Situation: A garrison of Dugs (5 - 1 is captain) and Grans (16) bar the passage of a valley turn and must be engaged.
Situational Modifiers: 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.
Gran 1 - DEAD Gran 2 - DEAD Gran 3 - DEAD Gran 4 - Paralyzed and dying (BIT) Gran 5 - 0/32 Gran 6 - 0/32 Gran 7 - 0/32 Gran 8 - 0/32 | | Dug Commander 0/44 Dug 1 - 0/32 Dug 2 - 0/32 Dug 3 - 0/32 Dug 4 - 0/32 |
Physical Modifiers: -5 penalty to all PC's action rolls due to darkness, unless they have natural or equipment low-light vision. This penalty will go away after round 5 (yes, I know rounds are 6 seconds and there is a bit of time until the sun rises, but things go slow in PbP games).
Consumption:[/color]
PC | Primary | Secondary | Weapon 3 | Misc |
Brim | lightsaber n/a | holdout blaster 0/12 | frags 2/3 |
Caden | hvy blaster pistol 5/200 | frags 0/2 |
Farok | lightsaber n/a |
Kaida* | blaster carbine 4/150 | Lt Repeat blaster 0/150 | frags 0/3 |
Logar* | blaster rifle 20/150 | Hvy blaster pistol 0/50 | frags 1/8 |
Sam | blaster pistol 0/150 | Slugthrower 20/150 | frags 0/3 |
Fett* | blaster carbine 30/150 | Flamethrower 0/5 | Missiles 1/4 | jet 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 haveEquipment: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 medpacsInitiative: Logar (+11) 31
Fett (+11) 28
Dug Captain (+10) 28
BIT (+12) 24
Kaida (+11) 23
Caden (+3) 18
Farok (+1) 17
Sam (+11) 15
Brim (+6) 14
Dug (+11) 14
Gran (+11) 13
Farok and Brim watch as the wooden door falls inward. Faint electric lights glow within and illuminate a squad of recently awakend mercenaries. The Grans have armed themselves from a weapon locker on the back wall and now move to take cover around the bunks that sit on either side of the room. In the center of the tower room is a ladder that extends to a ceiling port and down a sub-chamber.
Kaida remained still and prone behind her cover. She slightly shifted her scope to a new target, and with her helmet optics could make out a Dugs crouched on the rampart. She settled the crosshairs over him. She slowly exhaled just as her older brother Delmon had taught her, waited a couple of heartbeats and squeezed the trigger...
:ooc:
Swift: Aims.
Move Action: Takes it as a Second Swift and Aims at D3 -- that one she has LOS on it looks like.
Standard: Shoots Blaster Carbine: 1d20+7 : 2 + 7, total 9
Damage if Hits: 3d8+3 : 4, 3, 7 + 3, total 17
:ooc: Doug can i move through a sxquare occupied by another player? Or if i cant can i throw a grenade over Faroks shoulder?
:ooc: Hey John, you can always move through a square of an ally or neutral.
You can move through squares of an enemy if they are dead or unconscious (disabled), otherwise you need to make an Acrobatics roll to tumble through. [Core Rules page 161]
The lightsabers made fast work of the door. Logar slid past Brim and Farok into the watchtower.The sharp end he thought. It was time to make some noise. He drew a frag frm his bandolier on the move.
:ooc:
Move action to E9
Swift action Quick Draw Frag
Standard throw Frag to Pos J7
Throw
Rolled 1d20+10 : 16 + 10, total 26
Damage
Rolled 4d6+3 : 2, 3, 3, 1 + 3, total 12
Caden made a break toward the door that Farok had sliced open, hoping to put his back against the entrance and fire from the cover of the doorway - assuming that his three companions would charge in there before he could arrive.
Farok watched the door come apart and his companions start to enter into the tower. His experiences told him that close combat created fear in rational beings, the nexu weren't going to be intimidated, but these mercs were something else entirely.
The grenade went sailing into the room and Farok waited for its explosion then followed in immediately on its heals to charge the Gran to the left.
"NAZARA JINN, DAHAMA FEDAYKIN!!!" and Farok launched himself at the foe. Lightsaber held up on high.
:ooc:
Maniacal Charge: Persuasion Roll
Rolled 1d20+5 : 19 + 5, total 24
on G7 flatfooted if successful.
Attack Roll:
Rolled 1d20+8 : 16 + 8, total 24
Dmg Roll:
Rolled 2d8+4 : 6, 5 + 4, total 15
The Rodian surprised himself by the destructive power of his lightsaber as he watched the door fall inwards. He saw Logar move past him into the tower grenade in hand. Farok also moved in, looking to dispatch the Gran to the left. Brim moved into the tower as well, following close behind Logar. If any Gran remained standing after the blast, Brim would be ready.
:ooc: Brim is moving in after Logar, and looking to engage the Gran on the far right. He's lightsaber is ignited to block/reflect, but I don't think he'll be able to attack this round as he is too far away. So... just double move action to get into melee range.
BIT continues to don his gear and prep for his escape. The sounds from above are getting more violent and he's wary that some of the guards may come down before he's ready for them.
:ooc: Logar moves first into the tower. John, I could only get you to the E8 square based on your movement allowance. The grenade blast area is shown on attached map and does the following damage:
G5: 12/32
G6: 12/32
G8: 12/32
Fett's actionsMOVE - keeps in motion
STANDARD - autofire on Dug Commander on the 2nd tier
:00: DC 10/20 ranged +10, autofire (controlled burst) -2, Point blank +1, Rapid shot -2Rolled 1d20+7 : 4 + 7, total 11
damage if successful, 1/2 if not 4d8+6 : 3, 6, 5, 1 + 6, total 21
:ooc: Dug commander takes damage from Fett's attack: 10/44
Dug commander actionsSWIFT - activate Born Leader (+1 to all ally attacks in LOS)
MOVE - grabs another grenade
STANDARD - drops grenade below
:00: DC 10 Ranged +8, Darkness -5Rolled 1d20+3 : 16 + 3, total 19
Damage if successful, 1/2 if not 4d6+2 : 3, 5, 2, 2 + 2, total 14
:ooc: Farok will take the full damage from the grenade; Brim will take half the damage -- unless you guys want to use the force to defend. Let me know.
I will resolve this round's remaining PC actions as soon as I hear from Brim or Farok about their action changes to defend. If you don't want to, then the following damage:
[EDIT]
Farok: 14 damage, so current is 24/72
Brim: none due to Evasion
:ooc: Actually, Brim will take nothing due to his Evasion feat.
:ooc:How did I go from 62 hp to 24?
:ooc: The 24/72 represents current damage / total hit points... so your character is currently suffering 24 hit point loss, and I give the PC total so you know when to start worrying.
OHHHHHH I thought i was down to 24 hp. Blocking will screw up my awesome charge so I'll just take the damage i guess.
:ooc: Okay, but remember if you successfully grab a grenade with Use the Force, you can hurl it in the direction you want (up to 6 squares) and gain its affect for yourself. The cost of this is your STANDARD action.
:ooc: TN is the attack roll?
:ooc:Brim will attempt to redirect the grenade... and then move in...
[roll]{Use the Force [Redirect Grenade]:} 1d20+14[/roll]
If successful, Brim will try to place it exact where Logar placed his. If an attack roll is needed... here it is...
Ranged Attack Roll: 1d20+10 : 8 + 10, total 18
:ooc:Hmmm... the dice roller didn't work for the UtF check... let me try that again...
Use the Force - Redirect Grenade: 1d20+14 : 8 + 14, total 22
:ooc: Aryn, you can only 'throw' the grenade up to six squares, so the only enemy you could affect would be G7 - so I am going to move the grenade there. Then, Farok's actions will be enacted - along with Kaida and Caden's.
Brim's UtF is successful with a 22 versus the DC 19 and G7 suffers 14 damage (14/32).
Farok rushes in and attacks G7 (DC 13 flat-footed, as the Maniacal charge was a success) and hits for 15 damage (29/32 CT -1)
Kaida's shot misses.
Caden moves to the door, or at least a square from it.
Sam is still MIA... I will wait to hear from Don on his actions for 2 and 3.
For now, I am going to post the Gran and Dug attacks (posts to follow)
:ooc:Awesome! Can Brim still use his move action to move 8 squares into the room towards the set of three Gran (square H8)? If so, that's what he'll do. Thanks!
:ooc: Yes, you can make the MOVE to end your actions, Aryn.
The room rocked with the concussive sound and pressure wave of first Logar's grende exploding, then the Dug commander's, who Brim skillfully grabbed with the Force and hurled into the tower chamber. The Rodian remembered back to the Jedi who had aided them on the space station and how he had done that very thing. Brim beamed with excitement at the talents and powers that had awakened within himself. He followed Farok in even as the grenade exploded sending energy and fragments into the walls and furnishings along with the unfortunate Gran mercenaries who were still trying to get themselves together. They had retrieved their weapons from the weapon locker and were locking power packs in place as the companions stormed into the room. The Grans brought up their blasters to fire despite the pain and confusion that had been caused by the grenades.
Outside, the rampart erupted with fire lighting the darkened morning.
Dugs on rampart fireSTANDARD - D1 and D2 fire on Sam; D3 fires on Caden; D4 fires on Fett
:00: DC 10 ranged +9, Point blank +1, autofire -5, darkness -5, Born Leader bonus +1D1 on Sam 1d20+1 : 16 + 1, total 17
D2 on Sam 1d20+1 : 20 + 1, total 21
D3 on Caden 1d20+1 : 4 + 1, total 5
D4 on Fett 1d20+1 : 13 + 1, total 14
D1 dmg if successful, 1/2 if not 3d8+3 : 3, 4, 1 + 3, total 11
D2 dmg if successful, 1/2 if not 3d8+3 : 1, 2, 3 + 3, total 9
D3 dmg if successful, 1/2 if not 3d8+3 : 3, 5, 8 + 3, total 19
D4 dmg if successful, 1/2 if not 3d8+3 : 5, 1, 8 + 3, total 17
Grans in tower fireSTANDARD - G7 attacks Farok; G5 and G8 fire on Logar; G6 fires on Brim
:00: DC 10 ranged +9, Point blank +1, autofire -5G7 on Farok 1d20+4 : 1 + 4, total 5
G5 on Logar 1d20+5 : 2 + 5, total 7
G8 on Logar 1d20+5 : 13 + 5, total 18
G6 on Brim 1d20+5 : 1 + 5, total 6
G7 dmg if successful, 1/2 if not 3d8+3 : 4, 2, 6 + 3, total 15
G5 dmg if successful, 1/2 if not 3d8+3 : 1, 8, 1 + 3, total 13
G8 dmg if successful, 1/2 if not 3d8+3 : 7, 2, 8 + 3, total 20
G6 dmg if successful, 1/2 if not 3d8+3 : 6, 1, 3 + 3, total 13
:ooc: End of round 3 results:
Sam is hit twice for a total of 10 damage; current status 18/78
Fett is hit for 8 damage; current status 8/87
Logar is hit for 10 damamge; current status 18/72
Still waiting to hear from Don...