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Post by mister frau blucher on Jan 26, 2012 17:25:14 GMT -5
[Since Khanmahtt utilized his Stalker skill to charge against the Orc spearman, can the Orc use a Counterattack? As I read it, the Stalker skill is sort of a free turn, so am not sure. I can see a case being made for it either way. Charging a pole weapon user and then missing is bad regardless.] Stalker IS a free turn. But if you melle someone, they can counterattack. This might work out that you can get two more attacks before the orc can act again, if Reynaldo wins his tactics check. Yeah, you could kinda make an arguement either way, but it would lean way towards the gamist end of the spectrum to say you can't respond to the guy charging you with a spear with your own spear.
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Post by mister frau blucher on Jan 26, 2012 17:34:17 GMT -5
Khanmahtt senses the Orcs' presence just before they break cover, and launches into a charge towards the nearest spearman. Khanmahtt charges towards one of the orc Spearmen Skill adjusted to hit. invisiblecastle.com/roller/view/3344905/ 3d6-1; 2d6+2 [5,6,6,-1] = (16) MISS!! 3d6-1; 2d6+2 [1,4,2] = (7) The orc tries to impale you on his own spear! Khanmahtt feels immense pain as his momentum carries him onto the spear! invisiblecastle.com/roller/view/3345216/[10 points of damage! -3 for armor equals 7 points of damage!]
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Post by mister frau blucher on Jan 26, 2012 17:36:45 GMT -5
Nope - you do not need Stalker to try your tactician check. Orc D is a nominal leader with IQ 8 - he rollsa 10 - failure! invisiblecastle.com/roller/view/3345221/So all you need to do is make your tactician IQ check and you guys go first.
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Post by mister frau blucher on Jan 26, 2012 17:40:54 GMT -5
Rrowullh also caught a hint of the orcs approach, so quickly knocks an arrow and takes a snapshot at one of the Orc Archers. It hits, but does not seem to do much damage. [Rrowullh checks against Stalker skill, rolls a 11 invisiblecastle.com/roller/view/3344904/ Rrowullh shoots at one of the orc Archers Skill to damage invisiblecastle.com/roller/view/3344906/ 3d6; 1d6+1 [2,2,4] = (8) 3d6; 1d6+1 [1,1] = (2) 2 lousy points?! and that's after the +1] (Since the dice aren't exactly with me today, I'll let someone else roll for initiative). [The archers are unarmored so both lousy points get through to Orc D.]
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Post by blacknigel on Jan 26, 2012 18:10:42 GMT -5
[Since Khanmahtt utilized his Stalker skill to charge against the Orc spearman, can the Orc use a Counterattack? As I read it, the Stalker skill is sort of a free turn, so am not sure. I can see a case being made for it either way. Charging a pole weapon user and then missing is bad regardless.] Stalker IS a free turn. But if you melle someone, they can counterattack. This might work out that you can get two more attacks before the orc can act again, if Reynaldo wins his tactics check. Yeah, you could kinda make an arguement either way, but it would lean way towards the gamist end of the spectrum to say you can't respond to the guy charging you with a spear with your own spear. Totally makes sense, that's what I thought, because I would TOTALLY make the argument the other way if I was receiving the charge (and survived).
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Post by Lord Inar on Jan 26, 2012 18:32:52 GMT -5
Reynaldo immediately reacts "Khanmatt, Rrowullh, focus and let the others protect you. Tembo, Shadout, Enyeto move in there." Any sense the orcs had of controlling the battle from a surprise standpoint quickly evaporate as Reynaldo regroups and directs the team. Need a 13 or less (IQ 12+1) for successful Tactician 3d6 → [6,4,1] = (11) invisiblecastle.com/roller/view/3345257/
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Post by Lord Inar on Jan 26, 2012 18:45:09 GMT -5
"No!" Tembo sees the tremendous blow Khanmatt received and realizes the extent of the damage. He rushes up to protect Khanmatt, putting his skill into accuracy, seeing that the orcs are unarmored, but it is still not quite enough. Need 11 or less to hit Use Axe skill to hit (making it a 12 or less) 3d6; 1d6+2 → [5,6,2] = (13) 3d6; 1d6+2 → [2,2] = (4) invisiblecastle.com/roller/view/3345271/
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Post by blackjack on Jan 26, 2012 19:01:05 GMT -5
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Post by blackjack on Jan 26, 2012 19:02:11 GMT -5
Bret I rolled 3d6-2 for damage. Thats 6 fatigue.
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Post by blacknigel on Jan 27, 2012 7:43:30 GMT -5
[Bret, From what I can tell from reading the posts above, one good hit from Khanmahtt would not be enough to drop the orc that speared him. Would Khanmahtt be able use his turn to retreat behind Tembo and drink his Mashu healing potion? Or would that take more than one turn to do? Would the healing take affect immediately? Trying to figure out my options here.]
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Post by mister frau blucher on Jan 27, 2012 13:16:27 GMT -5
[Bret, From what I can tell from reading the posts above, one good hit from Khanmahtt would not be enough to drop the orc that speared him. Would Khanmahtt be able use his turn to retreat behind Tembo and drink his Mashu healing potion? Or would that take more than one turn to do? Would the healing take affect immediately? Trying to figure out my options here.] [We are of course playing things loose, rather than accounting for every second of action, like GURPS, so that is fine if you want to do that, Chris. Healing is instantaneous.]
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Post by mister frau blucher on Jan 27, 2012 13:22:28 GMT -5
[Mike - the maximum damage that can be done with Magic Fist is 2 dice. Magic Fist-3 does not do more damage; instead it allows you to attack opponents in three adjacent hexes. The orcs are not bunched up adjacently, but they are within two hexes of eachother, so Magic Fist-3 could affect two of them. I am going to go ahead and have you cast Magic Fist-3, take away the third d6 for damage, and apply that damage to two of the orcs. 4 FT spent, I am assuming from your staff since you referenced holding it, but let me know if you would rather take it from your ST and I will correct it.]
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Post by mister frau blucher on Jan 27, 2012 13:32:43 GMT -5
Reynaldo immediately reacts "Khanmatt, Rrowullh, focus and let the others protect you. Tembo, Shadout, Enyeto move in there." Any sense the orcs had of controlling the battle from a surprise standpoint quickly evaporate as Reynaldo regroups and directs the team. Need a 13 or less (IQ 12+1) for successful Tactician 3d6 → [6,4,1] = (11) invisiblecastle.com/roller/view/3345257/[Marc - It isn't truly defined by the rules, but the Tactician check is "free" so Reynaldo may still take an action this turn. If nothing else, you can apply your leadership to Tembo's attack, so it would actually be a hit.]
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Post by mister frau blucher on Jan 27, 2012 13:34:30 GMT -5
Once Reynaldo, Rrowullh and Khanmahtt act, I'll post the turn 1 summation including Mundy's shot.
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Post by Lord Inar on Jan 27, 2012 14:10:28 GMT -5
Reynaldo immediately reacts "Khanmatt, Rrowullh, focus and let the others protect you. Tembo, Shadout, Enyeto move in there." Any sense the orcs had of controlling the battle from a surprise standpoint quickly evaporate as Reynaldo regroups and directs the team. Need a 13 or less (IQ 12+1) for successful Tactician 3d6 → [6,4,1] = (11) invisiblecastle.com/roller/view/3345257/[Marc - It isn't truly defined by the rules, but the Tactician check is "free" so Reynaldo may still take an action this turn. If nothing else, you can apply your leadership to Tembo's attack, so it would actually be a hit.] Thank you, that is Reynaldo's MO, to add his leadership bonus to attacks, so yeah, I'll take it!
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