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: Half of the team have made access to the sub-level of the Relay Station - the other half are racing across the open plain to the station maintenance entrance - this round will put the remainder of Derecho squad outside the generator room on the second tier - they cannot perform any actions this round.
ALL Modifiers (situational, physical, weariness, wound conditions):
- All PC/NPC's will suffer a -5 penalty for firing into any melee, unless they are the ones in the melee or have the Precise Shot feat.
- Darkness - PC's suffer a -5 to Perception checks and a -2 to combat unless equipped with low-light gear
- Longshot and Haywire both suffer fatigue - persistent condition CT -1.
Martel - 19/96 Booth - 43/89 Mitts - 13/80 Hammer - 0/91 Haywire - 37/81 CT -1 (weariness) Longshot - 7/81 CT -1 (weariness)
| | | | | | | | Commando Droid C1 - REF 23, HP 37/76 CT -1, Threshold 21 Commando Droid C2 - REF 23, HP 00/76 CT -0, Threshold 21 Commando Droid C3 - REF 23, HP 07/76 CT -0, Threshold 21 Commando Droid C4 - DESTROYED Har'zic - REF 27, HP 0/103, Threshold 25 |
Consumption:I am not going to concern with consumption due to the increased capacity of your weapons, unless you guys use autofire, or any grenades.
Initiative: THIS SETUP IS SUBJECT TO WHATEVER CHANGES HAYWIRE INFLICTS
Commando Droids (+13) 21
Har'zic (+13) 18
Booth (+13) 17
Martel (+13) 15
Haywire (+11) 15
Although they have the high Init, they are not in combat but moving.
Mitts (+12) 22
Hammer (+12) 21
Longshot (+11) 21
Hammer rushes to the base of the cliff and fires the ascension gun, lifting himself off the ground and up the the second level mid stride. He glances back to make sure that his teammates are still right behind him as he climbs, but once he hears the blaster fire from inside the building all other thoughts leave him as he presses his speed again to get inside and give aid.
As the troopers start to mount the hill towards the station, the Commando droids stationed on the roof by Har'zic commence firing on clones.
C1 - MOVES back into firing position
C1 - STANDARD fires on Booth
:00:
DC 27 Ranged blaster carbine +14 (3d8+8) with Point Blank Shot, CT -1Rolled 1d20+13 : 18 + 13, total 31
dmg if :tup: 3d8+8 : 4, 3, 1 + 8, total 16
C3 - STANDARD fires on Martel
:00:
DC 23+5 (FD) Ranged blaster carbine +14 (3d8+8) with Point Blank ShotRolled 1d20+14 : 7 + 14, total 21
dmg if :tup: 3d8+8 : 1, 7, 4 + 8, total 20
C4 - STANDARD fires on Booth
:00:
DC 27 Ranged blaster carbine +14 (3d8+8) with Point Blank Shot, CT -1Rolled 1d20+13 : 8 + 13, total 21
dmg if :tup: 3d8+8 : 2, 8, 2 + 8, total 20
C5 - SWIFT x 2 aim
C5 - STANDARD fires on Hammer
:00:
DC 27 Ranged blaster carbine +13 (3d8+7)Rolled 1d20+13 : 5 + 13, total 18
dmg if :tup: 3d8+7 : 4, 1, 4 + 7, total 16
C6 - STANDARD throws a grenade
:00:
DC 10+ (27,24) Ranged frag grenade +12 (4d6+2, 2-square burst) Rolled 1d20+12 : 1 + 12, total 13
dmg if :tup:, 1/2 if 10+ 4d6+2 : 2, 1, 6, 1 + 2, total 12
:ooc: Results:
C1 - Booth is hit for 16 -2 (DR) = 14 damage
C3, C4, C5 - all missed
C6 - drops grenade on men close enough to cause 6 -2 (DR) = 4 damage to Mitts and Longshot; Hammer has Evasion and so is not harmed.
Another blaster bolt from Booth's flank burned through his armor. Behind his helmet, the sergeant face contorted in pain.
Where are those guys! Behind him, the sound of a grenade echoed through the tunnel.
Booth gritted his teeth a little tighter.
No job left undone! Once more, the sergeant aimed at the commando droid, grim determination focussing his mind amidst the chaos.
:ooc:Okay! Let's do this. Hoping for the 20 this time round! ;)
Attack on C4 again: 1d20+11 : 7 + 11, total 18
Damage if successful: 3d8+5 : 8, 3, 5 + 5, total 21
Also, Martel and Haywire would get a +1 REF for Booth's cover fire.
:ooc:Spending the force point... how Zil's stat calculations are right... 55ish%, right?! ;)
Force point roll #1: 1d6 : 5, total 5
Force point roll #2: 1d6 : 6, total 6
:ooc: Reminds me of this! http://www.youtube.com/watch?v=vimZj8HW0Kg (http://www.youtube.com/watch?v=vimZj8HW0Kg)
Thanks, Zil, for your statistic wizardry! :tup:
Martel chuckles to himself that the droid can't hit him when standing right in front of it. His thought was brief as he reached out to C4 with the Force and dragged it to smash into the one in front of him (C3).
:ooc:
Move Object - 1d20+12 : 16 + 12, total 28
Spend a FP to increase damage by +2d6 if successful.
:ooc:
Damage to C4 - 8d6+0 : 5, 1, 5, 6, 5, 1, 1, 4, total 28
Damage to C3 - 8d6+0 : 4, 4, 2, 3, 2, 6, 5, 1, total 27
:ooc: Hmm, Booth's shot should have dropped C4 right on the money before that move object(based on init). Would kind of like to know what's going on with that and possible redirection of that Move Object power before making my move.
:ooc: Yes, C4 is destroyed with Booth's shot. Matt, would you like to redirect your Move Object C3 into C2 - you would now be aware of C2 from where you stand.
Change to move C2 into C3... why chase these droids down?
:ooc: Okay... results:
C2 takes 28 damage = 28/76
C3 takes 27 damage = 34/76
:ooc: Zil will probably post tonight, but I am going to setup the new round. As usual, I will address any changes to the new post based on his results.
Haywire noticing Booth's shot dropping the droid they'd been firing on quickly shifted his aim over to the one on the other side of Martel. Taking the time to carefully line up his shot, he'd fire on the commando droid, shooting past Martel.
Ranged Blaster Rifle @C3 1d20+10 : 11 + 10, total 21
Dmg if successful 3d8+5 : 1, 2, 5 + 5, total 13
:ooc: 2 Swift Actions to Aim to ignore cover, Standard to shoot C3
Well, you were close, I was planning on posting last night, but fell asleep with the post half written as I was also prepping to start that campaign I'm running on skype's first session(I'd been mentally exhausted from other things).
Haywire's shot careens off of the commando droid's metallic chest plate leaving a scorch mark but little other evidence of damage.