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Playing With Toys (OOC)


Raveled

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Initiative

20 Glowstar -- Uninjured -- HPx6

17 Changeling -- Uninjured -- HPx1

17 Tank 1 -- Uninjured -- GM

11 Tank 2 -- Uninjured -- GM

9 Squad 1 -- Uninjured -- GM

8 Squad 2 -- Uninjured -- GM

6 Squad 3 -- Uninjured -- GM

First round: Glowstar steps up and erects a CO'ed force field, keeping the army dudes from firing at the civvies. Dealing with that instead of fighting nets him 1 HP.

Changeling's up.

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Tank 1 targets Glowstar, Tank 2 targets Changeling. Tank's ranged attack roll, vs target's Def. DC 23 (1d20+12=32, 1d20+12=26) :cry: Oh, that's not a good way to start things off. DC 28 Toughness save for Glowstar, just barely misses Changeling and impacts on the wall.

Glowstar's Toughness save, vs DC 28. (1d20+12=21) Rerolling that. Glowstar's Toughness save reroll, vs DC 28. (1d20+12=28) Much better!

Soldier dudes are holding their actions.

Was going to have Glowstar just stomp the guys, but that's just owch! Focused Blast against Tank 1. Glowstar's ranged attack roll, vs Tank 1's Def. DC 27 (1d20+12=15) That's a miss.

Initiative

20 Glowstar -- Uninjured -- HPx5

17 Changeling -- Uninjured -- HPx1

17 Tank 1 -- Uninjured -- GM

11 Tank 2 -- Uninjured -- GM

9 Squad 1 -- Uninjured -- GM

8 Squad 2 -- Uninjured -- GM

6 Squad 3 -- Uninjured -- GM

Changeling's up.

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Tank 2 can't fire, so Tank 1 will pick up the slack. Tank 1's ranged attack roll, vs Changeling's Def. DC 23 (1d20+12=17) Miss.

Soldiers start to weigh in. All of them on Glowstar. Squads' ranged attack roll, vs Glowstar's Def. DC 23 (1d20+5=19, 1d20+5=16, 1d20+5=23) Well, only the last one hit so that's not so bad.

Glowstar's Toughness save, vs DC 23. (1d20+12=14) Oh, you have got to be kidding me. Rerolling that. Glowstar's Toughness save reroll, vs DC 23. (1d20+12=17) +10 makes it 27, so no damage. Oi.

After two hits like that, Glowstar isn't going to mess about anymore. Multi-Blast on Tank 2. Glowstar's range attack roll, vs Tank 2's Def. DC 27+Autofire (1d20+12=18) Nope.

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Squad 1's Sense Motive, vs DC 14. (1d20+4=5) Yowch, they are certainly flat-footed! That in fact hits them. Since they are Minions (sorry, should've mentioned that earlier) they Take 10 on their Toughness save for a result of 12; totally destroyed.

Tanks are up; first one fires at Glowstar, then Changeling. Tank 1 & 2 respective range attack rolls, vs target's Def. DC 23 (1d20+12=20, 1d20+12=16) Neither hit. That's more like it.

Squaddies pitch in, one number 2 on Glowstar, number 3 on Changeling. Squads 2 and 3 ranged attack roll, vs target's Def. DC 23 (1d20+5=6, 1d20+5=19) Neither hit. Yay!

Glowstar takes a moment to line up a shot on the injured Tank. Glowstar's range attack roll, vs Tank's Def. DC 27 + Autofire (1d20+12=19) :argh:

Initiative

20 Glowstar -- Uninjured -- HPx4

17 Changeling -- Uninjured -- HPx1

17 Tank 1 -- Uninjured -- GM

11 Tank 2 -- Injured -- GM

9 Squad 1 -- Destroyed -- Minion

8 Squad 2 -- Uninjured -- Minion

6 Squad 3 -- Uninjured -- Minion

Changeling's up.

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Tank 1 continues to focus fire on the lady that just will not be hit! Tank 1's ranged attack roll, vs. Changeling's Def. DC 23 (1d20+12=26) And the trend continues.

Squads attack Glowstar. Squad 1 and 2's ranged attack rolls, vs Glowstar's Def. DC 23 (1d20+5=12, 1d20+5=25) That could be worse; these could be regular enemies which can actually crit against PCs.

Glowstar's Toughness save, vs DC 23. (1d20+12=16) :argh: Bruised + Dazed.

Initiative

20 Glowstar -- Bruised + Dazed (Squad 2) -- HPx4

17 Changeling -- Uninjured -- HPx1

17 Tank 1 -- Uninjured -- GM

11 Tank 2 -- Injured + Staggered + Dazed (Changeling) -- GM

9 Squad 1 -- Destroyed -- Minion

8 Squad 2 -- Uninjured -- Minion

6 Squad 3 -- Uninjured -- Minion

Changeling's up.

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Tank 1's Toughness save, vs DC 19. (1d20+8=28) Nope.

Tank 2 can't attack this round; Tank 1 is going for Glowstar. Tank 1's ranged attack roll, vs Glowstar's Def. DC 23 (1d20+12=16, 1d20+12=27) Miss.

Squads focus on Changeling. Squad 2 and 3's ranged attack roll, vs Changeling's Def. DC 23 (1d20+5=9, 1d20+5=17) Well, she's safe from that.

Glowstar blasts at Tank 2; time to take one of these guys out! Glowstar's ranged attack roll w/ full Accurate Attack, vs Tank 2's Def. DC 22 (1d20+17=27)

Tank 2's Toughness save, vs DC 22. (1d20+7=21) Injured x2

Initiative

20 Glowstar -- Bruised -- HPx4

17 Changeling -- Uninjured -- HPx1

17 Tank 1 -- Uninjured -- GM

11 Tank 2 -- Injuredx2 + Staggered + Dazed (Changeling) -- GM

9 Squad 1 -- Destroyed -- Minion

8 Squad 2 -- Uninjured -- Minion

6 Squad 3 -- Uninjured -- Minion

Changeling's up.

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Both tanks are going to target Changeling, in an attempt to even wing the girl. Tanks 1 & 2's ranged attack checks, vs Changeling's Def. DC 23 (1d20+12=27, 1d20+12=24) One hit, anyway.

Squaddies are going after Glowstar. Squads 2 & 3's ranged attack check, vs Glowstar's Def. DC 23 (1d20+5=24, 1d20+5=6) Only one hit, which is good.

Glowstar's Toughness save, vs DC 23. (1d20+11=21) Bruised x2. Not looking good.

Glowstar's going to try and finish off the wounded tank. Glowstar's ranged attack roll, vs Tank 2's Def. DC 27+Autofire (1d20+12=31) Yess. That's +4 to DC for a total of 31.

Tank 2's Toughness save, vs DC 31. (1d20+6=24) Down it goes, and they are on the retreat.

Initiative

20 Glowstar -- Bruisedx2 -- HPx4

17 Changeling -- Uninjured -- HPx1

17 Tank 1 -- Uninjured -- GM

11 Tank 2 -- Destroyed -- GM

9 Squad 1 -- Destroyed -- Minion

8 Squad 2 -- Uninjured -- Minion

6 Squad 3 -- Uninjured -- Minion

Changeling's up.

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