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  • 2 weeks later...
Posted

http://invisiblecastle.com/roller/view/4396536/ = Richard goes on 43

 

Let's go ahead and say there are three groups of 20 Omegadrones each. 

 

These are green troops, so they get +1 Attack, +4 Damage, +1 Defense, no Tou or Init bonuses, and they are at -3 on the Morale table - as well as an additional +5 given their sizes. 

 

Area attacks against them do +2

 

The three groups go on 

http://invisiblecastle.com/roller/view/4396555/ = 20, 19, and 4

 

Fast-Forward: 43

Group A: 20 

Group B: 19 

Wail: 16 

Jump: 14 

Hologram: 7 

Jive: 6 

Group C: 4 

 

Fast-Forward runs away! At Speed 10 and moving all-out, he and Paige can be eight miles away in a round. He takes them out over the ocean! 

 

Group A and Group B make a combined attack vs. Wail. 

 

>Omegadrone base stats

 

If you're using Wail's current sheet, Giz, I believe the DC to hit him is 18 before he acts in combat? Checking, they hit him even if he's not flat-footed, sooo. 

 

The drones have +7 to attack +5 for their Force Modifier and +1 for being green troops. 

 

http://invisiblecastle.com/roller/view/4396571/

 

And they both hit, ouch, with one as a crit! 

 

OK so that's 7 + 2 + 5 = 14 

 

DC 29 Tou save for Wail. 

Posted

Wail

Standard Action: Sonic Scream vs. Omegadrones. That's:

Damage 13 (Extras: Area [General, Cone, 130ft], Linked [stun]) [24PP] + Stun 9 (Extras: Area [General, Cone], Linked [Damage]) [27PP]

DC 28+2=30 Toughness and DC 19+2=21 Fortitude.

 

Jump

Move Action: Acrobatic Bluff. (1d20+10=28)

Standard Action: Zam Bam Thank You Ma'am vs. Omegadrones. (1d20+13=26) That's:

Damage 0 (add to Unarmed Damage 7; Extras: Area [burst, Targeted], Autofire [+1], Selective Attack)

 

DC 22+2=24 Toughness, plus any Autofire depending on how that Acrobatic Bluff works with these group mechanics; I don't really know!

Posted

Group A

Tou vs 30 (since it's an Area attack) 

http://invisiblecastle.com/roller/view/4398720/ = 21 

 

The Omegadrone build I'm using is immune to Fort saves, yowsa! 

 

They are shaken and disrupted - they are at -1 to all further rolls and -2, so they are at a total of -3 to all rolls. 

Group B 

A teleporter could plausibly take a group flat-footed, yeah. And they're all flat-footed - but that drops their defense to 12, not 11, so that misses! 

Posted (edited)

Okay, gonna stack the Entropic Damage on top of the regular Damage for extra damagey goodness! DC 27 Will Saves

 

Move action to seek cover! 

Edited by Electra
  • 4 weeks later...
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