One Giant Leap: Exodus Quest(Dropped)

1st Round

So altogether: proximity will hit allies, hit the intended target, and damage 12+2=14.
Potato Anarchy threw 1 20-faced dice. Reason: proximity here we goooo Total: 3
3 3
Potato Anarchy threw 2 100-faced dice. Reason: grenade unit #18 & co. Total: 142
71 71 71 71
Potato Anarchy threw 1 15-faced dice. Reason: grenade damage Total: 2
2 2
 
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The grenade attack was at advantage! Which ended up looking silly because I rolled the exact same number twice. otoh if QM feels like we have been shorted, I would love a second roll for proximity...
 
The grenade attack was at advantage! Which ended up looking silly because I rolled the exact same number twice. otoh if QM feels like we have been shorted, I would love a second roll for proximity...

Don't you have to roll multiple times, once for each enemy in the blast radius?

Roll a 1d100 twice, label it "grenade unit #", you want to beat a 45, you have a +5 attack roll. If you miss than nothing happens, if you hit please roll the damage roll of the grenade.

Or am mistaken with this understanding of the rules? @ProjectUnidad, I think I may have confused myself here.

Anyways, I hope we could roll proximity again, but I understand if that wasn't the intention by the covering fire rules.
 
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"Geronimo" trying to clear a pathway for his comrades to move forward would use a grenade to eliminate the two warriors that were in front of them. It would throw the grenade in which would it hit one of their feet, the two enemies were briefly curious about the "strange rock" until it blew them up with limbs flying everywhere.

Enemy Units #14 and #15 are dead

"Harambe" will spot the "behemoth" wendigo having fight what would be presumed to be the "village chief". The fight is starting to turn in favor of the elder guardian due to its size and experience as the chieftess is having difficulty in blocking its powerful blows. Trying to turn the table in favor of the villagers "Harambe" will throw the grenade just far enough for the blast radius to hit the enemy and not it's ally. The throw would be a success as the grenade would land with enough distance to damage the "Elder Guardian" with the blast wave. The enemy would recoil in pain, hopefully giving an opening for the village chief to deliver a killing blow.

Elder Guardian is injured, hp: 36/50
 
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Or am mistaken with this understanding of the rules? @ProjectUnidad, I think I may have confused myself here.

Anyways, I hope we could roll proximity again, but I understand if that wasn't the intention by the covering fire rules.
Mmmmmm the grenade attack roll my understanding of it is if it lands just close enough to deliver the necessary punch for damage. The enemies were briefly confused and not paying attention to their surroundings. Unfortunately I will have to rule that if unless another player were to say give the "assist" to @Potato Anarchy to get an advantage roll on its proximity roll then it wouldn't be an issue. Now let's roll for those saving throws

Edit: would you look at that, they all three passed their saving throws, their damage would be reduced to half
ProjectUnidad threw 1 20-faced dice. Reason: Neutral unit #14 Total: 12
12 12
ProjectUnidad threw 1 20-faced dice. Reason: Neutral unit #15 Total: 14
14 14
ProjectUnidad threw 1 20-faced dice. Reason: Neutral unit #16 Total: 18
18 18
 
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"Geronimo" trying to clear a pathway for his comrades to move forward would use a grenade to eliminate the two warriors that were in front of them. It would throw the grenade in which would it hit one of their feet, the two enemies were briefly curious about the "strange rock" until it blew them up with limbs flying everywhere.

Enemy Units #14 and #15 are dead


"Harambe"

"Harambe" will spot the "behemoth" wendigo having fight what would be presumed to be the "village chief". The fight is starting to turn in favor of the elder guardian due to its size and experience as the chieftess is having difficulty in blocking its powerful blows. Trying to turn the table in favor of the villagers "Harambe" will throw the grenade just far enough for the blast radius to hit the enemy and not it's ally. The throw would be a success as the grenade would land with enough distance to damage the "Elder Guardian" with the blast wave. The enemy would recoil in pain, hopefully giving an opening for the village chief to deliver a killing blow.

Elder Guardian is injured, hp: 36/50
Let Gooooooooooooo
 
"Harambe"

"Harambe" will spot the "behemoth" wendigo having fight what would be presumed to be the "village chief". The fight is starting to turn in favor of the elder guardian due to its size and experience as the chieftess is having difficulty in blocking its powerful blows. Trying to turn the table in favor of the villagers "Harambe" will throw the grenade just far enough for the blast radius to hit the enemy and not it's ally. The throw would be a success as the grenade would land with enough distance to damage the "Elder Guardian" with the blast wave. The enemy would recoil in pain, hopefully giving an opening for the village chief to deliver a killing blow.

Elder Guardian is injured, hp: 36/50

think there was a confusion here - my orders were for Widow and attacking the cluster of enemies opposite the omake characters, Harambe and going for the big wendigo was another player
 
Mmmmmm the grenade attack roll my understanding of it is if it lands just close enough to deliver the necessary punch for damage. The enemies were briefly confused and not paying attention to their surroundings. Unfortunately I will have to rule that if unless another player were to say give the "assist" to @Potato Anarchy to get an advantage roll on its proximity roll then it wouldn't be an issue. Now let's roll for those saving throws
:( Welp, it is what it is. I hope that Potato Anarchy doesn't end up killing her omake babies.
 
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"Widow" would spot three wendigos driving a trio of villagers to an alleyway with no exit. Wanting to give its ally's a fighting chance would attempt to throw the grenade just far away to just hit the three enemies with the blast radius. Unfortunately it out too much power in its throw and the grenade would land almost in between the two groups. The grenade blast would throw the two groups away from the center point of the explosion. Though our allies would get injured from this, it would seem that the enemy units received the large majority of the blast damage.

Neutral Units #14, 15 and 16 are injured, hp: 8/15

Enemy Units #17, 18 and 19 are critically injured, hp: 4/18

"Krieg" having combat experience in the former army before the evacuation would have relative ease in climbing the rooftop with full gear. It would turn around and help out its fellow combat unit to climb as well.
 
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So let's not waste time and roll the dice! But before you do that, you first have to make a post with the following…


you then make an edit and roll the dice, I will instruct further on what to label on those to each player, that being said please follow the instructions carefully, I am also keeping in track of modifiers so don't worry about it. So let's begin!

—————————————————————
Last Patch to Roll: Regular Attackers

@Bones

@Jack727

Please roll a 1d100, label your dice "attack unit #". You want to beat their AC of 45, you guys have +5 on your attack roll. If you hit please roll for the damage roll from your weapons
 
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The grenade blast would throw the two groups away from the center point of the explosion. Though our allies would get injured from this, it would seem that the enemy units received the large majority of the blast damage.
Is the reason Ghost got his name because he abandons widow and lets her take all the blame for this despite being the one who lead her over here? Because it kind of sounds like ghost gets his name because he's never around to take blame. (seriously, ghost is probably moving next turn, and I hope widow isn't left alone having to explain to the locals why they got hurt)
 
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After they are done with their rolls I will be rolling for the following.

-Air Unit(2 units will end up as reserves and be aboard of the shuttle)

- neutral units

- enemy units

Once that is done, I will make a new post with the updated map and stats of the units
 
Is the reason Ghost got his name because he abandons widow and lets her take all the blame for this despite being the one who lead her over here? Because it kind of sounds like ghost gets his name because he's never around to take blame. (seriously, ghost is probably moving next turn, and I hope widow isn't left alone having to explain to the locals why they got hurt)

thankfully we can't speak their language so no explanations possible :V

(I hope to make the intent clear by closing and destroying their enemies.)
 
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While we wait for our last remaining players, I will make the first roll for the Air Unit…

Air Unit moves to G

Has a +10 special attack modifier and another +5 attack modifier, and it can attack two targets.
ProjectUnidad threw 1 100-faced dice. Reason: Attack unit 1 Total: 95
95 95
ProjectUnidad threw 1 100-faced dice. Reason: Attack unit 2 Total: 31
31 31
ProjectUnidad threw 1 10-faced dice. Reason: 1st Damage +10 Total: 7
7 7
ProjectUnidad threw 1 10-faced dice. Reason: 2nd Damage +10 Total: 2
2 2
 
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