Combat Simulations: Grunt vs. CK
Posted: Tue Sep 04, 2007 1:02 pm
From the "why do you love cyberknights" thread.
DocS and I have agreed to terms (more or less) and are going to run some simulations to see which is tougher, and by how much, between a main-book CK and a main-book Grunt.
DocS and I have agreed to terms (more or less) and are going to run some simulations to see which is tougher, and by how much, between a main-book CK and a main-book Grunt.
Killer Cyborg wrote:I'm revising each character as you suggested.
For each die roll for attribute bonuses, I'm assuming average (3.5 for d6, 2.5 for d4, etc.), rounding up where appropriate.
Sir Robin
H.P. 22 S.D.C. 113
Cyber-Armor: 50 MDC, A.R. 16
Gladiator Armor: 70 MDC
P.S. 21
P.P. 12
P.E. 18
Spd. 27
+1 initiative
4 attacks
+3 Parry
+3 Dodge
+10 Roll
Skills:
Demon Lore: 45%
Body Building
Gymnastics
HTH: Martial Arts
W.P. Sword +1 strike, +1 parry
Running
Wrestling
Acrobatics
Athletics
Sniper (+2 on Aimed Shot with rifles)
W.P. Energy Pistol
W.P. Energy Rifle
Equipment
-Wilk's 447 Laser Rifle: 3d6 MD, 20 shots per clip
-NG-57 Ion Pistol: 3d6 MD, 10 shots per clip
-3 spare E-Clips
-Psi-Sword: 1d6 MD
-2 Canteens (6d6 MD)
Private Joe
H.P. 19 S.D.C. 80
Heavy Deadboy Armor: 80 MDC
P.S. 19
P.P. 11
P.E. 15
Spd. 24
3 attacks
+3 Parry
+3 Dodge
+8 Roll
Skills:
Body Building
Running
W.P. Energy Pistol
W.P. Energy Rifle
HTH: Martial Arts
Athletics
Body Building
Boxing
Gymnastics
Running
Wrestling
Demolotions
Demon Lore: 25%
Equipment
-????? Laser Rifle:
-C-18 Laser Pistol: 2d4 per shot
10 shots per short clip.
-Four extra clips per weapon
-Two grenades: 2 plasma (5d6 MD)
-1 Canteen (6d6 MD)
Assuming that the above is agreed upon, once we nail down the Grunt's rifle situation, then that leaves 4 issues that I can think of:
-Canteen use. One action/attack to use the canteen? Or two; one to open it and one to splash?
I assume that each character gets one free Demon Lore check per combat, no more?
-Rate Of Fire
Officially, any weapons that had ROF: Standard (or Aimed, Burst, Wild), that didn't have a pre-set burst, could burst/spray as per the rules on p. 34 of the main book.
This means that the Wilk's 447, the NG-57, and the C-18 were all burst/spray capable. The C-14's laser was burst-capable, and the grenades could be fired in volleys of up to 4.
-The Cyberknight gets one suit of light armor in addition to his heavy armor. I assume that we're not going to give any time to rest between attackers, but wanted to make sure.
-We typically play that, against MDC creatures that don't list MDC per body location, that a called shot to the head inflicts 2x normal damage.
Agreeable?