The official Mutants & Masterminds boards
OOC: If the armed guards are within 5 feet of each other, Xerxes could make use of a Hero Point to gain a second level of Takedown Attack and then channel his speed to string them all along. But that requires them to be within 5 feet. Alternately, he could try to extra-effort an area attack using either Selective or the kind where you choose consecutive 5x5x5 cubes, but he'll be striking at lesser force if he does that.
And he may be being too charitable towards the mob, but that's his report of it at least.
OOC: The Mercs are spread out... about ten to twenty feet apart. They're each armed with
Iranian Defense Industires Organization Khaybar KH202 5.56mm assault rifle (picture below). They are wearing reinforced desert camo combat pants, a dark combat vest over a dark brown combat shirt, black facemask & watch cap, with white leggings & gloves. tehy've also got night vision goggles propped up on the tops of their heads. For the most part they are watching outward for anyone who could harm the two albinos.
So far you've not seen what's jamming the communications.
OOC: Knowledge (Arcane Lore): (1d20+1=19) As per the DC posted before, that should get him basic knowledge that some of the runes are legit, plus probably a basic grounding on what they mean.
Taking 10 on his Disguise and Stealth for totals of 14 (including -5 for non-specific "face in the crowd" disguise) and 13 respectively.
OOC: Attack Roll (PA 5, AoA 4), Bluff: (1d20+10-5+4=15, 1d20+1=16) That's assuming that I can't just Take 10 for a minion strike. He's at -4 to his defense (+6 bonus), but has Elusive target, so it's -8 to hit him with ranged weapons unless the people shooting have Precise Shot. If that hits and takes the target down, he'll strike another mercenary within range if available. Feel free to roll on that one.
Rapid Attack (1d20+11=28), DC 24 Toughness +1 for every 2 points he beats the Defense by.