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Reading Room - Archived Games (data may be deleted) => Welcome to the 501st! [Star Wars SE] => Topic started by: tomcat on Dec 13, 2013, 09:52 PM

Title: Blow the station - round 2
Post by: tomcat on Dec 13, 2013, 09:52 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: Half of the team have made access to the sub-level of the Relay Station - the other half are still needing to regroup and get to the second tier of the mount. They face a new threat of Commando droids, Har'zic the Dashade, and the remaining B1/B2 battle droid squad.

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

Martel - 19/96
Booth - 6/89
Mitts - 9/80
Hammer - 0/91
Haywire - 57/81 CT -1 (weariness)
Longshot - 3/81 CT -1 (weariness)
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Commando Droid - REF 23, HP 0/76, Threshold 21
Commando Droid C3 - REF 23, HP 7/76, Threshold 21
Commando Droid C4 - REF 23, HP 7/76, 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
B1/B2's (+0) 3
Title: Re: Blow the station - round 2
Post by: deadpool on Dec 14, 2013, 07:23 AM
 :ooc: I put it in the other round's thread, but I destroyed the B2 already. So I'll fire at the B1 and we should be good to go.
Attack roll  blaster carbine +10 (3d8+5) with Point Blank Shot
Rolled 1d20+10 : 8 + 10, total 18


DMG
Rolled 3d8+5 : 5, 7, 6 + 5, total 23


If it's destroyed I'll start moving towards the bunker.
Title: Re: Blow the station - round 2
Post by: tomcat on Dec 14, 2013, 10:58 AM
:ooc: The B1 goes down in a pile with its other droids.

Counting the squares, it will take 5 rounds for Longshot to cover the distance at full RUN - I do not hold PC's to having to run in a direct line of squares. I see people run full tilt and turn no problem.

All this said, I do not want to hold all the PC's up and see half the team get chewed to pieces while the other is trying to get there, SO - it will be 3 full rounds for Longshot to make it the access doorway and 2 rounds for Mitts and Hammer.




Fire from Longshot's right seared into the B1's thin metallic skin and burned its control motivators to scrap. It fell to the ground with the others from its company. The sniper glanced in the direction of the fire and saw Mitts give a salute and then turn towards the mountain. Hammer gave a gesture to hurry along and then he too was moving.

There were no more apparent threats.
Title: Re: Blow the station - round 2
Post by: Stefan on Dec 16, 2013, 04:25 AM
Wave Longshot to hurry, turn and run.
Title: Re: Blow the station - round 2
Post by: GandalfOfBorg on Dec 16, 2013, 07:55 AM
 :ooc:Use a Force Point, activate Damage Reduction (Energy) 10.  I just don't remember what kind of action this requires.
Title: Re: Blow the station - round 2
Post by: deadpool on Dec 16, 2013, 08:16 AM
 :ooc: It's a standard action and it lasts for 1 minute /10 rounds
Title: Re: Blow the station - round 2
Post by: GandalfOfBorg on Dec 16, 2013, 11:40 AM
Martel moves out into the hallway between Booth and the droid at the far end, preparing for some onslaught.

:ooc:Martel moves out to cover Booth from his flank and goes defensive to increase REF save.
Title: Re: Blow the station - round 2
Post by: Posterboy on Dec 19, 2013, 08:48 PM
 :ooc: Should I be waiting on my post until after the commando droid act?

Also, am I able to shoot at a foe when I'm only 5 ft away (melee range) without incurring attacks of opportunity? I forget how it works for Star Wars.

Finally, I'm about to hit some vacation time with family and will likely be away from the boards until next Saturday. I might be able to get a post in this Saturday before I head out. I'll try for sure.
Title: Re: Blow the station - round 2
Post by: tomcat on Dec 21, 2013, 10:21 AM
:ooc: Hey Aryn, I will get to my posting soon. I've been slammed with Christmas stuff. Give me a bit more time.
Title: Re: Blow the station - round 2
Post by: Posterboy on Dec 21, 2013, 05:08 PM
 :ooc: No worries... I'm swamped too.  #:S
Title: Re: Blow the station - round 2
Post by: Zilfallion on Dec 21, 2013, 07:46 PM
 :ooc: I'd like to apologize for my disappearance without notice.  It's that time of year.  Finals and Travel sucked away pretty much all my free time. and I've had pretty much no time for games, even had to delay the game I run over skype, and the start of a 2nd one(Although the delay doesn't hurt too much, I threw out every ship for a custom galaxy, and am filling in all the required types of ships with 100% custom designs, which was also put on hold, I only have shuttles, some freighters, starfighters/bombers, and tanks done.).

Quote from: Posterboy on Dec 19, 2013, 08:48 PM
:ooc:
Also, am I able to shoot at a foe when I'm only 5 ft away (melee range) without incurring attacks of opportunity? I forget how it works for Star Wars.
Yes, however aiming or reloading does provoke an AoO.  Simply firing a ranged weapon at melee distance does not.
Title: Re: Blow the station - round 2
Post by: tomcat on Dec 28, 2013, 01:29 PM
:ooc: Okay - its been a while, but its time to get things moving.

C3 Fires on Booth
STANDARD
:00: DC 27 Ranged blaster carbine +13 (3d8+7)
Rolled 1d20+7 : 18 + 7, total 25

dmg if successful 3d8+7 : 3, 5, 4 + 7, total 19


C4 fires on Haywire
:00: DC 26 Ranged blaster carbine +13 (3d8+7)
Rolled 1d20+7 : 19 + 7, total 26

dmg if successful 3d8+7 : 1, 8, 7 + 7, total 23


They then MOVE back to new firing positions
Title: Re: Blow the station - round 2
Post by: tomcat on Dec 28, 2013, 01:34 PM
:ooc: Haywire is hit for: 23 -2(DR) = 21 damage
Title: Re: Blow the station - round 2
Post by: Posterboy on Dec 29, 2013, 05:23 PM
 :ooc: Am I able to toss a grenade over the generator and in behind the commando droid? I'm trying to throw it in such a way that it gains the most blast radius, but the generator provides Haywire and Booth cover from it.
Title: Re: Blow the station - round 2
Post by: tomcat on Dec 29, 2013, 08:29 PM
 :ooc: Yea, you can do that.
Title: Re: Blow the station - round 2
Post by: Posterboy on Dec 31, 2013, 07:54 AM
 :ooc:Decided to go a different route...

Booth felt the searing heat of the blaster fire as his armor absorbed the bolt. The clone gritted his teeth as he squeezed off a shot at the droid in the corner. "Haywire, let's tag-team these tinnies. Mitts, Hammer, Longshot... you're missing the party. Best hustle."

:ooc:Shooting the C4 droid...
Title: Re: Blow the station - round 2
Post by: Zilfallion on Dec 31, 2013, 06:21 PM
 :ooc: You know, you have have decided to go another route, but I like that idea, I'm going to take it and alter it a little.

Haywire clenched his teeth in pain from the blaster bolt.  He could certainly take a hit, but the hits were really starting to add up.  Taking a quick second to catch his breath, he'd respond over the comlink with a "Yes sir!" Pain creeping it's way into his voice as he took in the droid's movement.  Too far apart now to hit both on automatic with out some crazy trick, but not far enough apart for a well placed grenade's blast, which Booth was a safe distance from.  Leveling the rifle aimed between the droids, he'd fire off a grenade from it's grenade launcher undercarriage.

Ranged Grenade Launcher w/PBS 1d20+9 : 1 + 9, total 10

Dmg if hit/Half if miss but better than 10 4d6+5 : 2, 2, 1, 4 + 5, total 14


:ooc: I'd like to target the Q/R 7/8 Corner(So long as no allies move 2-square burst range before the attack goes off).  the 2-square burst should be enough to catch both C3 and C4 in the blast. [If I'm completely misjudging my burst area for some reason, please tell me]
For my swift action I'd like to take my second wind and gain back 20 HP.  Should put me at 37, and since they spread back out, I guess I'll trade my move-action back down to a swift to switch back to semi-auto.
Title: Re: Blow the station - round 2
Post by: Zilfallion on Dec 31, 2013, 06:23 PM
 :ooc: I think this is highly appropriate right now.
(http://rlv.zcache.com/help_my_dice_are_trying_to_kill_me_round_sticker-r968c324ccb864062aff1ccbd3fd159c4_v9wth_8byvr_512.jpg)
Title: Re: Blow the station - round 2
Post by: deadpool on Jan 02, 2014, 05:03 AM
 :ooc: haha Don't worry, the medic is on its way, a long, long way...
Title: Re: Blow the station - round 2
Post by: deadpool on Jan 03, 2014, 11:25 AM
 :ooc:  Hey, everyone. I wanted to let you know that I will be going away next wednesday and I won't be back until February. tomcat, please feel free to GM my character.
Title: Re: Blow the station - round 2
Post by: tomcat on Jan 04, 2014, 09:45 AM
:ooc: ZIL! Bummer roll, man! It misses unfortunately.

I am assuming Aryn meant to roll but maybe got distracted, so I will roll for him now.

Deadpool, cool! I will GM Mitts for the next couple months, but let me know if you won't be back for any reason. Aryn has to leave us for a while, too, and I may either reorganize Derecho squad for the next mission or we put the game to bed.
Title: Re: Blow the station - round 2
Post by: tomcat on Jan 04, 2014, 09:54 AM
:ooc: Booth fires on C4

STANDARD
:00: DC 23 Ranged assault blaster rifle* +11 (3d8+5) with Point Blank
Rolled 1d20+11 : 1 + 11, total 12

dmg if successful 3d8+5 : 2, 4, 1 + 5, total 12
Title: Re: Blow the station - round 2
Post by: tomcat on Jan 04, 2014, 09:58 AM
:ooc: Yikes! Blaster fire is very ineffective so far.

Matt, what is Martel going to do this round?

Once Matt goes, Round 2 is over and we have two more rounds until the remaining PC's reach the entrance.




Booth and Haywire both fired at the cornered commando droid, but their blaster bolts were wild. The computer console that the droid took cover near exploded in a blast of sparks and smoke, but little harm was done to their enemy. Haywire had taken some serious wounds - they needed the advantage to change quickly.
Title: Re: Blow the station - round 2
Post by: deadpool on Jan 04, 2014, 11:51 AM
 :ooc: Don't worry. I'll be back on the first week of February. I'm just going on vacation. Is summer here in the southern hemisfere.
Title: Re: Blow the station - round 2
Post by: Posterboy on Jan 04, 2014, 05:57 PM
 :ooc:Argh! Sorry, man... just forgot to put the roll in. Thanks for covering me... sorta...  :P
Title: Re: Blow the station - round 2
Post by: GandalfOfBorg on Jan 06, 2014, 05:05 AM
 :ooc: Unless the map has changed, my action is on the first page of the thread where I activate the DR 10 ability and move between Booth and the far droid at the bottom of the pic.
Title: Re: Blow the station - round 2
Post by: tomcat on Jan 06, 2014, 08:25 AM
:ooc: Ah! I see it now... sorry, man.

I will get Round 3 posted in a few.
Title: Re: Blow the station - round 2
Post by: GandalfOfBorg on Jan 07, 2014, 06:30 AM
no problem, we're all getting a little old  ;) ;D