[sblock=Max - Brash Assault]Brash assault only grants a basic attack, either melee or ranged. It doesn't grant the ability to move in order to make it.
If the ally you grant the basic attack to only has a melee basic attack available (like Patrin), he needs to already be in range. He doesn't get a free move or charge to reach the target.
The '5 square' from the target clause is for allies with a basic ranged attack available. So if you have Sheng or Haruka within 5 square of the target, you can pick them for the free attack.
The best ranged basic attack available to you is Sheng's Acid Orb, btw.
+7 vs Ref, 1d10+8 (striker damage without having to worry about curse damage applying or not).
[/sblock]
[sblock=Max]You provoked an OA by moving to D13 (which isn't cancelled by the free attack granted by brash assault)
OA vs AC 19 (1d20+10=19, 1d10+3=11)
[/sblock]
[sblock=Sheng]
Forgot to save for Daze:
save (1d20=10)
[/sblock]
[sblock=Raiko]The M next to Raiko? Please don't hit Max![/sblock]
Max is taking a severe beating at the hand of the trooper. The Wizards cast a lightning chains that dances over several heroes.
The Bolters are inept as ever.
[sblock=Actions]
Patrin:
Move
save (1d20=4)
trooper:
vs Max AC 19, recharge 5 (1d20+10=23, 1d10+3=6, 1d6=6)
Lightning Dance
vs Ref 1:Max 2:Ashir 3:Haruka ; Lightning Damage (1d20+7=17, 1d20+7=12, 1d20+7-2=24, 1d6+4=5)
Ironically, I only miss Ashir. You know, the dude with lightning resistance 5...
Bolters
Bolters vs Haruka AC 18+2 (1d20+8+2-2=19, 1d8+3+1d6=9, 1d20+8+2-2=16, 1d8+3+1d6=9)
How'd you like that, Max? Jealous?
[/sblock]
[sblock=Stats & Status]
Warforged: Dead /56
Elite Trooper Left: 37/47
Haruka: 45 +2 /46 [8/10] +2 defenses TENT
Max: 5/32 [4/7]
Raiko: 31/41 [7/12]
Patrin: 41/52 [7/11] Dazed (Save end)
Sheng 7/42 [6/8]
Ashir: 15/26 [4/7]
Human Mage
Perception 15
HP 42; Bloodied 21
AC 17; Fortitude 13, Reflex 14, Will 15
OA Quarterstaff (standard, at-will) Weapon
+4 vs AC; 1d8 damage.
Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
OA: Warhammer (standard, at-will) Weapon
+8 vs AC; 1d10+2 damage. (If drawn, right now they are wielding crossbows)
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.
Elite Troopers
Perception 16
HP 47; Bloodied 23
AC 18; Fortitude 16, Reflex 15, Will 14
OA Longsword (standard, at-will) Weapon
+10 vs AC; 1d10+3 damage, and the target is marked until the end of the next turn.
Warforged Cultist
Perception 13
HP 56; Bloodied 28
AC 20; Fortitude 17, Reflex 15, Will 14
Saving Throws +2 against ongoing damage
Speed 5
OA Longsword (standard, at-will)
+9 vs AC; 1d8+4 damage, and the target is marked until the end of the warforged soldier’s next turn.
Battlefield Tactics:
The warforged soldier gains a +1 bonus to melee attacks if it has an ally adjacent to the target.
Blood Hawk
Small
Perception 16
HP 27; Bloodied 13
AC 15; Fortitude 12, Reflex 14, Will 12
Speed 2 (clumsy), fly 6
OA Claw Rake (standard, at-will)
+6 vs AC; 1d6+5 damage, and the target takes ongoing 2 damage, or ongoing 5 damage if the blood hawk is bloodied (save ends).
Evil Wizard (Not Sheng; the Skull and Book token]
Perception 10;
HP 88; Bloodied 44
AC 18; Fortitude 14, Reflex 14, Will 14
OA Dagger (standard, at-will) Weapon
+8 vs AC; 1d4+1 damage.
Sniper
Perception 12;
HP 31; Bloodied 15
AC 16; Fortitude 13, Reflex 15, Will 12 ; see also goblin tactics
OA: none, unless short sword drawn.
Short Sword (standard, at-will) Weapon
+7 vs AC; 1d6 + 2 damage.
Guard Drake
Perception 17
HP 48; Bloodied 24
AC 15; Fortitude 15, Reflex 13, Will 12
Immune fear (while within 2 squares of an ally)
OA: Bite (standard, at-will)
+6 vs AC; 1d10+3 damage, or 1d10 + 9 damage while within 2 squares of an ally.
Guards (G)
Perception 11
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 16, Reflex 14, Will 13
Morningstar (standard, at-will) Weapon
OA +7 vs AC; 5 damage. If another Guard is adjacent to the target, the target also falls prone.
Combat Advantage
The tough’s attack deals 1 extra damage to any target granting combat advantage to it.
Archers (A)
Perception 16
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule
Crossbow (standard, at-will) Weapon
Ranged 15/30; +9 vs AC; 3 damage.
OA none unless they dropped the crossbow and drew a spear
Then; +7 vs AC; 2 damage.
Mob Rule:
The archer gains a +2 power bonus to all defenses while at least two other human archers or guards are within 5 squares of it.
Dretch
Perception 11; darkvision
Sickening Miasma aura 1; each enemy within the aura takes 1 damage whenever it takes a standard action or a move action. Multiple sickening miasma auras deal cumulative damage, up to 5 damage.
HP 44; Bloodied 22
AC 14; Fortitude 14, Reflex 13, Will 11
+5 vs AC; 2d6+2 damage.
[/sblock]