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Reading Room - Archived Games (data may be deleted) => Welcome to the 501st! [Star Wars SE] => Topic started by: tomcat on Jan 23, 2014, 10:51 AM

Title: Blow the station - round 7
Post by: tomcat on Jan 23, 2014, 10:51 AM
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: The team has made access to the sub-level of the Relay Station

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

Martel - 36/96
Booth - 36/89*
Mitts - 19/80*
Hammer - 0/91
Haywire - 38/81 CT -1 (weariness)*
Longshot - 33/81 CT -1 (weariness)
* have taken their second wind
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Commando Droid C1 - REF 23, HP 73/76 CT -2, Threshold 21
Commando Droid C2 - DESTROYED
Commando Droid C3 - DESTROYED
Commando Droid C4 - DESTROYED
Commando Droid C5 - REF 23, HP 00/76 CT -0, Threshold 21
Commando Droid C6 - REF 23, HP 00/76 CT -0, Threshold 21
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:
Mitts (+12) 22
Hammer (+12) 21
Longshot (+11) 21
Commando Droids (+13) 21
Har'zic (+13) 18
Booth (+13) 17
Martel (+13) 15
Haywire (+11) 15
Title: Re: Blow the station - round 7
Post by: Stefan on Jan 24, 2014, 03:58 AM
Feeling the heat of the blaster fire as it bore holes into the permacrete behind him. Hammer braces his rifle and lets go with a barrage of fire at the droid that dared to use him for target practice.

REF - 23 Ranged heavy assault blaster rifle* +10 (5d10+8) with Burst Fire and braced and Point Blank Shot or
:00: 1d20+10 : 12 + 10, total 22

:dmg: 5d10+8 : 1, 4, 2, 5, 9 + 8, total 29
Title: Re: Blow the station - round 7
Post by: Stefan on Jan 24, 2014, 04:00 AM
Missed it by that much.  Use a FP.  Since I only need 1 point to hit I'm not sure that there's a point to roll but here goes.
Rolled 1d6 : 1, total 1


Title: Re: Blow the station - round 7
Post by: Zilfallion on Jan 24, 2014, 08:12 AM
 :ooc: If you're firing at C2 like I think you are since it's the one that shot you, it's down the CT track, should be 2 steps after my attack last round gets factored in.  Meaning his reflex defense is going to be a 21 not the full 23, no need to spend a force point to hit.  Even before my attack from last round factors in, he'd still be a step down making that 22 hit.
Title: Re: Blow the station - round 7
Post by: Stefan on Jan 24, 2014, 11:48 AM
Guess I didn't realize that affected their reflex, but if that's the case...Bonus!  Thanks  ;D
Title: Re: Blow the station - round 7
Post by: tomcat on Jan 24, 2014, 11:48 AM
:ooc: Yea, no FP necessary. I am going to assume it is C2

Damage 29 = 81/76 DESTROYED




Hammer's blaster rifle roared and the commando droid at which he aimed was immersed in fire. The thing was torn to pieces leaving chunks of droid littered about.
Title: Re: Blow the station - round 7
Post by: tomcat on Jan 24, 2014, 11:52 AM
Blaster fire had ended except for shots coming from the long end of the sub-level chamber. Derecho squad had been hit hard, but the fight was theirs.

Martel ran up the length of the stairs. To his left, a massive conduit ran with power coursing inside. The Jedi could feel the energy even through its insulation, the hairs on his arms standing on their own. At the top of the stairs, the tall reptilian humanoid crested and entered the stations upper control room.




:ooc: Still a combat round, but feel free to give narrative and dialogue as you please.
Title: Re: Blow the station - round 7
Post by: GandalfOfBorg on Jan 25, 2014, 12:40 PM
Martel continues to give chase after the alien, preparing himself for what may lay in wait for him.

Use the Force (Sense Surroundings) -  1d20+12 : 13 + 12, total 25
Title: Re: Blow the station - round 7
Post by: Callowmoryne on Jan 27, 2014, 03:56 AM
 :ooc: I will attempt to finish off C1

Ranged sniper rifle* +11 (4d8+8; CT -1) with Point Blank Shot and Deadeye and Debilitating Shot (requires Aim)
C1
Rolled 1d20+11 : 11 + 11, total 22

Damage
Rolled 4d8+8 : 6, 8, 2, 5 + 8, total 29
Title: Re: Blow the station - round 7
Post by: tomcat on Jan 27, 2014, 09:53 AM
Longshot's sniper blaster made a high-pitched whine and then the last commando droid's head blew from its body. The sub-level was empty.




:ooc: I'll get more up later today.
Title: Re: Blow the station - round 7
Post by: deadpool on Jan 28, 2014, 06:41 AM
 :ooc: I'm finally back and just in time for the boss fight, alright. I've spent the last minutes reading everything so I'm up to speed. Cool fight.

With the last of the commando droids in the room destroyed Mitts lowered his gun a little bit to look around at his teammates. "Anybody need a fix guys?"

:ooc:  If no one does I guess we'll follow Martel along the corridor. Also, I'm at 41 hp out of 80, so I can't use second wind yet right? I think it's the firt time I wished I had taken a little more dmg
Title: Re: Blow the station - round 7
Post by: Posterboy on Jan 28, 2014, 09:38 AM
Even as the last commando droid fell, Booth watched the Jedi commander give chase to the only organic lifeform. It was one of the things he'd always admired about Martel. Relentless. The commander made sure every assignment was completed thoroughly... no loose ends...

Breathing hard, Booth gave his orders. "Hammer, Longshot. Move up with the Commander.

"Haywire, status?" Even as he asked the question, Booth could feel the pain of where burnt skin rubbed raw against his armor. "We took some fire from those clankers. We got more to come. You still mission ready? Or do you need Mitts to lay his hands on you?"

:ooc: Booth will stay and cover Mitts and Haywire if Haywire decides to get some healing. If not, Booth intends to take the rear guard position following after all the others. If we needed a march order, I envision it being Martel, Hammer, Longshot, Haywire, Mitts, Booth.

Title: Re: Blow the station - round 7
Post by: tomcat on Jan 28, 2014, 03:56 PM
Quote from: deadpool on Jan 28, 2014, 06:41 AM:ooc: I'm at 41 hp out of 80, so I can't use second wind yet right? I think it's the firt time I wished I had taken a little more dmg

:ooc: I will allow it, Deadpool. You are close enough. I updated the round header post above. Welcome back, too!




Martel continued up the stairs and could feel the Dashade in the chamber above. Through the Force, he saw himself entering the room and blaster fire emanating from all around him - it would be an ambush! There was no living presence to be felt and the Jedi knew he would once more be facing battle droids.
Title: Re: Blow the station - round 7
Post by: Stefan on Jan 29, 2014, 05:17 AM
Hammer nods at the Sargeant and gives a quick report before chasing their commander up the stairs.

"On it.  There are two more clankers outside on the roof, I'm not sure if they can follow us.  I kept their heads down long enough for the 2 of us to get in here then came to help."
Title: Re: Blow the station - round 7
Post by: Zilfallion on Feb 01, 2014, 12:34 PM
Haywire responded to Booth's inquiry since it seemed like the droids had gone down.  "Still functional sir, but I'm not sure if I can take too many more hits.  I wouldn't mind a quick fix if we have time."  Haywire was quietly thankful for the armor.  It had taken a bit of a beating from all the fire and the plasma burns on it from blaster fire was clearly visible. While it would probably need some serious work after the mission was done, it was still in working condition.  Moving up to the console that had been blasted in the fight, Haywire didn't need to look twice to tell it was toast and continued onto the other one to see if the alien Martel had set off in chase of had left the console active.

:ooc: Well, I'm pretty much beat today, but that's no surprise, every Saturday(Friday and Sunday to a lesser extent) is like this for me.  Farm work wears you out pretty easily.  Sorry for the delay.

If the console is still active, I'd like to look at any recent activity.
Title: Re: Blow the station - round 7
Post by: tomcat on Feb 01, 2014, 04:51 PM
Hammer moved off past his fellow soldiers with Longshot in tow. Mitts moved to see Haywire even as the explosive specialist checked the computer consoles. The one he had taken cover beside and the one that had sheltered Martel were both hit with blaster fire and smoked from panels and screens. It was possible he could re-wire the one, but the time it would take was not on their hands.

The clone trooper noticed the third console down at the far end of the relay power room and saw it blinking with functionality. He thanked his makers for redundancies. Even as Mitt's applied bacta-patches to his burnt skin, Haywire moved towards the other computer. The med corpsman shook his head and proceeded to tend to Booth instead.

Haywire accessed the console HID and began to tap buttons. The screen flared to light and a single word flashed at him:

LOGIN PASSWORD: |____________________




:ooc: Going to need Use Computer [Improve Access] checks versus the Computer's Will defense 22; it is currently Unfriendly to you so -5 penalty to your check. Each success improves the computer's attitude towards you, each failure takes it a step down and the new penalty applies. If you make two failed checks with the computer Hostile to you, it will lock you out completely. If you take the computer to a friendly attitude, you have essentially cracked the access code to get in.

A Computer Spike will reduce any penalty by 2, or increase a check by 2 if the computer's attitude no longer causes a penalty.
Title: Re: Blow the station - round 7
Post by: tomcat on Feb 01, 2014, 04:52 PM
Martel could sense the approach of the two clones behind him, but they were still at the base of the stairs.
Title: Re: Blow the station - round 7
Post by: deadpool on Feb 01, 2014, 06:36 PM
 :ooc:  Here's the roll for the First Aid on Hay wire

Rolled 1d20+17 : 8 + 17, total 25
Title: Re: Blow the station - round 7
Post by: deadpool on Feb 01, 2014, 06:38 PM
 :ooc:So, if I'm correct, that means that he heales 10 hp from surpassing the 15 DC plus 8 for his HL, so he's cured for 18 HP. I can also move him up one step on the CT, but I don't know if it counts because it's persistent.
Title: Re: Blow the station - round 7
Post by: Zilfallion on Feb 02, 2014, 12:46 AM
DC 27 Use Computer(Improve Access)
:00: 1d20+15 : 15 + 15, total 30


:ooc: That CT movement would be nice, this -1 to just about everything is kind of annoying.  'Tis a shame he remembered to log out from whatever he was doing on the console.

[< Come on 12 or more.
Title: Re: Blow the station - round 7
Post by: Zilfallion on Feb 02, 2014, 12:48 AM
 :ooc:  :o I forgot to put that ooc in maroon, but can't edit because it'll change roll.

In other news.  #:S Thank you dice gods.
Title: Re: Blow the station - round 7
Post by: tomcat on Feb 02, 2014, 12:19 PM
:ooc: Sorry about the weariness penalty that you guys have lagging on you, but only 8 hours sleep will remove it. As for colors, don't worry about missing an OOC not being set apart with a color it's no big deal. Just make it easier when you read down the page to discern the different game play.

As for your Use Computer roll - great success! ;D The computer moves from Unfriendly to Indifferent. You now need to make another roll to move it from Indifferent to Friendly.

Going to need a Use Computer [Improve Access] check versus the Computer's Will defense 22; it is currently Indifferent to you so -2 penalty to your check. Each success improves the computer's attitude towards you, each failure takes it a step down and the new penalty applies. If you make two failed checks with the computer Hostile to you, it will lock you out completely. If you take the computer to a friendly attitude, you have essentially cracked the access code to get in.

A Computer Spike will reduce any penalty by 2, or increase a check by 2 if the computer's attitude no longer causes a penalty.




Haywire smiled and slid his helmet from his head. The computer console was reacting to his attempts to bypass the login password demand. If he could just get it to default to a non-secure status, he would have full access. Again he went to work trying to crack the security software.
Title: Re: Blow the station - round 7
Post by: Zilfallion on Feb 04, 2014, 03:15 PM
 :ooc: Hmm, can I just take 10 for the remaining checks?  Unless something is around to play distraction?
Title: Re: Blow the station - round 7
Post by: tomcat on Feb 04, 2014, 04:07 PM
:ooc: That's fine, Zil. So with your next success...




The console blinks and beeps and Haywire sees the basic user interface appear - the password having been bypassed. He typed another command and the control interface for the power generator materialized. It showed an image of the multi-turbine generator along with the conduit that distributed the necessary power. Percentages of output, heat, and degradation status ran down the opposite side of the UI. Finally, in the center were the command options and keyboard along with control rheostats for multiple settings.
Title: Re: Blow the station - round 7
Post by: tomcat on Feb 04, 2014, 04:19 PM
:ooc: You have access to the terminal. Remember, there is another terminal up one level, so if you were to try and issue commands here they may be countered. Or you may start setting explosives.

Let me know your plan. If it is to use the power generator itself like a bomb, or plant explosives, I will give you the necessary skill checks.
Title: Re: Blow the station - round 7
Post by: tomcat on Feb 04, 2014, 04:20 PM
Quote from: deadpool on Feb 01, 2014, 06:38 PM:ooc:So, if I'm correct, that means that he healed 10 hp from surpassing the 15 DC plus 8 for his HL, so he's cured for 18 HP. I can also move him up one step on the CT, but I don't know if it counts because it's persistent.

:ooc: Yes :csu:
Title: Re: Blow the station - round 7
Post by: tomcat on Feb 04, 2014, 04:26 PM
:ooc: Matt, I am going to let you add something you want from your Sense Surroundings check - I gave results in this thread. Once you are done, I am going to start a round 8.
Title: Re: Blow the station - round 7
Post by: GandalfOfBorg on Feb 05, 2014, 09:29 AM
"Possible ambush at the top of the stairs, be ready," Martel warns into his comlink.
Title: Re: Blow the station - round 7
Post by: deadpool on Feb 05, 2014, 11:16 AM
 :ooc:You know, it took me a while to understand why zill was wasting he's time with the computer. I had totally forgotten that we were supposed to blow up this place  ;D