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):
- 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 - 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 | | | | | | | | | | 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
:ooc: Hammer and Longshot have the initiative.
Hammer kept moving up the stairs, there wasn't much he could do about cover so he kept some space between himself and the Commander when he reached the top.
:ooc:I believe that if hammer makes a 60' double move up the stairs that'll still put him about 10' behind Martel. Hopefully that'll be enough that one grenade or autofire burst can't hit both of them.
:ooc: Currently down with the flu, but I will try to get an update here tomorrow.
RP as you'd like, but I do need to know:
1) Is Martel going to lead the charge into the second level?
2) What method does Haywire plan to destroy the generator with?
Martel motions the clones forward to a position just behind him. "Booth, I'm taking Hammer and Longshot to the next level, join us when you're ready." As soon as they arrive, he gives hand signals for them to follow him in flanking positions.
:ooc:
Entering the next level may happen next round depending on how things move.
:ooc:Longshot fires on the commander
Ranged sniper rifle* +10 (4d8+7; CT -1) with Deadeye and Debilitating Shot (requires Aim)
Rolled 1d20+10 : 4 + 10, total 14
Damage
Rolled 4d8+7 : 2, 6, 1, 8 + 7, total 24
Quote from: GandalfOfBorg on Feb 10, 2014, 11:00 AM
Martel motions the clones forward to a position just behind him. "Booth, I'm taking Hammer and Longshot to the next level, join us when you're ready."
"Copy that, Sir," Booth replied. Turning his attention to Haywire, Booth quipped, "You heard the Commander. Let's heat things up and get going. I don't miss the action."
:ooc: Booth is continuing to offer cover for Haywire and Mitts. If need be, Mitts can provide cover and Booth will aid Haywire.
As Hammer moved up the access passage towards Martel and the primary level of the Relay Station, Longshot went to a knee and fired. The trooper could just barely see the DaShade at the top of the stairs. Unfortunately the shot was wide and the bolt burned into the wall behind the CIS leader.
As if that was the signal, their enemy made its own assault - two commando droids took position at the top of the stairs and sprayed autofire down the passage. The large conduit that ran the length of the stairs was ray-shielded and so no damage was done to it, but the blaster bolts did ricochet off.
Commando droids attack
MOVE
STANDARD
Commando 1
DC 10+ Ranged blaster carbine +10 (4d8+8) with autofire Rapid Shot and Point Blank Shot (at the first yellow circle targeting):00: 1d20+10 : 12 + 10, total 22
:dmg: 4d8+8 : 7, 3, 4, 2 + 8, total 24
Commando 2
DC 10+ Ranged blaster carbine +10 (4d8+8) with autofire Rapid Shot and Point Blank Shot (at the second yellow circle targeting)
:00: 1d20+10 : 4 + 10, total 14
:dmg: 4d8+8 : 7, 5, 5, 1 + 8, total 26
:ooc: Martel may try to deflect or take 12 damage; Hammer is missed due to his Evasion talent
Har'zic moves out of gunfire position
"I hear blaster fire up the stairs! Come on H, hurry up!"
The clone was firmly grapping his rifle, ready to shoot at any enemy that came in sight.
:ooc:I'll move next to Haywire, on the stairs side. I'll fight defensively for now so I get a +5 to my REF.
What's our exit plan guys? Down where we came from or upstairs?
:00:
DC 22 Deflect - 1d20+12 : 5 + 12, total 17
The droids blasterfire managed to get through the Jedi's defenses, striking him a couple of times.
:ooc:For Deflect, can I take 10 or must I roll? just want to be sure.
:ooc: You have to roll for Deflect, sorry.
:ooc: Martel takes 12 damage 48/96
I posted this in the last round for Zil - he's been gone for 14 days. Going to give him some time to reply (until tomorrow), otherwise I will NPC Haywire. But here is the previous request:
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.
All other players, feel free to chime in how you want to destroy the facility - either by computer command to make system go crit, or explosives.
:ooc:I would suggest both because doing only one has a greater chance of failure by sabotage.
:ooc:Martel's actions will be taken up by Second Wind, taking up a defensive posture.
:ooc:I agree that more is better, if we put up one and someone lives they might be able to deactivate whatever we did while we're getting away, that's much less likely if we use two methods.
:ooc:And the explosion will be cooler
:ooc:Looking back at a previous thread, we had decided on explosives as the primary, overheating as the back up... of course, we also had planned on just sneaking in. :shh: Interestingly enough, explosives we're also chosen last time for the same reason --> they're just more cool. ;)
If we overheat the generator, how much time do we have before it blows, or will overheating not cause an explosion?
Haywire now had complete access to the station's computer-controlled systems, but his efforts could be countered if someone above was also logged in the system. That concern would have to wait for the time being, instead the clone went to a knee and unhitched his backpack. Setting it on the floor, he began to remove small charges that would be positioned throughout the control room.
:ooc: Give me some time today - I want to generate some tests that will need rolled for both placing the explosives and sabotaging the system operations. I will also have an opposed test to be overcome for the operators above who are attempting to wrest control away from Haywire.
Since Zil is MIA - someone can let me know if they want to step in and control Haywire.
Lastly, the amount of time you guys have to get away will be based on the degree of success you guys have with the tests. For the time being, I am opening a new combat round. I will include the tests to be achieved in that new thread once I get them put together.