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Reading Room - Archived Games (data may be deleted) => Welcome to the 501st! [Star Wars SE] => Topic started by: tomcat on Oct 03, 2013, 07:05 PM

Title: No Man's Land - round 2
Post by: tomcat on Oct 03, 2013, 07:05 PM
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: PC's have made their initial movement on the hill, but their position was compromised. They face two auto-turrets with limited field of fire; a sniper droideka; two spider droids out of position; two patrols of 6xB-1 2xB-2 battle droids, also out of position and will need to close

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

Martel - 0/96
Booth - 0/89
Mitts - 9/80
Hammer - 0/91
Haywire - 18/81
Longshot - 0/81
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Sniper droideka - 0/41 SR 20 REF 19
Auto turret 1 - DESTROYED
Auto turret 2 - 0/25 SR 10 REF 16
Spider droid 1 - 0/32 REF 13
Spider droid 2 - 0/32 REF 13

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:
Auto-turrets (+8) 24
Mitts (+12) 22
Hammer (+12) 21
Longshot (+11) 21
Droideka (+9) 20
Booth (+13) 17
Martel (+13) 15
Haywire (+11) 15
Spider droids (+3) 10
B1/B2's (+0) 3
Title: Re: No Man's Land - round 2
Post by: Posterboy on Oct 03, 2013, 07:58 PM
 :ooc:I'm going to be out of commission for a few days due to birthday parties and heavy work load. Feel free to NPC Booth as needed. My intention would be to take out that spider droid that just rounded the corner, and probably the other one as it comes around too. I imagine Booth to be the last guy up the wall... he'd want to stick around in case Longshot needs some back up.

If Hammer/Mitts happen to destroy Spider Droid #1, before Booth's turn, Booth will pop out from the wall again and look to shoot the same target as Longshot (assuming Longshot is firing on the Droideka or Turret), before returning to the cover of the wall once again.


Booth spoke crisply over his commset as he picked his target. "Combined fire, boys. Let's take these clankers down one at a time."


:ooc:
Attack vs spider droid #1: 1d20+11 : 18 + 11, total 29

Damage if successful: 3d8+5 : 5, 4, 7 + 5, total 21


Again, cover fire, and running attack if needed
Title: Re: No Man's Land - round 2
Post by: Zilfallion on Oct 03, 2013, 10:02 PM
 :ooc:  :\  I know I probably shouldn't mention this as a player, but Haywire's HP should read 18/81.  You didn't add the droideka's damage to the set you have up.
Title: Re: No Man's Land - round 2
Post by: tomcat on Oct 04, 2013, 08:54 AM
:ooc: Thanks, I fixed it.

Auto-turret #2 fires on Mitts
:00: DC 27 Ranged light repeating blaster +6 (3d8+3) with braced autofire and Point Blank Shot
Rolled 1d20+6 : 8 + 6, total 14

dmg if successful, half if roll over 10 3d8+3 : 1, 7, 5 + 3, total 16
Title: Re: No Man's Land - round 2
Post by: tomcat on Oct 04, 2013, 08:55 AM
:ooc: Results

Mitts takes damage of 8 -2 (DR) = 6 -or- 9/80
Title: Re: No Man's Land - round 2
Post by: deadpool on Oct 04, 2013, 11:59 AM
Once again, Mitts was surrounded by the autoturret's blaster fire. He tried to avoid them, but got slightly hit by the concentrated energy attack. Quickly glancing at the damage done to his armor he said to himself "It's just a flesh wound, come on." When he turned his head, though, he was able to see the spider droid moving towards them, ready to fire.
"Damn it." he muttered. As fast as he could, he pivoted on his feet and turn to his right, facing the incoming threat. "Get to cover! Move!" he cried at Haywire. "Come here you four-legged S.O.B." shouted over his own carbine's shots.

:ooc:I'll move through Haywire's square to the one right above Martel.
Attack with blaster carbine +10 (3d8+5) with Point Blank Shot  at Spider droid

Attack
Rolled 1d20+10 : 11 + 10, total 21


Dmg
Rolled 3d8+5 : 8, 8, 8 + 5, total 29
Title: Re: No Man's Land - round 2
Post by: deadpool on Oct 04, 2013, 12:00 PM
 :ooc:wow, max dmg. Unbelievable
Title: Re: No Man's Land - round 2
Post by: Callowmoryne on Oct 04, 2013, 01:22 PM
His team was taking fire. The patrols were just out of sight and would likely be on his ass soon. They were outnumbered. Things were heating up fast. Longshot was loving life.





:ooc: if it's still alive I fire on same spider droid as Mitts. If not, the other. Nice damage roll!

Ranged sniper rifle* +10 (4d8+7; CT -1) with Deadeye and Debilitating Shot (requires Aim)

(http://rpg.avioc.org/boards/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+10 : 14 + 10, total 24

(http://rpg.avioc.org/boards/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 4d8+7 : 4, 6, 1, 5 + 7, total 23
Title: Re: No Man's Land - round 2
Post by: Callowmoryne on Oct 04, 2013, 01:25 PM
 :ooc: oh damn sorry guys I just wanted to fix my horrible spelling and punctuation lol if you want me to roll again Doug "where you can see it" I will
Title: Re: No Man's Land - round 2
Post by: Zilfallion on Oct 04, 2013, 02:59 PM
 :ooc: Personally, I'm all for giving someone the benefit of the doubt in a situation like this.
Title: Re: No Man's Land - round 2
Post by: tomcat on Oct 04, 2013, 04:01 PM
Quote from: Callowmoryne on Oct 04, 2013, 01:25 PM:ooc: oh damn sorry guys I just wanted to fix my horrible spelling and punctuation lol if you want me to roll again Doug "where you can see it" I will

:ooc: No worries, John. The rolls are fine. I sometimes forget about the tamper guard when I go back and fix my post. I have gotten in the habit of separating dice roll posts from narrative posts, or re-reading my text to make sure I don't have any mess ups. It's all good though, you know that.

I will post an update shortly.
Title: Re: No Man's Land - round 2
Post by: tomcat on Oct 04, 2013, 05:42 PM
:ooc: Results

Mitts hits with awesome results on the spider droid 1 for 29/32 CT -1

Longshot hits spider droid 1 for 23 damage -or- 52/32 DESTROYED

Booth fired on Auto-turret 2 for 21 -10 (SR) = 11/25

Just need Hammer and then I will post for the droideka




Mitts moved quickly into position and went to a knee. His carbine flared before the spider droid could react and the blaster bolt struck it cleanly in one of its joints. The hulking machine began to shake and rattle as the well placed shot ripped through its control mechanisms. Seconds later, Longshot's own blaster fire ripped into the thing even more and caused it to brew up. The droid collapsed on its legs and burned.

Still trying to eliminate the mountains defenses, Booth backed off the hill and pumped more fire into the remaining auto-cannon.
Title: Re: No Man's Land - round 2
Post by: GandalfOfBorg on Oct 04, 2013, 07:22 PM
"Alright, up I go, you guys are hogging all the fun.  Maybe I can take care of two mynocks with one slug."

:ooc:What will it take to scale the cliffs? I believe we all have ascension equipment.
Title: Re: No Man's Land - round 2
Post by: tomcat on Oct 05, 2013, 09:03 AM
:ooc: Hey Matt,

Here is the descriptor for the S-5 Ascension gun: A successful hit using the liquid cable feature ensnares a target or securely attaches to a targeted surface. It can lift up to 500 kilograms and has a range of 8 squares. It holds two 20-meter liquid cables.

So, to hit the cliff wall is a DC 5 which is a non-needed roll, and then it hauls the gunner up. Martel does not have an ascension gun but another teammate can hoist him up with themselves - I don't think the two PC's would be over a combined weight of 1,102 pounds. Otherwise it will be a DC 25 to scale the walls with no gear.
Title: Re: No Man's Land - round 2
Post by: Zilfallion on Oct 05, 2013, 02:11 PM
 :ooc: Huh, I was under the impression we were using the one from Galaxy at War pg. 37-38.  Max lift of 720kg.  Max range on syntherope shot vertically is 30 squares(45 meters), allows you to move vertically at a speed of 12 squares per round in ascension mode.
Title: Re: No Man's Land - round 2
Post by: tomcat on Oct 06, 2013, 04:24 PM
:ooc: Hey, Zil, that is cool. I went to find the ascension gun on my Saga Index and it pointed to the Web Articles and that was the description. I prefer the one from the book.
Title: Re: No Man's Land - round 2
Post by: Zilfallion on Oct 06, 2013, 06:23 PM
 :ooc: Wasn't even aware of the S-5 being an actually statted pistol offhand.  I'd thought you'd just chosen a pistol that fit the ascension gun.  Yeah, I like a lot of the guns out of Galaxy at War, lot of them fit Clone Wars era guns.  New data stored in memory banks.  My guess is the S-5 was one of the things they released in a webarticle early, and then later on came back with an official version in a book.  You see a couple things like that.

On a side note: DC-19 Stealth Carbines are awesome.  We should requisition some if we ever have some mission where stealth is more important than life.
Title: Re: No Man's Land - round 2
Post by: Stefan on Oct 07, 2013, 03:58 AM
Since Spider droid 1 is dead Hammer is going to hold his action till Spider 2 comes into view then blast him.

Ranged heavy assault blaster rifle* +9 (5d10+7) with Burst Fire and braced

Rolled 1d20+9 : 16 + 9, total 25

Rolled 5d10+7 : 4, 1, 1, 5, 3 + 7, total 21

Title: Re: No Man's Land - round 2
Post by: GandalfOfBorg on Oct 07, 2013, 09:33 AM
Martel moves off to intercept the second spider droid's fire near Haywire.
Title: Re: No Man's Land - round 2
Post by: tomcat on Oct 10, 2013, 01:01 PM
 :ooc: Droideka two MOVES 8 squares
STANDARD fires on Hammer (going to be a piece of luck to make this attack)
:00: DC 27 Ranged Combat blaster cannon +6 (6d8+1) with Point Blank Shot
Rolled 1d20+6 : 17 + 6, total 23

dmg if successful 6d8+1 : 3, 8, 3, 3, 2, 7 + 1, total 27

Title: Re: No Man's Land - round 2
Post by: tomcat on Oct 10, 2013, 01:08 PM
The rock wall behind Hammer exploded with fire and debris as the spider droid fired. It had been close, but not enough. The clone squeezed the trigger on his own heavy blaster and the thing whirred as it released a burst of fire right into the metal monstrosity. The droid shook from the damage and began to smoke, but still it moved which meant there was life. The jedi thought to run at it and finish it...




:ooc: Results

Hammer hits spider droid 2 for 27/32 CT -1

Matt, I will let you re-think your actions this round if you want, otherwise you will be 6-squares from your current position towards X2

Zil, give me your attack and I will add round 3 shortly

Title: Re: No Man's Land - round 2
Post by: Zilfallion on Oct 10, 2013, 02:10 PM
Haywire quickly fired off another shot, this time aimed at the spider droid approaching on his left, before finishing to close the distance to the cover of the wall.  Derecho seemed to be handling the situation rather well, but they'd have to take care of that droideka sniping sooner or later.

:00: DC 12 Ranged Blaster Rifle +10 with pointblank shot
Rolled 1d20+10 : 16 + 10, total 26

Rolled 3d8+5 : 1, 5, 1 + 5, total 12


:ooc: Spider droid seemed a little bit bigger threat than the autoturret.  So I thought I'd try and finish this one off.
Title: Re: No Man's Land - round 2
Post by: GandalfOfBorg on Oct 11, 2013, 04:48 AM
 :ooc: Meh oh well hehe Martel will wait to ascend with the others.
Title: Re: No Man's Land - round 2
Post by: tomcat on Oct 14, 2013, 04:51 PM
Haywire's fire also hit the spider droid and finished the job left by Hammer. It sagged on its legs to the ground and then burst into a fiery explosion. The noise echoed across the valley.
Title: Re: No Man's Land - round 2
Post by: tomcat on Oct 14, 2013, 05:06 PM
:ooc: I just realized I did not perform the droideka's attack at its initiative point (although I did call spider droid 2 the droideka just above when it attacked Hammer)... anyway, here is its actions.

Perception +21 to see Longshot's position on Hill H - DC 35
Rolled 1d20+21 : 19 + 21, total 40





The two long blaster shots that came across the valley drew the attention of the droideka sniper and its scoped eyes began to focus in on Hill H in search of whomever was supporting the attackers below.
Title: Re: No Man's Land - round 2
Post by: tomcat on Oct 14, 2013, 05:13 PM
Even though Longshot lay amongst the rubble and his armor was shadowskin coated, the sniper droid atop the Relay Station was able to track in on him. It's long muzzled blaster flared yellow as it shot.




STANDARD - fires on Longshot
:00: DC 25 Ranged blaster rifle +12 (3d8+2)
Rolled 1d20+12 : 10 + 12, total 22

dmg if successful 3d8+2 : 6, 4, 8 + 2, total 20
Title: Re: No Man's Land - round 2
Post by: tomcat on Oct 14, 2013, 05:13 PM
:ooc: the sniper droideka will use a Force Point

Rolled 1d6 : 1, total 1
Title: Re: No Man's Land - round 2
Post by: tomcat on Oct 14, 2013, 05:15 PM
Longshot felt small fragments of seared rock and soil hit his helmet visor as the ground suddenly exploded in front of him. The shot had been close and it could have been deadly.