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Downtown Train (OOC)


angrydurf

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Initiative 

Kingsnake        18    0HP         Uninjured, Fatigued

Mobsters          18                    KO'd

Miras                16   3HP          'Exhausted'

Phalanx            16    3HP         Bruised x 2, 'Exhausted'

Backup(Pilot)    16                    Uninjured (Bailed out)

Backup(gunner)16                   Uninjured; Disarmed, Paralyzed, crashing

Backup(One)    16                    Bruised x 1, Staggered, Dazed

Backup(Two)    16                    Bruised x 1, Unconcious

Backup(Three) 16                    Bruised x 5, Dazed(KS), Staggered, Prone

Backup(Four)   16                    Bruised x 2

Backup(Five)    16                    Bruised x 2, Dazed(Gauss), Falling

Gauss               12   0HP          Bruised x 1, Staggered, Fatigued

 

 

Gauss is up.

 

Backup Three is Prone in the the train car with Gauss and Kingsnake

Backup Four is 5-600 Feet away towards the front of the train (-5 to hit for gauss unless he can move to catch up.)

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So as Shaen corrected me on the range penalty is -2 per increment not -1 so you'd be at a -10 not -5 to hit the retreating Merc.  Together with fatigue that would be a net -1 Attack for a result on that roll of 15.  On the other hand that roll woudl hit the guy Kingsnake has been trying to get to stay down if you wanted to aim it that direction.

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Initiative 

Kingsnake        18    0HP         Uninjured, Fatigued

Mobsters          18                    KO'd

Miras                16   3HP          'Exhausted'

Phalanx            16    3HP         Bruised x 2, 'Exhausted'

Backup(Pilot)    16                    Uninjured (Bailed out)

Backup(gunner)16                   Uninjured; Disarmed, Paralyzed, crashing

Backup(One)    16                    Bruised x 1, Staggered, Dazed

Backup(Two)    16                    Bruised x 1, Unconcious

Backup(Three) 16                    Bruised x 5, Staggered, Prone

Backup(Four)   16                    Bruised x 2

Backup(Five)    16                    Bruised x 2, Dazed(Gauss), Falling

Gauss               12   0HP          Bruised x 1, Staggered, Fatigued

 

Kingsnake is up.

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Standard Action: Trip attempt against the fake hostage.

 

Power Attack for -2 Attack / +2 Damage.

 

He takes 10 against her, since she's a Minion, and hits DC19.

 

He gets +7 from his Strength (or Dexterity, doesn't matter, same), +2 from the whip, and +2 from the Power Attack.

 

Trip check (D20 +11): 17.  His bonus is higher, so I believe she needs to get 18+ in order to avoid being tripped, and to get a chance to trip him instead.

 

Move Action: Acrobatic Feint against Backup #3 as a move action at -5.  Kingsnake takes 10 and gets 20.

 

Free Action: Use Extra Effort to Surge.

 

Standard Action: Unarmed attack against Backup #3.

 

Previous Power Attack still applies.

 

+4 bonus for a melee attack against a prone target.

 

Attack check: 16.  I rolled a 3.

 

I believe that only hits if the feint worked.

 

Kingsnake will be Exhausted on his next turn.

 

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Initiative 

Kingsnake        18    0HP         Uninjured, 'Exhausted'

Mobsters          18                    KO'd

Miras                16   3HP          'Exhausted'

Phalanx            16    3HP         Bruised x 2, 'Exhausted'

Backup(Pilot)    16                    Uninjured (Bailed out)

Backup(gunner)16                   Uninjured; Disarmed, Paralyzed, crashing

Backup(One)    16                    Bruised x 1, Staggered, Dazed

Backup(Two)    16                    Bruised x 1, Unconcious

Backup(Three) 16                    Bruised x 5, Staggered, Prone

Backup(Four)   16                    Bruised x 2

Backup(Five)    16                    Bruised x 2, Dazed(Gauss), Falling

Gauss               12   0HP          Bruised x 1, Staggered, Fatigued

 

Miras is up.

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Phalanx

Reaction: Spend 1 HP to reduce his incoming exhausted to Fatigued

Full Round Action:  Accurate Attack +2 Charge Backup 4; 1d20+15=35: Crit! So DC 15+16+5=36 Toughness Save  

Backup 4 Toughness Save DC 36; 1d20+7=17: Fail by 19 KO'd

 

Backup  

Backup 3

Move Action: Stand up

 

Initiative 

Kingsnake        18    0HP         Uninjured, Exhausted

Mobsters          18                    KO'd

Miras                16   3HP          Exhausted

Phalanx            16    2HP         Bruised x 2, Fatigued

Backup(Pilot)    16                    Uninjured (Bailed out)

Backup(gunner)16                   Uninjured; Disarmed, Paralyzed, crashing

Backup(One)    16                    Bruised x 1, Staggered, Dazed, Unconcious

Backup(Two)    16                    Bruised x 1, Unconcious

Backup(Three) 16                    Bruised x 5, Staggered

Backup(Four)   16                    Bruised x 2, Unconcious

Backup(Five)    16                    Bruised x 2, Dazed(Gauss), Falling

Gauss               12   0HP          Bruised x 1, Staggered, Fatigued

 

Gauss is up

Edited by angrydurf
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Kingsnake is Exhausted.

 

Move Action: Demoralize as a move action at -5 against Backup #3.  Kingsnake takes 10 with Skill Mastery for 20.

 

Standard Action: Unarmed attack against Backup #3.

 

Accurate Attack for +2 Attack / -2 Damage.

 

+12 Attack, -3 for being Exhausted, +2 for Accurate Attack, +11 total.

 

Attack check (DC19): 18. :argh:

 

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Phalanx  

 

Move Action:  Fly back to the train car and land behind backup 3.

Free Action:  Set Array to 11 Super strength for 12 total 

Standard Action:  Initiate a grapple with Backup 3  Attack Roll; 1d20+11=31: Grapple Check 1d20+47=58;  Backup 3 can not get better than a bound and helpless result.

 

Backup

 

Backup 3 is pinned and helpless and can not beat Phalanx's Grapple check

 

*EDIT* Whoop! forgot about the fatigue, first roll still can't be beat even after the -1 attack -2 strength  Escape attempt 1d20+24=30: Phalanx can't lose that one so no change.

 

Edited by angrydurf
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