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You're the British military. Defend Avalon from my PCs.
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<blockquote data-quote="Lazarous" data-source="post: 2892449" data-attributes="member: 23561"><p>The ones that stand out to me here as major threats are 2, 6, 7. </p><p></p><p>2 depends a lot on what you mean by 'superheroic brawler'. When i read that, i think superman. If superman is coming a'calling, just forget about using the military, they won't even slow him down. Do bullets present a threat to this character? What exactly does 'superheroic' entail here?</p><p></p><p>6 will be able to give early warning of any plan you wish to implement and be a major problem via infiltration of troops used to guard an area. Forget traps, forget small groups of heavily camoflauged units. They'll be isolated and picked off before they know what's happening. External snipers are similarly going to be the first target such a group will go for. Worse - the snipers could get their memory rewritten and become 'allies' of the infiltrators. You need overwhelming firepower, not finesse.</p><p></p><p>7 depends on what level mage you're talking about. a 5th level mage will be annoying but possible to deal with. a 17th level mage will destroy anything short of another 17th level mage you use to defend the area with. Do the badguys have an idea of what level spells this guy is capable of casting? (i.e. have they seen him use horrid wilting on someone?)</p><p></p><p>Moderate threats are 3, 4, 5. </p><p></p><p>3 and 4 combined soud like a very potent duo. 4 can effectively create a tank for 3 to shoot out of by picking up some metal plates and moving within them. Can 3 knock out missiles with his guns? Do the bad guys know what range 4 can use her powers to?</p><p></p><p>5 may be a problem from a command & control standpoint for any forces sent to defend an area - if he's sufficiently stealthy, he'll be able to pick off commanders, radio operators and the like until the unit is disorganized and blind. Do the bad guys have an idea of how stealthy he is relative to available tracking technology? (i.e. can he beat IR sensors?).</p><p></p><p></p><p>1 sounds like a nonthreat, someone that isn't going to be deployed against your defenses. He's mission critical to the players, so unlikely to be in the assault.</p><p></p><p>From your resources:</p><p></p><p></p><p>Can the illusion/movement mage confer his movement effects on others? I'm thinking teleportation and haste here, specifically. Further, are the military units you have available ok with having magic cast on them, and are they familiar with how to operate in such an environment? Are the illusions he can create capable of defeating scrying?</p><p></p><p>The attack magic mage seems the least overtly useful resource here, since you have an entire military to draw on for blowing stuff up. However, does the attack mage have an assortment of save-or-die effects? Keeping this fellow in some off-site location, and possibly teleporting him in once the group is fully engaged with other defenders might be a way to beat the precognition of the psion (or not, i'm not sure what level of power he has). If he has an assortment of save-or-die's, he can possibly take out the major threats, starting with the mage.</p><p></p><p>The last sounds like a cleric of some sort, or perhaps a psiwarrior. Depending on the brawlers immunity to bullets, he can offer a method to at least stall that character. Can he make himself immune to bullets?</p><p></p><p></p><p></p><p>Basically, I need a better idea of strong the players and the magic npc's are relative to the military that might be deployed before I can make any good suggestions.</p></blockquote><p></p>
[QUOTE="Lazarous, post: 2892449, member: 23561"] The ones that stand out to me here as major threats are 2, 6, 7. 2 depends a lot on what you mean by 'superheroic brawler'. When i read that, i think superman. If superman is coming a'calling, just forget about using the military, they won't even slow him down. Do bullets present a threat to this character? What exactly does 'superheroic' entail here? 6 will be able to give early warning of any plan you wish to implement and be a major problem via infiltration of troops used to guard an area. Forget traps, forget small groups of heavily camoflauged units. They'll be isolated and picked off before they know what's happening. External snipers are similarly going to be the first target such a group will go for. Worse - the snipers could get their memory rewritten and become 'allies' of the infiltrators. You need overwhelming firepower, not finesse. 7 depends on what level mage you're talking about. a 5th level mage will be annoying but possible to deal with. a 17th level mage will destroy anything short of another 17th level mage you use to defend the area with. Do the badguys have an idea of what level spells this guy is capable of casting? (i.e. have they seen him use horrid wilting on someone?) Moderate threats are 3, 4, 5. 3 and 4 combined soud like a very potent duo. 4 can effectively create a tank for 3 to shoot out of by picking up some metal plates and moving within them. Can 3 knock out missiles with his guns? Do the bad guys know what range 4 can use her powers to? 5 may be a problem from a command & control standpoint for any forces sent to defend an area - if he's sufficiently stealthy, he'll be able to pick off commanders, radio operators and the like until the unit is disorganized and blind. Do the bad guys have an idea of how stealthy he is relative to available tracking technology? (i.e. can he beat IR sensors?). 1 sounds like a nonthreat, someone that isn't going to be deployed against your defenses. He's mission critical to the players, so unlikely to be in the assault. From your resources: Can the illusion/movement mage confer his movement effects on others? I'm thinking teleportation and haste here, specifically. Further, are the military units you have available ok with having magic cast on them, and are they familiar with how to operate in such an environment? Are the illusions he can create capable of defeating scrying? The attack magic mage seems the least overtly useful resource here, since you have an entire military to draw on for blowing stuff up. However, does the attack mage have an assortment of save-or-die effects? Keeping this fellow in some off-site location, and possibly teleporting him in once the group is fully engaged with other defenders might be a way to beat the precognition of the psion (or not, i'm not sure what level of power he has). If he has an assortment of save-or-die's, he can possibly take out the major threats, starting with the mage. The last sounds like a cleric of some sort, or perhaps a psiwarrior. Depending on the brawlers immunity to bullets, he can offer a method to at least stall that character. Can he make himself immune to bullets? Basically, I need a better idea of strong the players and the magic npc's are relative to the military that might be deployed before I can make any good suggestions. [/QUOTE]
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You're the British military. Defend Avalon from my PCs.
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