popscythe wrote:In my opinion it would simply take forever for them to win.
Herein lies the crux of the problem. Time is
not on the Samas' side, it is on the Glitterboy's. The longer the fight lasts, the greater the chances are that the Glitterboy is going to shoot down the Samas. Once the Glitterboy drops one of the Samas, their chances for winning drops by an enormous amount. The Glitterboy has the staying power, not the Samas.
You see, there is nothing that the Samas can do to kill the Glitterboy any faster. On average their railguns will deliver 20 MDC per shot (I know, I know, it's technically 25. Sheesh.
) But their maximum damage for a burst from their railguns is 40 MDC. The Glitterboy, on the other hand, has a much wider range of damage. On average, their Boomgun will deliver 105 MDC, with a maximum of 180 MDC. Sure, they can roll lower, but they can also roll higher. A lot higher. It only takes a couple of good rolls and pop goes the Samas. In fact, the Glitterboy only needs 3 average strikes from the Boomgun to obliterate a Samas and remember, all he has to do is kill one, then it's downhill from there.
Let's be completely fanciful for a moment and imagine this scenario in the classic Old West Gunfighter setup. Let's even assume that no one dodges, and everyone hits every shot, delivering maximum damage.
Even hitting the Glitterboy every time, and doing maximum damage, the combined Samas with their 18 attacks can only muster 720 MDC in a single round. That is, of course, assuming that every Samas could survive til the end of the round to deliver its full damage. This is still not enough to finish the Glitterboy.
The Glitterboy on the other hand, with his 8 attacks, can crank up to 1440 MDC in a single round, nearly double what it would take to kill all three Samas.
Again, time is not in favor of the Samas. They have no control of the speed of the Glitterboy's demise, so the randomness of the dice are their enemy, and they are doomed to fail.