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Reading Room - Archived Games (data may be deleted) => Black Sun [Star Wars SE] => Episode 6: Tempest Rising => Topic started by: tomcat on Jun 23, 2013, 02:25 PM

Title: Ambush - round 3
Post by: tomcat on Jun 23, 2013, 02:25 PM
Music to read and post to! (http://cdn-www.swtor.com/sites/all/files/en/misc/music/20111220_bt30/TOR_20_09_the_siege_of_alderaan.mp3)

Situation: PC's engage a speeder truck column in an attempt to rescue Kaida's sister - this is a SURPRISE round, PC have free attack.

ALL Modifiers (situational, physical, weariness, wound conditions):

Abby - 0/77
BIT - 11/85
Caden - 0/79
Farok - 0/90
Kaida - 0/79
Sam - 0/94
Arrow - 33/120 CT-1
Droideka - 0/40
Speeder bikes 1 - 0/40
Speeder bikes 2 - 0/40
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Kresh - DEAD
Team leader 1 - 19/21 CT -1
Team leader 2 - 0/21
Team leader 3 - 0/21
Rebels 5 - DEAD
Rebels 10 - DEAD
Rebels 15 - 0/13
Rebels 16 - 0/13
Rebels 17 - 0/13
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Stormtrooper commander - 19/71
Stormtrooper lieutenant 1 - DEAD
Stormtrooper lieutenant 2 - 0/61
Stormtrooper lieutenant 3 - 0/61
Stormtroopers 6 - 14/18 CT -1
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X-34 1 - DESTROYED
X-34 2 - 38/40
Speeder truck 1 - 2/100
Speeder truck 2 - 41/100 IMMOBILE
Speeder bikes 1 - DESTROYED
Speeder bikes 2 - DESTROYED

Consumption:

PC*Primary  |  Secondary  |  Misc
Abbyblaster pistol 0/100  |  stun grenades 0/2
BITsniper blaster rifle 0/30  |  hvy blaster pistol 0/200  |  jetpack 0/10
Cadenhvy blaster pistol 0/200  |  blaster carbine 0/150
Faroklightsaber n/a  |  blaster pistol 0/100
Kaidablaster carbine 0/150  |  lt repeat blaster 0/150  |  jet pack 0/10
Samblaster carbine 0/150  |  PLX-2m missile launcher 1/18
*not all weapons listed
-amunition is either power packs (50 shots each), or energy cells (6 shots each) and are added together in your total - what is in the gun and the spare clips you have


Available Equipment (not on PC's):
3 Detonite
2 Manual Trigger
3 Medpacs
Grenades for Launcher on Arrow
+Frag Grenades (x5)
+Concussion Grenades (x5)


Initiative:
Kaida (+12) 32
BIT (+12) 31
Farok (+5) 21
Stormtroopers (+11) 18
Sam (+13) 16
Betty (+9) 14
Stormtrooper Commanders (+7) 14
Abby (+8) 13
Caden (+6) 10
Kresh and his people 10
Title: Re: Ambush - round 3
Post by: Posterboy on Jun 23, 2013, 04:23 PM
 :ooc: Will the Arrow be able to slide by the SoroSuub on the bridge, or is Abby stuck on east side?
Title: Re: Ambush - round 3
Post by: tomcat on Jun 23, 2013, 06:36 PM
:ooc: No, the Arrow won't be able to squeeze passed.
Title: Re: Ambush - round 3
Post by: sdrotar on Jun 24, 2013, 12:25 PM
The Imperials' attack was withering, and all of a sudden, Caden, Kaida, Farok and what was left of Kresh's men were on what quickly became the wrong side of the bridge.
"We're way outnumbered," Caden exclaimed, as he kept the throttle down. "If we stay on this side, there won't be anyone left to even rescue a firebug!"
Title: Re: Ambush - round 3
Post by: Jingo on Jun 25, 2013, 02:56 PM
Quote from: tomcat on Jun 23, 2013, 06:36 PM
:ooc: No, the Arrow won't be able to squeeze passed.

:ooc:Can it hover over the water though? Or does it require terra firma?
Title: Re: Ambush - round 3
Post by: Jingo on Jun 25, 2013, 03:07 PM
The speeder she was  targeting plummeted into the water. Kaida's own engine's whined as she arced short of the showering spray and darted back into the fray. Bolts passed by her and she zoomed past Caden even as he slowed. He shouted something, but she couldn't hear, the sounds of battle and their own comms down. "Keep up the pressure!" she shouted back. She wasn't sure how the battle was going, but she could see the white shelled troops were taking up fighting positions behind the vehicles or behind wreckage. Betty was at least still up and fighting. That was something at least!

She could only hope for the best and keep fighting. She lined up a shot at the land speeder and fired bolts of green energy at the vehicle.

Blasting at the X-34 with modifiers 1d20+5 : 11 + 5, total 16

Damage if hits: 4d8+4 : 3, 7, 2, 5 + 4, total 21


Title: Re: Ambush - round 3
Post by: GandalfOfBorg on Jun 26, 2013, 12:41 PM
 :ooc: Is there a driver in the remaining undamaged vehicle?
Title: Re: Ambush - round 3
Post by: tomcat on Jun 26, 2013, 05:23 PM
Quote from: Jingo on Jun 25, 2013, 02:56 PM :ooc: Can it hover over the water though? Or does it require terra firma?

:ooc: Going to go with some real life physics on this one and say no. The speeders in this battle are not the sky cars of Coruscant, which basically are able to fly. They are like Luke's speeder in function - low, hovering vehicle that moves via a repulsor lifter. That said, the repulsor lift has to have a firm surface to push down upon to allow for lift. So, if the speeder were to go over water, it would essentially push the water down and out of its way and the vehicle would essentially sink. You might throw the modern day hovercraft at me and say, "It moves over water - it's big and heavy. What's the difference?" And I would have to say... "Ummm, I am GM and I say so."  :]  (-D

Anyway, that is my bit on Speeders over water.

To Matt, there is a driver in the SoroSuub speeder (#10). Officer #2 sits next to him and trooper #6 is in the gunner turret. In the rear truck, Officer #3 is within the cab still, but the forward truck has been vacated.
Title: Re: Ambush - round 3
Post by: GandalfOfBorg on Jun 27, 2013, 08:22 AM
 :ooc: ok, thanks ... good bye turret gunner ;)

Braving another moment in his current location, BIT takes aim at the most deadly menace in the turret.

:ooc: Deadeye, Careful Shot, and Point Blank Shot w/ Swift actions to brace for shot.

BIT fires sniper rifle 1d20+12 : 1 + 12, total 13

Damage 4d10+5 : 1, 3, 10, 6 + 5, total 25
Title: Re: Ambush - round 3
Post by: GandalfOfBorg on Jun 27, 2013, 08:23 AM
 :ooc: Grr... force point..
Force Point 1d6+0 : 1, total 1
Title: Re: Ambush - round 3
Post by: Posterboy on Jun 28, 2013, 07:26 AM
 :ooc: Are those on speeder bikes able to strafe, or is that a special talent/feat? Would be nice to weave through that group of storm troopers with a bike, strafing the whole batch of them.

Also, are SAM and I am to fire on the X-34 or on the groups of stormtroopers across the bridge? Is there any penalty for the distance?

Also, can I use the Arrow's laser cannons to autofire on the stormtroopers?
Title: Re: Ambush - round 3
Post by: tomcat on Jun 28, 2013, 11:22 AM
:ooc: Strafe is a Feat in the Unleashed book, Aryn - and you would need it to do a long run attack. It is very cool, because it allows you to attack ALL squares you fly over as an autofire attack.

The only other option is to Autofire and that will target all in a 2x2 square range - and yes, the Arrow's cannon is an autofire option.

As for range across the river and whether you can fire on them, your weapons are both considered Heavy and they are at POINT BLANK at 0-50 squares, which is most of the available targets. The only thing you may have to do is account for concealment penalty due to the trees.
Title: Re: Ambush - round 3
Post by: Posterboy on Jun 28, 2013, 02:26 PM
 :ooc: Perhaps SAM might ignore Abby's request, and instead target a group of stormtroopers with his missiles with 3x3 sq burst radius.
Title: Re: Ambush - round 3
Post by: tomcat on Jun 28, 2013, 06:07 PM
:ooc: Yea, that is no problem, Aryn. I also wanted to ask you - in your last round post you stated that you were bringing the Arrow around. Did you want to also include a MOVE action for last round and have the Arrow in a different position to start Round 3? Let me know.
Title: Re: Ambush - round 3
Post by: tomcat on Jun 28, 2013, 09:04 PM
:ooc: Results...

Matt, I am going to let you keep your Force Point. You rolled a 1 which is an auto-fail no matter what the dice plus modifiers add up to. You may spend a Destiny Point if you want to make sure the shot is a success, but you can let me know on that.

Kaida hits the SoroSuub speeder for 21 - 5 (DR) = 16 damage -or- 53/40 DISABLED

I will conduct Farok's actions in the morning.
Title: Re: Ambush - round 3
Post by: Posterboy on Jun 29, 2013, 09:14 AM
 :ooc: Yes, Abby's original idea was to swing the Arrow north to take out the speeder bike and make a wide clockwise circle so that she ended up with the Arrow near the SE side of the bridge, pointing west, trying to get clear shots for the SC1, the X-34, and that bunched up group of stormtroopers.

Abby's plan of attack kind depends on everyone else. I think her order of preference in targets are:

1) the X-34... but it looks like Kaida took care of it. (Because she exceeded the DR and the total about of hit points remaining on the vehicle, do the occupants of the vehicle take the rest of the damage?) Also, because of the damage it sustained, does the gunner turret still work? If it does, and if BIT doesn't kill the gunner, than Abby will target the X-34, specifically the turret.

2) the stormtroopers... but take depends on Farok and SAM and pretty much everyone else. Abby will look to autofire a couple of them (full damage if she hits their REF defense, half if she misses?) But if Farok, SAM, Caden and Kresh's men take care of most of these troops, then we'll see.

3) SC1... I'm mixed here. I want to have him alive to question him, but I don't want to keep him alive afterwards for him to describe us to someone else (but I think Abby would have trouble killing a surrendered foe)... anyway, regardless, one hit from the Arrow won't kill him. I'm hoping Kresh's men on my side will take care of him this round. However, if he looks to run back to his remaining troops, he moves up to the highest priority. Abby will most definitely target him.
Title: Re: Ambush - round 3
Post by: Jingo on Jun 29, 2013, 12:58 PM
 :ooc: Scott, regarding SC1, I'm against killing POWs too. But if we get a chance to capture him, we should take it. Kaida is helmeted anyway, so her features aren't visible right now. We could then give him to the rebels on Salliche for safe keeping (assuming we have any left to give him too...). Or take him with us for somewhere more secure? Maybe to someone like Organa.
Title: Re: Ambush - round 3
Post by: GandalfOfBorg on Jul 01, 2013, 06:29 AM
 :ooc: LOL didn't realize it was a 1 I rolled, just leave the miss
Title: Re: Ambush - round 3
Post by: tomcat on Jul 02, 2013, 07:55 PM
Farok looked at the chaos around him - the one truck had disgorged its load of troopers and then received a collision by the out of control speeder bike. There were no screams coming from within the burning vehicle and so he assumed that save for the cabin, therear compartment was empty.

That left the forward truck... and their goal. The prisoners had to be within and it was his job to get the thing open. Farok knew time was beginning to stretch and even though no one could get a message out, someone was bound to see and hear the engagement. He had to hurry.

The former jedi quickly moved to engage the trooper in his way and then to open the containment truck's back hatch.




:ooc: I see Tom showing up here, but he is not posting so I am going to make his actions.

Farok

MOVE - to engage trooper 25
STANDARD - attack trooper 25
:00: DC 19 Melee lightsaber +10 (2d8+5)
Rolled 1d20+10 : 18 + 10, total 28

[roll][dmg if successful}2d8+5[/roll]
Title: Re: Ambush - round 3
Post by: tomcat on Jul 02, 2013, 07:56 PM
:ooc: I messed up his coding on damage, so here  it is:

Rolled 2d8+5 : 6, 1 + 5, total 12
Title: Re: Ambush - round 3
Post by: tomcat on Jul 02, 2013, 07:58 PM
:ooc: I can now post troopers, Sam, Betty and the stormtrooper commanders but it is going to have to wait until morning - I can barely keep my eyes open.
Title: Re: Ambush - round 3
Post by: Telcontar on Jul 03, 2013, 04:17 PM
 :ooc: thanks Doug. I got home and was catching up on reading. i'll be ready for the next round.
Title: Re: Ambush - round 3
Post by: tomcat on Jul 05, 2013, 05:49 PM
:ooc: No problem, Tom. I will get this round finished so you guys can get some more actions in.




Kaida's speeder bike's cannon splashed a burst of fire across the SoroSuub speeder that tore into the vehicle's engine plating. The heat seared the already labored motor and it blew out causing the speeder to fall to the ground with a heavy thud. The troopers inside began to scramble as the thing belched smoke, trying to clear it so as not to be caught in an explosion.




Troopers attack:

MOVE - see map to see where they have been re-positioned
SWIFT - some troopers may switch to/from autofire
STANDARD - ranged attacks
:00: DC given below Ranged blaster rifle +9 (3d8+1) with Point Blank or
Ranged blaster rifle +4 (3d8+1, 2x2 square) with autofire and Point Blank


trpr 21 fires on Kresh DC17 1d20+9 : 16 + 9, total 25

dmg if successful 3d8+1 : 3, 2, 5 + 1, total 11

trpr 23 fires on Kresh DC17 1d20+9 : 14 + 9, total 23

dmg if successful 3d8+1 : 2, 7, 6 + 1, total 16

trpr 22 fires on rebel 10 DC16 1d20+9 : 14 + 9, total 23

dmg if successful 3d8+1 : 4, 5, 8 + 1, total 18

trpr 20 fires on rebel 10 DC16 1d20+9 : 11 + 9, total 20

dmg if successful 3d8+1 : 1, 2, 8 + 1, total 12

trpr 16 fires on Kaida DC24 1d20+9 : 11 + 9, total 20

dmg if successful 3d8+1 : 6, 2, 5 + 1, total 14

trpr 17 fires on Kaida DC24 1d20+9 : 4 + 9, total 13

dmg if successful 3d8+1 : 7, 5, 8 + 1, total 21

trpr 18 fires on Farok DC22 1d20+9 : 13 + 9, total 22

dmg if successful 3d8+1 : 1, 8, 2 + 1, total 12

trpr 25 fires on Farok DC22 1d20+8 : 9 + 8, total 17

dmg if successful 3d8+1 : 4, 5, 2 + 1, total 12

trpr 8 fires on Caden DC24 1d20+9 : 8 + 9, total 17

dmg if successful 3d8+1 : 3, 7, 6 + 1, total 17

trpr 9 fires on Caden DC24 1d20+9 : 14 + 9, total 23

dmg if successful 3d8+1 : 4, 1, 1 + 1, total 7

trpr 15 fires on TL1 DC17 1d20+9 : 4 + 9, total 13

dmg if successful 3d8+1 : 5, 4, 6 + 1, total 16

trpr 19 fires on TL1 DC17 1d20+9 : 13 + 9, total 22

dmg if successful 3d8+1 : 5, 5, 8 + 1, total 19

trpr 24 fires on rebel 5 DC16 1d20+9 : 20 + 9, total 29

dmg if successful 3d8+1 : 3, 8, 5 + 1, total 17

trpr 10 autofires on Arrow DC21 1d20+4 : 1 + 4, total 5

dmg if successful, half if roll is at least 10 3d8+1 : 2, 1, 7 + 1, total 11

trpr 6 autofires on Arrow DC21 1d20+3 : 1 + 3, total 4

dmg if successful, half if roll is at least 10 3d8+1 : 6, 2, 2 + 1, total 11
Title: Re: Ambush - round 3
Post by: tomcat on Jul 05, 2013, 05:58 PM
:ooc: Results:

Kresh, rebels 5 and 10 are slain.

Rebel TL1 takes 19 damage

Kaida, Caden and the Arrow are missed

Farok is hit, but may Deflect - otherwise he takes 12 damage:
:00: DC 22 Use the Force +12
Rolled 1d20+12 : 20 + 12, total 32
Title: Re: Ambush - round 3
Post by: tomcat on Jul 05, 2013, 05:59 PM
:ooc: Farok is VERY successful.

I will roll Betty, Sam, and the trooper commanders in a bit... gotta help the wife.
Title: Re: Ambush - round 3
Post by: Telcontar on Jul 06, 2013, 04:04 PM
 :ooc: booya!!! I love when Tomcat rolls for me because the dice roller doesnt know its a player!!!

Farok spared a moment to look around. He had been on many raids in the desert. Some good, some bad. As it stood right now this one wasnt looking good. Farok also doubted that there would be anyone left for the Imperials to intergate once they got off the planet. Farok reached into a pocket and calmly grabed a half burnt cherroot, when without thinking his other hand swung his blade in an arc to deflect incoming fire. Having two arms again was glorious.
Title: Re: Ambush - round 3
Post by: tomcat on Jul 09, 2013, 08:32 PM
:ooc: LOL! Glad you like the roll, Tom. I like your narrative that you added!

I will get this round done tomorrow. Been busy here since the 4th of July - three cookouts and my son's 9th birthday party. It should be quieting down for a while until next week, then we are off to Florida.

Anyway, the game will continue... just have to give me a chance to finally catch up on some sleep. I mean, it's only 1:30AM here right now.  ;)
Title: Re: Ambush - round 3
Post by: tomcat on Jul 11, 2013, 10:29 AM
The two droids in the group began to target their next opponents. Betty, her shields sparkling as they brushed through the ground scrub moved to a better firing position and opened up on the new line of troopers. Across the river, Sam hoisted the missile launcher once more and put the electronic reticule where he wanted the missile to go. He knew the prisoners were trapped in the forward truck - they had to be - and for all intents and purposes, the forward truck was still fully active. He had to make sure it didn't carry the prisoners away.

Sam fired.




Betty
MOVE - moves to take a better firing position, even though it is slow on its three legs
STANDARD - autofire cannon at trooper 24
:00: DC 19 Ranged (standard) laser cannon +9 (5d8+1) with Burst Fire and Point Blank
Rolled 1d20+9 : 3 + 9, total 12

dmg if succesful 5d8+1 : 7, 1, 8, 5, 1 + 1, total 23


Sam
STANDARD - fire missile at forward truck
:00: DC 13 ff Ranged PLX-2M +12 (8d6+5) with Point blank shot
Rolled 1d20+12 : 3 + 12, total 15

dmg if successful 8d6+5 : 4, 6, 6, 6, 6, 6, 5, 1 + 5, total 45
Title: Re: Ambush - round 3
Post by: tomcat on Jul 11, 2013, 10:32 AM
:ooc: SWEET! 5 6's out of 8 dice rolled!

Betty missess

Sam hits for 45 - 15 (DR) = 30 damage or 32/100
Title: Re: Ambush - round 3
Post by: tomcat on Jul 11, 2013, 10:55 AM
The Stormtrooper Commander lay close to his burning command speeder - his once white armor was now smudged black in places from the oily smoke. The PLX-2M concussion missile screeched over his head and he tracked it into the forward cab of the truck. The heat from the explosion, along with the pressure wave, could be felt even where he lay. Once more he tried to transmit, but it was still futile. Somewhere there was a scrambler that was pumping static into all wavelength spectrums and he didn't have time to try and clean it up. He only hoped that the smoke and noise would be heard by someone soon.

It was clear that the attackers wanted the prisoners. His vehicles were all out of commission save for the two trucks, and even now the ambushers were trying to disable them. The Commander could see his lines were still holding tight having organized after the initial attack, but he couldn't count on that for long. If he was to declare any victory here, it would have to come from the prisoners being driven away - back towards the Imperial facility.

Unable to message his men, the Trooper Commander stood and ran for the forward truck. The goal was to get the vehicle out of this mess.

In the rear truck, the Stormtrooper Officer who still sat within the cab could see the forward truck being attacked. He, too, came to the conclusion that the prisoner van was the intended target and he needed to make sure it was not taken by these rebels. His own truck now empty of its platoon, he quickly climbed into the driver's seat and gunned the engine. The truck lurched and whined - its frame having been damaged by the speeder bike that slammed into not long ago. It lurched again, but did not move. The Officer slammed his hands on the wheel and then reached once more for his carbine.




SC1
FULL ROUND ACTION - Run

SO2
MOVE - gets away from disable SoroSuub
STANDARD - burst fires on Arrow
:00: DC 21 Ranged blaster carbine +6 (5d8+4) with Burst Fire and Point Blank
Rolled 1d20+6 : 17 + 6, total 23

dmg if successful 5d8+4 : 7, 3, 3, 1, 1 + 4, total 19


SO3
SWIFT - switches to driver's seat
MOVE - fails to pull the truck forward
MOVE - disembarks the truck.
Title: Re: Ambush - round 3
Post by: tomcat on Jul 11, 2013, 11:01 AM
:ooc:

SO2 hits the Arrow for 19 -5 (DR) = 14 damage or 47/120

Just need Abby and Caden - will do Kresh's people shortly.
Title: Re: Ambush - round 3
Post by: Posterboy on Jul 11, 2013, 12:04 PM
 :ooc: I want to hold Abby's attack until after Kresh's troops attack. See if they manage to take out the commander.

I'm away starting on Saturday until the 22nd with limited to no internet connection. In order to move the story along, if need be, Abby will:

1) Look to shoot the commander if Kresh's troops have not taken him out yet. If, due to his positioning after his run, Abby has a shot at an autofire to hit more than just the commander, she'll go for that.

2) If the commander is down, she'll be looking to target troopers that are making their way across the bridge towards Kresh's troops with an autofire option. If she can't hit more than one trooper because they aren't bunched up close enough, skip to option 3.

3) She'll return fire on SO2. He's not allowed to shoot Abby's precious Arrow and live!  :x

If I need to spend a force point in order to hit, I will.



Title: Re: Ambush - round 3
Post by: Jingo on Jul 11, 2013, 04:05 PM
Quote from: tomcat on Jul 11, 2013, 10:29 AM
Betty
MOVE - moves to take a better firing position, even though it is slow on its three legs
STANDARD - autofire cannon at trooper 24
:00: DC 19 Ranged (standard) laser cannon +9 (5d8+1) with Burst Fire and Point Blank
(http://rpg.avioc.org/boards/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+9 : 3 + 9, total 12
(http://rpg.avioc.org/boards/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
dmg if succesful 5d8+1 : 7, 1, 8, 5, 1 + 1, total 23

I know Betty missed, but Auto Fire weapon gives 1/2 damage... unless they have evasion right? Maybe?
Title: Re: Ambush - round 3
Post by: tomcat on Jul 11, 2013, 04:30 PM
:ooc: Hey Jingo, I am actually waiting on an answer for that question on the SWSE forums. I was thinking it might, but then because it is autofire that is being concentrated and doing the extra damage I swung to no. Anyway, if I get an semi-official clarification from all the SAGA gurus over there, I will change the results accordingly.  ;)
Title: Re: Ambush - round 3
Post by: tomcat on Jul 11, 2013, 04:47 PM
The remainder of Kresh's people, unaware that their leader had fallen, began to advance on the bridge. The mission was to free some people, but it had devolved into a conflict across a river with only a narrow crossing to allow an approach. If they did not get to the other side, then it would devolve more into an attrition of forces - one which the Empire would definitely not lose. Soon, the Stormtroopers would find the comm scrambler and then reinforcements and then it would be over.

Time was running out.

They could see that the mass of fire had stopped on the other side of the span, which meant their people were being destroyed. Perhaps it would be best to run and disappear into the countryside. The thought began to cross more than one mind of the hired soldiers.




:ooc: more to come - I have to get my daughter to bed.
Title: Re: Ambush - round 3
Post by: tomcat on Jul 14, 2013, 10:18 AM
Quote from: Jingo on Jul 11, 2013, 04:05 PMI know Betty missed, but Auto Fire weapon gives 1/2 damage... unless they have evasion right? Maybe?

:ooc: Okay, after talking back and forth with one of the Rules Gurus on SWSE WotC forums board since there is no RAW clarification, I am calling it a miss. Here is the reasoning:

Quote from: StevenOWhile I know it's considered a form of autofire using Burst Fire is not an Area of Effect so if it misses then it misses.

While this may not be a good "rules based" explaination consider the implications if it did.  Now instead of striking an area (which may potentially have allies in it) by using autofire normally you can focus it down to a single character using less ammo but dealing more damage if it hits.  Of course if you only deal "half" damage against the one target you actually want to hit it really isn't that much less than if you had just used autofire normally except that you only used half as much damage.  Although half damage may also cut the other damage modifiers note that a 3d8 blaster using autofire on a near miss deals half that much but if burst fire's 5d8 damage still did half that much on a miss the average (11.25) isn't much lower than a NORMAL hit (13.5) using autofire and far more (6.75) than a normal near miss.

There is a feat that will let you use autofire as an area attack against a single square.
Title: Re: Ambush - round 3
Post by: sdrotar on Jul 15, 2013, 03:33 AM
Caden will keep the hammer down on the speeder, flying as quickly as he can to make strafing runs on personnel.
He'll start with SC1 in front of him, then wheel around at maximum speed in front of the vehicle and flank the group attacking Farok and Kaida.
Title: Re: Ambush - round 3
Post by: Telcontar on Jul 16, 2013, 01:53 PM
 :ooc: does that move us up to round4?
Title: Re: Ambush - round 3
Post by: Jingo on Jul 16, 2013, 02:40 PM
 :ooc: Can Betty do more than one attack per turn? I thought those droids could really lay it out with a lesser modifier to their attack (rapid fire option or something? Sorry I don't have the book in front of me). Mow them down Betty!  :]
Title: Re: Ambush - round 3
Post by: tomcat on Jul 16, 2013, 05:11 PM
:ooc: I will get round 4 set up here after this post... or series of posts.

Betty can fire with two cannons via its Dual Weapon Mastery II, but it requires a Full Round action to do that and the droid had to move into position to fire on more enemies. The trees were in its way.




Caden
STANDARD - fires on SC1
MOVE - takes speeder bike around front vehicle
:00: DC 21 Ranged blaster carbine +7 (4d8+5) with Rapid Shot and Point Blank Shot
Rolled 1d20+7 : 9 + 7, total 16

dmg if successful 4d8+5 : 4, 2, 7, 8 + 5, total 26


Rebels
SWIFT - switch to auto
STANDARD - fire on troopers on river bank
:00: DC 19 (or 21) Ranged blaster rifle +4 (3d8+1, 2x2 square) with autofire and Point Blank
TL2 fires on SO2 1d20+6 : 19 + 6, total 25

TL2 dmg if successful, 1/2 if over 10 3d8+4 : 2, 2, 4 + 4, total 12

16 fires on 10 1d20+4 : 20 + 4, total 24

16 dmg if successful, 1/2 if over 10 3d8+1 : 6, 2, 1 + 1, total 10

17 fires on 9 1d20+4 : 18 + 4, total 22

17 dmg if successful, 1/2 if over 10 3d8+1 : 6, 3, 1 + 1, total 11

15 fires on 6 1d20+4 : 17 + 4, total 21

15 dmg if successful, 1/2 if over 10 3d8+1 : 4, 4, 1 + 1, total 10

TL3 fires on 9 1d20+6 : 8 + 6, total 14

TL3 dmg if successful, 1/2 if over 10 3d8+4 : 6, 7, 2 + 4, total 19

TL1 fires on SO3 1d20+6 : 6 + 6, total 12

TL1 dmg if successful, 1/2 if over 10 3d8+4 : 3, 3, 4 + 4, total 14

Title: Re: Ambush - round 3
Post by: tomcat on Jul 16, 2013, 05:26 PM
:ooc: Results

Caden misses
TL2 hits SO2 for 12
16 crits on 10 and kills him with 20 damage
17 hits 9 for 11
15 fires on 6 for 10 and kills him
TL3 does half damage to 9 which is still a kill
TL1 does half damage to SO3 for 7




Abby
SWIFT - changes to autofire
STANDARD - ranges across river and targets the area around 21 and 23
:00: DC 19 Ranged laser cannon +10 +1 PBS +1 Veh Int mod -5 proficiency -5 autofire (4d10+4) with autofire and PBS
Rolled 1d20+3 : 13 + 3, total 16

dmg if successful, 1/2 if over 10 4d10+4 : 1, 7, 2, 3 + 4, total 17
Title: Re: Ambush - round 3
Post by: tomcat on Jul 16, 2013, 05:27 PM
:ooc: Results

21 and 23 take 8 damage each