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Join Date: Aug 2004
Location: Pacheco, California
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Note that the specific rules for readying a molotail at ITL 124 overrule the general ready in one turn ability of the Thrown Weapons talent, largely because this is a two-item combat tactic rather than a single item like a spear or dagger.
Halpless Halfling, age 20 ST 6, DX 12, IQ 12, MA 10 Talents include: Acrobatics, Dagger Expertise, Remove Traps, Thrown Weapons (and the prerequisites for these talents) Spell: Lock/Knock Language: Common Weapons: Very Fine Dagger (1d+2), 5* daggers (1d) Attacks and Damage: Punch (1d-4) Armor: Do not wear any! (see below) Equipment: Small Backpack, rations, lantern, 2*brand (to light the lantern), 6*molotail (fuel for the lantern), etc. In molotail mode Hapless carries a brand in his offhand (which apparently lasts forever, just use a Lock spell to glue it into Wall Sconces when not adventuring) and takes a turn to ready a molotail in his primary hand (putting away a dagger at the same time if needed as per combat option (e) READY NEW WEAPON.) The next turn (unless aiming is used), Hapless tosses the molotail with even odds to hit almost to the far side of the Melee map. This shot is aimed at the hex the wizard with Reverse Missiles is standing in and not the wizard himself of course. This has a one in 54 chance of rolling a 17 or 18 and blowing up in Hapless' hand. When (note not if) this occurs Halpless then has a 3/DX roll (thanks to Acrobatics) of not getting soaked to death. Wearing any armor would cut down this 74% chance of survival and hence armor must not be worn. Assuming the roll is made Halpless then takes only 4 points of damage and must leave his hex the next turn or get cooked.
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-HJC Last edited by hcobb; 11-29-2020 at 11:39 AM. |
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