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Reading Room - Archived Games (data may be deleted) => Black Sun [Star Wars SE] => Episode 3: Answers and Allies => Topic started by: tomcat on Jan 12, 2011, 04:58 PM

Title: Docking bay encounter - round 6
Post by: tomcat on Jan 12, 2011, 04:58 PM
Situation: Outside the docking bay environmental doors, the party is now confronted by the Sith assassin Shade, Fett and Corbin Sallo. Inside the bay, Kara is inside the Aegis with it ready to launch from Jovan Station.

Three of the companions are now in the speeder and are able to get away, but the speeder is smoking and making some nasty metallic sounds in its turbines.

Situational Modifiers:

Boba Fett is -1 on the CT (needs 1 more Swift action to remove)
Logar'Dan is -1 on the CT (needs 2 more Swift actions to remove)

Physical Modifiers: There are crates and other debris available for cover that will deduct a -5 to all attacks made at anyone using cover.

Initiative:
Fett (+14): 30
Kaida (+11): 28
Logar'Dan (+11): 25
Shade (+13): 19
Brim (+7): 18
Britton (+9): 18
Kara (+6): 12
Sam (+6): 11
Caden (+5): 11
Ulric (+7): 11
Sallo (+13): 14 (even though he beat out Kara's init, the nat 1 gives hims a last position)


:ooc: I will give narrative/dialogue in the next post with my attack roll for Fett.
Title: Re: Docking bay encounter - round 6
Post by: watanabe on Jan 12, 2011, 05:50 PM
Kara looked to see if she could provide cover or support with the belly turret.

:ooc:

Perception +10

Rolled 1d20+10 : 1 + 10, total 11
Title: Re: Docking bay encounter - round 6
Post by: watanabe on Jan 12, 2011, 05:51 PM
 :ooc:

Way to roll a 1...  :'(  (-D
Title: Re: Docking bay encounter - round 6
Post by: ZehnWaters on Jan 15, 2011, 06:29 PM
A new foe and a new friend?  The night was full of surprises.  Britton trained his gun on Corbin and laid down suppression fire.  He staid put to maintain cover.

Rolled 1d20+7 : 10 + 7, total 17
Title: Re: Docking bay encounter - round 6
Post by: tomcat on Jan 15, 2011, 08:09 PM
Britton had drawn Fett's attention and the bounty hunter brought his blaster about. He fired a quick succession of shots and then jumped down to the back of the speeder to gain better cover from the soldier. Meanwhile, not far away, the two Force-users were in close proximity of each other and their weapons clashed.




Boba Fett
Swift
action to remove condition
Standard action - fires on Britton with Rapid shot (will use a Force point if attack roll needs a boost)
(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif) DC 23 Ranged combat +7
-------------------------
Rolled 1d20+7 : 19 + 7, total 26

Rolled 1d6 : 1, total 1
- Force point will be used only if necessary
Rolled 4d8+4 : 3, 4, 5, 8 + 4, total 24
- Damage if successful

Move action - to jump behind speeder for cover

Although I gave some narrative regarding Shade, I am going to hold off his and Ulric's confrontation until I see what Kaida and Logar do.
Title: Re: Docking bay encounter - round 6
Post by: tomcat on Jan 15, 2011, 08:11 PM
:ooc: Britton is hit for 24 damage  :csu: and is moved down the CT to -1.
Title: Re: Docking bay encounter - round 6
Post by: donimator on Jan 16, 2011, 05:50 AM
 :ooc: Sam is holding out for his init turn for the actions ahead of him to play out.
Title: Re: Docking bay encounter - round 6
Post by: tomcat on Jan 16, 2011, 06:18 AM
:ooc: John asked me to post his first set of actions so he can get an idea of how SWSE works - having never used the rules before. So, I will post this round for him based on his description:

QuoteLogar is gonna draw his Hvy blaster pistol and fire on the CS guy while he runs to the cover that Britton is in

If you look at the first few pages of the Combat chapter in the book I sent you, John, you will get an understanding for how combat, movement and damage works. You will also see basic actions that can be taken in each type of action - Swift, Standard, and Move.[/color]



Logar'Dan
Swift
action - draws blaster with Quick draw
Standard action - fires on Corbin Sallo
(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif) DC 30 Ranged attack +9, Condition -1
-------------------------
Heavy blaster fire 1d20+8 : 3 + 8, total 11

Will commit a Force point (if necessary to the roll above):
Force point 1d6 : 3, total 3

Damage if successful:
Rolled 3d8+3 : 8, 1, 6 + 3, total 18


Move action - six squares towards Britton
Title: Re: Docking bay encounter - round 6
Post by: tomcat on Jan 16, 2011, 06:20 AM
:ooc: Well that roll sucked, John. Sorry man. I am not going to expense you the Force point because the attack was not even close enough to warrant rolling the additional d6 bonus dice.

But to give you some explanation of my post above:

Quote from: tomcat on Jan 16, 2011, 06:18 AM
Logar'Dan
Swift
action - draws blaster with Quick draw
Standard action - fires on Corbin Sallo
(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif) DC 30 Ranged attack +9, Condition -1
-------------------------
(http://rpg.avioc.org/boards/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Heavy blaster fire 1d20+8 : 3 + 8, total 11
Will commit a Force point (if necessary to the roll above):
(http://rpg.avioc.org/boards/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Force point 1d6 : 3, total 3
Damage if successful:
(http://rpg.avioc.org/boards/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 3d8+3 : 8, 1, 6 + 3, total 18

Move action - six squares towards Britton

Each PC can make 1 of each type of actions above. Move and/or Standard can be exchanged for a second/third swift, and Standard can be exchanged for a second Move - and they can be done in any order. Or in other words, a PC in a round can do:



Swift
Standard
Move
          Swift
Swift
Move
          Swift
Swift
Standard
          Swift
Move
Move

You can also do a Full-round action - which might be required for certain talents or feats, or to run (which doubles your movement from 6 to 12 in a round).

Anyway, back to the above:

Let me explain the dice rolls - I use the dice roller in the posting window that does not display the results until I hit Save, and so I generally include more dice rolls than may be necessary so that it is all in one post - hence the FP (see below) and the damage roll (both of which are moot based on the attack dice result - again see below).

Logar does a Swift action to draw his blaster.

Fires it with a Standard action and requires a DC (Difficulty check) 30 to hit Corbin Sallo. His mods are +9 for his skill and -1 for his current condition, totalling +8. Then there is the dice roll (you can ignore the tampered icons), which was a 3 +8 = 11, which doesn't come close to 30.

The Force point (FP) - each PC has a number of Force points per level that they can use to gain a bonus d6 to any dice roll they want. Once used it is gone until the PC advances another level. Some force powers grant additional things when FP's are used in the action, but we will only worry about them as they apply to Logar, or if you read about them in the book.

But, because your dice result was only an 11, the d6 roll is unnecessary because even if the result was a 6, it would only mean a 17 and that is still a failure. If the attack roll had been 24 or above, the Force Point would have been pertinent and could have made the difference. Because the attack roll was so low (and the fact that I do not see the result until after the post is saved), I am not going to include the FP expense.

The damage roll is there, too, because I do not know at the time if the attack will be a success, and I want to make sure all the rolls are together. Again, because it was a miss, the damage is moot.

Finally, the move action. I moved Logar'Dan six squares up on the map towards Britton's position. You don't have to worry about marking the map, just tell me your PC's intent and I will update the map as the characters act. You may always interpret each map as: the top is north, bottom south, right side east, left side west. So when you tell me you want to go toa particular place you can say: Move 3 north, and three east. I can get it from that.

Any other questions, just ask!
Title: Re: Docking bay encounter - round 6
Post by: tomcat on Jan 16, 2011, 07:06 AM
:ooc: Hey Zehn, I need a clarification:

Are you using the Aid another [Suppressing an Enemy] action when you 'lay down suppression fire"?

-or-

Are you doing an Autofire attack on the enemy that you are targetting, thus getting a 2x2 square attack that hits for full, or misses for half?

Please let me know, but by looking at your weapon, it only has a Single fire action so I can eliminate option 2 above. I bring this up because looking back on it, I was damaging Hacks with each of your attacks as Autofire. I am not going to dial it backwards and bring him back, but I want us to be on the same page.

So, Corbin Sallo is -2 on any attacks for this round.
Title: Re: Docking bay encounter - round 6
Post by: watanabe on Jan 16, 2011, 07:55 AM
 :ooc:

Sorry, quick note on your above post about movement.

Actually the interpretation of movement with full round actions is different (p.155 core rulebook).

Because you can change your standard into a move, any player can do a "double" move and a swift in a single round.
Using a full-round action to run, actually allows you to move four times your movement speed.  However the full round action "run" must be in a straight line, as opposed to the double move which can be in any directions.

Also if you wear heavy armor or have a heavy load, the full run action will give you three times your movement.

Just wanted to note that, I've had to use the full action run before... that's when you really really need to be far away quickly.

Title: Re: Docking bay encounter - round 6
Post by: tomcat on Jan 16, 2011, 08:13 AM
:ooc: Thanks for the correction, Nick.  
Title: Re: Docking bay encounter - round 6
Post by: Callowmoryne on Jan 16, 2011, 11:28 AM
 :ooc: Kool thnk you guys, i will get the hang of it, i just needed an idea of how to use my actions and what i could and couldnt do
Title: Re: Docking bay encounter - round 6
Post by: tomcat on Jan 16, 2011, 02:28 PM
:ooc: Going to go ahead and post for Shade, even though Kaida still has initiative.

Shade
Moves
- forward to attack Ulric
Standard - attacks with lightsaber
(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif) DC 24 Melee combat +12
-------------------------
lightsaber attack 1d20+12 : 14 + 12, total 26

Damage if successful:
lightsaber damage 2d8+5 : 2, 5 + 5, total 12


If Shade's attack is successful, and before damage is applied, Ulric will attempt to deflect
Reaction - parry Shade
(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif) DC - Shade's dice roll abvoe Use the Force +16
-------------------------
Ulric's parry 1d20+16 : 4 + 16, total 20
Title: Re: Docking bay encounter - round 6
Post by: tomcat on Jan 16, 2011, 02:37 PM
Ulric brought his lightsaber up to defend, only to have Shade feint and spin, hitting the jedi just under his defenses. Ulric felt the flesh burn where the red blade struck him, cutting him open but cauterizing the wound at the same time. He cried out, and made his own thrust.




Ulric takes 12 damage  :csu:

Ulric attacks Shade
Standard - attack with saber
(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif) DC 23 Melee combat +13
-------------------------
lightsaber attack 1d20+13 : 19 + 13, total 32

lightsaber damage if successful 2d8+7 : 4, 4 + 7, total 15


Shade will attempt to Block if the attack is successful
Reaction - parry
(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif) DC Ulric's attack roll Use the Force +15
-------------------------
Shade's parry 1d20+15 : 2 + 15, total 17
Title: Re: Docking bay encounter - round 6
Post by: tomcat on Jan 16, 2011, 02:38 PM
:ooc: Shade takes 15 damage!  :csu:
Title: Re: Docking bay encounter - round 6
Post by: donimator on Jan 16, 2011, 03:49 PM
Sam saw a new combatant enter the fray and at least he was firing at the right people. Sam would discount him as a target for now. With the darksider locked in combat with the Jedi, Sam did not want to try to squeeze a shot through their feints and parries. A new figure had entered from the docking bay and was the closest thing blocking their escape...he looked familiar, too. Sam moved northeast to give the force-users a wide berth while taking a shot at the bounty hunter...well, the closest bounty hunter.

Sam's actions

Move - move northeast
Standard - Attack Corbin Sallo with blaster pistol
Blaster +8, PB shot +1 = +9
Rolled 1d20+9 : 1 + 9, total 10


Dmg if hit - 3d6+4
Rolled 3d6+4 : 6, 6, 1 + 4, total 17
Title: Re: Docking bay encounter - round 6
Post by: sdrotar on Jan 16, 2011, 08:18 PM
 :ooc: Caden will wait for Kaida to act (due to order of initiative, and because she's driving the speeder he's in) before making any of his own.
Title: Re: Docking bay encounter - round 6
Post by: tomcat on Jan 17, 2011, 08:39 AM
:ooc: It has been 10 days since Brian has been here, and 2 since Jingo visited, so I am going to perform their actions this round.




Kaida was unsure of what to do, only that there was now another attacker in the room and he was the one from Cloud City on Bespin. He was the one that had come for her. She revved the speeder engine, but heard the turbines wailing from the damage they had sustained. Smoke was billowing out and she did not know how long, or how far, the speed would go. She knew one thing for certain - she needed to get her companions to the safety of the Aegis, and it could still possibly be on the other side of the bay environmental doors. At the moment, the only one between them and freedom was Corbin Sallo. She revved the engines once more and then released the brakes.

"HOLD ON!" she yelled as she turned the speeder into a massive weapon aimed right at Sallo's chest.




:ooc: I have read the rules on Ramming and it seems rather weak for a vehicle to hit a person. Maybe the damage created by a large vehicle against a Huge or Gargantuan vehicle may achieve only 2d6+4 damage, but it doesn't seem right against a human being. SO... first, the -10 to ram is eliminated, and I am reducing Sallo's Reflex defense by -2 for Britton's suppression. Second, if successful, the damage will be 6d6+4 to Sallo (due to it hitting him and driving him into a wall), and half to all individuals in the vehicle. If unsuccessful, Sallo and all individuals in the vehicle will take half.

If you disagree with me, please state the reasons. Maybe you know a game mechanic I am missing - Nick  ;) - or if you think I am making it too easy. Thanks!

Kaida
Standard
- Pilot roll to slam into Sallo
(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif) DC 28 Pilot skill +11
-------------------------
You guys are probably going to hate me for this, but Kaida is going to use a Destiny point to attain an automatic critical... sorry!  :(

Damage roll for vehicle hitting Sallo 6d6+4 : 5, 5, 2, 1, 5, 3 + 4, total 25


The damage result is doubled due to the critical. I will finish this post in the next thread, once I see the results. Again, the individuals in the vehicle will only sustain half damage, where as Sallo will take all of it.
Title: Re: Docking bay encounter - round 6
Post by: tomcat on Jan 17, 2011, 09:05 AM
:ooc: Sallo takes 50 hit points of damage  :csu:

Kaida, Brim, and Caden take 25 - all are affected by the Condition Track.  :csu:

Kaida
Move
- climbs out of the driver's seat and moves towards the hole in the environmental doors (limiting her movement to 3, due to wreck and disorientation
Swift action 1 to reduce condition

Brim
Moves
off of speeder
Moves through environmental bay door
Swift action 1 to reduce condition




Escaping the inferno that the speeder had now become, Kaida and Brim moved to the hole in the environmental door. As they passed through, above them they saw the underbelly of the Aegis hanging there.
Title: Re: Docking bay encounter - round 6
Post by: tomcat on Jan 17, 2011, 09:19 AM
:ooc: Another thing... this will be a HOUSE RULE:

to make the Condition track work better in our game, and more in step with the CODA Wounds and Weariness functions, your Condition will be reduced the number of levels that the damage does, based on your Threshold. In better english, see the example below:

If a character has a damage threshold of 15, and if he sustains damage in the amount of 15 in one attack, he is moved to Condition Track -1.

If the same character instead receives damage of 16-30 in the same attack, he goes to Condition track -2.

If the same character instead receives damage of 31-45 in the same attack, he goes to Condition track -5.

If the same character instead receives damage of 46-60 in the same attack, he goes to Condition track -10.

And finally, if the same character instead receives damage of 61-75 (if he is not killed) in the same attack, he goes to Condition track Helpless.

I make this rule because I have always had a problem with the core rules that if a PC with a 15 threshold takes 60 damage in one attack he is reduced to a -1 condition, the same as a different character with a 15 threshold who might take 20 damage in one attack.

If you have questions here, aske me.
Title: Re: Docking bay encounter - round 6
Post by: tomcat on Jan 17, 2011, 09:20 AM
:ooc: Okay, now waiting on Caden and then I can perform Corbin Sallo's actions.

I am posting the new round, but this one will still be in play until I get the last two PC actions in.
Title: Re: Docking bay encounter - round 6
Post by: Jingo on Jan 17, 2011, 04:13 PM
 :ooc: Sorry wasn't around as much. Was involved in some work stuff most of the week. I'm back to my more normal schedule now. Poor Kaida... Poor Corbin Sallo. I hope he's squished to a fleshy flaming pulp now.  ;D
Title: Re: Docking bay encounter - round 6
Post by: sdrotar on Jan 17, 2011, 07:54 PM
Caden will perform the same actions as Brim:
-Moves off of speeder
-Moves through environmental bay door
-Swift action 1 to reduce condition

***

The woman was crazy - the good kind of crazy, Caden thought.
He gathered himself and clambered off the speeder, doing his best to get the Aegis, her weapons and her nice, thick, blaster-proof hull.

Shouting to the others - "Sam! Britton! Ulric!" - and not knowing about the new ally that had been thrust into the situation with them, he hoped that they could retreat before the lightsaber-wielder and the maniac with the rocket pack got a hold of them.


Title: Re: Docking bay encounter - round 6
Post by: tomcat on Jan 18, 2011, 10:25 AM
Rage filled Corbin Sallo.

The bounty hunter had been off his mark since he tried to bribe the woman in the hangar bay, and now he was pinned to a door by a smashed speeder. He had been reacting to his environment and circumstances, instead of controlling them. Fire was all around him and his armor was becoming blackened by the intense heat. He pushed with all of his might against the speeder and hoped that when it moved, he would not find his legs broken. The vehicle's repulsors were still functioning and it moved away as he heaved against the hood. Pain shot though him as a torn piece of the speeder's framing ripped away part of his calf armor, flesh and muscle.

Sallo swooned. He toppled right and fell into a pool of leaked fluids. Blue flame danced across the top of the lubricants and fuel and his armor was set afire. He did not want to die. Not here. Not this way. His body wracked with pain, he clawed at the ground to pull himself away from the fire and the wreck. He used the pain to clear his mind - to focus his strength and slowly he inched out of the ruin.

From sixty feet away, Boba Fett watched as Sallo tried to save himself. The Mandalorian did not feel a need to help. It was business - and Sallo just received the raw end of the deal. Besides, it would reduce his competition to have Sallo - an older and more experienced bounty hunter - out of Boba Fett's way.

So, he did not help, but neither did he hinder Corbin's escape. Instead, Fett assessed the situation as it now stood. Kaida Katan, his target, was through the doors and probably boarding the ship that the party of adventurers owned. With her no longer present and not immediately attainable, this battle had become unnecessary to him. He had been shot by the droid and was in some pain from it, and so he deemed it no value to aid the darksider and risk himself. It was time to go.

He would rely on the tracking device to lead him back to his target, when the time came.




Sallo
Swift
- reduce CT
Move - two times to get out of fire.