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Reading Room - Archived Games (data may be deleted) => Black Sun [Star Wars SE] => Episode 5: What has been Sown => Topic started by: tomcat on Nov 25, 2011, 07:26 PM

Title: Snipers on high - round 7
Post by: tomcat on Nov 25, 2011, 07:26 PM
Situation: A pride of nexu attack three of the party members.

Situational Modifiers: All PC's will suffer a -5 penalty for firing into melee, unless they are the ones in the melee or have the Precise Shot feat.

Weariness CT:
Caden -2 to all actions

Nexu 1 - 35/45
Nexu 2 - 18/45 CT -1
Nexu 3 - 37/45


Physical Modifiers: -1 to all PC's action rolls due to slick, muddy, or boggy ground and waist high foliage that can block view

Consumption:

PCPrimarySecondaryWeapon 3Misc
Brimlightsaber n/aholdout blaster 0/12frags 2/3
Cadenhvy blaster pistol 3/200frags 0/2
Faroklightsaber n/a
Kaida*blaster carbine 1/150Lt Repeat blaster 0/150frags 0/3
Logar*blaster rifle 10/150Hvy blaster pistol 0/50frags 0/8
Samblaster pistol 0/150Slugthrower 10/150frags 0/3
Fett*blaster carbine 10/150Flamethrower 0/5Missiles 0/4jet pack 1/10
*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


Equipment:
Brim - hold-out blaster with 2 energy cells, lightsaber, 1 frag, 2 medpacs
Caden -  heavy blaster pistol with 3 spare power packs, hold-out blaster, 2 frag grenades, combat gloves, pocket scrambler, utility belt (3-day food supply, 3 medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), medical kit, all-temperature cloak, datapad, credit stick
Farok - lightsaber, baton, 2 medpacs, back pack, 2 blaster pistols
Kaida - blaster carbine, heavy blaster pistol, hold-out blaster with spare energy cell, light repeating blaster with 2 spare power packs, 3 frags, shadowsuit and helmet, 2 concealed holsters, all-temperature cloak (unless armor makes it useless), basic datapad, binder cuffs, comlink, liquid cable dispenser, 4 medpacs, mesh tape, pocket scrambler, 5 ration packs, 2 computer spikes (+2), security kit, credit chip
Logar - blaster rifle, DH-23 "Outback" blaster pistol, heavy blaster pistol, 8 frags, vibrobayonet 3 spare energy cells, modified clone trooper armor (+6 armor, +2 Fortitude, helmet package), field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmosphere canisters, 2 glow rods, 2 breath masks, all-temperature cloak), 2 medpacs
Sam - blaster pistol with 2 spare power packs, slugthrower rifle with 2 spare rifle clips with Targeting scope, 3 frags, hip holster, Satchel shoulder, 2 medpacs


Initiative:
Fett (+11)
Sam (+11)
Farok (+1)
Nexu (+12)
Kaida (+11)
Logar (+11)
Brim (+6)
Caden (+3)
Title: Re: Snipers on high - round 7
Post by: tomcat on Nov 25, 2011, 07:33 PM
Fett's actions...
MOVES 6 squares to close distance
STANDARD fires on the Nexu in front of Brim
:00: DC 16 ranged +11, firing into melee -5, foliage -1
Rolled 1d20+5 : 4 + 5, total 9

damage if successful 3d8+6 : 5, 3, 4 + 6, total 18
Title: Re: Snipers on high - round 7
Post by: Telcontar on Nov 26, 2011, 03:12 AM
Farok attacks Nexu 3

Dc16
Rolled 1d20+8 : 19 + 8, total 27


DMG:
Rolled 2d8+1 : 5, 8 + 1, total 14
Title: Re: Snipers on high - round 7
Post by: tomcat on Nov 26, 2011, 06:10 AM
:ooc: Nice hit, Tom - almost a critical. Nexu 3 is 36/45 CT -1.

I also recommend Farok taking a Swift action to Second Wind. Let me know if you want to.
Title: Re: Snipers on high - round 7
Post by: Telcontar on Nov 26, 2011, 05:39 PM
 :ooc: I tired finding that in the rule book a couple weeks ago. I am going to guess that it gives me my second wind score back in HP. what are the criteria to do that?
Title: Re: Snipers on high - round 7
Post by: tomcat on Nov 26, 2011, 06:25 PM
:ooc: You need to spend a SWIFT action to do it, and you are limited to one Second Wind per game day.
Title: Re: Snipers on high - round 7
Post by: donimator on Nov 27, 2011, 03:05 AM
Sam continues to climb into the sniper blind (or is he up yet?)

:ooc: Do I have any actions left Doug, or is he still climbing?
Title: Re: Snipers on high - round 7
Post by: Telcontar on Nov 27, 2011, 05:43 AM
 :ooc: SECOND WIND ME!!!!!
Title: Re: Snipers on high - round 7
Post by: tomcat on Nov 27, 2011, 07:42 PM
 :ooc: Tom, I will update in the AM.

Don, I have Sam completing the climb and now in the blind, as of round 6, so you have all your actions for 7.
Title: Re: Snipers on high - round 7
Post by: donimator on Nov 28, 2011, 04:29 AM
 :ooc: Sorry Doug - I missed your last post in round 6

Sam reaches the blind platform and sees that it is a good vantage. Switching his slugthrower to single shot, he braces it against his arm/torso connector and zeroes in on the closest Nexu squaring off with Brim. The round sent, he looks through the scope for the next shot.

Sam's actions
Swift - switch weapon mode
Standard - Ranged Attack vs Nexu fighting Brim
:00: DC16  Ranged +9, Precise shot - no penalty for fire into melee, -1 foilage, -2 Short Range (I believe)
Ranged +9, -3:  1d20+6 : 16 + 6, total 22

Dmg if hit - 2d8+3:  2d8+3 : 8, 4 + 3, total 15
Title: Re: Snipers on high - round 7
Post by: tomcat on Nov 28, 2011, 08:04 PM
:ooc: Hey Don, yea, the -2 penalty for range is present because you do not have 2 SWIFT actions to Aim, otherwise your scope would reduce the range by one band. Still, a 22 is a hit and 15 damage is applied to Nexu 1, which kills it.

Now they attack:

Nexu 2 attacks Caden
Full round action to attack with claw, claw, bite
:00: DC 22 melee +8, CT -1
claw 1d20+7 : 18 + 7, total 25

claw 1d20+7 : 1 + 7, total 8

bite 1d20+7 : 2 + 7, total 9

claw damage if successful 1d4+7 : 2 + 7, total 9

claw damage if successful 1d4+7 : 3 + 7, total 10

bite damage if successful 1d6+7 : 1 + 7, total 8


Nexu 3 attacks Farok
Full round action to attack with claw, claw, bite
:00: DC 16 melee +8
claw 1d20+8 : 19 + 8, total 27

claw 1d20+8 : 1 + 8, total 9

bite 1d20+8 : 3 + 8, total 11

claw damage if successful 1d4+7 : 4 + 7, total 11

claw damage if successful 1d4+7 : 2 + 7, total 9

bite damage if successful 1d6+7 : 6 + 7, total 13
Title: Re: Snipers on high - round 7
Post by: tomcat on Nov 28, 2011, 08:08 PM
Brim heard a high-pitched whine as the bullet from Sam's rifle tore through the air and then the Nexu's head snapped in an odd direction. The slug penetrated behind its right ear and shattered the creature's skull causing the bone and metal fragments to shred its brain. The beast slumped forward dead with only a simple yelp.

Beside the Rodian, Caden and Farok still were under pressure from the Nexu that attacked them with raking claws and ferocious teeth. But reinforcements were also arriving - Fett, Logar, and Kaida all closed the range to their friends.




:ooc: All right, Caden suffers 9 damage  :csu:

Farok needs to try and Block a DC 27... I think he is due!  ;)
Title: Re: Snipers on high - round 7
Post by: Telcontar on Nov 29, 2011, 06:04 AM
The stereotypical Jedi calm was starting to wear a little thin with this planet. Perhaps it was a result of being on a desert planet for years or perhaps it was getting his butt kicked by two furballs in a row in the middle of the jungle.

Block Roll DC 27
Rolled 1d20+10 : 15 + 10, total 25
Title: Re: Snipers on high - round 7
Post by: Telcontar on Nov 29, 2011, 06:08 AM
 :ooc: I am going to burn another force point.

Rolled 1d6 : 6, total 6
Title: Re: Snipers on high - round 7
Post by: Telcontar on Nov 29, 2011, 06:09 AM
Drawing upon his inner strength Farok again parried the nexu.

"Furball, you caught me on a bad day."


:ooc:Doug, also my last attack should have been 18 points of damage. For some reason I am either not putting it in correctly or something but the dmg is 2d8+2+3 not +1.
Title: Re: Snipers on high - round 7
Post by: Callowmoryne on Nov 29, 2011, 04:32 PM
 :ooc: Are we in range to fire this round doug or gotta wait till nxt round? sorry i havent been around much. Skyrim is eating away at my excistence :) Now that ive slain the great dragon Alduin the world-eater and saved a bunch of helpless Nords from a gruesome end, i should have more free time
Title: Re: Snipers on high - round 7
Post by: Jingo on Nov 29, 2011, 04:38 PM
Kaida pressed the accelerator as she sped through the trees toward where she supposed the team was engaged in the fight. She called to Logar over the comm, "Watch out! I think we're coming up on them. Stay with me!" she broke off, as she burst from the trees, seeing her companions engaged with more of the jungle beasts. She honed in on one of them and fired the bike's blasters as she zoomed past, gunning the engines as she did so to hopefully scare away the beasts.

:ooc:
Standard - Shoots. I guess this is just my BAB roll, right? Here's my attack with just BAB (no stat mod) adjust as needed.
Shooting Bike Blasters 1d20+4 : 16 + 4, total 20
-- this is prob at -4 for shooting into melee though?
Move - Moves bike at around the perimeter of fight Top and Left and lines up for another attack.
Swift - None. Note that anyone within her LOS gets +1 to attack bonus from previous activation of her talent.


Title: Re: Snipers on high - round 7
Post by: tomcat on Nov 29, 2011, 05:08 PM
Quote from: Callowmoryne on Nov 29, 2011, 04:32 PM:ooc: Are we in range to fire this round doug or gotta wait till nxt round? sorry i havent been around much. Skyrim is eating away at my excistence :) Now that ive slain the great dragon Alduin the world-eater and saved a bunch of helpless Nords from a gruesome end, i should have more free time

:ooc:  (-D That is cool, John, and I understand where you are coming from. I personally have been immersed in Batman: Arkham City and BF3 when I get the chance. Along with that throw in a 6 month old daughter that is very needy and you can see how my time is eaten up. Anyway, you guys are definitely within range. I have attached the map on this thread.

Jared (and John), remember, if you decide to fire the laser cannons on the speeders, you need to have the Heavy Weapons skill. Otherwise it will be a -5 to attack. This will be on top of the other point you brought up, Jared, that you need Precise shot to fire into melee or suffer an additional -5 penalty.

So, for Kaida's attack, it would be: BAB +4, Dex mod +3, No Hvy Weap proficiency -5, firing into melee -5, foliage -1. With a 16-4 roll, it is a 12, which is a fail, unless you fire the cannons on Autofire, but then you would be taking an additional -5 penalty for autofire. Because the result is less than even a DC 10, you would miss even with the Autofire. A 19 would hit, or a NAT 20.

I will allow you to redo your actions if you want for this round (i.e. dismounting from the bikes).
Title: Re: Snipers on high - round 7
Post by: Jingo on Nov 29, 2011, 05:43 PM
 :ooc:That's ok. She's hoping to scare the beasts more than shoot them (though actually hitting them is certainly a bonus).  ;D I'll let it stand as is this round.
Title: Re: Snipers on high - round 7
Post by: Callowmoryne on Nov 30, 2011, 12:10 PM
Logar cringed as Kaida fired into the melee. With his luck hed no doubt hit his target and anyone else nearbye. He made his decision in a split second and killed the bikes engines and dismounted.


:ooc: Ill just attack next round doug if theres anything that needs killin. How is batman btw? that may be going on my X-mas list.
Title: Re: Snipers on high - round 7
Post by: sdrotar on Nov 30, 2011, 03:24 PM
Caden fell back, wounded again. He hoped that his companions would reach him time...

:ooc: Is there a full-round action I can spend to keep myself from becoming lunch somehow? With his fatigue penalties and the mounting injuries (and his crummy Initiative), it seems like Caden needs to go completely defensive for a bit here...
Title: Re: Snipers on high - round 7
Post by: tomcat on Nov 30, 2011, 05:05 PM
:ooc: You are not going to need to worry about it, Shawn. The Nexu are hungry, and animals, but they are not self-sacrificing. Check out the new thread...