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Control room attack - round 4

Started by tomcat, Apr 15, 2011, 09:23 PM

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tomcat

Situation: The party is on the second floor of the prison and now troopers attack.

Trooper team Alpha 1 is ascending into the Control Room, Alpha 3 has come up from the first floor of the prison, and Alpha 4 is climbing the stairs into the large storage room on the second floor (over barracks).

ISBO Falken Wright is on the first floor under the Control Room.


Situational Modifiers: Team Alpha 1 is only 5 strong and will not be able to attack this round until last, due to the life they are on. Team Alpha 3 is a full squad:

Team Alpha 1  - 2 Regular troopers, 2 heavy troopers, 1 Officer (3 of the squad are left on 1st floor)

Team Alpha 3  - 5 Regular troopers, 2 heavy troopers, 1 Officer


Physical Modifiers: none.


Initiative:

Kaida (+11) 31
Logar (+11) 27
Brim (+7) 27
Britton (+9) 24
Sam (+6) 20
Imperials (+3) 18
Kara (+6) 13
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

Jingo

Kaida trained the muzzle of her weapon on the doorway. "Inbound troopers!" she called over the comm. "Coming up the lift!" And as soon as the doorway opened, she held down the trigger spraying bolts of energy into the lift.

:ooc: I'm assuming I'm already braced since I have opportunity fire on them. If not, my move and swift actions will be used to brace the weapon.

Move action: Stays behind cover (the wall).
Standard action: Shoots into lift as soon as the door opens.
Autofire -2 brace already applied 1d20+5 : 20 + 5, total 25
. She will use a Force Point if she's close to hit them. Force point if needed:
Rolled 1d6 : 4, total 4

Damage if hits:
Rolled 3d8 : 6, 8, 2, total 16

Swift action: Inspire Haste on Brim.

Jingo


tomcat

:ooc: What a great attack Jingo! That was needed, but as before - to brace a weapon requires two Swift actions before firing in the round. Fortunately, per my map, you didn't need to move, but you will not be able to Inspire Haste.

Now, as for the lift - it has no doors. It is just a ramp lift that goes up and down dropping from the Control Room to the admin level 1 below. The pic does not display it well, but your blaster shot will hit four occupied squares (2x2 area for autofire) and it does double damage (or 32) due to the Nat 20. I am going to say it hit the two heavies, an officer and one regulare trooper.

Heavy 3 - has Reflex 16, 20 hit points and threshold of 12 - DEAD
Heavy 4 - has Reflex 16, 20 hit points and threshold of 12 - DEAD
Officer 2 - has Reflex 14, 33 hit points and threshold of 14 - Alive with 1 HP left and -1 on CT
Trooper 6 - has Reflex 16, 10 hit points and threshold of 12 - DEAD

Wasted the hell out of them!



Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

Callowmoryne

Logar smiled that gritty smile, as the lift cleared the prison floor. Team alpha 3 looked less like snukbugs than he liked, he wondered ifa frag grenade in the lifts small confines would help his imagination put them in place. "Imps, a metric fuckton of imps people!"


:ooc:
Swift action quick draw frag grenade

Standard action Throw grenade
Rolled 1d20+9 : 9 + 9, total 18


Damage
Rolled 4d6+3 : 1, 6, 6, 6 + 3, total 22


Aiming for the middle square where the officer stands

tomcat

Apr 16, 2011, 01:14 PM #5 Last Edit: Apr 16, 2011, 01:18 PM by tomcat
:ooc: Hey John, you are currently ten squares from the middle of the elevator, which will incur a -5 range penalty to your grenade toss (see diagram below). The net result is a 13 with the following effects:

S12, S13, S14, and Imperial officer all take 11 damage (the attack roll was below their Reflex scores and so they only take half damage)
S12, S13 and S14 reduced to 0 hit points and CT helpless
O3 is reduced to 22 ht points





Brim attacks the officer with his blaster
:00: DC 14 Ranged +9
Ranged fire 1d20+9 : 13 + 9, total 22

damage if successful 3d4+3 : 2, 3, 4 + 3, total 12

Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

:ooc: The imperial officer takes 12 more damage.

Need Britton and Sam's attacks and then I can perform the imperial actions.
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

Callowmoryne

 :ooc: well balls sir, that's why I need to brush up on the mechanics, cause I coulda moved in that round too right, next time :)

tomcat

:ooc: I understand. You have a really cool GM who understands that the rules are new to you, so if you wanna change it, I will allow it.
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

Callowmoryne

 :ooc: that's ok, the rules is the rules, plus what if I rolled again and they all take only half cause I botched it lol

donimator

'Well at least we know the elevator is working' Sam thought until the grenade rolled in. The door opened and he saw the heavy troopers at the front. He side-stepped to his right to get a clear line of sight past Brim and fired at a Heavy Trooper (H6) before retreating to the cover of the corner of the kitchen area.

Sam's actions
Move: Move 1 square 'North'
Standard: Ranged Attk (H6)
Blaster Pistol +8, +1 hit/dmg, PB Shot

Rolled 1d20+9 : 12 + 9, total 21

Dmg, if hit - 3d6+4
Rolled 3d6+4 : 3, 3, 5 + 4, total 15

Move(Running attk feat): Move 2 sq 'south, 2 sq 'east' to corner

tomcat

:ooc: H6 is hit and takes 15 damage, which reduces him to 5 HP and CT -1.

Tom has been away for three days, going to perform his actions this round to move it along.





Move - Britton Moves north 6 squares
Standard - attacks H6, too, after seeing the success of Sam - figures eliminated guns are better than weak guns.
:00: DC 16; Ranged +8
blaster fire 1d20+8 : 13 + 8, total 21

damage is successful 3d8+3 : 1, 2, 8 + 3, total 14

Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

:ooc: H6 goes down from the barrage of fire.




Imperials go...

In the CONTROL ROOM...

Officer 1
MOVE - moves four squares west.
SWIFT - activates Born Leader and gives all allies in LOS a +1 bonus to attack
STANDARD - uses Trust feat and gives his standard action to trooper S7

Officer 2
MOVE - moves four squares west.
SWIFT - activates Born Leader and gives all allies in LOS a +1 bonus to attack
STANDARD - uses Trust feat and gives his standard action to trooper S7

Stormtrooper 7
MOVE - moves two squares west and one north
STANDARD - uses all 3 standard actions (his own plus two extras from officers) to autofire three times into the 2x2 square area containing Kaida and Kara (full damage if success, half if failed - unless PC has evasion) - 30 shots used
:00: DC both 21; ranged +4, leader bonus +2, autofire -5
fire 1 1d20+1 : 11 + 1, total 12

fire 2 1d20+1 : 6 + 1, total 7

fire 3 1d20+1 : 16 + 1, total 17

damage 1 3d8 : 2, 4, 1, total 7

damage 2 3d8 : 4, 5, 2, total 11

damage 3 3d8 : 2, 4, 2, total 8



In the PRISON...

Officer 3
MOVE - to position on map
SWIFT - activates Born Leader and gives all allies in LOS a +1 bonus to attack
STANDARD - uses Trust feat and gives his standard action to Hvy Trooper 5

Stormtrooper 11
MOVE - to position on map
STANDARD - use Coordinated Attack on Logar to cause auto supression (-2 penalty for Logar on his next attack roll)

Stormtrooper 15
MOVE - to position on map
STANDARD - use Coordinated Attack on Britton to cause auto supression (-2 penalty for Britton on his next attack roll)

Hvy Stormtrooper 5
MOVE - to position on map
STANDARD - uses all 2 standard actions (his own plus one extra from officer) to autofire two times into the 2x2 square area containing Brim (full damage if success, half if failed - unless PC has evasion) - 20 shots used
:00: DC 22; ranged +7, leader bonus +1, point blank +1, autofire -5
fire 1 1d20+4 : 15 + 4, total 19

fire 2 1d20+4 : 12 + 4, total 16

damage 1 3d8+1 : 8, 5, 8 + 1, total 22

damage 2 3d8+1 : 4, 7, 1 + 1, total 13
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

Apr 17, 2011, 06:28 PM #13 Last Edit: Apr 17, 2011, 06:36 PM by tomcat
:ooc: Okay...

- Kaida is not affected by the stormtrooper fire due to her Evasion talent.
- Kara takes 12 damage (reduced to 39 hit points) :csu:
- Brim takes 18 damage (reduced to 24 hit points) :csu:

Just need Nick's actions and this round will be over.
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

Telcontar

 :ooc: Sorry guys, i was off Fighting World War One in PA.

Britton liked the idea of the kitchen, he wished he had more time to either shoot or release the prisoners instead of leaving them here.
"Kithcen, lets go!"
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18