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4ed: Firewing versus Champions Battle Report


SgtHulka

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I've been modding and painting miniatures to mimic old Champions characters so I wanted to try them out. I decided on a battle between three Champions and Firewing, thinking that 3-250 point characters should be a good match for a single 600+ point character. I chose Solitaire, Defender and Quantum as my Champions, since I'd just finished miniatures for them. Unfortunately, once all the hunteds were rolled for Jaguar, Seeker and Obsidian also appeared. I didn't have minis for them so I'm using proxies (a D&D Monk mini for Seeker, Beast/Peter Parker for Jaguar, and evil DC guy whose name I'm blanking on for Obsidian).

 

I'll be chronicling the battle in a fairly detailed way, with pictures, in this thread.

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Pre-Battle and opening Segment 12

 

Champions vs. Firewing

Step 1: Hunteds

Firewing: Champions Appear, full team instead of 3.

Quantum: Viper Appears (3 Agents)

Defender: Viper Appears (3 Agents)

Solitaire: Howler Appears

Step 2: The Situation

The Champions have been the targets of a media blitz and public opinion is turning against them. Defender's efforts to counter the negative publicity have failed and a new Mayoral candidate has called for the disbandment of the Champions. The Mayoral candidated is being secretly funded by Viper.

Defender has decided that the Champions need to strike a major blow against super-villaindom. Firewing has been active in the city, and the Champions believe that if they can find and capture this infamous alien public opinion will turn once more in their favor.

While Jaguar, Seeker and Obsidian are on the streets searching for clues that will lead them to Firewing, Defender, Quantum and Solitaire respond to an alarm back at Homestead. They've caught a break! Firewing has assaulted the Miller Research Labs, and is holding two-dozen scientists and technicians hostage. Police responding to the attack have been driven away in panic. Primus is inbound, but an hour away.

Firewing.jpg

Defender, Quantum and Solitaire contact their team-mates and mobilize!

QuantumSolitaireDefender.jpg

They arrive on the scene simultaneously with Jaguar, Seeker and Obsidian.

JaguarObsidianSeeker.jpg

But they're not alone with Firewing. A 7-Pass Van screeches up and 6 Viper Agents spill out, led by Howler. They've been tracking the Champions and waiting for a chance to strike. Now's that chance!

HowlerViper.jpg

To make matters worse for the heroes, Wendy the Homestead Maid (Defender's DNPC) is pushing Samuel's (Quantum's DNPC) wheelchair out onto the sidewalk after they had lunch together at a local restaurant.

WendySamuel.jpg

Hopefully Firewing is too honerable to threaten these innocents, but VIPER is quite another matter.

Defender tries to draw attention away from his friends, challenging Firewing to let go the hostages and settle this "like honorable men!" (4D Presence Attack, +1D targeting Firewing's honor, +1D Strong Reputation, 6D total: 1, 1, 1, 4, 5, 6, 18 total). Firewing (PRE 40) sneers at Defender, suggesting that if he truely desires to be honorable, they should settle this in single combat. He will rip through Defender's armor like he can rip through this police cruiser...KABOOM! (16D6 Energy Blast, 15 Body to Police car, -5 Endurance to Firewing). "But don't worry, I will keep you alive long enough to see me kill the rest of your sorry team one by one!" (Presence Attack directed at Defender, 8D base, +1D exhibiting power, +1D violent action, +1D reputation strong, 11D total: 37 Presence). Defender is awed (PRE +20), Seeker is very impressed (PRE +20, secondary target), Obsidian is impressed (PRE +10, secondary target), Quantum is very impressed (PRE +20, secondary target), Jaguar is very impressed (PRE +20, secondary target), and Solitaire is impressed (EGO +10, secondary target).

The VIPER team is also beginning to wonder what it just got itself into. Howler and her agents are all very impressed (PRE +20, secondary targets).

Net effect:

-Defender has 1/2 DCV and can not act on phase 12.

-Seeker, Quantum and Jaguar can only perform a 1/2 phase on phase 12.

-Obsidian and Solitaire act after Firewing on phase 12 (they would have anyway).

BEGINNING OF COMBAT (Segment 12):

FirewingBattleStart.jpg

-Firewing acts first. He puts his 3 overall levels on DCV (13 DCV). He raises his forcefield (0 END). He gains 6 meters (3 hexes) of altitude and flies forward 8 meters (4 hexes) toward Defender (10" flight; half move). He as he rockets toward Defender, he draws on every reserve of power to let loose a blast of fire. (pushes 16D Energy Blast to 18D; 15 END + 2 for Flight, 17 END total, plus 5 for Presence attack Energy Blast, 22 END total). Since Defender is awed, Firewing hopes to put him out of the battle before it begins (Defender at 1/2 DCV=4; Firewing at 10 OCV + 3 levels with Energy Blast - 6 Range = 7. Hits on 14-. Rolls a 9 and hits). Defender takes the blast straight in the chest. (18D=67 Stun, 21 Body minus 17 ED equals 50 Stun, 4 body). The blast doesn't only rupture Defender's body armor, it also breaks several of his ribs (he is stunned) and knocks him into next week (rolls a 13 for 8" knockback). He hits the reinforced wall of the bank, cracking his skull against the ATM machine (8D=29 additional stun and 8 body minus 18 PD equals 11 stun and no body...he is unconsciousn at -31 stun; he will have his first recovery in two minutes and is therefore effectively out of the fight).

-Seeker acts next. He can only perform a 1/2 phase action because he was very impressed by Firewing's PRE attack. He uses starts rushing across the street, trying to get out of Firewing's line of sight so he can use stealth to attack him with surprise in a future phase. (5" run, 1 END).

-Quantum acts next, and can also only perform a 1/2 phase action. She delays in order to coordinate her attack with Solitaire, and signals her teammate. Because they work together so often, Solitaire doesn't need to make a perception roll. Quantum puts her level on DCV.

-Howler is next. She turns desolid (5 END) and takes to flight. She rises to the same elevation as Firewing (3") and moves forward 8 meters (4", 2 END, 7 END TOTAL).

-Solitaire and Quantum now coordinate their attacks. Solitaire pushes her Ego Attack to 6D (12 END). She probes Firewing's alien mind and strikes it hard (7 ECV + 1 for coordinating, no range modifier versus 7 ECV from Firwing; 12- to hit, she rolls 12). Meanwhile Quantum places her level on DCV, raises her forcefield, andmisses badly with her Energy Blast (8 OCV + 1 for coordinating - 6 range versus Firewing's 13 DCV; must roll a 3 to hit, rolls a 13 and misses). Solitaire's Ego attack (6D: 21 stun doubled b/c of Firewing's susceptibility to magic equals 42 stun) almost stuns the alien gladiator, but instead only manages to get his attention. Solitaire raises her forcefield (3 END plus 12 for 15 total).

-Jaguar can only take a 1/2 phase action. Dismayed and angered by Firewing's brutal attack on Defender, Jaguar transforms into his bestial form (11- accidental change, rolls a 10). He then superleaps 8" across the street (3 END for STR plus 2 END for movement equals 5 END total).

-Two VIPER Agents, only able to half-move, take up positions behind the front van doors. The other VIPER agents break for cover closer to their targets.

-Post-Segment 12. Everyone gets to recover except for Defender. Firewing recovers all of his Endurance and 22 of his Stun (he is now down 22 stun, or at 56 stun remaining). Everyone but Solitaire fully recovers. Solitaire is down 7 endurance, with 39 remaining.

 

END SEGMENT 12

EndSegement12.jpg

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Turn 1, Segments 1 to 4

 

Segment 1:

-Nobody acts on Segment 1.

Segment 2:

-Firewing acts first on Segment 2. He keeps his force field active and rockets forward on his wings of flame another twenty meters (10" half move). Determining that Solitaire's magic is his biggest threat, he lets loose a Firebolt at her. Quantum aborts her next action, surrounding both herself and Solitaire with an inter-nuclear force wall (+10 PD/+10 ED, 8 hexes surrounding the adjacent heroines and 2 hexes forming a roof over their heads; 10 hexes total). Solitaire also aborts and dodges, raising her DCV to 10. Firewing's bolt (10 OCV + 3 levels on Energy Blast - 4 for 12 range equals 9 OCV versus Solitaire's 10 DCV requires a 10-; rolls an 11) sails over its mark. Firewing burns 5 END (currently reduced to 85). Quantum burns her Phase 3 Action and 5 END (currently reduced to 41). Solitaire burns her phace 3 action.

FirewingExplosion.jpg

-Deciding he can help more agains the Viper agents than against Firewing, Seeker runs across the street (9" run). He tries to stay out of sight behind the destroyed police cruiser (14- Stealth; rolls a 17) the sun glings off his sword and gives him away. He puts his two levels in hand-to-hand combat on DCV. He burns 2 END (currently reduced to 44).

-Howler flies forward 20 meters (10" flying half move) to so that she can see Solitaire around the corner of the Mt. Gray observatory. She sees that Solitaire is surrounded by a Force Wall and therefore immune to her stun-only Energy Blast. She knows that Obsidian is vulnerable to her sonic attack (12- Intelligence roll; she rolls 11) so she becomes solid and screams at him, instead. Obsidian aborts and dodges (OCV 7 plus 2 levels w/ EB minus 4 range versus 4 DCV plus 3 Dodge Howler needs 9-; she rolls a 10) the attack. Howler keeps her force field active, burning a total of 10 END (currently reduced to 40).

Segment 3:

-With an animal roar Jaguar leaps at Firewing with fang and claw (Killing Attack superleap move through; 16" leap/velocity, 9 OCV - 3 Move Through + 1 suprise maneuver versus DCV 13 Jaguar needs 5-; rolls a 10 and misses). Firewing easily avoids the flying tumble of fur and claws. Jaguar lands several meters past him. Jaguar burns 12 END total from the leap, killing attack and strength (currently reduced to 24).

-Quantum aborted this phase and can't act. She maintains her force field (1 END, currently reduced to 41).

-Solitaire aborted this phase and can't act. She maintains her force field (1 END, currently reduced to 36).

-Obsidian aborted this phase and can't act.

Segment 4:

-Firewing stops in mid-air and throws fireball at the front of Quantum's Force Wall (OCV 10 minus 4 range versus hex DCV 3 Firewing needs a 14-; he rolls a 13 and hits). The Force Wall barely protects both Quantum and Solitaire from the exploding flame before being destroyed (12D Explosion: 6,6,5,5,4,4,4,3,1,1,1,1, 10 BODY) but Jaguar, who landed 6 meters away from ground zero, has his fur singed (top three dice removed for explosion, takes 23 STUN and 5 BODY reduced to 8 STUN and 0 BODY from 15 ED, Jaguar takes 8 STUN and is currently reduced to 27). The explosion does not generate enough force to knock Jaguar off his feet (5 BODY for knockback; rolled a 17). Firewing maintains his force field and keeps his levels on DCV. He burns 5 more END for the explosion attack (currently reduced to 80 END).

-Seeker takes cover from the VIPER agents behind the wrecked Police Cruiser (4" run), draws his throwing stars, and launches 3 of them against Howler (OCV 9 minus 2 for range versus DCV 7 needs 11- rolls an 11) but only one hits. Despite her vulnerability to knives, Howler shrugs off the attack (1D RKA, 3 Body 3 stun multiple, 9 STUN x2 = 18 minus Howler's PD of 27 with Force Field). Seeker burns 1 END (currently reduced to 43) and puts his HtH levels on DCV.

-Despite the fact that the Force Wall is down and Solitaire is vulnerable, Howler's psychological fear of killing attacks forces her to turn and strike out at Seeker. She flies a tight circle, moving into short range (8" half move required due to turning radius issues) and then screams down at him (OCV 7 plus 2 levels w/ EB versus DCV 9 equals 11-; she rolls a 14) but Seeker covers his ears and resists the blast. Howler keeps her force field active and burns 11 END (currently reduced to 29 END).

HowlerattacksSeeker.jpg

-Viper Gray Team rushes up behind the cover of of the destroyed car in an effort to help Howler while Viper Black Team runs toward the corner of Mt. Gay observatory, hoping to assault the bulk of the Champions battling Firewing. They each burn 1 END (6" run) and are currently reduced to 25 END.

ViperDashforCover.jpg

END TURN 1, SEGMENT 4

EndSegment4.jpg

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Re: Turn 1, Segments 5 to 8

 

Segment 5:

-Jaguar judges that he has to gain altitude on the flying Firewing if he hopes to hit. So Jaguar leaps onto the 9 meter tall lamp post (4.5" elevation takes 9 of Jaguar's 16 Superleap; 6" horizantal results in 15" total superleap. Distance to target, however, is only 10.5". Jaguar's OCV 8 minus 4 for range versus hex DCV 3 equals 12- to hit; Jaguar rolls an 11 and lands on the lamp post).

JaguarLampPost.jpg

-Quantum maintains her force field, propels her nuclear forces forward (flies 6" half-move), signals Solitaire to once again coordinate their attacks, braces (1/2 DCV to 4, +2 OCV to offset range only), and puts her level on OCV.

-Solitaire maintains her force field while she teleports onto the Bank's roof (7" teleport half move). She then signals Quantum that she's ready and they both attack. Quantum tries to flash Firewing (OCV 8 + 1 level + 1 coordinate - 2 range + 2 brace equals OCV 10 versus DCV 13; she needs an 8 or less but rolls an 11), who successfully averts his eyes. Solitaire attacks his mind again (ECV 7 versus ECV 7; she needs an 11 or less and rolls a 10) and Firewing screams in pain and humiliation! (5D ego attack 21 stun doubled for Firewing's susceptibility 42 stun total). Firewing is not stunned, but he is only 14 stun from falling unconscious! Solitaire burns 7 END from the ego attack, force field and teleport so she's currently at 29. Quantum burns 6 END from her force field, flight and flash and is currently at 34 END.

Segment 6:

-Enraged and secretly worried, Firewing pulls out all the stops against Solitaire. He flies 8" right next to her (he's only elevated 1" now because she's on the roof) and prepares to give her the Defender treatment: an 18D pushed energy blast!

SolitaireDown.jpg

Solitaire aborts her next action and surrounds Solitaire with force wall. Solitaire DOES NOT abort her action; she knows that at this range even if she dodged Firewing is sure to hit. She just closes her eyes and hopes for the best. Firewing's firebolt (OCV 10 plus 3 levels versus DCV 7; Firewing needs an 17- to hit and rolls a 14) rips through the Force Wall (18D attack rolls 59 stun and 18 body minus Solitaire's 19 ED with force field and 10 ED from the force wall is 30 Stun and 0 body) KO's Solitaire and knocks her (18 body minus a roll of 14 equals 4" knockback) into a rooftop air conditioning unit. Although she dents the unit with her shoulders and back (4D damage equals 12 Stun and 3 Body minus 8 PD equals an additional 4 Stun and 0 body) she isn't as badly injured as her team-mate Defender was (Solitaire is currently at -5 Stun and is stunned). Firewing burns 15 END in his attack and is currently at 65 END.

-Seeker has drawn Howler right where he wants her. He tries to flip (Acrobatics 14- roll and rolls a 15) up onto the police cruiser roof but lands flat on his back. He climbs to his feet, his phase ruined.

-Howler laughs at Seeker's failure, and her laugh comes out as a sonic blast (OCV 7 plus 2 levels versus DCV 8; she needs a 12- to hit and rolls a 13) that Seeker narrowly avoids while balancing on the car roof.

-Feeling like he needs something to throw at Firewing, Obsidian charges toward the jeep across the street. Obsidian uses 2 END and is currently at 54.

Segment 7:

-Firewing recovers (REC 22 brings him to 87 END and 36 STUN). His Force Field and Flight are both at 0 END, so he keeps both active. He places his levels on DCV but his DCV is reduced to half, or 7.

Segment 8:

-Jaguar leaps onto the roof behind Firewing (OCV 9 minus 2 range versus hex DCV 3 needs 15-; rolls a 14) and delays in order to coordinate with Quantum.

-Seeker draws three more throwing stars and launches the deadly knives at Howler (OCV 9 versus DCV 7; he needs a 13- and rolls an 8). All three hit! (1: 4 BODY/x5 STUN, 2:3 BODY/x5 STUN, 3: 5 BODY/x1 STUN x2 Stun for susceptibility versus Howler's 27 PD; Howler takes 13 STUN and 3 STUN for 16 STUN total) Howler is currently at 15 STUN. Seeker places his HtH levels on DCV.

-Quantum flies up 4 meters (2") and forward 4 meters (2"), closing in on Firewing. She coordinates an attack with Jaguar, who pushes a clawed punch at Firewing (OCV 9 plus 1 for coordination versus DCV 7 he needs a 14- to hit and rolls a 14) who is now within hand to hand range. (9D punch plus 2D push equals 11D; rolls 31 STUN and 8 BODY minus Firewing's 35 PD results in no damage...2D knockback for flight rolls a 9 no knockback) It's like hitting molten cement. Quantum's flash (OCV 8 plus 1 level plus 1 for coordiation versus DCV 7 equals 14- to hit she rolls an 8 and hit) has a no stronger effect (5D flash she rolls 5 BODY minus 5 Flash defense). Quantum keeps her force field active and burns 6 END (currently at 26) and Jaguar burns 15 END (currently at 9).

-Tired of constantly missing, Howler spreads her energy blast 1 die against Seeker (OCV 7 plus 2 levels plus 1 spread versus DCV 9 she needs 12- and rolls an 8). The sound ruptures Seeker's eardrums (9D stun only attack rolls 34 stun minus Seeker's 15 PD is 19 STUN) but he resists the pain (he isn't stunned and is currently at 16 STUN). Howler maintains her force field and burns 9 END (currently at 20).

-Solitaire recovers from being stunned but is still unconscious.

-Black Team's Baiter takes cover behind the jeep (2" half move) and fires her TG-01C Tangler Carbine at Obsidian (OCV 5 vs DCV 4; she needs 12- to hit and rolls and rolls a 7), entangling the Alien Prince in sticky webbing (6D Def 6 Entangles rolls 6 BODY).

-Black Team's Blaster and Mauler Agents continue to sprint ahead, anxious to capture the defeated Defender and blast Quantum out of the sky. They each burn 1 END and are currently at 24 END.

-Gray Team's Baiter lines Seeker up in the sights of her EG-03 Grenade Projector. Seeker has already acted this phase so he can't diver for cover. She pulls the trigger (OCV 5 vs Hex DCV 3, she needs a 13- to hit and rolls an 8) and the sun seems to explode (6D explosion flash rolls: 5,4,3,3,1). Seeker is blinded 4 phases and Howler is blinded 1 phase (3 hexes away).

-Gray Team's Blaster and Mauler try to take advantage of Seeker's sudden blindness, rushing up and firing at the australian ninja. Seeker hears the Mauler Agent (PER 12-, rolls a 10, OCV 5 + 1 coordinated attack vs DCV 9 - 1 blinded needs an 8- to hit; rolls a 10 and Brickbuster Canon activates but rolls an 11 OCV and misses) and ducks just as the ions rip through the air. Seeker does not hear the Blaster Agent (OCV 5 + 1 for coordinatine versus DCV 9 x 1/2 blind equals 12- to hit; his weapon activates with a 13 but he misses anyway, rolling 15) but fortune is on his side and the Blaster agent stitches holes in the car instead of Seeker. Both Blaster and Mauler Viper Agents burn 1 END and are currently at 24 END.

SeekerSwarmed.jpg

END SEGMENT 8

EndSegment8.jpg

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Re: Turn 1, Segments 5 to 8

 

Segment 9:

-Firewing keeps his Force Field active and rockets 10 meters straight up (5" up double for climbing equals 10" flying half move, currently at 8" elevation.) He spins as he climbs and as soon as Quantum's in his sights he lets loose another Firebolt (OCV 10 + 3 levels w/ EB minus 4 range versus 8 DCV; needs 12- to hit and rolls a 13) but it flies wide. Firewing burns 8 END and is currently at 82.

-Obsidian pushes his Strength to break out of the VIPER glue net and does so easily (14D attack does 16 BODY; still gets a half move). He then uses his 2" reach to grab Wendy's jeep, confident that Defender will buy her a new one. He burns 22 END for the pushing and two seperate uses of strength and is currently at 32 END.

ObsidianGrabsJeep.jpg

 

Segment 10:

-Jaguar prepares to superleap again, but delays in order to coordinate his attack with Quantum.

-Seeker flips off the car (Acrobatics 14-, rolls a 14) and karate kicks the Viper Mauler agent he can hear but can't see (OCV 9 + 2 levels + 1 surprise maneuver -2 Offensive Strike x 1/2 versus DCV 5; he needs a 11- to hit and rolls an 8) right in the chest (9D attack rolls 38 stun and 11 body minus the Mauler agent's PD and Force Field belt of 9 results in 29 STUN and 2 BODY), knocking the wind out of him and KO'ing him. The blow also knocks the agent into the other Police Cruiser (11 Body, rolls 8 knockback, 3D more damage rolls 11 Stun and 3 BODY versus 3 PD is 8 more STUN). The Viper Mauler Agent is stunned and unconscious, currently at -12 STUN. He's only able to recover at the post-12 segment.

-Quantum coordinates an attack with Jaguar against Firewing. While Jaguar super-leaps to do a move through, Quantum flies forward 4" and up 1" (6" flying half move, current elevation 3") and braces. As Jaguar reaches the apex of his superleap, she lets fly with a pushed, spread Engergy Blast (OCV 8 plus 1 level plus 1 spread plus 1 coordinated versus DCV 10 plus 3 levels; she nees a 9- and rolls a 12) but once again the elusive Firewing avoids her attack. Jaguar, meanwhile, tries to claw the alien (OCV 9 plus 1 coordinated minus 2 move through versus DCV 10 plus 3 levels; he nees a 6- and rolls a 16) but also misses badly. Jaguar burns 7 END and is currently at 2. Quantum maintains her force field (but is at 1/2 DCV), burning 16 END so she is currently at 12.

-Howler hears Seeker (PER 12- minus 2 range; rolls a 10), flies up next to him, and shrieks. Seeker hears her coming (PER 12; rolls an 8) so covers his ears (OCV 7 plus 2 levels x 1/2 versus DCV 9 minus 1 blind; Howler needs an 8- and rolls a 15). Howler misses, but her vision clears. She maintains her force field and burns 10 END; she currently only has 10 remaining.

SeekerinTrouble.jpg

-Solitaire recovers. She is now conscious, at 3 STUN and 3 END. But she pretends to still be unconscious (Acting 12-; she rolls an 8).

 

Segment 11:

-Firewing decides Quantum now requires the Defender treatment. He spins toward and pushes an Energy Blast right at her. Since she braced last phase, she's an easy target (OCV 10 plus 3 levels minus 2 range verus DCV 8 x 1/2; he needs a 17- and rolls a 15). As a last ditch defense Quantum aborts and surround herself in a Force Wall. The blast (16D plus 2D push; rolls 65 STUN and 19 BODY minus Quantum's ED of 10 and Force Field of 12 and Force Wall of 10 equals 33 STUN and 0 Body) blows right through the Force Wall (19 Body minus 2D roll of 3 equals 16" knock back) and knocks her back 16 meters off the battlefield. Fortunately, she is at a high enough elevation that she flies right over the Mt. Gay Observatory. Quantum is not unconscious (she's currently at 2 STUN) but she is Stunned. She burns 5 END on the Force Wall and is down to 7 END. Firewing puts his overall levels on DCV and maintains his force field. He burns 15 END and is currently at 67 END.

-At the end of thi Segment Quantum's Force Field shuts down and she falls 2 meters, landing harmlessly on the roof of Mt. Gay observatory (1D 1" fall can't harm her 10 PD).

 

Segment 12:

-Having taken care of Quantum, Firewing gives Jaguar the same treatment: another pushed Energy Blast (OCV 10 plus 3 levels minus 2 range versus DCV 9; needs 13- to hit rolls a 7). The firebolt (16D plus 2D pushed rolls 61 STUN and 15 BODY versus ED of 15 results in 46 STUN and 0 BODY) knocks Jaguar into the same air conditioning unit Solitaire hit (15 minus 3D roll of 7 equals 8" knockback; 8D damage rolls 21 STUN and 4 BODY minus 19 PD equals 2 STUN and 0 BODY). Jaguar is unconscious at -21 STUN and STUNNED. Like Defender, he is effectively out of the fight. Firewing maintains his Force Field, puts his overall levels on DCV, and burns 15 END. He is currently at 52 END.

-Jaguar recovers from being stunned.

-Seeker doesn't hear either of the two remaining Viper agents (PER 12-; rolls a 13 and a 15) so he throws his last three shuriken at Howler (OCV 9 x 1/2 versus DCV 7; needs a 9- and rolls a 7) and hits with two of them! (1: 6 BODY/x5 STUN(!) 2: 4 BODY/x5 STUN; first star 30 STUN x 2 vulnerability minus 27 PD equals 33 STUN and no body second star 20 STUN x 2 vulnerability minus 27 PD equals 13 STUN and no body) Howler is knocked unconscious and Stunned, reduced to -31 Stun. She falls 4 meters (2D fall for 8 STUN minus 7 PD equals 1 more STUN) onto the crumpled Police Cruiser roof, out for a very long time (effectively out of the battle).

-Quantum recovers from being stunned.

-Howler recovers from being stunned.

-Solitaire stands and makes a surprise Ego Attack against Firewing (ECV 7 + 3 Surprise versus ECV 7; needs 14- to hit rolls a 10). At first Firewing doesn't even know what hit him (5D Ego attack rolls 20 STUN x 2 vulnerabilty is 40 STUN Firewing is unconscious at -4 STUN). Firewing's force field turns off and he drops from the sky, falling 6" onto the bank roof (6D damage rolls 27 STUN minus 15 PD is 12 STUN), out cold (Firewing is at -16 STUN).

-Seeing that Firewing is down, Obsidian throws the jeep at the Viper Black Team Baiter and Mauler, instead (OCV 6 minus 4 unbalanced/aerodynamic versus hex DCV 3; needs a 10- and rolls a 10). The vehicle lands hard on the two Agents (60 Strength equals 12D attack rolls 35 STUN and 11 BODY minus 9 PD Baiter does 26 STUN and 2 BODY and minus 15 PD Mauler does 11 STUN and no BODY). The impact knocks them both back into the street 10", doing an additional 1 STUN to the Baiter. The Baiter is stunned and unconscious, at -2 STUN. The Mauler at 14 STUN.

-The Black Team Mauler Agent climbs to his feet but can no longer see Obsidian due to the overturned Jeep. The Gray Team Blaster yells at him to coordinate his attack against Seeker (Tactics 12-; rolls a 7) and even though they're on different teams the Black Team Mauler agrees and Braces his Needle Beam weapon. The Gray Team Blaster backs off from Seeker 1 hex and he, the Mauler and the Baiter all fire. Seeker couldn't hear the baiter and blaster, but he does hear the Mauler (PER 12-; rolls a 6). The Mauler's Needle Beam Weapon works (activate 14-; rolls a 13) (OCV 5 + 2 weapon OCV + 2 coordinate - 2 Range +2 Brace versus DCV 9 minus 1 blind; he needs a 12- and rolls an 11) and slices through Seeker (3D+1 Penetrating RKA rolls 15 BODY/ x1 STUN multiplier Seeker is at -5 BODY and -1 STUN), barely missing a vital organ but dropping the aussie hero where he stands. The Blaster's weapon likewise works (15- activation, rolls 10) as he hits (OCV 5 + 2 coordination versus DCV 0; needs 17- rolls a 10) Seeker when he's down (10D attack rolls 28 STUN and 8 BODY minus 15 PD equals 13 STUN; Seeker currently at -12 STUN). The Baiter launches another grenade (Ativate 14- rolls 12; OCV 5 versus hex DCV 3 needs 13- rolls 13; 6D Flash rolls: 5,4,3,2,1,1) and blinds Seeker 4 phases, the Blaster 1 Phase and herself 1 Phase (both are 2" away). Seeker is knocked back 3" by the needle ray into the car (rolls a 12; 3D damage rolls 14 STUN and 5 BODY minus 15 PD is 0 damage) and 0 inches from the Zowie gun (rolls a 15). The Viper agents use no Endurance. Seeker is unconscious at -12 STUN and is dying (losing 1 BODY per TURN.

-The Black Team Blaster Agent carefully lines up a shot (FW 11- rolls a 14) and unloads on Obsidian (OCV 5 versus DCV 4 needs 12- rolls a 10). His shot hits (8D Armor Piercing rolls 30 STUN and 10 BODY versus PD 30 x 1/2 equals 15 STUN and 0 BODY) Obsidian in the arm but doesn't budge the huge alien (10 BODY rolls 10 Knockback minus Obsidian's growth and Density Increase). Obsidian is now currently at 33 Stun.

 

Post-Segment 12:

-Firewing recovers 22 STUN, becoming conscious at 6 STUN and 6 END. He becomes enranged by Solitaire's dishonorable attack (11-, rolls a 9).

-Seeker loses 1 more BODY but he recovers 10 STUN. He is now at -6 BODY and -2 STUN.

-Quantum recovers 10 sTUN and END. She's currently at 12 STUN and 17 END.

-Solitaire recovers 8 STUN and END. She's currently at 11 STUN and 9 END.

-Obsidian recovers 13 STUN and END. He's currently at 46 STUN and 43 END.

-Gray Team Mauler Agent recovers 6 STUN. He's currently at -6 STUN.

-Gray Team Blaster Agent and Gray Team Baiter Agent both recover all their END.

-Black Team Mauler Agent recovers 6 STUN and all his END. He's currently at 20 STUN.

-Black Team Baiter Agent recovers 6 STUN. She is now conscious at 4 STUN and 4 END.

-Black Team Blaster Agent recovers all his END.

END TURN 1

EndTurn1.jpg

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Re: 4ed: Firewing versus Champions Battle Report

 

Just wanted to say this is really a fun read. I like how you're including more than just raw combat (psych lims' date=' noncombat skills, etc). It's amazing that this would all be about 12 seconds "real time" or a couple of pages in a comic.[/quote']

 

I'm glad you're enjoying it and thanks for commenting. I was beginning to wonder if I was just talking to myself =).

 

It's been twenty years since I've played Champions and I'm rusty but it's slowly coming back to me. What a fun system. Firewing is an absolute beast.

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Turn 2: Segments 1 to 4

 

TURN 2

 

Segment 1:

-Nobody acts.

 

Segment 2:

-Firewing, enraged, ignores defense. He places all his levels on OCV and doesn't raise his force field. He stands and blasts Solitaire, who aborts and raises her own force field (OCV 10 plus 6 levels versus DCV 7; he needs a 17- to hit and rolls an 11) before taking the shot full in her face (16D EB does 48 STUN and 14 BODY minus 19 PD/Force Field results in 29 STUN and 0 BODY). She's knocked cold and back into the air conditioning unit (14 BODY rolls 11, 3" knockback does rolls 3D for 14 STUN and 4 BODY which doesn't penetrate her force field). Solitaire is currently at -18 STUN and will be allowed to recover this turn's post segment 12.

-Seeker recovers 10 STUN and is conscious at 8 STUN and END, but he's still dying.

 

Segment 3:

-Quantum realizes it's now or never. She flies forward 6", braces, and lets loose with a pushed, spread Energy Blast in an attempt to hit Firewing while his defenses are down (9 OCV + 1 level -4 range + 2 Brace + 4 spread versus DCV 10; she needs a 13- and rolls an 8). Her spread, pushed energy blast (8D damage rolls 27 STUN and 7 BODY minus 15 PD results in 12 STUN and 0 BODY) again KO's Firewing (Firewing is at -6 STUN). Quantum raises her Force Field and burns 16 END and is currently at 1 END. Quantum, hoping that Firewing will still be enraged when he gets up, yells at Obsidian to "Move away from him!"

-Obsidian takes her advice and runs in the opposite direction, trying to tackle the Gray Team Blaster Agent that just hit Seeker when he was down (8" run; OCV 6 minus 2 for velocity versus DCV 5; he needs a 10- to hit and rolls an 8). He plasters the agent (12D ST plus 3D Move through 15D total rolls 46 STUN and 14 BODY minus 9 PD is 37 STUN and 5 BODY) who flies backward from the tackle into the other police cruiser (14 BODY minus roll of 5 is 9" for 9D damage, rolls 29 STUN and 8 BODY for 20 more STUN). Obsidian takes no damage thanks to his 30 PD. The Gray Blaster Agent is in la la land, at -22 STUN and 5 BODY. Obsidian burns 8 END for the move and strength and is currently at 25 END.

 

Segment 4:

-Firewing recovers, regaining 22 STUN. He is now at 16 STUN and 16 END. He tries to recover from being Enraged (11-; rolls a 13) but fails.

-Seeker, having heard Quantum, stands up and starts stumbling away into the operational Police Cruiser (stand up and 5" half move). He burns 1 END and is currently at 7.

-The Black Team Blaster doesn't catch on as to why everyone's running away (Tactics 12-; rolls a 17). He takes cover behind the overturned jeep (3" half move), braces, and takes a shot at Obsidian (OCV 5 - 2 range + 2 brace vs. DCV 4; needs a 12- and rolls a 7). Obsidian takes the blast in the back (8D AP attack rolls 25 STUN and 7 BODY versus ED 20 x 1/2 results in 15 STUN and no BODY) but shrugs it off (7 BODY rolls a 4 for 3" knockback but Obsidian is -5 KB). Obsidian is reduced to 31 STUN.

-The Gray Team Baiter figures out what's going on (Tactics 12- rolls a 6) and races to get around the corner and out of Firewing's sight (6" Run). She burns 1 END and is currently at 25 END.

-The Black Team Mauler also catches on (Tactics 12-, rolls a 10) and retreats into the 7-Pass van (6" run). He burns 1 END and is reduced to 23 END.

 

END SEGMENT 4

Turn2EndSegment4.jpg

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Re: 4ed: Firewing versus Champions Battle Report

 

Thank you for doing this, SgtHulka - repped.

 

Not only is it a photo-illustrated, very detailed, blow-by-blow described, complex combat in three dimensions, but you also did a great job with the characterization and plain text descriptions of what is actually happening outside of the game mechanics.

 

Also, this is exactly what newer Hero gamers and GMs have been asking for

- a presentation of how the Hero system plays out. While this is 4th Edition, it plays out very much like it would in 5th or 6th edition as well.

 

Very enjoyable reading. :)

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Re: 4ed: Firewing versus Champions Battle Report

 

Exciting stuff! Firewing is definitely deadly - and quick to recover. I wonder if the rage will actually make it easier to stop him' date=' or if everyone will be toast (literally).[/quote']

 

Yeah his DCV, Recovery, Endurance of 90(!) and huge PD/ED with force field make him CRAZY powerful. Without taking advantage of his disadvantages the Champions wouldn't have a chance.

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Re: 4ed: Firewing versus Champions Battle Report

 

This is pretty tense. I have a new respect for Firewing and the Viper agents have been pretty effective too.

 

I definitely want to try a Supers versus Agents battle next. With flying motorcycles and anime battle armor =). I've gotta get a few more Vipers painted up first, though.

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Re: 4ed: Firewing versus Champions Battle Report

 

Also, this is exactly what newer Hero gamers and GMs have been asking for

- a presentation of how the Hero system plays out. While this is 4th Edition, it plays out very much like it would in 5th or 6th edition as well.

 

Thanks, that's really nice to know. I was worried that this might end up being irrelevant to most people on this forum because it's an old edition.

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Turn 2, Segments 5-12

 

Things are going faster now that there are fewer combatants...

 

TURN 2

 

Segment 5:

-Quantum makes a tight turn to get as far away from Firewing as possible. She pushes her flight 2 extra inches and dives to the safety of the alley between Mt. Gay and the Glamour Hotel. Exhausted, she drops her force field. She burns 5 END and is at 0 END. The exertion pains her (2D STUN for -4 END, she rolls a 5 and is currently at 7 STUN.

QuantumHides.jpg

 

Segment 6:

-Firewing climbs to his feet and, still enraged, scans the area for a new target. The closest is Black Team's Blaster Agent, so Firewing decides to teach him the true meaning of "blast". The Agent senses something very bad is about to happen, so he aborts and somehow manages to dodge (OCV 10 + 6 levels minus 6 range versus DCV 5 plus 3 dodge; Firewing needs a 13- and rolls a 15!) the blast. Firewing burns 5 END on the attack and is currently at 11 END.

-Seeker throws the Police Cruiser in reverse and peels out! Using a Cadillac Fleetwood's stats for the Police Cruiser, he travels 72 meters in this segment, alone, getting far off the battlefield map. He drives to the closest hospital to get treatment before he dies and is out of the battle.

-Obsidian runs up to the Viper Pass Van and grabs it with his casual strength (8" run, 60 ST x 1/2 = enough to pick up a car). He burns 4 END and is currently at 31 END.

 

Segment 7:

-Even more enraged by the fact that he missed, Firewing flies right at the Black Team Blaster agent and lets loose another firebolt (OCV 10 plus 6 levels -2 range versus DCV 5 plus 3 Dodge; Firewing needs a 17- and rolls a 9). This time the bolt of searing flame (15D EB rolls 58 STUN and 18 BODY minus 6 ED results in 52 STUN and 12 BODY) throws the agent back into the Mt. Gay Observatory wall (18 BODY minus roll of 9 is 9" knockback; 9D rolls 25 STUN and 7 BODY vs. PD/Force Field 9 is 16 STUN and no body). The Agent takes a total of 68 STUN and will only recover at the "GM's Option". He's at -2 BODY and is dying. Firewing burns 5 more END and is down to 6.

 

Segment 8:

-Quantum recovers 10 END and 10 STUN. She's at 10 END and 17 STUN.

-Black Team Viper Mauler Agent shoots Obsidian out the window of the Viper Pass Van (activates 14-; rolls 11; OCV 5 plus 2 weapon vs. DCV 4; needs a 14- and rolls a 10). The needle beam (3d6+1 Penetrating RKA rolls 2,2,1/x5 STUN multiple versus PD/rPD of 30/20 does 0 STUN and penetrates for 2 BODY) tears through Obsidian's rock-like skin but he barely feels it.

-Gray Team Viper Baiter runs around the corner of Miller Research Labs (3" half move) and holds her second action. She burns 1 END andis down to 24 END.

-Gray Team Mauler Recovers (actually he gets two recoveries because he should have recovered on Segment 4) and is now conscious at 6 END, 6 STUN.

-Black Team Baiter (who should also have recovered on Segment 4 and is at 10 STUN and 10 END) stands up and realizes she won't be able to get away in time. So she braces and fires her net gun at Firewing (OCV 5 - 4 range + 2 brace vs. DCV 10; she needs a 3- and rolls an 8).

 

Segment 9:

-Firewing continues to fly forward and rips a firebolt into the Black Team Baiter, who aborts and dodges (OCV 10 plus 6 levels minus 2 range versus DCV 5 plus 3 Dodge x1/2; he needs a 17- and rolls a 10) to no avail. (15D EB rolls 49 STUN and 15 BODY minus 9 PD/Force Field results in 40 STUN and 6 BODY; 15 BODY minus 9 roll is 6" knockback) She is thrown back into Obsidian (6D to both rolls 26 STUN and 6 BODY; no damage to Obsidian's 30 PD and 17 more sTUN to Baiter). The Baitier is unconscious at -47 STUN and 6 BODY. Firewing burns 5 more END and is currently at 1.

-Obsidian runs 4" toward Firewing, braces, sets, and throws the Viper 7-Pass Van.

 

Segment 10:

-Quantum raises her Force Field and flies out of the alley to meet Firewing (6" half move). She pulls up, braces, and waits for Obsidian's van to hit so she can coordinate her attack.

-Obsidian spins and then lets the Van loose like a hammer thrower, pushing his strength to 70 (OCV 6 - 4 unbalanced unaerodynamic - 2 range + 1 Coordinated attack +2 braced +1 set vs hex DCV 3; needs an 12- to hit rolls a 7). Meanwhile, Quantum lets loose with a pushed, spread energy blast (OCv 8 plus 1 level -2 range plus 2 braced plus 1 coordinated plus 2 spread vs DCV 10; she needs a 13- to hit and rolls a 14). Quantum's blast misses but the Van smashes into Firewing! (14D attack rolls 54 STUN and 16 BODY minus 15 PD results in 39 STUN and 1 BODY). Firewing flies backward (16 BODY minus roll of 4 is 12") twenty four meters and falls, tumbling, in the middle of the street (6D knockback + 2D fall equals 8D; rolls 21 STUN and 6 BODY minus 15 ED results in 6 more STUNE). Firewing takes a total of 45 STUN and 1 BODY. He's unconscious at -29 STUN and finally effectively out of the fight! Meanwhile, the 7 Pass Van takes 16 BODY minus 3 DEF results in 13 of 14 BODY. It's on its roof and almost destroyed. Quantum burned 17 END and takes 3 1/2 Dice damage...rolls 13 STUN. She's currently at 0 END and 4 STUN. Obsidian burned 17 END and is currently at 14 END.

 

Segment 11:

-Firewing can only recover 1/minute. His battle is over.

 

Segment 12:

-Quantum recovers. She's now at 10 END and 14 STUN.

-Obsidian charges the almost-wrecked 7 Pass Van (OCV 6 minus 2 move through versus -3 DCV; he needs a 17- to hit and rolls an 8). The Van (12D plus 3D move through equals 15D rolls 35 STUN and 11 BODY) is destroyed and the Mauler Agent inside (35 STUN minus 15 PD minus 3 DEF from VAN is 17 STUN) is knocked cold (he's currently at -4 STUN).

-The Gray Mauler Agent stands up, braces, and blasts Obsidian with his brick buster canon (act 14- rolls a 5; OCV 5 minus 4 range plus 2 brace minus 2 cover versus DCV 4; he needs an 8- to hit and rolls a 9). He misses.

-The Black Mauler Agent recovers. He is up to 2 STUN and 2 END.

-Hearing her fellow Agents continue to fight, the Gray Baiter runs back from around the corner (3" run), braces, and tries to launch a grenade at Quantum (act 14- rolls an 8; OCV 5 minus 4 range plus 2 brace versus hex DCV 3; needs an 11- to hit and rolls an 11) and lands the bomb on target! The flash (6D flash rolls: 6,5,5,4,1) blinds Quantum 6 Phases! No one else is close enough to be effected. The Baiter agent burns 1 END and is down to 23.

 

Post Segment 12:

-Quantum recovers 10 END and 10 STUN. She's now at 20 END and 24 STUN.

-Solitaire recovers 8 STUN. She's now at -10 STUN.

-Obsidian recovers 13 END and 13 STUN. He's now at 27 END

and 44 STUN.

-Gray Team Mauler Agent recovers 6 STUN and 6 END. He's now at 12 STUN and 12 END.

-Black Team Mauler Agent recovers 6 STUN and 6 END. He's now at 8 STUN and 8 END.

-Gray Team Baiter Agent recovers 3 END. She's now at 26 END.

 

END TURN 2

EndTurn2.jpg

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Turn 3

 

TURN 3

 

Segment 1:

-Nobody can act.

 

Segment 2:

-Nobody can act.

 

Segment 3:

-Quantum can't hear the Black Team Mauler Agent (PER 12- minus 2 range she rolls a 13), can't hear the Gray Team Mauler Agent (PER 12- minus 4 range she rolls a 10), and can't hear the Gray Team Baiter Agent (PER 12- minus 4 range she rolls a 15). So she raises her forcefield, surrounds herself in a Force Wall, and dodges. She burns 6 END and is reduced to 14 END.

-Solitaire recovers 8 STUN and is now at -2 STUN.

-Obsidian moves up to the Black Team Mauler Agent (2" half move) and gives him a knuckle sandwich (OCV 6 plus 2 levels versus DCV 5 x 1/2; he needs a 16- and rolls an 11). The agents' helmet visor cracks (12D attack rolls 36 STUN and 11 BODY minus 15 PD/FF/Armor is 21 STUN) and he's knocked back (11 BODY minus roll of 5 is 6" knockback) into the street the same direction as Firewing (3D damage rolls 7 STUN and 1 BODY; no damage). The Black Team Mauler Agent is now at -13 STUN. Obsidian burns 6 END for his STR and is currently at 15 END.

 

Segment 4:

-The Gray Team Baiter agent runs into the street (3" half move), braces, and fires a flash grenade (act 14- rolls a 9; OCV 5 - 4 range + 2 brace versus hex DCV 3; needs 11- to hit rolls 10) at Obsidian. The bright light (6D rolls 5 BODY) blinds the black behemoth for 5 Phases.

-The Gray Team Mauler agent (PER 13- minus 4 range rolls 12 Obsidian doesn't hear him) runs into the street, braces, and blasts Obsidian with his brick buster (act 14- rolls 11; OCV 5 minus 4 range plus 2 brace versus DCV 4 x 1/2; he needs 12- to hit and rolls 14) but misses. He burns 1 END and is down to 11 END.

 

Segment 5:

-Quantum does not hear either Viper Agent (PER 12- minus 4 range rolls a 12 and a 12) so she recovers 10 STUN and 10 END. She's now at 34 STUN and 24 END.

-Solitaire recovers 8 STUN and 6 END. She's now conscious at 6 STUN and 6 END.

 

Segment 6:

-Obsidian hears the Gray Team Mauler Agent (PER 12- minus 4 range rolls a 7) and charges him with a move through (OCV 6 minus 2 move through x 1/2 vs. DCV 5 x 1/2; Obsidian needs 10- and rolls a 5). The tackle (12D plus 3D move through does 42 STUN and 14 BODY vs. 9 PD/FF results in 33 STUN and 5 BODY) knocks him back (14D rolls 6 8" knock back) into the street (4D rolls 15 STUn 4 BODY for another 6 STUN). The Gray Team Mauler Agent is unconscious at -27 Stun. Obsidian burned 7 END and is at 8 END remaining.

-The Gray Team Baiter Agent runs back around the corner where she hopes to ditch her uniform and meld into the gathering crowd.

 

Segment 7:

-No one can act.

 

Segment 8:

-Quantum still can't hear the baiter agent (PER 12- minus 6 range rolls an 11) so she recovers another 10 END and 1 STUN. She's at 34 END and 35 STUN.

-Solitaire stands up and ego attacks the Gray Team Baiter Agent, who she has line of sight on from the roof of the bank (ECV 7 vs ECV 3; she needs a 15- and rolls a 10). The attack scrambles the Baiter's brain (5D Ego Attack rolls 18 STUN) and stuns her. The Baiter is now at 8 STUN. Solitaire burns 2 END and is at 4 END left.

-The Baiter agent recovers from being stunned.

 

Segment 9:

-Obsidian doesn't hear the Baiter agent and recovers 4 STUN and 13 END. He's at 48 STUn and 21 END.

 

Segment 10:

-Quantum still can't hear the Baiter Agent (12- PER minus 6 range rolls 11) and recovers 10 END. She's now at 44 END.

-Solitaire Ego attacks the Baiter again (ECV 7 vs. ECV 3; she needs 15- and rolls 11), causing the agent (5D rolls 17 STUN) to fall unconscious. The Baiter Agent is now at -10 STUN and Solitaire is at 2 END.

 

Segment 11:

-No one can act.

 

Segment 12:

-Quantum can't hear (rolls a 9) and so puts up her force field (1 END).

-Solitaire Ego attacks again (ECV 7 vs. ECV 3; she needs a 15- and rolls a 12). This time (5D attack rolls 14 STUN) the Baiter goes down to -24 STUN and is out of the battle. Solitaire is reduced to 0 END.

 

CHAMPIONS WIN!

EndBattle.jpg

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Re: 4ed: Firewing versus Champions Battle Report

 

Very cool battle; thanks for putting in all that effort and making it so entertaining to read. Hopefully the Champions will get some well deserved prestige for this hard fought victory. :)

 

No doubt! No one killed, very little destruction of property (the Police Cruiser was damaged by Firewing, not the Champions, the Jeep belonged to a Champions DNPC, and the 7-Pass Van belonged to VIPER), and two villains cooling their heels in Stronghold! They are the toast of the town and the VIPER-backed Mayoral Candidate goes down in flames.

 

Additionally, for the purposes of my solitaire gaming I gave Seeker (who took out Howler by himself), Solitaire, Obsidian and Quantum 3 xp. I gave Defender and Jaguar 2 xp (mostly for just being on the winning side) and I gave the rest of the combatants 1 xp.

 

All that said, there was one bit I goofed up that had a major impact on the battle. I didn't give x2 STUN to unconscious characters. That makes knockback far more dangerous, and I think it would have resulted in Solitaire being out for a long time the first time she got hit. Without her magic attacks, Firewing would probably have won and flown off, leaving VIPER to collect the unconscious bodies of the Champions.

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Re: 4ed: Firewing versus Champions Battle Report

 

Something else I noticed regarding Knockback was that you weren't subtracting Force Wall defenses from the Knockback done by attacks (Not sure if this was implicit in 4e but it is in later editions).

 

Loved it regardless. A lot of effort appreciated by many more than are actually posting to this thread I suspect.

You might even inspire me to attempt translating some JLAnimated battles into Hero terms :D

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Re: 4ed: Firewing versus Champions Battle Report

 

Something else I noticed regarding Knockback was that you weren't subtracting Force Wall defenses from the Knockback done by attacks (Not sure if this was implicit in 4e but it is in later editions).

 

I'll admit force wall was pretty hard to figure out. By my reading (granted, 4e), if you blow through the wall (10 PD Force Wall would require 10 BODY to blow through it) it basically just acts as a force field for that attack (as opposed as protecting against all the dice that destroyed it, which is what I thought logically would happen). I read that force fields stay in effect even after unconsciousness/stunning until the end of the phase (so they protect during knockback) are you saying the same thing happens with Force Walls? Seems logically weird, but from a balance perspective I can understand why that rule would be in place. It would also have helped Solitaire, so maybe the 2x stun from the knockback wouldn't have been as debilitating as I thought.

 

Thanks.

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Re: 4ed: Firewing versus Champions Battle Report

 

From 5er page 179:

 

Attacks treat Force Walls like real walls that have 0 BODY (see Breaking Things, pages 447-49; to create a wall which has both DEF and BODY, use Entangle). An attack (whether from the inside or the outside) must penetrate the Force Wall to continue to its target. If the BODY of the attack doesn’t break the Force Wall, no STUN or BODY damage gets through. If the attack breaks the Force Wall, subtract the Wall’s appropriate defense from the BODY and STUN damage of the attack and apply the remaining damage to the target normally (he may then use any other applicable defenses to reduce the damage further).
Since Knockback is only figured from the BODY damage that actually reaches the character, the defense of a Force Wall behaves just like Knockback Resistance vs. any attack that blows it down.

 

edit

 

from Hero System 4e page 71:

 

Attacks treat Force Walls like real walls that have 0 BODY (see Breaking Things). An attack (whether from the inside or the outside) must blow down the Force Wall to continue to its target. If the attack doesn’t break the Force Wall, then no STUN or BODY gets through. If the attack does break the Force Wall, then subtract the wall’s appropriate defense from the BODY and STUN of the attack and apply the remaining damage to the target normally.
The relevant text was not changed from 4e.

:D

 

Force Field and Armor from 4e and 5e do not affect Knockback at all.

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