UE Issue #3: Smash and GRAB
Re: UE Issue #3: Smash and GRAB
Into the Brick Warehouse - Segment of Unconsciousness
1:40 PM Local Time – Tuesday, July 7th, 1987
Turn 3, Segment 3
V: DEX 20, Init (5,1,3) - Unconscious
Knight Light: DEX 20/18, DEF 18, END 9/36, STUN 15/27, Init (5,6,6)
"L" (Formerly "Pilot"): DEX 20, Init (4,6,1)
Eclipse: DEX 20, DEF 21/25, END 15/46, STUN 12/29, BODY 2/10, Init (3,4,4) - Wakes up
T: DEX 18, Init (6,3,3) - Unconscious
Azir: DEX 18, DEF 27, END 56/56, STUN 51/56, Init (6,2,3)
Force: DEX 18, Init (4,4,4) - Wakes up
Oly: DEX 18, DEF 18. END 0/36, STUN -5/32, Init (2,3,3) - Unconscious
Dos Seso: DEX 18, DEF 24/23, END 25/40, STUN 21/29, Init (1,1,4)
Black Suit Dude 5: DEX 17, Init (6,4,1) - Unconscious
Black Suit Dude 2: DEX 17, Init (5,4,6) - Entangled
Black Suit Dude 4: DEX 17, Init (5,4,3)
Black Suit Dude 1: DEX 17, Init (2,1,3)
Black Suit Dude 3: DEX 17, Init (1,1,4)
Knight Light does hit with his force powers, while the damage is limited "L" is knocked back 13" (Please note that since he is flying the subtraction is only the first die)
L is knocked way back and is now 3" of the ground. "L" spends half a phase to recover his orientation. He then attempt to dig the knife into the mind of Eclipse. This does 3 BODY and 3 STUN. Eclipse will need to make another Tai-Chi roll (this time with a -1 penalty)
1:40 PM Local Time – Tuesday, July 7th, 1987
Turn 3, Segment 3
V: DEX 20, Init (5,1,3) - Unconscious
Knight Light: DEX 20/18, DEF 18, END 9/36, STUN 15/27, Init (5,6,6)
"L" (Formerly "Pilot"): DEX 20, Init (4,6,1)
Eclipse: DEX 20, DEF 21/25, END 15/46, STUN 12/29, BODY 2/10, Init (3,4,4) - Wakes up
T: DEX 18, Init (6,3,3) - Unconscious
Azir: DEX 18, DEF 27, END 56/56, STUN 51/56, Init (6,2,3)
Force: DEX 18, Init (4,4,4) - Wakes up
Oly: DEX 18, DEF 18. END 0/36, STUN -5/32, Init (2,3,3) - Unconscious
Dos Seso: DEX 18, DEF 24/23, END 25/40, STUN 21/29, Init (1,1,4)
Black Suit Dude 5: DEX 17, Init (6,4,1) - Unconscious
Black Suit Dude 2: DEX 17, Init (5,4,6) - Entangled
Black Suit Dude 4: DEX 17, Init (5,4,3)
Black Suit Dude 1: DEX 17, Init (2,1,3)
Black Suit Dude 3: DEX 17, Init (1,1,4)
Knight Light does hit with his force powers, while the damage is limited "L" is knocked back 13" (Please note that since he is flying the subtraction is only the first die)
L is knocked way back and is now 3" of the ground. "L" spends half a phase to recover his orientation. He then attempt to dig the knife into the mind of Eclipse. This does 3 BODY and 3 STUN. Eclipse will need to make another Tai-Chi roll (this time with a -1 penalty)
Re: UE Issue #3: Smash and GRAB
Eclipse
Tai-Chi (14-): [_3d6]=(3+2+6)=11
Pass, assuming I can act (and it's my turn in init) I'll post my action:
Eclipse staggers up, trying to shake of the pain and the fog in his mind. Seeing the danger in the MiB, he activates his force-field and flies up into the air
(half-action to get up and half-move upwards, i.e. 2 hexes, unless one hex would be enough to keep him away from the MiB, as I note he has almost no body left and I want minimal falling damage if he goes unconscious again)
Tai-Chi (14-): [_3d6]=(3+2+6)=11
Pass, assuming I can act (and it's my turn in init) I'll post my action:
Eclipse staggers up, trying to shake of the pain and the fog in his mind. Seeing the danger in the MiB, he activates his force-field and flies up into the air
(half-action to get up and half-move upwards, i.e. 2 hexes, unless one hex would be enough to keep him away from the MiB, as I note he has almost no body left and I want minimal falling damage if he goes unconscious again)
Re: UE Issue #3: Smash and GRAB
Into the Brick Warehouse - Segment of Unconsciousness
1:40 PM Local Time – Tuesday, July 7th, 1987
Turn 3, Segment 3 continues
V: DEX 20, Init (5,1,3) - Unconscious
Knight Light: DEX 20/18, DEF 18, END 9/36, STUN 15/27, Init (5,6,6)
"L" (Formerly "Pilot"): DEX 20, Init (4,6,1)
Eclipse: DEX 20, DEF 21/25, END 15/46, STUN 12/29, BODY 2/10, Init (3,4,4)
T: DEX 18, Init (6,3,3) - Unconscious
Azir: DEX 18, DEF 27, END 56/56, STUN 51/56, Init (6,2,3)
Force: DEX 18, Init (4,4,4) - Wakes up
Oly: DEX 18, DEF 18. END 0/36, STUN -5/32, Init (2,3,3) - Unconscious
Dos Seso: DEX 18, DEF 24/23, END 25/40, STUN 21/29, Init (1,1,4)
Black Suit Dude 5: DEX 17, Init (6,4,1) - Unconscious
Black Suit Dude 2: DEX 17, Init (5,4,6) - Entangled
Black Suit Dude 4: DEX 17, Init (5,4,3)
Black Suit Dude 1: DEX 17, Init (2,1,3)
Black Suit Dude 3: DEX 17, Init (1,1,4)
V, Knight Light and L acted in a previous post.
Eclipse turns on his FF and flies up 2". Your normal PD will still help you on a fall (unless you fell into a spiked pit or something like that). At 1" hit you are still reachable without jumping so 2" will be the min you should go up.
That takes it to Azir
1:40 PM Local Time – Tuesday, July 7th, 1987
Turn 3, Segment 3 continues
V: DEX 20, Init (5,1,3) - Unconscious
Knight Light: DEX 20/18, DEF 18, END 9/36, STUN 15/27, Init (5,6,6)
"L" (Formerly "Pilot"): DEX 20, Init (4,6,1)
Eclipse: DEX 20, DEF 21/25, END 15/46, STUN 12/29, BODY 2/10, Init (3,4,4)
T: DEX 18, Init (6,3,3) - Unconscious
Azir: DEX 18, DEF 27, END 56/56, STUN 51/56, Init (6,2,3)
Force: DEX 18, Init (4,4,4) - Wakes up
Oly: DEX 18, DEF 18. END 0/36, STUN -5/32, Init (2,3,3) - Unconscious
Dos Seso: DEX 18, DEF 24/23, END 25/40, STUN 21/29, Init (1,1,4)
Black Suit Dude 5: DEX 17, Init (6,4,1) - Unconscious
Black Suit Dude 2: DEX 17, Init (5,4,6) - Entangled
Black Suit Dude 4: DEX 17, Init (5,4,3)
Black Suit Dude 1: DEX 17, Init (2,1,3)
Black Suit Dude 3: DEX 17, Init (1,1,4)
V, Knight Light and L acted in a previous post.
Eclipse turns on his FF and flies up 2". Your normal PD will still help you on a fall (unless you fell into a spiked pit or something like that). At 1" hit you are still reachable without jumping so 2" will be the min you should go up.
That takes it to Azir
Re: UE Issue #3: Smash and GRAB
Azir
Azir attempts to punch BSD #4.
Offense Punch [_3d6]=(2+1+2)=5 [_11d6]=(4+3+2+1+2+2+6+3+4+2+2)=31 [_2d6]=(6+6)=12
I think L is out of her range.
Azir attempts to punch BSD #4.
Offense Punch [_3d6]=(2+1+2)=5 [_11d6]=(4+3+2+1+2+2+6+3+4+2+2)=31 [_2d6]=(6+6)=12
I think L is out of her range.
Re: UE Issue #3: Smash and GRAB
Into the Brick Warehouse - Segment of Unconsciousness
1:40 PM Local Time – Tuesday, July 7th, 1987
Turn 3, Segment 3 the end
V: DEX 20, Init (5,3,5) - Unconscious
Knight Light: DEX 20/18, DEF 18, END 9/36, STUN 15/27, Init (4,3,2)
"L" (Formerly "Pilot"): DEX 20, Init (1,5,2)
Eclipse: DEX 20, DEF 21/25, END 15/46, STUN 12/29, BODY 2/10, Init (?,?,?)
T: DEX 18, Init (6,3,6) - Unconscious
Dos Seso: DEX 18, DEF 24/23, END 25/40, STUN 21/29, Init (5,6,1)
Oly: DEX 18, DEF 18. END 2/36, STUN 2/32, Init (4,6,3) - On the ground
Force: DEX 18, Init (1,6,6) - Unconscious
Azir: DEX 18, DEF 27, END 56/56, STUN 37/56, Init (?,?,?)
Black Suit Dude 5: DEX 17, Init (5,2,3) - Unconscious
Black Suit Dude 3: DEX 17, Init (3,5,4)
Black Suit Dude 1: DEX 17, Init (2,6,3)
Black Suit Dude 4: DEX 17, Init (1,5,2)
Black Suit Dude 2: DEX 17, Init (1,3,2) - Entangled
V, Knight Light, L, Eclipse and T acted in a previous posts.
Azir hits BSD #4, wearing him down but he is still around. There is no knockback.
Force takes a forced RECovery, but is still on ground.
Oly takes a force RECovery and is a awake but still on the ground.
Dos Seso seeing Force taking a forced recovery, attempts to hit him with a Mind Attack. While the damage is limited, Force does lose his forced RECovery and falls back unconscious.
BSD #4 punches on Azir for 14 STUN (4 STUN Min)
BSD #1 punches on Azir for 19 STUN (5 STUN Min)
BSD #3 punches on Azir for 15 STUN (5 STUN Min)
This ends segment 3 . . . 4 and takes us to Segment 5. Initiative
Rolls
Forgot the initiatives I needed to roll.
1:40 PM Local Time – Tuesday, July 7th, 1987
Turn 3, Segment 3 the end
V: DEX 20, Init (5,3,5) - Unconscious
Knight Light: DEX 20/18, DEF 18, END 9/36, STUN 15/27, Init (4,3,2)
"L" (Formerly "Pilot"): DEX 20, Init (1,5,2)
Eclipse: DEX 20, DEF 21/25, END 15/46, STUN 12/29, BODY 2/10, Init (?,?,?)
T: DEX 18, Init (6,3,6) - Unconscious
Dos Seso: DEX 18, DEF 24/23, END 25/40, STUN 21/29, Init (5,6,1)
Oly: DEX 18, DEF 18. END 2/36, STUN 2/32, Init (4,6,3) - On the ground
Force: DEX 18, Init (1,6,6) - Unconscious
Azir: DEX 18, DEF 27, END 56/56, STUN 37/56, Init (?,?,?)
Black Suit Dude 5: DEX 17, Init (5,2,3) - Unconscious
Black Suit Dude 3: DEX 17, Init (3,5,4)
Black Suit Dude 1: DEX 17, Init (2,6,3)
Black Suit Dude 4: DEX 17, Init (1,5,2)
Black Suit Dude 2: DEX 17, Init (1,3,2) - Entangled
V, Knight Light, L, Eclipse and T acted in a previous posts.
Azir hits BSD #4, wearing him down but he is still around. There is no knockback.
Force takes a forced RECovery, but is still on ground.
Oly takes a force RECovery and is a awake but still on the ground.
Dos Seso seeing Force taking a forced recovery, attempts to hit him with a Mind Attack. While the damage is limited, Force does lose his forced RECovery and falls back unconscious.
BSD #4 punches on Azir for 14 STUN (4 STUN Min)
BSD #1 punches on Azir for 19 STUN (5 STUN Min)
BSD #3 punches on Azir for 15 STUN (5 STUN Min)
This ends segment 3 . . . 4 and takes us to Segment 5. Initiative
Rolls
Last edited by gurusql on Sat Apr 01, 2023 9:21 pm, edited 1 time in total.
Re: UE Issue #3: Smash and GRAB
Eclipse
Initiative: [_3d6]=(6+1+4)=11
Desperate, the injured Eclipse flies towards L (half-move, placing him behind 4), before stopping and firing off an energy blast:
I will use his skill level to offset range. I count 12 hexes, for -2
OCV = 7 -1 (half-move) -2 (range) = 4
Attack: [_3d6]=(2+5+2)=9
DCV = 11 + 4 - 9 = 6-
Damage: [_10d6]=(3+4+2+1+6+5+1+2+4+6)=34 STUN, 10 BODY
Initiative: [_3d6]=(6+1+4)=11
Desperate, the injured Eclipse flies towards L (half-move, placing him behind 4), before stopping and firing off an energy blast:
I will use his skill level to offset range. I count 12 hexes, for -2
OCV = 7 -1 (half-move) -2 (range) = 4
Attack: [_3d6]=(2+5+2)=9
DCV = 11 + 4 - 9 = 6-
Damage: [_10d6]=(3+4+2+1+6+5+1+2+4+6)=34 STUN, 10 BODY
Re: UE Issue #3: Smash and GRAB
Knight Light
I believe KL's END is down to 4, his Force Blast costs 5 END.
Seeing Azir almost surrounded, and Dos Sesos unprotected, he drew his light sabre and quickly moved to engage the MiBs. He was tired. Exhausted, but he was still standing...
KL will move due East, so that he is in the hex below #1. He will attack MiB #1
Attack OCV 6, -1 Half-Move, +1 CSL, roll 9 base.
Base Attack (OCV 6) [_3d6]=(2+4+3)=9
Damage 7 Body (KATK), 35 Stun
Light Sabre (KATK) Body [_3d6]=(1+3+3)=7 Stun Multiple (min 1) [_1d6-1]=(6)=6-1=5
Knock Back None (Normally I'd have to roll another d6, but it doesn't matter in this case.)
Knockback [_2d6]=(5+6)=11
Since he used his full strength, trying to take out the MiB, he takes 1d6 (3 points) Stun damage. His END is now -1, his Stun is 12.
Stun damage for End [_1d6]=(3)=3
I believe KL's END is down to 4, his Force Blast costs 5 END.
Seeing Azir almost surrounded, and Dos Sesos unprotected, he drew his light sabre and quickly moved to engage the MiBs. He was tired. Exhausted, but he was still standing...
KL will move due East, so that he is in the hex below #1. He will attack MiB #1
Attack OCV 6, -1 Half-Move, +1 CSL, roll 9 base.
Base Attack (OCV 6) [_3d6]=(2+4+3)=9
Damage 7 Body (KATK), 35 Stun
Light Sabre (KATK) Body [_3d6]=(1+3+3)=7 Stun Multiple (min 1) [_1d6-1]=(6)=6-1=5
Knock Back None (Normally I'd have to roll another d6, but it doesn't matter in this case.)
Knockback [_2d6]=(5+6)=11
Since he used his full strength, trying to take out the MiB, he takes 1d6 (3 points) Stun damage. His END is now -1, his Stun is 12.
Stun damage for End [_1d6]=(3)=3
Re: UE Issue #3: Smash and GRAB
Thanks for pointing that out. I'll go the full half move of 8 (i.e. 4 more than originally stated) to minimise the range penalty. I think that reduces the penalty by one, so the DCV becomes 7-.
Re: UE Issue #3: Smash and GRAB
Into the Brick Warehouse - Is the tide turning?
1:40 PM Local Time – Tuesday, July 7th, 1987
Turn 3, Segment 5
Eclipse: DEX 20, DEF 21/25, END 8/46, STUN 12/29, BODY 2/10, Init (6,1,4)
V: DEX 20, Init (5,3,5) - Unconscious
Knight Light: DEX 20/18, DEF 18, END 0/36, STUN 14/27, Init (4,3,2)
L: DEX 20, Init (1,5,2)
T: DEX 18, Init (6,3,6) - Unconscious
Dos Seso: DEX 18, DEF 24/23, END 20/40, STUN 21/29, Init (5,6,1)
Oly: DEX 18, DEF 18. END 2/36, STUN 2/32, Init (4,6,3) - On the ground
Force: DEX 18, Init (1,6,6) - Unconscious
Azir: DEX 18, DEF 27, END 51/56, STUN 37/56, Init (1,2,2)
Black Suit Dude 5: DEX 17, Init (5,2,3) - Unconscious
Black Suit Dude 3: DEX 17, Init (3,5,4)
Black Suit Dude 1: DEX 17, Init (2,6,3) - 7 BODY/Unconscious
Black Suit Dude 4: DEX 17, Init (1,5,2) - Unconscious
Black Suit Dude 2: DEX 17, Init (1,3,2) - Entangled
Two notes on END, thanks for keeping me honest and looks like I did forget a house rule that burning negative END is 1:1 instead of 2:1d6. I added the house rule.
Eclipse bleeding from both ears charges his attacker. Firing his signature Plasma blast at the green alien. The blast seems to affect him more than normal and knocking him back another 6 hexes.
V remains unconscious
Knight Light moves across the battlefield with grace and precision. And sees what his light saber can do against un-hardened flesh - 7 BODY and 35 STUN winning the STUN lottery and knocking out the bleeding black suit dude (#1)
L recovers his stability and flies due south (descending as he does it) and perhaps about to enter the building. He has 75% cover from anyone on the roof currently (33% for Eclipse because of the height).
Dos Seso Mind Blasts BSD #4 and knocking him out. "We need to get down and save Wind Dragon - Azir can you make a hole?"
Oly takes a forced RECovery.
Azir's action
Rolls
1:40 PM Local Time – Tuesday, July 7th, 1987
Turn 3, Segment 5
Eclipse: DEX 20, DEF 21/25, END 8/46, STUN 12/29, BODY 2/10, Init (6,1,4)
V: DEX 20, Init (5,3,5) - Unconscious
Knight Light: DEX 20/18, DEF 18, END 0/36, STUN 14/27, Init (4,3,2)
L: DEX 20, Init (1,5,2)
T: DEX 18, Init (6,3,6) - Unconscious
Dos Seso: DEX 18, DEF 24/23, END 20/40, STUN 21/29, Init (5,6,1)
Oly: DEX 18, DEF 18. END 2/36, STUN 2/32, Init (4,6,3) - On the ground
Force: DEX 18, Init (1,6,6) - Unconscious
Azir: DEX 18, DEF 27, END 51/56, STUN 37/56, Init (1,2,2)
Black Suit Dude 5: DEX 17, Init (5,2,3) - Unconscious
Black Suit Dude 3: DEX 17, Init (3,5,4)
Black Suit Dude 1: DEX 17, Init (2,6,3) - 7 BODY/Unconscious
Black Suit Dude 4: DEX 17, Init (1,5,2) - Unconscious
Black Suit Dude 2: DEX 17, Init (1,3,2) - Entangled
Two notes on END, thanks for keeping me honest and looks like I did forget a house rule that burning negative END is 1:1 instead of 2:1d6. I added the house rule.
Eclipse bleeding from both ears charges his attacker. Firing his signature Plasma blast at the green alien. The blast seems to affect him more than normal and knocking him back another 6 hexes.
V remains unconscious
Knight Light moves across the battlefield with grace and precision. And sees what his light saber can do against un-hardened flesh - 7 BODY and 35 STUN winning the STUN lottery and knocking out the bleeding black suit dude (#1)
L recovers his stability and flies due south (descending as he does it) and perhaps about to enter the building. He has 75% cover from anyone on the roof currently (33% for Eclipse because of the height).
Dos Seso Mind Blasts BSD #4 and knocking him out. "We need to get down and save Wind Dragon - Azir can you make a hole?"
Oly takes a forced RECovery.
Azir's action
Rolls
Re: UE Issue #3: Smash and GRAB
Azir
Azir will see if she can make a hole in the roof to get in.
Azir will see if she can make a hole in the roof to get in.
Re: UE Issue #3: Smash and GRAB
Non-living things only have BODY, so the name of the game is doing BODY to an object. Looking at some for instances (DEF/BODY)
Brick Wall (5/3)
Concreate Wall (6/5)
Metal Fire Door (5/5)
Safe Door (10/9)
You could punch it or if you want to go for it there is the Haymaker (an all out punch). This has some risks (-5 DCV, takes an extra segment [e.g. lands at the end of Segment 6] and can be interrupted if you are knocked back), but will for you do 11d6 + 4d6 = 15d6. Make the call and rolls.
Brick Wall (5/3)
Concreate Wall (6/5)
Metal Fire Door (5/5)
Safe Door (10/9)
You could punch it or if you want to go for it there is the Haymaker (an all out punch). This has some risks (-5 DCV, takes an extra segment [e.g. lands at the end of Segment 6] and can be interrupted if you are knocked back), but will for you do 11d6 + 4d6 = 15d6. Make the call and rolls.
Re: UE Issue #3: Smash and GRAB
Azir
Going for speed here.
Offense Punch [_3d6]=(4+6+5)=15 [_11d6]=(5+3+5+3+1+4+4+6+5+4+3)=43 [_2d6]=(2+3)=5
Going for speed here.
Offense Punch [_3d6]=(4+6+5)=15 [_11d6]=(5+3+5+3+1+4+4+6+5+4+3)=43 [_2d6]=(2+3)=5
Re: UE Issue #3: Smash and GRAB
Into the Brick Warehouse - Is the tide turning?
1:40 PM Local Time – Tuesday, July 7th, 1987
Turn 3, Segment 5 (end)
V: DEX 20, Init (6,5,5) - Unconscious
L: DEX 20, Init (3,4,3)
Eclipse: DEX 20, DEF 21/25, END 8/46, STUN 12/29, BODY 2/10, Init (?,?,?)
Knight Light: DEX 20/18, DEF 18, END 0/36, STUN 14/27, Init (?,?,?)
Force: DEX 18, Init (5,3,5) - Unconscious
Dos Seso: DEX 18, DEF 24/23, END 20/40, STUN 21/29, Init (3,3,3)
Oly: DEX 18, DEF 18. END 9/36, STUN 9/32, Init (1,3,1) - On the ground
T: DEX 18, Init (1,1,1) - Unconscious
Azir: DEX 18, DEF 27, END 46/56, STUN 37/56, Init (?,?,?)
Black Suit Dude 2: DEX 17, Init (6,1,1) - Entangled
Black Suit Dude 1: DEX 17, Init (4,6,2) - 7 BODY/Unconscious
Black Suit Dude 5: DEX 17, Init (4,4,1) - Unconscious
Black Suit Dude 4: DEX 17, Init (3,4,4) - Unconscious
Black Suit Dude 3: DEX 17, Init (1,4,4)
The roof (per the picture is a sheet metal roof), since a Metal fire door is 5/5, the roof should be something like 5 DEF/3 BODY. Azir's punch does 11 BODY. Since you did not say exactly where you wanted the hole I am assuming in front of you. This is in the hex with BSD #1 in it. The punch is strong enough that it also destroys the hex with BSD #4 in it. Both of those fall the ground below (since they are unconscious there is no roll).
BSD #3 Attempts to punch you but misses.
And that ends segment 5 . . . 6 . . . 7 and takes us to segment 8.
Initiative!
Rolls
1:40 PM Local Time – Tuesday, July 7th, 1987
Turn 3, Segment 5 (end)
V: DEX 20, Init (6,5,5) - Unconscious
L: DEX 20, Init (3,4,3)
Eclipse: DEX 20, DEF 21/25, END 8/46, STUN 12/29, BODY 2/10, Init (?,?,?)
Knight Light: DEX 20/18, DEF 18, END 0/36, STUN 14/27, Init (?,?,?)
Force: DEX 18, Init (5,3,5) - Unconscious
Dos Seso: DEX 18, DEF 24/23, END 20/40, STUN 21/29, Init (3,3,3)
Oly: DEX 18, DEF 18. END 9/36, STUN 9/32, Init (1,3,1) - On the ground
T: DEX 18, Init (1,1,1) - Unconscious
Azir: DEX 18, DEF 27, END 46/56, STUN 37/56, Init (?,?,?)
Black Suit Dude 2: DEX 17, Init (6,1,1) - Entangled
Black Suit Dude 1: DEX 17, Init (4,6,2) - 7 BODY/Unconscious
Black Suit Dude 5: DEX 17, Init (4,4,1) - Unconscious
Black Suit Dude 4: DEX 17, Init (3,4,4) - Unconscious
Black Suit Dude 3: DEX 17, Init (1,4,4)
The roof (per the picture is a sheet metal roof), since a Metal fire door is 5/5, the roof should be something like 5 DEF/3 BODY. Azir's punch does 11 BODY. Since you did not say exactly where you wanted the hole I am assuming in front of you. This is in the hex with BSD #1 in it. The punch is strong enough that it also destroys the hex with BSD #4 in it. Both of those fall the ground below (since they are unconscious there is no roll).
BSD #3 Attempts to punch you but misses.
And that ends segment 5 . . . 6 . . . 7 and takes us to segment 8.
Initiative!
Rolls
Re: UE Issue #3: Smash and GRAB
Eclipse
Initiative: [_3d6]=(3+5+6)=14
"Greenie is on the run. I think he's up to something, I'm going after him. You guys find Wind Dragon."
Eclipse flies towards L until he reaches the edge of the building then drops directly down.
Half move 6 squares diagonally towards L takes him to the edge of the building he then has 2 more move to go directly down which is doubled to 4 hexes, he wants to get level with L if possible
He fires off another plasma blast at L
OCV = 7 - 1(half move) +1 (skill) =7
Attack: [_3d6]=(1+1+1)=3
DCV = 11 + 7 - 3 = 15-
Damage: [_10d6]=(1+3+2+2+6+5+1+5+1+2)=28 STUN, 8 BODY
"Surrender, it's over"
Initiative: [_3d6]=(3+5+6)=14
"Greenie is on the run. I think he's up to something, I'm going after him. You guys find Wind Dragon."
Eclipse flies towards L until he reaches the edge of the building then drops directly down.
Half move 6 squares diagonally towards L takes him to the edge of the building he then has 2 more move to go directly down which is doubled to 4 hexes, he wants to get level with L if possible
He fires off another plasma blast at L
OCV = 7 - 1(half move) +1 (skill) =7
Attack: [_3d6]=(1+1+1)=3
DCV = 11 + 7 - 3 = 15-
Damage: [_10d6]=(1+3+2+2+6+5+1+5+1+2)=28 STUN, 8 BODY
"Surrender, it's over"
Re: UE Issue #3: Smash and GRAB
Knight Light
On the assumption that L will be pre-occupied, and KL will have a shot at #3.
Knight Light cleared his head, and drew on his final reserves to tap into the Force.
Attack Roll 12 base, +1 Jedi powers, +1 CSL, No range modifier.
Base Attack (OCV 6) [_3d6]=(3+3+6)=12
Damage 7 Body, 21 Stun
Force Blast Effect [_7d6]=(2+3+3+6+1+3+3)=21
Knock Back 2"
Knockback [_2d6]=(6+6)=12
That takes KL's Stun to 9, I think.
On the assumption that L will be pre-occupied, and KL will have a shot at #3.
Knight Light cleared his head, and drew on his final reserves to tap into the Force.
Attack Roll 12 base, +1 Jedi powers, +1 CSL, No range modifier.
Base Attack (OCV 6) [_3d6]=(3+3+6)=12
Damage 7 Body, 21 Stun
Force Blast Effect [_7d6]=(2+3+3+6+1+3+3)=21
Knock Back 2"
Knockback [_2d6]=(6+6)=12
That takes KL's Stun to 9, I think.