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Supercape

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Well, that will hit and that grapple roll cannot be beaten. Although it conceivably might result in a minor win: 

Tough Save: 1d20+7 26 He makes his tough save, anyway. 

Op Grapple: 1d20+10 29 nearly makes the opposed roll, but just fails by 5, so his grappled and you can, as noted above, throw. 

YOu will however need to make a "to hit" roll (ranged) for the throw. Can you do so? :)

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That is a hit.

 

Opposed Disarm Rolls: 2#1d20 13 4 with the bonuses that is 21 for you, and 7 for the soldier so you have the RPG launcher (more accurately you can have it in your hands or drop it)

 

The RPG Guy will take a kick at Replica: Attacks Replica: 1d20+7 18 missing. 

 

The Comms guy will climb onto the rope dangling from the Helicopter. Or more accurately, move to the dangling rope and get a hand on it. Not climbing up it yet (too staggered!)

 

Round 7

 

19 Replica Injured x2 - 0 HP

8 RPG Guy - Bruised, Staggered, Disarmed

8 Comms Guy -  Bruised, Staggered, by helicopter rope

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So the only one standing is the Comms guy, who is going to get lifted off!

 

We may be out of combat, as he is now 30 feet in the sky, but lets see what you can do!

 

For reference

RPG Guy Staggered, Bruised x3

Comms Guy, Staggered, Bruised x1

Replice 0 HP, Injured x2

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