How do you disarm a built-in weapon? Is that a possible thing, disarming a punch? xD
Though despite the wording, the rules don't say they're natural weapons, so I suppose that's possible.
Chopping/ripping off mecha limbs is a classic of the genre.
In particular when mechas don't need to worry about such things as bleeding out and even the head being blown off means only your main camera was destroyed.
I've been trying to backlog and find the Ancient Armor's size category, since I swear I asked at some point, but I can't find it. How big?
Medium...
Trying to figure out distance again.
Me and Kat started out next to each other right?
Then I flew 65mu towards everyone.
Then she took a Move Action (sheet says 130mu for speed)
So Baha is 65mu away, or less, from Kat's attackers?
And how far away are the shooters?
Correct, and the Calamity Corsair piloted by Olebac Vermelho is part of Nei's group engaged with Katherine.
@Os
I don't see any rolls for saves against Blinds & Silences from whoever Kat managed to hit on her turn
They were the last set of d20 rolls, I even mention Olebacs and Odaetnep's eyes going monochrome (although they have other senses to rely on).
Edit: Kat would also like to know how nobody ever seems to provoke AoOs from all these ranged attacks when she has a melee reach greater than the battlefield some days.
Some abilities allow a ranged attacker to avoid Aoos and basically most ranged specialists will be packing them. In the other hand that means they won't be powering up their shots as much.
Although if your melee reach is 100+mu then I owe you some Aoos against the M-valsiones that are mooks and thus no fancy anti-aoo abilities.
While we're at it, I don't suppose Alert was counted to dodge something yet, was it?
It was, and it was a Strike attack that managed to beat your AC.
Editx3: Roll more miss chances sir! I need to take as little as possible damage
Hahaha, I'll just use the
miss chances I already rolled since miss chances are miss chances. So that's two more evaded attacks in the 20-50 range so you dodge the 36 and 41 ones.
I honestly have no idea what Murakumo's HP is, but somehow I doubt 122 is only a scratch.
(I actually can't wrap my head around how it works at ALL.)
Arcane Robots get 3/5 the hp a Super Robot gets. You have a base of 3+6/Arcane Pilot level. Super Pilot levels count for this. Course, looking at your MW sheet, you only have 13 of 14 levels listed sooooooo.....Ignoring that you have 81 HP plus what looks to be Plating upgrade 5 times for +50 more HP so Murakamo should have 131 HP. Or 137 if you were properly 14th level. Plus potentially more if you picked up an upgrade with that level for more HP.
I'm supposed to have only one level of Arcane Pilot, for the built-in magic converter thingy. The rest is supposed to be Super Pilot levels. I changed that up when I realized that Arcane Pilot casting is CHA-based and I would get like zero benefits from more than one level.
Also, I have funnels, those should be on the defensive, and sadly I don't think I can Rocket Punch Counter an area attack. Unless I could deviate the cannon's trajectory or something.
"Should", but you didn't actually deploy them. Murakumo can try to counter Rocket Punch since it's a multi-target attack rather than area but since you're not actually inside the mecha it's stuck working with the sentient upgrade and that means 10 on all stats and no Bab nor feats so you'll basically need a natural 20 to succeed.
Aaaaaaand I just realized I have to re-pick all upgrades again... At least some of them are fixed.
Mandatory mid-season upgrade!
Hmmmm. Osle, is Neikapool the same mecha she used to ride when Hugo and her were dating?
She had a customized Newkapool last time you were together, the Neikapool seems an upgraded version.