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Post by eviltb on Sept 29, 2008 11:29:11 GMT -5
Yea, pretty much. He'll either resist the fear and fight back or he'll sucumb to it and will stand their like a lemon. Either way, he's getting stabbed. Then on to the next enemy.
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Post by Aguila Saber on Sept 29, 2008 11:40:59 GMT -5
Just a small mention. I will take next round as soon as everyone has decided on their actions.
I will post a list of activities to be performed (in chornological order) and then perform the needed roll.
For those who fire weapons, only one set of random numbers will be rolled and it will be applied to all. This time I will apply the random number to the damage rolls as well, so we do not get the same damage from the shots by default.
Attacks rolls will be made on Invisible Castle as well. I will not roll for who goes first. Highest Speed rating acts first, and if Speed is tied actions are performed simultaneously. For melee attacks that hits I will ask some of you to do the needed damage rolls.
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Post by dharn on Sept 29, 2008 16:53:00 GMT -5
I wished to drop my bow and grab my axe for the melee fight against Warrior #1. Is there anything I need to provide?
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Post by Aguila Saber on Sept 29, 2008 17:01:10 GMT -5
I wished to drop my bow and grab my axe for the melee fight against Warrior #1. Is there anything I need to provide? The only thing you should remember to state is whether or not you want to use the Bloodlust special this round, or if you want to wait till next round. You will be able to make 2 attacks this round. If you down the warrior in blow #1 I will simply assume you try to attack nearest enemy with second attack.
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Post by Aguila Saber on Sept 29, 2008 17:45:08 GMT -5
Round 13 actions. (Will resolve this tomorrow.)
Beowuuf/Doomy: Can you roll 1d10 vs 1d10 for eviltb's fear attack on the warrior. First d10 is eviltb's roll, second is the warrior's. Roll one d2 and one d16 as well. d2=1. Psychic defence of warrior = 0, d2 = 2: Psychic defence of warrior = 1. The d16 will indicate the direction the warrior takes if affected. 1-8 same as during archery, and 9-16 will mean remain motionless. When you are done post the result here.
So: 1d2 1d10, 1d10, 1d16.
It does have a singificant effect on what happens to eviltb and most of the enemies around him.
Beowuuf: I think you will need to supply a random number for your shots.
0. eviltb and Trasken drops bows and equips hand-weapons. eviltb psychic attacks and psychic fear on warrior #1. (Warrior #1 may act differently after this.)
1. All annihilators take 1 step forward. Now on row 7. Trasken on row 1.
2. All annihilators take 1 step forward. Now on row 6. Trasken on row 2. Beowuuf fires at Footman #2. (Torso) Doomy fires at Warrior #3. (Head)
3. All annihilators take 1 step forward. Now on row 5. Trasken on row 3. eviltb on row 2. (row, column) : (2, 8). Aguila fires at Footman #7. (Head)
4. Footman #3 moves right. Now on (5, 7) All other annihilators take 1 step forward. Now on row 4. Trasken on row 4. eviltb on column 8, row 3. Beowuuf fires at Footman #1/#2. (Torso)
5. eviltb on row 4, column 8. Footman #2 on row 3. Footman #3 on row 4, column 7.
eviltb's position cannot be determined yet after this.
6. Trasken attacks Warrior #1. Beowuuf fires at Footman #1/#2. (Torso) Doomy fires at Warrior #2/#3. (Head) Warrior #1 attacks Trasken. Footman #1 attacks Trasken. Footman #2 on row #2. Footman #4 attacks eviltb
7. Doomy equips axe and moves forward? Bewouuf equips sword and moves forward? Aguila attacks Footman #7/Warrior #3/Footman #6. (Head)
8. Trasken attacks Warrior #1/Footman #1. Doomy moves forward?
9. Aguila uses Healing Potion.
Doomy/Beowuuf: Will you move forward this round? Or will you try to wait another round and see if you can fire at fighting annihilators? There is a chance that the enemies approaching you will be downed before hey reach you.
Slight warning if you want to continue to shoot: Any shot that misses will have a chance to hit the wrong target. You will be firing at annihilators engaged in fighting with others.
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Post by Doomy on Sept 29, 2008 18:04:26 GMT -5
1d2= 1 1d10= 2 1d10= 9 1d16= 7 invisiblecastle.com/roller/view/1749525/I will equip my axe on 7 and advance towards the Footman threatening my position if he is not dead. If he is, I will instead move towards the closest Warrior.
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Post by Beowuuf on Sept 30, 2008 0:24:07 GMT -5
Random number 7, same as my previous shots I did not realise the distance - I will equip sword and advance. Will use power attack with each blow.
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Post by Aguila Saber on Sept 30, 2008 11:07:31 GMT -5
Round 13 actions.
Updated for all actions.
Footman #1: 7 Health (D-8) Footman #2: 3.3 Health (E-8) Footman #3: 7 Health (F-8) Footman #4: 7 Health (G-8) Footman #5: 7 Health (J-8) Footman #6: 7 Health (K-8) Footman #7: 7 Health (M-8) Warrior #1: 7.2 Health (C-8) Warrior #2: 20 Health (H-8) Warrior #3: 20 Health (L-8)
0. eviltb and Trasken drops bows and equips hand-weapons. eviltb psychic attacks and psychic fear on warrior #1. Warrior #1 takes 1 damage and resists the psychic fear. Warrior #1 has 19 Health remaining. Trasken activates Bloodlust.
1. All annihilators take 1 step forward. Now on row 7. Trasken moves to (C-1).
2. All annihilators take 1 step forward. Now on row 6. Trasken moves to (C-2) Beowuuf fires at Footman #2. (Torso) (5.7 damage. Beowuuf kills Footman #2) Doomy fires at Warrior #3. (Head) (10.9 damage. 9.1 Health remaining)
3. Annihilator positions: Footman #1: 7 Health (D-5)
Footman #2: DEAD (E-5) Footman #3: 7 Health (F-5) Footman #4: 7 Health (G-5) Footman #5: 7 Health (J-5) Footman #6: 7 Health (K-5) Footman #7: 7 Health (M-5) Warrior #1: 7.2 Health (C-5) Warrior #2: 19 Health (H-5) Warrior #3: 9.1 Health (L-5) Trasken moves to (C-3) eviltb moves to (H-2) Aguila fires at Footman #7. (Head) (14.8 damage. Aguila kills Footman #7)
4. Annihilator positions: Footman #1: 7 Health to (D-4)*
Footman #2: DEAD to (E-4) Footman #3: 7 Health to (G-5) Footman #4: 7 Health to (G-4) Footman #5: 7 Health to (J-4) Footman #6: 7 Health to (K-4)
Footman #7: DEAD to (M-4) Warrior #1: 7.2 Health to (C-4)* Warrior #2: 19 Health to (H-4)* Warrior #3: 9.1 Health to (L-4) Trasken moves to (C-4)* eviltb moves to (H-3)* Beowuuf fires at Footman #1. (Torso) (1.2 damage. 5.8 Health remaining)
* : starts attacks.
5.
Footman #2: DEAD to (E-3) Footman #3: 7 Health to (G-4) Footman #4: 7 Health to (G-3) Footman #5: 7 Health to (J-3) Footman #6: 7 Health to (K-3)
Footman #7: DEAD to (M-3) Warrior #3: 9.1 Health to (L-3)
6. A1. Trasken (C-4) attacks Warrior #1 (C-4). (Attack hits (5+7 >= 7) for 1+5 = 6 damage. Warrior #1 has 1.2 Health left.) A2. eviltb (H-3) attacks Warrior #2 (H-4). Attack misses. (2 + 3 < 7) Beowuuf fires at Footman #1. (Torso) (2.4 damage. 3.4 Health remaining) Doomy fires at Warrior #3. (Head) (35.2 damage. Doomy kills Warrior #3) A3. Warrior #1 (C-4) attacks Trasken (C-4). Attack misses. (3 + 0 < 8) A4. Warrior #2 (H-4) attacks eviltb (H-3). Attack misses. (3 +1 < 8) A5. Footman #1 (D-4) attacks Trasken (C-4). Attack misses. ( 1 + 1 < 8)
Footman #2: DEAD to (E-2) Footman #3: 7 Health to (H-4) Footman #4: 7 Health to (H-3) Footman #5: 7 Health to (I-3) Footman #6: 7 Health to (K-2)
Footman #7: DEAD to (M-2)
Warrior #3: DEAD to (L-2) Beowuuf fires at Footman #1/#2. (Torso)
7. Doomy equips axe and moves to (K-1) Bewouuf equips sword and moves to (E-1) Aguila attacks Footman #6. (Head) (16.0 damage. Aguila kills Footman #6)
8. A6. Trasken attacks Warrior #1. (Attack hits (5+3 >= 7) for 3+5 = 8 damage. Trasken kills Warrior #1. ) A7. eviltb attacks Warrior #2. Attack misses. (2 + 3 < 7) Doomy moves forward to (K-2)
9. Aguila uses Healing Potion. Heals 5 Health.
Right. Next thing needed are: Seven rolls of 1d10-1. One roll of 3d4.
I will take care of the Bow/Rifle shots and post them here myself. If someone dies I will use strie through on their actions in the above post.
End of round (To be updated with final values): Footman #1: 3.4 Health (D-4)
Footman #2: DEAD (E-6) Footman #3: 7 Health (H-4) Footman #4: 7 Health (H-3) Footman #5: 7 Health (I-8)
Footman #6: DEAD (K-2)
Footman #7: DEAD (M-5)
Warrior #1: DEAD (C-4) Warrior #2: 19 Health (H-4)
Warrior #3: DEAD (L-2)
eviltb: 30 Health (H-3) Trasken: 30 health (C-4) Beowuuf: 30 Health (E-1) Doomy: 30 Health (K-2) Aguila: 25 Health (M-0)
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Post by Aguila Saber on Sept 30, 2008 11:13:58 GMT -5
Rolls for the shooters.
Base rolls. Rolls in order: Attack roll (d10-1) Attack scatter for miss (1d8) Drift (d100) Kick (d100) Longbow Damage (d6) Fire damage (d2) Rifle damage (2d8)
1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [10,-1] = (9) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [2] = (2) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [19] = (19) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [50] = (50) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [5] = (5) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [3,8] = (11)
1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [4,-1] = (3) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [2] = (2) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [42] = (42) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [98] = (98) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [6] = (6) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [8,4] = (12)
1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [6,-1] = (5) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [5] = (5) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [67] = (67) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [21] = (21) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [4] = (4) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [1] = (1) 1d10-1;1d8;1d100;1d100;1d6;1d2;2d8 ¨ [8,8] = (16)
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Post by Aguila Saber on Sept 30, 2008 11:44:08 GMT -5
Aguila Saber.
Shot 1. Distance 5. Attack: 4 + 9 - 0.x = 12.x > 5. Hit Drift if <4+5/3=6. No drift Kick if <10. No kick. Shot hits Head. Target modifier = 1.5. Pull modifier = 1.2 Damage: (2+5+1-5/20)*1.5*1.2 = 14.85, rounded to 14.8.
Aguila Saber kills Footman #7.
Shot 2. Distance 2. Attack: 4 + 3 - 0.x = 6.x < 5. Hit Drift if <4+2/3=5. No drift Kick if <10. No kick. Shot hits Head. Target modifier = 1.5. Pull modifier = 1.2 Damage: (2+6+1-2/20)*1.5*1.2 = 16.02, rounded to 16.0.
Aguila Saber kills Footman #6,
Total damages: Damage: 116.0 + 14.8 + 16.0 = 146.8 damage 4 Footman killed. (2 + 2) 5 Soldiers killed.
Doomy Random number: 4
Shot 1. Distance 6.
Attack: 4 + 3 - 0.x = 6.x < 7. Miss Aim is towards LOWER LEFT. 2+4=6. Drift if <<0.No risk. Kick if <20. No kick. Scatter if <0. No risk. Shot hits Left Arm. Target modifier = 0.5. Load modifier = 1.1. Bullet modifier = 1.34 Damage: (15-6/30)*0.5*1.1*1.34 = 10.90, rounded to 10.9
Shot 2. Distance 2. Attack: 4 + 7 - 0.x = 10.x > 7. Hit. Drift if <<0.No risk. Kick if <20. No kick. Scatter if <0. No risk. Shot hits Head. Target modifier = 1.5. Load modifier = 1.1. Bullet modifier = 1.34 Damage: (16-2/30)*1.5*1.1*1.34 = 35.22, rounded to 35.2.
Doomy kills Warrior #3.
Damage summary: Doomy has 149 + 10.9 + 35.2 = 195.1 total damage. Doomy has killed 6 Warriors. (5 + 1 )
Beowuuf Random number: 7
Shot 1. Distance 6. Attack: 2 + 6 - 0.x = 7.x > 5. Hit. Drift if <20+6/3=22. No drift. Kick if <0. No risk. Shot hits Torso. Target modifier = 1.0 Pull modifier = 1.0 Damage: (6-6/20) = 5.7, rounded to 5.7.
Beowuuf kills Footman #2.
Shot 2. Distance 4. Attack: 2 + 0 - 0.x = 1.x < 5. Miss. Aim is directed at Upper Left (2+7 = 9, adjusted to 1) Drift if <20+4/3=21. Drifts to the Right. Kick if <0. No risk. Shot hits Head. Target modifier = 1.5 Pull modifier = 1.0 Damage: (1-4/20)*1.5 = 1.2, rounded to 1.2.
Shot 3. Distance 4. Attack: 2 + 2 - 0.x = 3.x < 5. Miss. Aim is directed at Left (5+7 = 12, adjusted to 4) Drift if <20+4/3=21. No drift. Kick if <0. No risk. Shot hits Left Arm. Target modifier = 0.5 Pull modifier = 1.0 Damage: (5-4/20)*0.5 = 2.4, rounded to 2.4.
Damage summary. Damage: 59.5 + 5.7 + 1.2 . 2.4 = 68.8 damage. Beowuuf has killed 6 Footmen. (5 +1) Footman #1 has taken: 1.2 + 2.4 = 3.6 damage.
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Post by Aguila Saber on Sept 30, 2008 12:02:02 GMT -5
Hmmm ... I am reminded that Dharn / Trasken needs to announce his decision on if he will use Bloodlust this round, before we make the attack rolls.
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Post by Beowuuf on Sept 30, 2008 12:08:34 GMT -5
For next round cast strength, run at the warrior at C-4 (aiming to carry on to the warrior at H-4 later), and power attack power attack power attack!
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Post by Doomy on Sept 30, 2008 12:11:59 GMT -5
So I killed six warriors out of ten eh? Not bad if I do say so myself. Looks like that footman is in melee range now though, so it's time to put my axe through his skull.
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Post by Aguila Saber on Sept 30, 2008 12:12:20 GMT -5
For next round cast strength, run at the warrior at C-4 (aiming to carry on to the warrior at H-4 later), and power attack power attack power attack! I would wait until you see whatt remains of the C-4 warrior. Trasken has some ruthless damage abilities, especially if he activates Bloodlust. If he does, the Warrior is very unlikely to be standing. With a little luck Trasken will down both the Warrior and the Footman. Of course the real power house this round is Doomy with a 35 damage shot.
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Post by Aguila Saber on Sept 30, 2008 12:13:12 GMT -5
So I killed six warriors out of ten eh? Not bad if I do say so myself. Looks like that footman is in melee range now though, so it's time to put my axe through his skull. Too late. Aguila killed him.
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