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Incursion: Blockade Runners (OOC)


Thevshi

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Posted

 

So Bliss is gonna do a sling shot into the enemies, and keep moving forward as much is feasible using Takedown 2 along the way.  Since these are minions and she be taking 10

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Posted

Well, with Minions, Takedown works like Takedown 2, but still same result.   

Anyway, the first group Bliss would hit is the one rushing toward the main group.  First three antibodies: miss their toughness save. 

So does the second group of three.

I will say Bliss is able to reach out to two more antibodies: but the first of those makes its toughness save, ending the takedown. 


So, in total, Bliss takes down six.

 

Kharad is up!

Posted

Is it worth having Kimber pick up the technicians telekinetically and flying them where they need to get? She can lift up to 400lbs altogether. Alternatively, how far away are those flying ships? She could fly up to fight them but she only has Flight 1 so she'd probably have to let them come to her.

Posted

For the moment the fighters are too far away.


As for moving the technicians, I will say that you can just move all of them, and get them most of the way across the courtyard (and at least up out of the reach of the antibodies for the moment).

Posted

Going to fly up to hover between the fighters and the floating technicians. Are the fighters still in range of him? Or he'll ready an action to fire on them when they come back around.

Posted

The fighters actually are minions, just tougher ones.  Anyway, that hits.  The needle fighter only gets a 20 on its toughness save and burns.

Posted

Round Two 

26 Needle Fighters
21 Wraith (bruised 2, 2 HP)
16 Antibodies
16 Bliss (unharmed, 3 HP)
15 Kharag (bruise 2, 2 HP)
10 Ghost Girl (unharmed, 4 HP) 
9 Dragonid (bruise, 1 HP) 

The other needle fighter currently on the scene loops back around and shoots at Dragonid, missing with a 14.

 

Wraith is up!

Posted

I do sometimes learn from my mistakes - Wraith'll go ahead and take 10 to attack the antibodies. DC27 toughness, as many as she can end up taking out with Takedown 1 and a ~10-15' reach.

Posted

Wraith has four antibodies that had attacked her and would be in range.  So I will roll in order for them: 24, 21, 28, 11, so first two go down and the third makes its save and breaks the takedown attack, so the fourth never needed to even roll. 

The two remaining antibodies attack Wraith again: both missing with 12s. 

Three antibodies will move up to attack Bliss: 11, 9, 28, so two misses and a hit.  DC 23 toughness save for Bliss. 

Two other antibodies go after Kharag: 20, 14, so one hit and a DC 23 toughness save for Kharag.

Posted

Okay, not going to hold this up any longer, rolling for Bliss: 27, so she makes it. 

Rob, Kharag picks up another bruise and is dazed.  Let me know if you want to reroll or shake off the daze, if so, he is up.


Giz, you can go ahead and go with Ghost Girl.

Posted

Spending a HP to shake it off.

If there's anything in range, same as always; moving, attacking and taking 10 on a minion and takedown if it's doable.

Posted

Door?  There is no door where Bliss is, she is out in the open.  But anyway, she can reach the three attacking her and the two on Kharag. 

I will roll for them in order:  13, 17, 12, 24 and 28, so the last one (on Kharag) makes its save, but the other four go down.


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