Ecalsneerg Posted March 6 Posted March 6 (edited) Free Action: Shift arrays thusly: Electrical Control to Flight 5+Space Travel 1 Electromagnetic Aura to Immunity Paragon Powers Array to Super-Strength 0 [total 1] Flight 7 [total 13] Turn on all said powers Move action: Leisurely shoot across towards the alien ship at 10,000MPH and see what it is is about to come ruin our days. Standard Action: Smash some gun barrels! Autohits, DC 32 Toughness Edited March 6 by Ecalsneerg
Thevshi Posted March 6 Author Posted March 6 As mentioned in Discord, the gun rolled a 20, so it is badly damaged an inoperable for the rest of the battle. Justicar Vor'an will attack the Boran LT, getting a 21. DC 25 toughness save, 27 (second hit this Boran has taken for no damage). @Exaccus We are on to Moon-Moth Putting back up the initiative to keep it handy: Round One 67 Velocity 3 HP (bruised) 29 [PLACEHOLDER] 26 Ghost 5 HP (Unharmed) 21 Hounds (many) 20 Boran Lieutenants (4 in hanger) 20 Hunters (10 in hanger, 1 engaging Gaian bruised) 18 [PLACEHOLDER] 18 Gaian Knight 3 HP (bruised) 17 Tough Aliens (many) 16 Galvanic 3 HP (Unharmed) 14 Justicar Vor’an (Unharmed) >>13 Moon-Moth 3 HP (Unharmed) 13 [PLACEHOLDER] 13 Traveller 1 HP (Unharmed) 13 [PLACEHOLDER] 12 [PLACEHOLDER] 10 Artificer 2 HP (Unharmed) 9 [PLACEHOLDER] 7 Patriot II 2 HP (Unharmed) 5 Troopers (many)
Exaccus Posted March 7 Posted March 7 Oki! first things first will save vs mental blast! 1d20+10=20 Right on the money I think Moth will use his Move object 18 to throw one of the small craft in the hanger towards the telepath and any backup dancers close enough that pinged Velocity and manuver away from the main group to avoid being exquisite AOE bait Assuming the craft is big enough to be an AOE but if you need an attack roll i can make one! Moth is in a weird PL10.5/11 place so ill leave the DC to your discretion
Thevshi Posted March 7 Author Posted March 7 Okay, the Hounds that targeted Velocity are too far away, but you can get the two that targeted you and Gaian, plus the Hunter, and some troopers. Okay, misread what you meant there (was clearer in your IC post), so yeah, easily able to target the one that went after Velocity, so the below applies to that one, also, that will allow you to hit a second Hunter and more troopers. Hounds: Reflex save DC 22: 17 and 26, so one takes half effect of the attack; Toughness saves (first is DC 27, second is DC 21): 6 (massive fail) and 21 (the Telekinetic Hound just makes it). Hunter: Reflex save: 25, so DC 21 toughness save: 28 easily passes Second Hunger: Reflex Save: 18, so full DC 27 toughness save: 24, so another Hunter with a bruise. Troopers: only two make their reflex checks and have a chance to beat the lowered DC 21 toughness save: both still fail Just going to double the number of troopers (no extra rolls), so 40 got swept up in that attack. @Tiffany Korta Skipping the off screen bad guy for not, Traveller is up!
Tiffany Korta Posted March 7 Posted March 7 Not s fast but I'll move as close to the ship as my 5,000 ft/rnd will allow me, then I'll give a nearby turret a Blast 12 from the Power Pike, Attack Roll: 1d20+10=20. If hit that's a DC 27.
Thevshi Posted March 7 Author Posted March 7 It gets a 22, so a bit of damage and inoperable for a round (ie dazed)
Dr Archeville Posted March 8 Posted March 8 Artificer takes to the air, and is going to try blocking the hangar bay doors with his Create Object effect. 9 10-ft. cubes of Toughness 9 material.
Thevshi Posted March 8 Author Posted March 8 Okay, by-passing the other named named bad-guys that are currently off screen, so @Avenger Assembled Patriot II's up!
Thevshi Posted March 9 Author Posted March 9 There is a giant reactor and the room is filled with rather surprised engineers and technicians, and probably a couple of armed guards.
Avenger Assembled Posted March 9 Posted March 9 The Patriot: activates her grav-suit as a free action: Intimidate as a standard action: 26 You can assess whatever penalties or bonuses you like to that total given the circumstances! =D She draws her tonfas and prepares to drop a smoke grenade.
Thevshi Posted March 9 Author Posted March 9 Okay, even with some bonus due to number, none of the troopers make their checks, so will not be able to act this round.
Thevshi Posted March 10 Author Posted March 10 A dozen troopers fire at Velocity as she runs around, all miss. Five shoot at Moon-Moth, with two hitting, that is two DC 20 toughness saves @Exaccus Gaian Knight and Vor'an are in melee, so another five shot at Artificer: two hitting him as well, so two DC20 toughness saves @Dr Archeville That brings up Round Two 67 Velocity 3 HP (bruised) 29 [PLACEHOLDER] 26 Ghost 5 HP (Unharmed) 21 Hounds (many) 20 Boran Lieutenants (4 in hanger) 20 Hunters (10 in hanger, 1 engaging Gaian bruised) 18 [PLACEHOLDER] 18 Gaian Knight 3 HP (bruise) 17 Tough Aliens (many) 16 Galvanic 3 HP (Unharmed) 14 Justicar Vor’an (Unharmed) 13 Moon-Moth 3 HP (Unharmed) 13 [PLACEHOLDER] 13 Traveller 1 HP (Unharmed) 13 [PLACEHOLDER] 12 [PLACEHOLDER] 10 Artificer 2 HP (Unharmed) 9 [PLACEHOLDER] 7 Patriot II 2 HP (Unharmed) 5 Troopers (many) Velocity will attack another area of the massed bad guys this time trying to hit all of the (including three Hunters, Hounds and a Boran Lt), so she needs an attack roll. Will full power attack (-5 atk/+5 dam), and get a 16, boo, not good enough for most of the tough opponents, so will spend a HP to reroll: 33, so, for those tough targets, that is a DC 30 toughness save. Hunters: 15, 24, 17, so one out and one bruised and dazed and one staggered and dazed. Hounds (Telepaths): all out Hounds (Telekinetic): 24, 15, 25 one out, two bruised and dazed. (secondary damage from knockback: DC 27: 14 and 8 so one out the other now staggered as well) Boran Lt: 20 staggered and dazed. And lots of troopers go down. Six of the minion Borans/other larger aliens: all go down At the end of her turn, she will change her array so she is able to go insubstantial. With the bad guy off screen still for the moment, it is Ghost turn @RocketLord
RocketLord Posted March 10 Posted March 10 I'd like to spend a move action examining the generator with Knowledge [Technology] to figure out how I can shut down parts of the things that it powers with Disable Device. Weapons, propulsion, hangar bay gates and such are a priority, but anything else I can find is good too. Rolling 18, and I'll spend a Hero Point to reroll that: 31
Thevshi Posted March 10 Author Posted March 10 Okay, with that roll, he is able to identify the power for the weapon systems and propulsion, also able to find power for internal lifts between decks.
RocketLord Posted March 10 Posted March 10 Standard action to try to disable the weapon systems and propulsion with Disable Device for now: 32
Exaccus Posted March 10 Posted March 10 moon moth toughness saves! Energy blast #1 1d20+15=33 Energy blast #2 1d20+15=19 oof owwie
Thevshi Posted March 10 Author Posted March 10 (to Rocket ) As mentioned in Discord, that is good enough!
Dr Archeville Posted March 11 Posted March 11 Artificer's two DC 20 Toughness saves First one 1d20+12: 15 [1d20=3] The fails by 5, do Bruised + Dazed... I'm spending an HP to re-roll that. 1d20+12: 22 [1d20=10] [minimum 11, so atually a 23] Passes, no damage! Second one 1d20+12: 29 [1d20=17] Passes, no damage! So he's still Unharmed, but down to 1 HP.
Thevshi Posted March 15 Author Posted March 15 Okay, a telepathic Hound will hit Velocity with a mental blast again, DC 20: 24 so she makes it this time. Another will hit Moon-Moth with mental blast again as well. @Exaccus DC 20 Will save for Moon-Moth The Boran Lt in melee with Vor'an will try to attack him with a power attack -2atk/+2dam: missing Another Boran Lt moves up to the edge of the remaining massed group of troopers and fires up at Moon-Moth, just hitting with a 17, so a DC 23 toughness save @Exaccus Three Hunters move and open fire on the barricade Artificer put in front of the hanger opening: they all hit @Dr Archeville 3 DC 25 toughness saves for the object Artificer created. Two Hunters will fire at Velocity, blowing up things behind her when the blasts pass harmlessly through her. The Hunter that shot Gaian Knight will double move to get into melee with him.
Dr Archeville Posted March 15 Posted March 15 Three DC 25 Toughness saves First Save 1d20+9: 10 [1d20=1] Yowza! Using my last HP to reroll that one. 1d20+9: 13 [1d20=4] +10 = 23, fails by 2, 1 injury Second Save 1d20+8: 26 [1d20=18] woo Third Save 1d20+8: 16 [1d20=8] fails by 9, that's 1 more injury (2 total) And Artificer's got 0 HP now.
Fox Posted March 16 Posted March 16 Still plenty of enemies up, looks like, so GK's going to AoE again. Blast 15 (Extras: Area [General, Shapeable]; Flaws: Action [Full]; Feats: Indirect 3, Progression [Area] 5 [15 to 750 5ft cubes], Variable Descriptor [bludgeoning, piercing, slashing]) [39/40pp] Priority on the tougher targets - but he'll take what he can get.
Thevshi Posted March 16 Author Posted March 16 Okay, you will catch the Hunter on you and eventually the two others that moved up to get shots on Velocity: so three DC 25 Reflex checks: all miss so three DC 30 toughness checks: 11, 19, 25 so take out the one on you, another is staggered and dazed, the third is bruised and dazed. You hit the Boran Lt fighting Vor'an and then the one that shot at Moon-Moth: two DC 25 Reflex checks: both miss so DC 30 toughness saves for them: 19 and 14 so the one on Vor'an is staggered and dazed, the other is out. You also hit the Boran minion that attacked you and two others in the crowd, three DC 25 Reflex checks: one actually made it. So a DC 22 toughness save and 2 DC 30 toughness saves (first is the DC 22): 27, 15, 29 so the first one (the one on Gaian Knight) makes it, the other two are out. You also hit both of the Hound Telepathys: DC 25 reflex checks: both miss, two DC 30 toughness saves: 23 and 20 one bruised and dazed, one staggered and dazed. And you take out a lot of the troopers.
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