Dr Archeville Posted October 9, 2011 Posted October 9, 2011 Protectron Free Action: Extra Effort a power stunt off its existing super-senses, trading Microscopic Vision 2 for Radius on all Vision (it can now see out of the daka crystal lenses on its chest and shoulderpieces). Will be fatigued at beginning of next round. Move Action (Head): Flies around, trying to find the source of the voice that is ordering the steambot. Notice check (1d20+7=14) poop Standard Action: Body Charges closest small steambot, intent to punch and grapple (thanks to Improved Grab) Charge (-2 Def, +2 Att), All-Out Att (-2 Def, +2 Att), Power Att (-2 Att, +2 Dmg); DC 26 Toughness if it hits (1d20+13=17) Well, it's the beginning of the round, so maybe it's flat-footed Reaction: Grapple check; includes mods from prior maneuvers (1d20+19=32) not bad! Move Action (Body): Tosses grappled steampbot at large steambot (I'm assuming the small steambot weighs less than 2,400 lbs.; if not Protectron can't toss it!) Throwing small steambot at large steambot (with all prior modifiers); DC 26 Toughness save for both if it hits (1d20+8=19)
angrydurf Posted October 9, 2011 Author Posted October 9, 2011 Small steam bots are minions BTW You hit either way though so that's fine. Small bot is destroyed somewhere in there. Toughness save DC 26 (1d20+15=20) Injured and Dazed for the large bot. INITIATIVE Protectron 22 1HP Uninjured Large Robot #1 16 Injuredx1 Dazed Large Robot #2 14 Uninjured Harrier 10 4HP Uninjured Ironclad 9 4HP Staggered Small Bots 3 Uninjured Large Robot #3 3 Uninjured I'll post once Docs IC goes up.
angrydurf Posted October 9, 2011 Author Posted October 9, 2011 Large Robot 1 Is dazed. Large Robot 2 will Charge the Headless Protectron for fist smashy! Charge! Attack VS Protectron (1d20+7=13) Failure! DC 15 notice checks If successful DC 20 Knowledge: technology Check. INITIATIVE Protectron 22 1HP Uninjured Large Robot #1 16 Injuredx1 Dazed Large Robot #2 14 Uninjured Harrier 10 4HP Uninjured Ironclad 9 4HP Staggered Small Bots 3 Uninjured Large Robot #3 3 Uninjured Harrier is up. *Edit* 14 is not a high enough notice to pinpoint the mastermind behind this all.
Avenger Assembled Posted October 12, 2011 Posted October 12, 2011 Does an 18 hit the injured robot? If not, I'll spend an HP to reroll. DC 28 Tou save for it, depending on how much Autofire he hits.
angrydurf Posted October 12, 2011 Author Posted October 12, 2011 That hits. DC 29 Toughness Save (1d20+14=28) Another Injured INITIATIVE Protectron 22 1HP Uninjured Large Robot #1 16 Injuredx2 Dazed Until Protectrons action Large Robot #2 14 Uninjured Harrier 10 4HP Uninjured Ironclad 9 4HP Staggered Small Bots 3 20 Remain Large Robot #3 3 Uninjured Ironclad is up once Harriers IC goes up.
Raveled Posted October 13, 2011 Posted October 13, 2011 Ironclad's going to stunt an AoE attack against the Minions. Strike 10 (Extra: Area/Burst [Targeted]) Since they're Minions, she'll just Take 10 on that attack for a flat 20. DC 25 if it hits.
angrydurf Posted October 13, 2011 Author Posted October 13, 2011 Alright That's good enough to take them out. YOu want to hit 10 and not hit any allies or all 20 and risk hitting your allies?
Raveled Posted October 13, 2011 Posted October 13, 2011 Clad'll take out just the 10 this round. She can pick up the rest next round.
angrydurf Posted October 13, 2011 Author Posted October 13, 2011 Also Still need the notice checks "DC 15 notice checks If successful DC 20 Knowledge: technology Check."
Raveled Posted October 13, 2011 Posted October 13, 2011 She can hit the Notice check with SM and the Knowledge check by Taking 10 + Mental Quickness. Heck, Taking 20 + Mental Quickness.
Dr Archeville Posted October 13, 2011 Posted October 13, 2011 You can only Take 20 on Knowledge checks if you've got a Library. Which, I see, she does (in her suit)!
angrydurf Posted October 14, 2011 Author Posted October 14, 2011 everyone gets a shot at that BTW but to keep things moving I'll go ahead and give you the success information. There is a low hum of the devices capacitors charging up. Soon it'll be ready to activate. It's hard to say as best guess much of it is extraneous bits and bobs but it looks like at its core it is a giant electro magnet of some kind and soon it'll be ready to activate to whatever its creators deranged will may be.
angrydurf Posted October 17, 2011 Author Posted October 17, 2011 Alright getting this rolling on then. Small bots are going to fire on Ironclad who so Effectively wiped out half their numbers wiped out half their numbers. Two groups of five will attack as follows Bot 1+2 Aid Bot 5 Aid actions Roll 1-2 Group 1, Roll 3-4 Group 2 (1d20+11=14, 1d20+11=15, 1d20+11=18, 1d20+11=12) all hit Granting +4 Attack to Bot 5 in each group. Bot 3-4 Combined attack Bot 5 Roll 1-2 Group 1, Roll 3-4 Group 2; Combined attack Rolls (1d20+11=21, 1d20+11=31, 1d20+11=23, 1d20+11=22) All will hit, +4 DC to Bot 5 in each group. Bot Five attack Attack rolls first Group one, Second Group 2; (1d20+15=30, 1d20+15=31) Both hit for +2 (their max bonus) Autofire bonus DC 15+5+4+2=24 Toughness save Electrical damage Effective DC due to vulnerability of DC 28 Two DC 28 Toughness saves from Ironclad. Derp. Protectron took one of those out Make that a DC 28 Toughness and a DC 26 Toughness (I'll Drop one of the combined attackers) Large Bot #3 Will Attack Harrier with a blast of crackling electricity. All Out attack All out attack +5 Attack, -5 Defense (1d20+10=14) Pretty sure that misses... If not DC 30 Toughness save IC coming when I get a chance to post it.
Avenger Assembled Posted October 17, 2011 Posted October 17, 2011 That actually does hit. 16 Well I don't want that! 32 Getting lowww on HP
Raveled Posted October 18, 2011 Posted October 18, 2011 Ironclad's Toughness save, vs DC 28. (1d20+15=25) Bruise x1. Ironclad's Toughness save, vs DC 26. (1d20+14=33) And slammed it out of the ballpark. Yes.
angrydurf Posted October 18, 2011 Author Posted October 18, 2011 INITIATIVE Protectron 22 1HP Uninjured Large Robot #1 16 Injuredx2 Large Robot #2 14 Uninjured Harrier 10 3HP Uninjured Ironclad 9 4HP Staggered, Bruised x1 Small Bots 3 Nine Remain Standing Large Robot #3 3 Uninjured Round Two: Fight! (Protectron is up)
Dr Archeville Posted October 23, 2011 Posted October 23, 2011 Protectron Reaction: Spend HP to nix fatigue from last round's Extra Effort (0 HP now). Free Action: Extra Effort a power stunt Enhanced Feats 2 (Takedown Attack 2) off its Quickness 2. Will be fatigued at beginning of next round. Move Action (Body): Moves towards Small 'Bots (if necessary) Standard Action: Attacks, attempting to mow down as many as possible so they'll stop shooting Ironclad. All-Out Att (-2 Def, +2 Att), Power Att (-2 Att, +2 Dmg) = hits Defense 21, DC 26 Toughness if it hits. Move Action (Head): Studies big machine, trying to figure out how best to disable it (aside from bashing on it like Caradoc is). Disable Device check (1d20+5=16)
angrydurf Posted October 23, 2011 Author Posted October 23, 2011 That'll drop all the small bots. Best and safest way to disable the device would be to cut the power going to it. Though as that power is drawn from the Plant directly just cutting the power lines could be disastrous. Unless the plants production is drawn down the reactors could start to melt down if the power suddenly has no where to go. Not to mention that live wires with that kinda juice just flopping around is more than a little dangerous. Best way would be to start to shut down the reactors and lower the power input. Other options include damaging the structure enough that it is no longer in proper alinement to build a targeted magnetic field, though that could cause the magnets to rip themselves apart and these are electromagnets several stories high powered by a pair of Nuclear reactors so that's allot of magnetism flinging things around in a relatively small and metal rich environment, or you could try to break the power connection elsewhere like cut the links from a capacitor bank to the magnets, or disabel some part of the aiming system so while it is active it can't be properly aimed. Large Bot 1 Free Action: Switch array to Aura Setting Standard action: Attempt to initiate a grapple with Harrier. Attack to initiate Grapple (1d20+5=15) If that hits, Grapple Check (1d20+33=43) Large Bot #2 Standard action: Ranged attack on Protectrons Body. Attack Roll Lightning generator. (1d20+5=11) Swing and a miss.
Avenger Assembled Posted October 23, 2011 Posted October 23, 2011 That doesn't hit, so Harrier is fine. Move Action: Caradoc takes off into the air as far as he can. Standard Action: He blasts Robot 1 with an all-out power attack with his Blast. 27. Nice! I'll spend an HP to acquire Improved Crit. That'll make for a Tou save of 37. I'll post IC (with the result of the struggle with the robot) as soon as the Tou save is in.
angrydurf Posted October 24, 2011 Author Posted October 24, 2011 toughness Save DC 37 (1d20+13=16) Uhm ... Boom. Yea we'll go with boom.
Raveled Posted October 25, 2011 Posted October 25, 2011 Ironclad's going to spend a HP to get a chance to Recover from that Staggered condition. Ironclad's Recovery check, vs DC 10. (1d20=12) Booyah. Other than that, SM on Disable Device means DC 25 without rolling. Take 20 on Know/Tech means DC 35, same. Working to shut the reactors down safely, but quickly.
Dr Archeville Posted October 27, 2011 Posted October 27, 2011 So... Small Bots are scrapped, Large Bots go now?
angrydurf Posted October 28, 2011 Author Posted October 28, 2011 Yes it would. Been a busy couple days I'll get this going tomorrow.
angrydurf Posted October 29, 2011 Author Posted October 29, 2011 Large Bot three is going to take a shot at Protectron Attack Roll (1d20+5=24) That'll hit DC 30 Toughness save.
Dr Archeville Posted October 29, 2011 Posted October 29, 2011 Toughness save, DC 30 (1d20+14=25) Fails by 5, so Dazed + Injured
Recommended Posts