head, and you fix that gap.

A small leap launches you forward, and you plant your hands on one man’s rifle.

You shift it to the side and he lets go of the trigger as you slam a foot into his crotch.

A low blow, but effective.

You rip the rifle from his hands, and throw it towards the other man in the pair.

They attempt to dodge it and succeed.

They don’t dodge the fist that meets their face.

And with little flourish, you finish off the unarmed grunt as well.

All these guys... are getting a little annoying.

A moment passes as you catch your breath, this is… surprisingly tiring… But you blink a few times and keep moving. Lunging towards the pistol wielders.

You get intercepted by the melee group, they interpose themselves between the pistols, but it stops the annoying taps that pepper [Babr-e Bayan] at the very least.

The guy with the club rushes towards you first, heaving the heavy weapon with both hands to try and smash you.

You don’t bother trying to parry it, dodging back a step as it smashes into the ground, and then using your foot to pin it as you step over it.

Your foot meets his face, and he recoils away, dropping the weapon.

You capitalize by slamming a punch into his gut and then another into his face with enough force to bowl him over.

A sword flashes in your vision, and you twirl, [Grendel’s Arm] backhanding the predicted strike that would have sliced into your back.

A brief step back, and then you rocket forwards, another punch meeting a gut as the sword wielder gets the air knocked out of him followed by you grabbing his head and pulling it down onto your rising knee.

The satisfying crack has him reeling, but still conscious, you kick out, catching his knee as you grab his form.

It takes a heavy heave, and a rotation, but you manage to throw him into a crate where he slumps down. Weapon clattering onto the ground near you.

A twirl and kick sends the sword flying to the last charging grunt, blunt end spinning and slamming into his thigh.

… You totally meant to do that…

A downwards punch finishes him, and you dart back to cover as three more groups of two arrive… Mostly melee fighters… huh… maybe they’ve decided that guns don’t work on you?

…Eh, you won’t complain, misconceptions only aid you.

As does the pale look on most of their faces at the absolute carnage you’ve inflicted on their ranks.

Everyone seems rather bunched up so far… and you eye a loose grenade that’s nearby…

You…

[x] Use the grenade. They started throwing explosives first, so it’s fair game if you do the same. You can melee down any survivors before the next batch of groups arrive. Hopefully. (Lethal action) (+1 Lethal Rep) (-1 Group guaranteed) (-1d3 extra Groups)(If all groups go down, gain a critical success next turn) (If all groups go down, gives you a moment to rest, (Restores Minor Exhaustion (See Effects and Injuries)))

[x] Use [Curtana] instead, it’ll give them a moment to move, but you’ll won’t be killing anyone (70% Success chance x 4) (20% Chance of Minor Injury (Minor Bruises, -1 to Success chance per stack, upgrades to Major Bruises at 5 stacks) per group remaining) (Neutral Action) ( No Rep gain) (-1d4 Groups) (If all groups go down, gives you a moment to rest, (Restores Minor Exhaustion (See Effects and Injuries))

[x] Melee them all down. [Grendel’s Arm] and [Babr-e Bayan] should keep you safe from the worst of it, and you don’t think sending this many people flying is a particularly safe thing to do. (80% Success chance x 4) (30% Chance of Minor Injury (Minor Bruises, -1 to Success chance per stack, upgrades to Major Bruises at 5 stacks) per group remaining) (Merciful Action) (+1 to Merciful Rep) (If all groups go down, guarantees a Critical success next turn)

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