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  • 2 weeks later...

http://invisiblecastle.com/roller/view/4396536/ = Richard goes on 43

 

Let's go ahead and say there are three groups of 20 Omegadrones each. 

 

These are green troops, so they get +1 Attack, +4 Damage, +1 Defense, no Tou or Init bonuses, and they are at -3 on the Morale table - as well as an additional +5 given their sizes. 

 

Area attacks against them do +2

 

The three groups go on 

http://invisiblecastle.com/roller/view/4396555/ = 20, 19, and 4

 

Fast-Forward: 43

Group A: 20 

Group B: 19 

Wail: 16 

Jump: 14 

Hologram: 7 

Jive: 6 

Group C: 4 

 

Fast-Forward runs away! At Speed 10 and moving all-out, he and Paige can be eight miles away in a round. He takes them out over the ocean! 

 

Group A and Group B make a combined attack vs. Wail. 

 

>Omegadrone base stats

 

If you're using Wail's current sheet, Giz, I believe the DC to hit him is 18 before he acts in combat? Checking, they hit him even if he's not flat-footed, sooo. 

 

The drones have +7 to attack +5 for their Force Modifier and +1 for being green troops. 

 

http://invisiblecastle.com/roller/view/4396571/

 

And they both hit, ouch, with one as a crit! 

 

OK so that's 7 + 2 + 5 = 14 

 

DC 29 Tou save for Wail. 

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Wail

Standard Action: Sonic Scream vs. Omegadrones. That's:

Damage 13 (Extras: Area [General, Cone, 130ft], Linked [stun]) [24PP] + Stun 9 (Extras: Area [General, Cone], Linked [Damage]) [27PP]

DC 28+2=30 Toughness and DC 19+2=21 Fortitude.

 

Jump

Move Action: Acrobatic Bluff. (1d20+10=28)

Standard Action: Zam Bam Thank You Ma'am vs. Omegadrones. (1d20+13=26) That's:

Damage 0 (add to Unarmed Damage 7; Extras: Area [burst, Targeted], Autofire [+1], Selective Attack)

 

DC 22+2=24 Toughness, plus any Autofire depending on how that Acrobatic Bluff works with these group mechanics; I don't really know!

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Group A

Tou vs 30 (since it's an Area attack) 

http://invisiblecastle.com/roller/view/4398720/ = 21 

 

The Omegadrone build I'm using is immune to Fort saves, yowsa! 

 

They are shaken and disrupted - they are at -1 to all further rolls and -2, so they are at a total of -3 to all rolls. 

Group B 

A teleporter could plausibly take a group flat-footed, yeah. And they're all flat-footed - but that drops their defense to 12, not 11, so that misses! 

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Fast Forward returns to the scene using an accelerated move. He surges (spending an HP to cancel the fatigue) and attacks Group A with his Area Attack - and hits, thanks to their damaged state. 

 

http://invisiblecastle.com/roller/view/4403280/

 

http://invisiblecastle.com/roller/view/4403287/ 

 

All right, Group A is down! B is too damaged to attack.

 

Wail is up.

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