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Incursion: Blockade Runners (OOC)


Thevshi

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Posted

Okay Giz, Ghost Girl is up!  Make your first Will save to throw off the shaken effect from the overwhelming death around her, DC 22 (she will start getting +1 cumulative bonus to the save each round starting the next if she misses the check)

Posted

Ghost Girl
Will Save vs DC 22: 1d20+10 27
Move Action: Fly close enough to attack an Antibody.
Standard Action: Disrupt Electronics vs Antibody, Taking 10 for a 22.

  • AP: Damage 12 (Extras: Affects Corporeal, Autofire, Linked [Drain], Flaws: Limited [Objects], Limited [Electronics], Power Feats: Accurate 2) [14PP] (disrupt electronics)
    + Drain Toughness 12 (Extras: Affects Corporeal, Affects Objects, Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [12PP]
Posted (edited)

So, the Antibody rolls its saves, and fails miserably on both.  So it is blasted apart (took a DC30 damage effect).

Go ahead and post Giz

Then:

Round Two 

15 Kharg (bruise 2, 2 HP)
9 Wraith (unharmed, 2 HP)
9 Antibodies (5)
6 Dragonid (bruise, 1 HP)
5 Ghost Girl (unharmed, shaken, 4 HP)

Kharag is back up!

Edited by Thevshi
Posted (edited)

Wraith'll just continue the beatdown on the two volunteers who stepped up to fight her - starting with the one who actually got a shot in.

Move Action: Elongate to extend her reach (+10' max).

Standard Action: Ginsu things.

Base Attack +12, All-Out Attack +1/-1 (yaaaay house rules), Power Attack -5/+5; taking ten for an attack roll of 18, which should just hit. DC32 Toughness vs. damage for her target, and she'll continue on to takedown anything within range.

Wraith is at -1 defense until her next turn. For the time being, she'll be Interposing for the technician closest to the fight, if able.

Edited by Fox
Posted

It fails its toughness save with a 16 (for future reference, most of the time they are minions, so you can usually take 10, I'll let you know if that is not the case).


Go ahead and post IC.

  • 3 weeks later...
Posted

Heh. Initiative rolls might decide what they're doing!

Given the option, Wraith's still going to try to draw some of the Communion off their posts; she doesn't like the odds of trying to wedge non-combatants through a group of enemies. Too hard to guard all the soft targets at once. She's not going to have much of a choice if Bliss launches an attack first, though.

Initiative Roll: 1d20+7 21

Posted

Round One 

26 Needle Fighters
21 Wraith (unharmed, 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)

 

So, a pair of needle fighters come screaming down, opening fire on the group.  One shoots at Dragonid, another at Bliss.  Both miss getting 14 and 17. 

 

Wraith is up!

Posted

Wraith's current shift from the earlier fight, for ease of reference:

Elongation 2 [2pp]
Speed 1 [1pp]
Strike 5 (Feats: Mighty, Power Attack) [7pp]

Standard Action: Charge.
Melee Attack Roll vs. Antibodies (Charge +2): 1d20+12+2 15
.....really? Okay, sure. In the unlikely event that actually hits anything, it'd be a DC22 Toughness save.

I somehow doubt she'll have made the impression she wanted; so much for getting their attention and forcing them away!

Move Action: Shapeshift, trading Power Attack for Improved Crit. 1. Hope springs eternal.

She'll be interposing for the squishy non-heroes as needed, and is at -2 defense until her next turn.

Posted

That...would have been smarter. I'll stand by my mistake, though, to better teach me to pay more attention when posting tired. :)

Posted

Four antibodies will move forward to attack Wraith, while half the others move toward the rest of the group, the other half remain in place.  The four attack: 18, 26, 11, and 27, so two hits, a pair of DC 23 toughness saves for Wraith.

Bliss is up!


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