KnightDisciple Posted March 2, 2015 Posted March 2, 2015 Spend an HP to cancel fatigue. Move Action: Gain distance again.Standard Action: Ranged Attack vs closest Antibody: 26. Base DC 27, plus Autofire.Free Action: Surge for another Standard Action. Will spend HP to cancel fatigue at the start of the next turn (per my understanding of how this normally works).Standard Action: Ranged Attack vs the next-closest Antibody: 26. Base DC 27, plus Autofire.
Thevshi Posted March 2, 2015 Author Posted March 2, 2015 The first antibody gets a 26 on its toughness save, and as a minion is down. The second gets a 16, which was against DC30. It is heroic, but that is still failing by 14, so I will say it is destroyed as well. One of the antibodies attacks the autogun, hitting with a 30, the gun gets a 25 on its toughness save and is fine. Two antibodies rush Gabe, just missing with a 19 and 21.
Thevshi Posted March 3, 2015 Author Posted March 3, 2015 Okay near Comrade Frost, one of the antibodies is going to attack the net gun, missing with a 15. A pair of the antibodies rush Frost, but are unable to harm him while he is insubstantial. This brings up Tiamat, though it will take her a full round move action to finish running to this location. Go ahead and post for her thought Fox. Then it will be Frost's action AA (which we can start handling while waiting for Fox to post for Tiamat.
Avenger Assembled Posted March 3, 2015 Posted March 3, 2015 Frost will go ahead and hit them again, using the same damage effect as before. 19 If that fails to hit, I'll spend an HP to hit. Same Tou save as before - DC 27.
Thevshi Posted March 3, 2015 Author Posted March 3, 2015 AA, that would just miss. But, as they are almost all minions, you can take 10 and hit one, unless you are going for a critical of course.
Thevshi Posted March 3, 2015 Author Posted March 3, 2015 It only gets a 21 on its toughness save, so is destroyed. Go ahead and post. Fox, still need a post for Tiamat arriving only to find Frost there but no Gaian
Thevshi Posted March 4, 2015 Author Posted March 4, 2015 The net gun near Frost/Tiamat fires at one of the antibodies, hitting with a 20, the antibody gets a 13 for its Reflex save, so is bound and helpless. The autogun near Gabe fires at the antibody attacking it, missing with a 12.
Thevshi Posted March 4, 2015 Author Posted March 4, 2015 Round Four 52 Velocity (unharmed, 3 HP) 25 Fleur de Joie (unharmed, 2 HP) 24 Boarding party 7 (Fleur fighting, 1 free-minion) 19 Gaian Knight (unharmed, 3 HP) 19 Boarding party 4 19 Boarding party 10 17 Boarding party 1316 Boarding party 12 (near Velocity, 1 heroic antibody left) 15 Boarding party 11 (hanger) 14 Gabriel (bruised, 1 HP) 10 Boarding party 1 (fighting Gabriel, 3 left - minions) 10 Boarding party 9 (Tiamat, Comrade Frost there, 5 left) 8 Boarding party 2 7 Tiamat (unharmed) 3 Comrade Frost (unharmed, 1 HP) Velocity will try to finish off the heroic antibody she is left fighting, power attack (-2 atk/+2 dam): just hitting with a 20 for a DC 32 toughness save. The antibody gets a 18, so I will call it down. Fleur is up!
Thevshi Posted March 7, 2015 Author Posted March 7, 2015 E, I am still waiting on an action for Fleur. Will be moving on tomorrow one way or the other.
Electra Posted March 7, 2015 Posted March 7, 2015 Ugh, sorry, was sick last night and then forgot. Fleur will use her snare on the single remaining antibody, when used against a single target it's a DC 30 reflex save and includes obscured senses.
Thevshi Posted March 7, 2015 Author Posted March 7, 2015 Okay, so taking 10 to hit it I assume. This is pretty much going to be a question of how badly it misses its save: 21 so bad enough to be bound and helpless. Go ahead and post! Fox, Gaian Knight is up!
Fox Posted March 7, 2015 Posted March 7, 2015 Right! Well. GK would like to not get clawed open by a heroic antibody, please, thank you. So:Standard Action: Area Blast. All three baddies if he can manage - preferentially the two non-heroics if he can't. DC23 Reflex, DC28 Toughness as before.SURGE: Standard Action: Obscure. 100' radius, all visual senses, independent, total fade after 10 rounds.Move Action: Disengage from melee with whoever's left, move away.
Thevshi Posted March 7, 2015 Author Posted March 7, 2015 Reflex saves (heroic last): nope. Toughness saves (heroic last again): all fail and the heroic fails bad enough that it goes down along with the minons. So…no need to surge.
Thevshi Posted March 7, 2015 Author Posted March 7, 2015 Okay, the station is now in zero G, which means everyone needs to make a DC 15 fort save to avoid space sickness (unless they have immunity to fort effects, or the zero G environmental adaption feat). Also, those without the zero G adaption feat suffer a -4 to attack rolls and any physical skill checks. Everyone can be assumed to have grabbed ahold of something once the loss of gravity was felt. Those that cannot fly on their own have a “flight†power equal to their normal movement speed, but they can only do so in a straight line (this represents pushing off a wall or the floor and propelling yourself forward). To make any turns, you need to push off another wall or some other fixed object. Anyone that has the flight power can fly as normal. Velocity just makes her save with a 16.
Fox Posted March 7, 2015 Posted March 7, 2015 GK: Fortitude Save vs. Zero-G Sickness (1d20 + 13=18)Tiamat: Fortitude Save vs. Zero-G Sickness (1d20 + 10=21)Huzzah, fort-heavy characters.
KnightDisciple Posted March 8, 2015 Posted March 8, 2015 Dirty rotten cheating Communion. Fortitude Save: 23. On the plus side he's pretty much been floating the whole battle.
KnightDisciple Posted March 9, 2015 Posted March 9, 2015 Gabe's going to trust his armor at this point.... Move Action: Fly away a bit more from the drones (singe full move action's worth of movement with Flight 1). Free Action: All-Out Attack 5. Defense is now +7, net attack (after the -4 from Zero-G) is +13. Standard Action: Ranged attack versus closest Drone: 18. That should hit, but probably not invoke Autofire. Base DC is 27, plus any autofire, if it happens.
Thevshi Posted March 9, 2015 Author Posted March 9, 2015 KD, an 18 would actually miss, but, with your attack bumped up like that, you can take 10 to hit a minion (and get +1 dam for autofire in the process). If you want to change the amount of All-out Attack you use, it would only take +2 to attack to be able to hit by taking 10 (but no autofire). Getting +1 on autofire would need +4 to attack (so you can at least save yourself 1 point of defense)
KnightDisciple Posted March 9, 2015 Posted March 9, 2015 KD, an 18 would actually miss, but, with your attack bumped up like that, you can take 10 to hit a minion (and get +1 dam for autofire in the process). If you want to change the amount of All-out Attack you use, it would only take +2 to attack to be able to hit by taking 10 (but no autofire). Getting +1 on autofire would need +4 to attack (so you can at least save yourself 1 point of defense) I keep forgetting taking 10! Let's go with the +4 Attack, meaning his Defense is +8.
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