FASERIP-Slugfest: Danger Room!

A Danger Room type scenario, Cyclops and Corsair using it for training. Cyclops is another example of using the ‘level’ attribute as a column shift holder. His writeup in the X-Men set points out he has Incredible agility with his Optic Blasts. This goes nicely with Corsair having Weapon Specialist in the Ben Riely version – in the box set he has Marksmanship.

The Riely stats have Cyclops with X-Men costume body armour at Excellent/Excellent – and Corsair only Good/Good – which means his Amazing Blaster Pistols take 3 shots to put Cyclops down. Cyclops also has an initiative advantage. All that running around in a zillion different scenarios, compared to spaceshift manoeuvring.

Anyway, an example of working on Energy and Force blast use, with a ‘best damage’ rank heuristic added.

Battles: 10000; Sum of rounds: 23178; Corsair: 0.2 ± 0.0; Cyclops: 0.8 ± 0.0;

Team Corsair = winning battles: 1958; perfect battles: 0; close-call battles: 0;
Team Cyclops = winning battles: 8042; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Corsair: {team=Corsair; avg Health=-22.9425 (from 80); damage done (per battle average)= 35.33; hits/slams/stuns/kills/misses (PBA)= 1.18/0.0/0.53/0.1/0.68; rounds (PBA)=1.26;}
Cyclops: {team=Cyclops; avg Health=44.666 (from 80); damage done (per battle average)= 102.94; hits/slams/stuns/kills/misses (PBA)= 1.45/0.63/0.12/0.0/0.85; rounds (PBA)=2.02;}

Remove both their armours:

Battles: 1000; Sum of rounds: 2097; Cyclops: 0.63 ± 0.02; Corsair: 0.37 ± 0.02;

Team Cyclops = winning battles: 629; perfect battles: 0; close-call battles: 0;
Team Corsair = winning battles: 371; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Corsair NA: {team=Corsair; avg Health=-19.795 (from 80); damage done (per battle average)= 49.05; hits/slams/stuns/kills/misses (PBA)= 0.98/0.0/0.42/0.08/0.56; rounds (PBA)=1.24;}
Cyclops NA: {team=Cyclops; avg Health=30.95 (from 80); damage done (per battle average)= 99.8; hits/slams/stuns/kills/misses (PBA)= 1.18/0.54/0.1/0.0/0.68; rounds (PBA)=1.61;}

Roll back to a younger version of Corsair’s son and only Amazing damage Optic Blasts: –

Battles: 10000; Sum of rounds: 21373; Corsair: 0.38 ± 0.0; Cyclops: 0.62 ± 0.0;

Team Corsair = winning battles: 3791; perfect battles: 0; close-call battles: 0;
Team Cyclops = winning battles: 6209; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combatants ------------------------------------------------
Cyclops Early: {team=Cyclops; avg Health=30.435 (from 80); damage done (per battle average)= 69.83; hits/slams/stuns/kills/misses (PBA)= 1.18/0.51/0.1/0.0/0.7; rounds (PBA)=1.63;}
Corsair NA: {team=Corsair; avg Health=10.175 (from 80); damage done (per battle average)= 49.56; hits/slams/stuns/kills/misses (PBA)= 0.99/0.0/0.42/0.09/0.58; rounds (PBA)=1.27;}

Still basically similar – each take only two hits to win – +2 Initiative bonus is a big differentiator.

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