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Reading Room - Archived Games (data may be deleted) => Welcome to the 501st! [Star Wars SE] => Topic started by: tomcat on Jan 07, 2014, 06:44 PM

Title: Blow the station - round 3
Post by: tomcat on Jan 07, 2014, 06:44 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 racing across the open plain to the station maintenance entrance - there is one more rounds until the arrive.

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

Martel - 19/96
Booth - 29/89
Mitts - 9/80
Hammer - 0/91
Haywire - 37/81 CT -1 (weariness)
Longshot - 3/81 CT -1 (weariness)
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Commando Droid C1 - REF 23, HP 37/76 CT -1, Threshold 21
Commando Droid C2 - REF 23, HP 00/76 CT -0, Threshold 21
Commando Droid C3 - REF 23, HP 07/76 CT -0, Threshold 21
Commando Droid C4 - REF 23, HP 55/76 CT -2, 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:
Commando Droids (+13) 21
Har'zic (+13) 18
Booth (+13) 17
Martel (+13) 15
Haywire (+11) 15

Although they have the high Init, they are not in combat but moving.
Mitts (+12) 22
Hammer (+12) 21
Longshot (+11) 21
Title: Re: Blow the station - round 3
Post by: tomcat on Jan 07, 2014, 06:56 PM
:ooc: Commando droids act:

Commando droid 1
STANDARD - fires on Martel who is now in the open (Martel's reflex is either 23, 28, or 33 this round depending on if still fighting defensive and if he makes an attack)
:00: DC 28 (33) Ranged blaster carbine +12 (3d8+7) with autofire and Point Blank Shot
Rolled 1d20+12 : 6 + 12, total 18

dmg if successful, 1/2 if roll is 10+ 3d8+8 : 3, 8, 7 + 8, total 26


Commando droid 3
STANDARD - fires on Haywire
:00: DC 26 Ranged blaster carbine +14 (3d8+8) with Point Blank Shot
Rolled 1d20+14 : 9 + 14, total 23

dmg if successful 3d8+8 : 5, 7, 5 + 8, total 25


Commando droid 4
STANDARD - fires on Booth
:00: DC 27 Ranged blaster carbine +14 (3d8+8) with Point Blank Shot
Rolled 1d20+14 : 13 + 14, total 27

dmg if successful 3d8+8 : 8, 4, 5 + 8, total 25
Title: Re: Blow the station - round 3
Post by: tomcat on Jan 07, 2014, 07:00 PM
:ooc: Results:

Martel is hit for 12 unless he can deflect the attack.
Haywire is missed
Booth is hit for 25 - 2(DR) = 23 damage




Blaster bolts rip across each other in a crossfire that tears into the walls behind each of the Clone troopers. This time it is Booth who feels them hit the mark. His armor absorbs some of the damage, but pain rages through him as his flesh is seared.
Title: Re: Blow the station - round 3
Post by: Stefan on Jan 08, 2014, 06:59 AM
Hammer continues to run back toward the hill.  As he runs he will let his rifle hang from his strap and draw his ascension gun so that it's ready when he's in range.
Title: Re: Blow the station - round 3
Post by: GandalfOfBorg on Jan 08, 2014, 08:26 AM
Martel's blade hums in anticipation of the incoming bolts.

:ooc:
DC 18 Use the Force -  1d20+12 : 3 + 12, total 15

Title: Re: Blow the station - round 3
Post by: GandalfOfBorg on Jan 08, 2014, 08:28 AM
 :o
Force Point -  1d6+0 : 3, total 3
Rolled 1d6+0 : 4, total 4
Title: Re: Blow the station - round 3
Post by: tomcat on Jan 08, 2014, 08:28 AM
:ooc: Sorry, man... that was a bummer roll, but with the FP you have deflected the attack.  :csu:
Title: Re: Blow the station - round 3
Post by: GandalfOfBorg on Jan 08, 2014, 08:31 AM
Martel successfully deflects the droid's blaster fire and with a flick of his hand and mind, he tosses the droid against the wall back around the corner.

:ooc:
Use the Force -  1d20+12 : 9 + 12, total 21

Using a Force Point to increase damage by +2d6
Title: Re: Blow the station - round 3
Post by: GandalfOfBorg on Jan 08, 2014, 08:32 AM
 :ooc:

Damage -  6d6+0 : 2, 2, 6, 2, 1, 1, total 14
Title: Re: Blow the station - round 3
Post by: GandalfOfBorg on Jan 08, 2014, 08:42 AM
Martel will move to further intercede between his men and the droids to offer a bit more protection by engaging C4 directly.  "Press your attack!"

:ooc: Move - Martel to the square above-diagonal left of C4. Swift - Return Move Object back to Force suite.
Title: Re: Blow the station - round 3
Post by: tomcat on Jan 08, 2014, 09:00 AM
:ooc: Moving six squares would put you in a position to engage C3 if you want, Matt, otherwise you will still need to MOVE first to engage C4 in the next round.

C1 takes 14 damage

GM roll 1d100 : 10, total 10
Title: Re: Blow the station - round 3
Post by: Posterboy on Jan 08, 2014, 09:17 AM
"Argh!" Booth grunted as the enemy fire burned through armor. Holding his ground, the sergeant brought his rifle to bear down on the commando droid once more.

:ooc:Come on, 20!

Attack C4 1d20+11 : 18 + 11, total 29

Damage, if successful 3d8+5 : 8, 8, 6 + 5, total 27
Title: Re: Blow the station - round 3
Post by: Posterboy on Jan 08, 2014, 09:18 AM
 :ooc: That'll do!  :tup:
Title: Re: Blow the station - round 3
Post by: tomcat on Jan 08, 2014, 09:31 AM
:ooc: NICE!

C4 takes 27 damage

The following is for my GM roll above that needed to be less than 25% - it was.

static damage 4d8 : 3, 8, 5, 7, total 23
Title: Re: Blow the station - round 3
Post by: tomcat on Jan 08, 2014, 09:34 AM
Martel hurled the Commando Droid with the Force and it flew back into the sheltered area of the generator room. What the Jedi did not expect was that the droid would get thrown into the large energy relay coil that extended off the main turbine generator and up to the station proper. The relay was shielded, but still the massive power that ran through it could be felt - a man's hairs would start to stand up if he came to close -or- worse the static could build up to a deadly discharge. For the metallic droid, it was the worst - the C1 unit hit the relay and an arc of static electricity leaped from the power circuit and passed down the length of the droid's form. Though it did not completely fry out the droid's internal components, the electricity left it shaking and smoking.




:ooc: C1 takes the additional 23 damage
Title: Re: Blow the station - round 3
Post by: tomcat on Jan 08, 2014, 09:39 AM
:ooc: I need Haywire's attack, but I am going to set up for round 4
Title: Re: Blow the station - round 3
Post by: GandalfOfBorg on Jan 08, 2014, 11:42 AM
 :ooc:
Sorry I meant C3.
Title: Re: Blow the station - round 3
Post by: tomcat on Jan 08, 2014, 11:53 AM
 :ooc: Position was edited on the map.
Title: Re: Blow the station - round 3
Post by: Zilfallion on Jan 08, 2014, 02:15 PM
Managing to avoid some of the return fire from one of the commando droids, Haywire noticed Martel move up and slam one of the droids with the force out of the corner of his eye, as he lined up a shot on the droid in the corner Booth was shooting.  Taking the shot, he briefly wondered how much longer until the rest of the team got there.

Ranged Blaster Rifle 1d20+10 : 7 + 10, total 17

Dmg if successful 3d8+5 : 7, 8, 1 + 5, total 21


:ooc: I do believe I stated using my Second Wind back last round since I was low enough on HP to use it to get 20 back. If not, I have the actions left this round to do so.

Also, wow, it is much harder than I expected to be able to concentrate on a semi serious game post while listening to nightcore music.
Title: Re: Blow the station - round 3
Post by: Zilfallion on Jan 08, 2014, 02:21 PM
 :ooc: Would need a five to hit C4... with my current rolling status, I'm not sure if I could get the 5 or 6 on 2d6.  Basic statistics puts it at 33% chance on 1d6, since we're using two... there's a 44.4% chance I get it on one, but not the other, and a 11.1% chance I'd get it on both, leading to a total probability chance of 55.5%... Acceptable odds, I'll spend the FP to try and get the hit.

Force Point die 1 1d6 : 5, total 5

Force Point die 2 1d6 : 3, total 3
Title: Re: Blow the station - round 3
Post by: tomcat on Jan 09, 2014, 08:49 AM
:ooc: Sorry about that, Zil! I took care of it and updated our header post for this round and round 4. Marked off the Force point, too.  :csu:

Haywire hits C4 for 21 damage.