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Science Shenanegians (OOC)


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  • 2 weeks later...
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  • 1 month later...
Posted

Initiative

24 Ironclad -- Uninjured -- HPx4

16 Wail -- Uninjured -- HPx3

11 Block -- Uninjured -- GM

8 Tackle -- Uninjured --GM

5 Soldier 1 -- Uninjured -- Minion

5 Soldier 2 -- Uninjured -- Minion

5 Soldier 3 -- Uninjured -- Minion

5 Soldier 4 -- Uninjured -- Minion

5 Soldier 5 -- Uninjured -- Minion

5 Soldier 6 -- Uninjured -- Minion

Ironclad's going to attack Tackle with a good ol' Power Attack while she's Flat-footed. Ironclad's ranged attack w/ +5 Power Attack and +5 All-Out Attack, vs Tackle's Flat-Footed Def. DC 30 Tou (1d20+10=28) Oh, yes.

Tackle's Toughness save, vs DC 30. (1d20+10=21) Bruise x1 + Daze.

Wail is up next.

Posted

Block's down, Tackle's Dazed, so it's down to the Minions. Half are on Ironclad, half are on Wail.

Soldier 1, 2, 4, & 5 Aid Action, vs DC 10. (1d20+5=22, 1d20+5=10, 1d20+5=21, 1d20+5=22) So Soldier 3 and 6 get +4 to their attack rolls.

Soldier 3 & 6 Ranged attack checks, vs Ironclad & Wail's Def. DC 21 + Autofire (1d20+5=17, 1d20+5=9) That should actually be +9 attack for both, so on Ironclad it's a DC 24 Toughness, and Wail's Impervious defeats it so no Toughness check.

Ironclad's Toughness save, vs DC 24. (1d20+15=23) :facepalm: Bruised by Minions...

Well, she can get her own back! Land next to Soldier 3, break his toy. Take 10 on attack for a 20, Soldier needs to make a DC 25 Toughness check which he cannot do even with a 20, so he's out.

Initiative

24 Ironclad -- Bruise x1 -- HPx4

16 Wail -- Uninjured -- HPx3

11 Block -- Unconscious -- GM

8 Tackle -- Bruise x1 --GM

5 Soldier 1 -- Uninjured -- Minion

5 Soldier 2 -- Uninjured -- Minion

5 Soldier 3 -- Out -- Minion

5 Soldier 4 -- Uninjured -- Minion

5 Soldier 5 -- Uninjured -- Minion

5 Soldier 6 -- Uninjured -- Minion

Posted

I never do figure out how a battle's laid out until too late. Let's say the warehouse has a big bay in the middle, mostly filled with stacks of wooden crates; raised concrete walkways along either side that the soldiers are on (split three and three, with Ironclad on the left); and B&T are in the middle, resting in the wreckage of some crates. That work for you?

Posted

Wail

Move Action: Get into position.

Standard Action: Sonic Scream, hitting Tackle and the three soldiers further away from Ironclad.

For reference, that's Damage 13 (Extras: Area [General, Cone, 120ft], Linked [stun]) [24PP] + Stun 9 (Extras: Area [General, Cone], Linked [Damage]) [27PP] (Sonic Scream) [53PP]. That's DC28 Toughness Save and a DC19 Fortitude Save, after the Reflex Save, of course.

Posted

Soldiers cannot make that save, so they're gone. Tackle, then. Tackle's Toughness save, vs DC 28. (1d20+9=29) Heh, beat it.

Forgot the Ref save for Toughness, but she critted it so it doesn't really matter either way. Tackle's Reflex save, vs DC 19. (1d20+6=25) Half effect.

Tackle's Fort save, vs DC 15. (1d20+10=22) Nope, sorry.

Tackle goes next. No offense to Wail, but he did nothing to her so she'll swing away at Ironclad. Tackle's melee attack check, vs Ironclad's Def. DC 25 Tou. (1d20+10=24) That'll hit.

Ironclad's Toughness save, vs DC 25. (1d20+14=21) Bruise x2. This is getting worrisome.

Ironclad is up next. She's going to... hm... EE to get Split Attack on her wrist blasters, slap down the two Minions still standing. Take 10 on an attack roll for 20, plenty to hit them. DC 20 Toughnes for each of them. Toughness saves for Soldier 1 & 2, vs DC 20. (1d20+5=11, 1d20+5=14)

Initiative

24 Ironclad -- Bruise x2, Fatigue -- HPx4

16 Wail -- Uninjured -- HPx3

11 Block -- Unconscious -- GM

8 Tackle -- Bruise x1 --GM

5 Soldier 1 -- Out -- Minion

5 Soldier 2 -- Out -- Minion

5 Soldier 3 -- Out -- Minion

5 Soldier 4 -- Out -- Minion

5 Soldier 5 -- Out -- Minion

5 Soldier 6 -- Out -- Minion

Waiting on Wail's IC post.

  • 4 months later...
Posted

Ironclad has +5 Ini, so she goes first.

Initiative

20 -- Scarlet -- Uninjured -- GM

18 -- Sidetrack -- Uninjured -- GM

15 -- Ironclad -- Bruisex2, Fatigue -- HPx4

15 -- Wail -- Uninjured -- HPx2

Scarlet will start off by swinging at Wail. Scarlet's melee attack check, vs Wail's Def. DC 28 Tou (1d20+15=31) That will hit handily.

Sidetrack will do what she does best and try to blind Ironclad. So that's a DC 18 Ref saved and a DC 18/14 Fort save. Ironclad's Reflex save, vs DC 18. (1d20+6=9) No on that. Ironclad's Fort save, vs DC 18. (1d20+7=12) And very much no. So Ironclad is blind.

Well, she'll switch to her Radar Super-Sense and show the teleporter why it's a bad idea to come into melee range with a nice big punch. Ironclad's melee attack check, vs Sidestep's Def. DC 27 Tou (1d20+11=28) That will hit.

Sidestep's Toughness save, vs DC 27. (1d20+4=16) Well she's not out, but she is Staggered + Dazed.

Okay, Wail is up! I need a DC 28 Tou save from him, first off.


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