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 - there is one more rounds until the arrive.
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 - 29/89 Mitts - 9/80 Hammer - 0/91 Haywire - 37/81 CT -1 (weariness) Longshot - 3/81 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 - REF 23, HP 55/76 CT -2, 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: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
:ooc: Commando droids act:
Commando droid 1
STANDARD - fires on Martel who is now in the open (Martel's reflex is either 23, 28, or 33 this round depending on if still fighting defensive and if he makes an attack)
:00:
DC 28 (33) Ranged blaster carbine +12 (3d8+7) with autofire and Point Blank Shot Rolled 1d20+12 : 6 + 12, total 18
dmg if successful, 1/2 if roll is 10+ 3d8+8 : 3, 8, 7 + 8, total 26
Commando droid 3
STANDARD - fires on Haywire
:00:
DC 26 Ranged blaster carbine +14 (3d8+8) with Point Blank ShotRolled 1d20+14 : 9 + 14, total 23
dmg if successful 3d8+8 : 5, 7, 5 + 8, total 25
Commando droid 4
STANDARD - fires on Booth
:00:
DC 27 Ranged blaster carbine +14 (3d8+8) with Point Blank ShotRolled 1d20+14 : 13 + 14, total 27
dmg if successful 3d8+8 : 8, 4, 5 + 8, total 25
:ooc: Results:
Martel is hit for 12 unless he can deflect the attack.
Haywire is missed
Booth is hit for 25 - 2(DR) = 23 damage
Blaster bolts rip across each other in a crossfire that tears into the walls behind each of the Clone troopers. This time it is Booth who feels them hit the mark. His armor absorbs some of the damage, but pain rages through him as his flesh is seared.
Hammer continues to run back toward the hill. As he runs he will let his rifle hang from his strap and draw his ascension gun so that it's ready when he's in range.
Martel's blade hums in anticipation of the incoming bolts.
:ooc:
DC 18 Use the Force - 1d20+12 : 3 + 12, total 15
:o
Force Point - 1d6+0 : 3, total 3
Rolled 1d6+0 : 4, total 4
:ooc: Sorry, man... that was a bummer roll, but with the FP you have deflected the attack. :csu:
Martel successfully deflects the droid's blaster fire and with a flick of his hand and mind, he tosses the droid against the wall back around the corner.
:ooc:
Use the Force - 1d20+12 : 9 + 12, total 21
Using a Force Point to increase damage by +2d6
:ooc:
Damage - 6d6+0 : 2, 2, 6, 2, 1, 1, total 14
Martel will move to further intercede between his men and the droids to offer a bit more protection by engaging C4 directly. "Press your attack!"
:ooc: Move - Martel to the square above-diagonal left of C4. Swift - Return Move Object back to Force suite.
:ooc: Moving six squares would put you in a position to engage C3 if you want, Matt, otherwise you will still need to MOVE first to engage C4 in the next round.
C1 takes 14 damage
GM roll 1d100 : 10, total 10
"Argh!" Booth grunted as the enemy fire burned through armor. Holding his ground, the sergeant brought his rifle to bear down on the commando droid once more.
:ooc:Come on, 20!
Attack C4 1d20+11 : 18 + 11, total 29
Damage, if successful 3d8+5 : 8, 8, 6 + 5, total 27
:ooc: That'll do! :tup:
:ooc: NICE!
C4 takes 27 damage
The following is for my GM roll above that needed to be less than 25% - it was.
static damage 4d8 : 3, 8, 5, 7, total 23
Martel hurled the Commando Droid with the Force and it flew back into the sheltered area of the generator room. What the Jedi did not expect was that the droid would get thrown into the large energy relay coil that extended off the main turbine generator and up to the station proper. The relay was shielded, but still the massive power that ran through it could be felt - a man's hairs would start to stand up if he came to close -or- worse the static could build up to a deadly discharge. For the metallic droid, it was the worst - the C1 unit hit the relay and an arc of static electricity leaped from the power circuit and passed down the length of the droid's form. Though it did not completely fry out the droid's internal components, the electricity left it shaking and smoking.
:ooc: C1 takes the additional 23 damage
:ooc: I need Haywire's attack, but I am going to set up for round 4
:ooc:
Sorry I meant C3.
:ooc: Position was edited on the map.
Managing to avoid some of the return fire from one of the commando droids, Haywire noticed Martel move up and slam one of the droids with the force out of the corner of his eye, as he lined up a shot on the droid in the corner Booth was shooting. Taking the shot, he briefly wondered how much longer until the rest of the team got there.
Ranged Blaster Rifle 1d20+10 : 7 + 10, total 17
Dmg if successful 3d8+5 : 7, 8, 1 + 5, total 21
:ooc: I do believe I stated using my Second Wind back last round since I was low enough on HP to use it to get 20 back. If not, I have the actions left this round to do so.
Also, wow, it is much harder than I expected to be able to concentrate on a semi serious game post while listening to nightcore music.
:ooc: Would need a five to hit C4... with my current rolling status, I'm not sure if I could get the 5 or 6 on 2d6. Basic statistics puts it at 33% chance on 1d6, since we're using two... there's a 44.4% chance I get it on one, but not the other, and a 11.1% chance I'd get it on both, leading to a total probability chance of 55.5%... Acceptable odds, I'll spend the FP to try and get the hit.
Force Point die 1 1d6 : 5, total 5
Force Point die 2 1d6 : 3, total 3
:ooc: Sorry about that, Zil! I took care of it and updated our header post for this round and round 4. Marked off the Force point, too. :csu:
Haywire hits C4 for 21 damage.