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Combat sequence

Ok Basic Combat sequence is initiative and who goes first.. Now the arena is large for a reason so you can have lots of room to work.  Ideally you just go back and forth until one or both of the combatants are in range with the special forces guy his first weapon is his missiles.. some one else might not be in range yet but alls fair in love and war! Lol So as soon as he knows he's in range he may ask to roll init or hold off until he's in rail gun range saving his missiles for a "special" occasion. Assuming he's peace through superior fire power assume he goes lets do this and rolls init between him and no name. likely he goes first. He "to whom this may concern and roll weapons systems  (in case we'll assume he makes it.) (the difference between a +3 and +5.)  He rolls firing two nasty surprises  its a 14 plus his +5 from weapon systems targeting (a g.m. may want people to r.s.i. ((read sensory)) and such. These missiles fly out breaking the sound barrier as they streak at their opponent. no name sure is wishing he had some.. at this point he can spend actions to try to shoot them down or dodge or try to sacrifice his arms to soak the damage there (a tried and true mecha defence. now if they have arm shields thats a great option.) These missiles are moving fast! And like any fast moving weapons instead of doing a lot of extra shenanigans i apply a standard minus 10. lets assume noname is similar to the special forces  so with psionics and such. He/She/it is still going to need roll with bonus's a 19 minus ten or beat a 29.  (still do able) (keep in mind its only 2 missiles if it was 4 he'd not be able to dodge. He'd have to hope for shoot down and fratricide 30%)(Now if he has missiles as well thats increases the chance to 70%) ((There are various rules across the books but if we assume my static rules its easier one rule set one way to go.))
Now poor no name rolls and well its bad its real bad. he rolls a nat one on the die. With me i assume nat ones when you get hit  you must have been thinking hmm i'll go right and the missiles will go right on past. Your body how ever decided hmm which ways right and oh hello missiles...then there was the moment of fu......... The missiles hit with a crit (like a nat 20) 70 points in damage so 140.. that could end the fight right there the impact throws por no name away and he/she/it/ is making a save versus stun (pain k.o. and stun are the same listing) of course in theory no name can try to roll with punch/fall impact to reduce the damage. there are optional damage knock down tables and i like the cinematic feel they give.