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Supercape

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Well, that will hit and that grapple roll cannot be beaten. Although it conceivably might result in a minor win: 

Tough Save: 1d20+7 26 He makes his tough save, anyway. 

Op Grapple: 1d20+10 29 nearly makes the opposed roll, but just fails by 5, so his grappled and you can, as noted above, throw. 

YOu will however need to make a "to hit" roll (ranged) for the throw. Can you do so? :)

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That is a hit.

 

Opposed Disarm Rolls: 2#1d20 13 4 with the bonuses that is 21 for you, and 7 for the soldier so you have the RPG launcher (more accurately you can have it in your hands or drop it)

 

The RPG Guy will take a kick at Replica: Attacks Replica: 1d20+7 18 missing. 

 

The Comms guy will climb onto the rope dangling from the Helicopter. Or more accurately, move to the dangling rope and get a hand on it. Not climbing up it yet (too staggered!)

 

Round 7

 

19 Replica Injured x2 - 0 HP

8 RPG Guy - Bruised, Staggered, Disarmed

8 Comms Guy -  Bruised, Staggered, by helicopter rope

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