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Can someone double check my damage?


JmOz

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Guest Keneton

Here goes my take. . .

 

Starting on FRED p 272 we find the rules for applying movement DC's to advantaged HKA. First you figure the advantages on the HKA that Add to damage. These are explosion (+1/2) and armor piercing (+1/2). The total is +1. Fred say take the 3 (number of inches per DC) and multiply by advantage (1+1=2) to get 6" per DC.

 

You have 45' which equals 7.5 or 8 DC.

 

The Strength would add +1 DC per 10 Str due to the advantages so the 15 Str adds +1, If you pushed by 5 youd get +2 DC, but for your questions purpose, +1 is what we need.

 

Total adders are now 8+1= 9 DC or an additional 3d6 HKA. The total is now 10d6 HKA AP, EX. When you land this attack your chracters (assuming he does do knockback!) will take 1/2 of 60dice normal and 60 dice normal if no knockback.

 

No offense Mr. Oz, but this attacks seems increadibly over the top. :cool:

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If I read this right, not only does he take half or full of 60d6 normal dependent on the movethrough success, but he also gets to take the 10d6rka since it is explosion and assuming a move through would be done at no range.

You should see someone about these suicidal tendencies?

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You want disgusting?

 

Did some Number crunching:

 

Assuming a roll of 4 on all dice (including Stun) it fails to injure Dr Destroyer, while it will not con stun him it will also not knock him out, while he will take some stun (40 to be precise)

 

Assuming a roll of 5, he will only suffer 5 body, and again it will not KO him but will CON stun him (80 stun)

 

on a perfect roll of all dice it will KO him, he will be at roughly -30 stun (130 Stun Damage)

 

This is all based on Dr D's normal defenses, not including if he uses his VPP for somekind of additional defence or uses his Force Wall

 

The above assumes that the Stun multiplier is the same as the damage roll

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