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Supercape

The Time Bomb (OOC)

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Throw me an intimidate roll on those goons, Sir!

And for prosperity, an Initiative roll!

Using: Soldier statistics, but they are better equipped: Blaster RIfles (+5 Damage) and advanced (and pink!) Body Armour +4 Toughness.

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Consider them...

...1d20+2=16 shaken for the next round!

On that subject, lets move into the next round...

1d20+1=17

So they go first, zap zap zap!

-2 to attack rolls.

Attacking at +3

1d20+3=13, 1d20+3=19, 1d20+3=9, 1d20+3=6 As you are flat footed (by their superior initiative) that will be two hits at DC 20 Toughness, please...

Then, Vanguard is up! for reference, you are pretty close. A move action will get you into melee range. Indeed, the whole building top is no more than 100 foot by 100 foot.

PS: It is slightly easier if you post result of rolls too, as above. Just for reference.

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http://invisiblecastle.com/roller/view/3140047/: 26 and 29. Not bad at all!

So, Vanguard has been greeted with a lasgun salvo and he´s now well aware, ready and a little pissed for all the whole being shot matter...

http://invisiblecastle.com/roller/view/3140057/: Attacl 22. I have takeover if it´s necessary. Strike in the stomach and down, he´s used to subdue more than anything else.

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Cool.

OK I would have posted that as:

Move Action: Move to the Time Anarchists!

Standard Action: Attack! 1d20+13=22

(On invisible castle you will see the code you can directly cut and paste onto here to give the score as above).

However, as they are minions, you can take 10 on your attack and automatic hit because Vanguard is so awesome! 8-)

1d20+5=17, 1d20+5=11, 1d20+5=18, 1d20+5=11 for their toughness rolls. As you knock each one out, you get to take 10, hit, and knockout the next one, meaning all four are out!

Biff! Baff! Ker-Pow!

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