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 - 28/96* 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 14/76 CT -0, Threshold 21 Commando Droid C2 - REF 23, HP 00/76 CT -0, Threshold 21 Commando Droid C3 - REF 23, HP 00/76 CT -0, Threshold 21 Commando Droid C4 - 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:Mitts is first but considering his location I don't think our actions should interfere with one another so just assume Hammer is doing this after him.
Hammer dodged blaster fire as he ran up the stairs. As soon as he was close behind the commander he braced his own weapon and laid down his own rain of cover fire so that they could get into the room behind the droids and stop the enemy from sending out any messages.
DC - 23 Ranged heavy assault blaster rifle* +10 (3d10+8) when braced on autofire and Point Blank Range targeting squares A 14 &15 and B14 & 15:00: 1d20+10 : 1 + 10, total 11
:dmg: 3d10+8 : 3, 5, 3 + 8, total 19
:ooc:Ouch, well at least they still take 1/2 damage on a miss...
Martel pushes out with the Force, intending to damage the droid ahead of him (C1) and clear out a little space, and then moves forward to engage hand-to-hand.
:ooc:
:00:(http://rpg.avioc.org/boards/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Use the Force - 1d20+12 : 17 + 12, total 29
:ooc:
:00:
Damage - 4d6+0 : 3, 3, 3, 5, total 14
:ooc: Hey tom, I should be right behind Haywire, according to my previous post. So now I will move to O-15. If I have LOS I'll try shooting C2, if I can't I'll fight defensively again for a +5 to REF.
blaster carbine +10 (3d8+5) with Point Blank Shot
Attack roll
Rolled 1d20+10 : 4 + 10, total 14
DMG
Rolled 3d8+5 : 6, 8, 4 + 5, total 23
Quote from: Stefan on Feb 24, 2014, 09:08 AM:ooc:Ouch, well at least they still take 1/2 damage on a miss...
:ooc: Sorry Stefan, a NAT 1 is an automatic miss (per the book pg 145).
Martel does damage of 14 to C1... 14/76
Mitts blaster fire goes into the top few stairs due to the up angle of his shot (14 misses REF 23)
Didn't get a chance to work on the tests last night - I will work on them and post this evening.
:ooc:Yeah, but the rules for auto-fire say that if you miss, the attack does half damage to those in the area (unless they have evasion), per the auto-fire rules on page 156. I'm not opposed to the rule of 1 taking precedence if that's the way you're thinking, I just want to make sure that's where you're going.
:ooc: Yea, the rule of 1 takes precedence. I had verified it yesterday with the SWSE errata/FAQ and here is what it says:
Q: Also, if I roll a natural 1 on my area effect attack roll, do I deal half damage (if I still beat Defense 10), or do I deal no damage since I "automatically missed?"
A: A natural 1 on an attack roll is always an automatic miss. In this case, you fail to hit the area you attacked. [SOURCE]
I guess I could have posted this clarification then. ;)
:ooc: No worries. It makes sense, otherwise there's really no chance of missing with an autofire attack and that really doesn't make sense at all.
:ooc: I've been waiting on John to act for Longshot. Going to give it one more night and move the game on in the morning.
:ooc: Okay, with things slowing down due to player absence, I am going to do a couple things. Booth and Longshot, I will NPC until they return. Haywire seems to be MIA so I am going to NPC him as well, but only in the narrative. First, Haywire is going to place his two proximity mines at the entrance to the sub-level so nothing can get through without taking a bit of damage and also warning the troopers. Second, it is a forgone conclusion that the explosives will be set - he is not being directly threatened and can take 10 on each explosive charge setup. This gives him a 26 on each check, which has the net effect of doubling the damage from each of the explosive devices.
[Explosive brought along: 2 Anti-Vehicle Mines, 2 Proximity Mines, 2 Ion Mines, 2 Limpet Mines, 4 Explosive Charges, 4 timers, 4 manual triggers, 2 reels of detonite cord (essentially 12 charges of det)]
The 4 explosive charges will be placed with timers along with the 12 blocks of det - three det blocks will be wired to a manual trigger. Booth will be given two of the manual triggers and Haywire holds the other two.
He will also be issuing commands to the computer to overwork the generator and by so doing create an overload of explosive force. The command issues will be opposed by another mech droid above and Haywire will need six successes against the droid to be successful (see below).
I will add more after I get the dice results.
:ooc: these are the tests Haywire will be performing while the rest of the team combats above.
You guys have two options:
1) try to escape the station on the opposite side you came in, which will give the team the cover of the small mountain on which it sits against the explosion. This means you will need to battle your way through that side, which will be against a timeframe until the explosives and overload happen. This option will be timed in the sense of how long it takes you to get through the bad guys and run down the opposite side of the mountain with its switchback.
2) you can exit the way you came in, but you will need to cover the distance to get to protection from the explosion - again versus a timeframe until the explosion. The distance will require 5 rounds of running once you are down and out of the station. 1 round will also be required for the climb down of each tier that you are up - so that is a minimum of 7 rounds needed to get away, plus the time it takes to battle your way out.
So, you all need to decide this as Haywire does his work. At the end of the next post, you will see how much time you have. Haywire will set the timers on the explosives as soon as he determines the overload time - understand that the explosives could be shut down by the droids using a Mechanics test, if they have the ability to get to them.
Haywire's Tests - these will be done over the last round, this round, and the next series of three combat roundsRound 8
Stealth place and conceal proximity mines 1d20+17 : 5 + 17, total 22
Stealth place and conceal proximity mines 1d20+17 : 2 + 17, total 19
Round 9
place 4 explosives - take 10 for a 26 on each result (damage of 10d6x2 each)
Round 10
place 4 det bunches - take 10 for a 26 on each result (damage of 9d6x2 each)
Round 11
Use Computer x 6 (I know - usually only 1 test per standard action, but I am going to expedite)
test 1 1d20+16 : 16 + 16, total 32
test 2 1d20+16 : 15 + 16, total 31
test 3 1d20+16 : 11 + 16, total 27
test 4 1d20+16 : 10 + 16, total 26
test 5 1d20+16 : 16 + 16, total 32
test 6 1d20+16 : 7 + 16, total 23
Mech droid opposition
test 1 1d20+13 : 2 + 13, total 15
test 2 1d20+13 : 9 + 13, total 22
test 3 1d20+13 : 15 + 13, total 28
test 4 1d20+13 : 13 + 13, total 26
test 5 1d20+13 : 19 + 13, total 32
test 6 1d20+13 : 5 + 13, total 18
Round 12
Use Computer x 6 (I know - usually only 1 test per standard action, but I am going to expedite)
test 1 1d20+16 : 5 + 16, total 21
test 2 1d20+16 : 4 + 16, total 20
test 3 1d20+16 : 5 + 16, total 21
test 4 1d20+16 : 13 + 16, total 29
test 5 1d20+16 : 20 + 16, total 36
test 6 1d20+16 : 13 + 16, total 29
Mech droid opposition
test 1 1d20+13 : 17 + 13, total 30
test 2 1d20+13 : 17 + 13, total 30
test 3 1d20+13 : 8 + 13, total 21
test 4 1d20+13 : 2 + 13, total 15
test 5 1d20+13 : 1 + 13, total 14
test 6 1d20+13 : 8 + 13, total 21
:ooc: So, in rounds 11 and 12, Haywire does successfully stage an overload via the generator's control system.
This is the amount of time it will take for it to overload/ and how much time you will need to escape based on the rules above, and starting in round 12. On a 2d6 roll below against the chart I have created:
Rolled 2d6 : 6, 4, total 10
2 = 6 rounds
3-4 = 8 rounds
5-9 = 12 rounds
10-11 = 14 rounds
12 = 16 rounds
:ooc: Okay, to summarize:
4 Explosives are set (10d6x2) and are timed to go off in 14 rounds, from round 12 (or on round 26)
4 Det clusters are set (9d6x2) and are manually controlled via triggers
The station will overload in 14 rounds, from round 12, or on round 26.
So... with that all going on in the background, we may continue the battle and narrative/dialogue.
Snow is falling hard again, so I will post more later.
:ooc: Longshot is running up the stairs and will attack C2
MOVE 6 squares
STANDARD fire on C1
DC 23 Ranged sniper rifle* +11 (3d8+8) with Point Blank Shot - precision shot and sniper allows him to fire into melee and ignore soft cover on ranged attacks, CT -1:00: 1d20+10 : 3 + 10, total 13
:dmg: 3d8+8 : 4, 1, 5 + 8, total 18
:ooc: Commando droids attack
C1 autofire sweeps [attacks all targets in a 6-square cone]STANDARD
DC 10+ Ranged blaster carbine +10 (4d8+8) with autofire Rapid Shot and Point Blank Shot :00: 1d20+10 : 10 + 10, total 20
:dmg: 4d8+8 : 1, 1, 5, 7 + 8, total 22
C2 autofire sweeps [attacks all targets in a 6-square cone]STANDARD
DC 10+ Ranged blaster carbine +10 (4d8+8) with autofire Rapid Shot and Point Blank Shot :00: 1d20+10 : 12 + 10, total 22
:dmg: 4d8+8 : 1, 5, 2, 1 + 8, total 17
:ooc: Hammer has EVASION and is missed completely.
Martel may roll a Deflect DC 20, or take 11 damage
Longshot is hit for half damage by both attacks
22/2 = 11 -2DR = 9 -or- 42/81 plus 17/2 = 8 -2DR = 6 -or- 48/81
The corridor is filled with blaster fire. Hammer goes to a knee and ducks and weaves, the blaster bolts missing him or being repelled by his armor. Longshot was also immersed, but did not fare as well as his brother.
The DaShade finally enters the fray. Stepping forward, a grenade from his belt and tosses it over the heads of the two commando droids.
STANDARD to throw grenade targeting the center point marked on the map.
DC 10+ Ranged frag grenade +11 (4d6+4, 2-square burst):00: 1d20+11 : 5 + 11, total 16
:dmg: 4d6+4 : 1, 2, 5, 1 + 4, total 13
:ooc: Martel takes
13/2 = 6 which is negated by his Damage Reduction
:ooc:Not that Hammer's opinion makes a huge difference since it's Booth and Martel that make the decision but I think we should fight through. It will give our opposition the least opportunity to undo all of Haywire's work. If we just ran out the way we came they could follow us back down to the room where the explosives are and disarm them, probably in far less than the 7 rounds we'd be running for.
:ooc:
:00:
DC 20 Deflect (UtF)- 1d20+12 : 11 + 12, total 23
:ooc: I am going to assume Booth is aiding Haywire in this round... setting up a new round.