Marvel Avengers, 1889 [Full]

RE: Unconsciousness - It basically means that instead of being knocked out, he spends a round helpless, and then the next round has to use his move action to stand up. I would've taken it a bit less, but didn't think he should be out for a full Minute.. And there's nothing in between, unfortunately. If you want to make it 2 rounds just for balance sake, I'd be fine with that. I just figure Wolvie getting knocked out shouldn't put him out for the rest of the fight, only part of it.
 

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Just did. :)

Basically, I'm thinking a pincer attack, with our bricks feinting to draw attention, followed up by Widow and anyone else who can sneak decently coming in from the other side. The idea is to make sure that they don't know which way they want to focus all those guns at. Left...right...we're all over.

Any area attacks anyone has would be good. We might start the attack by throwing big crates or something at them...enough of us have super strength to pull that off, and there's gotta be big, heavy objects around we could throw in for impromptu area strikes.
 

Shayuri said:
I would like to change the "poison" effect on her main blast with the Secondary Effect extra...no change in price, the venom is just now faster-acting (apply damage again the following turn, rather than 10 turns later), which makes it a tactically useful extra.

I'd also like to take the Poison extra away from the Stun power, and increase Stun's rank by 2...to max it to my PL.

I'll change my sheet as soon as I have your blessing.

Good to good then, cause yes I approve
 

Jemal said:
RE: Unconsciousness - It basically means that instead of being knocked out, he spends a round helpless, and then the next round has to use his move action to stand up. I would've taken it a bit less, but didn't think he should be out for a full Minute.. And there's nothing in between, unfortunately. If you want to make it 2 rounds just for balance sake, I'd be fine with that. I just figure Wolvie getting knocked out shouldn't put him out for the rest of the fight, only part of it.

Let me think on it a bit... as written (and totally 100% within the rules) it seems a bit to good (for 1pp) but I don't want to knock it out all the way...
 

Elric said:
Oh- if anyone has a strategic plan for this battle, chime in IC or OOC. Capt is supposed to be really good at this stuff, but I'm much better at own-action style tactics than entire battle planning.

ALSO remember your Master Plan bonus... whenever Capt gives the "word" you will all get +3 to your Attack and Skill rolls for 3 rounds, +2 for 1 round after that and +1 on the fifth round :D
 



Jemal said:
RE: Unconsciousness - It basically means that instead of being knocked out, he spends a round helpless, and then the next round has to use his move action to stand up. I would've taken it a bit less, but didn't think he should be out for a full Minute.. And there's nothing in between, unfortunately. If you want to make it 2 rounds just for balance sake, I'd be fine with that. I just figure Wolvie getting knocked out shouldn't put him out for the rest of the fight, only part of it.

So, a few points:
1) You can already recover from Unconscious with a hero point (and be certain that it will work, given your recovery check). So as long as you have hero points, you don't need regen to keep getting up- for a while- if you're knocked out. If you take Regen 1 (from Unconscious) then there is absolutely no way to keep you out of action for any length of time without using lethal damage and given that you regenerate from disabled in 1 round, the only way to put you out for the duration of a fight is to kill you.

2) Regen from Unconscious in general has the impossible to keep you down problem mentioned above, but in addition to that Regen from Unconscious for 1 pp is way undercosted. You'll note that h4h took at least 1 rank of Regen- recovery rate for everything besides Unconscious.

If I spend 1 pp on it ("Captain Britain is really tough- it's hard to keep him down just by knocking him out"), Captain Britain would on average require being knocked out 6 times before he would fail a recovery check and stay down. It's a huge increase in durability for 1 pp.

3) Viewing this as a problem is quite common. Paragon, one of the most prominent posters on ATT, says he has a gentleman's agreement with his players that no one takes Regen from Unconscious. That's not usually done for an ability that's balanced.
 

Karl, the ship is really supposed to be 750 feet long, right (I count 15 map squares at 50 feet/square)? This 50 feet to a square thing feels very strange because the distances are so much larger than I'm used to. When trying to plan tactics I'm running into the problem that besides Thor and Hulk, I don't think any of us can cover these distances at all quickly.

Also, do those magically created walls go all the way around, or are there gaps between them as seen on the map? How high are the walls?
 
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Elric said:
Karl, the ship is really supposed to be 750 feet long, right (I count 15 map squares at 50 feet/square)? This 50 feet to a square thing feels very strange because the distances are so much larger than I'm used to. When trying to plan tactics I'm running into the problem that besides Thor and Hulk, I don't think any of us can cover these distances at all quickly.

Also, do those magically created walls go all the way around, or are there gaps between them as seen on the map? How high are the walls?


EDIT OPS sorry... thinking about something else as I post here for a different game!! D'oh


While most freight ships can be pretty big (even from this time, early steam driven ones). I might have picked one that was to big, it should be about one-half that size. OK lets say the squares are 25ft each!!!!

I am going to do another map where the squares are 10ft and focus just right around the ship. Part of the problem (as I sometimes see it) with M&M2nd ed is Movement is just so all over the place. The only people whom will not be able to get there in a round are Wolverine and Ronin (maybe Scarlet Witch) I am pretty sure... even 1 rank of Flight or Speed, etc and you can cover 400ft in a round. Plus, yea Justice can move a lot of you pretty fast...

The magic walls have gaps in them, only the red lines are the walls. They are about 40ft long and 10 or 15ft high, just as an FYI. You can see though them, etc.
 
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