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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 13, 2014, 02:51 PM

Title: Blow the station - round 5
Post by: tomcat on Jan 13, 2014, 02:51 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: The team has made access to the sub-level of the Relay Station

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

Martel - 19/96
Booth - 58/89
Mitts - 28/80
Hammer - 0/91
Haywire - 56/81 CT -1 (weariness)
Longshot - 22/81 CT -1 (weariness)
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Commando Droid C1 - REF 23, HP 52/76 CT -1, Threshold 21
Commando Droid C2 - REF 23, HP 28/76 CT -1, Threshold 21
Commando Droid C3 - REF 23, HP 56/76 CT -1, Threshold 21
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
Title: Re: Blow the station - round 5
Post by: Stefan on Jan 14, 2014, 07:52 AM
Seeing the two droids on top of the roof Hammer stops, braces himself, and lays down a barrage of cover fire for his brothers so that they can get to the door safely. 

Brace; Autofire Sweep; and Improved Suppression fire.
Ranged heavy assault blaster rifle* +10 (3d10+8) when braced on auto fire and Point Blank Range
ATK
Rolled 1d20+10 : 6 + 10, total 16

DMG
Rolled 3d10+8 : 6, 9, 5 + 8, total 28

both will take -2 on attacks next round
Title: Re: Blow the station - round 5
Post by: GandalfOfBorg on Jan 15, 2014, 08:05 AM
Martel's lightsabers hummed in eagerness to thrash the droids as he hacked at the one next to him.  If possible, he steps toward the droid he pulled over to give his men clearer shots.

:ooc:
Left LS attack -  1d20+9 : 16 + 9, total 25

Left LS damage -  2d8+5 : 1, 1 + 5, total 7


Right LS attack -  1d20+9 : 4 + 9, total 13

Right LS damage - 2d8+5 : 3, 4 + 5, total 12

Title: Re: Blow the station - round 5
Post by: tomcat on Jan 15, 2014, 09:44 AM
Hammer's blaster laid down a neat line of fire along the buttress of the relay station above, but did not have any affect on the droids that stood there firing from behind it.
Title: Re: Blow the station - round 5
Post by: tomcat on Jan 16, 2014, 08:51 AM
:ooc: With Deadpool away for summer break Down Undah, I will take over his PC until he is back.




The team medic raced under the cover fire from his brother and down the access passage that led into the Relay Station's sub-level. He had little time to take in the situation, but Mitts was a highly trained soldier. Seeing Booth to his right, he glanced left, saw an attacking droid, hoisted his weapon and fired.




MOVE 6 squares into the sub-level
STANDARD fires on C1
:00: DC 22 Ranged blaster carbine +10 (3d8+5) with Point Blank Shot
Rolled 1d20+10 : 15 + 10, total 25

:dmg: 3d8+5 : 1, 2, 7 + 5, total 15
Title: Re: Blow the station - round 5
Post by: tomcat on Jan 16, 2014, 08:52 AM
:ooc: Results - C1 takes 15 damage. :csu:

Just need to get Longshot's actions before I post for the droids.  
Title: Re: Blow the station - round 5
Post by: Stefan on Jan 16, 2014, 10:00 AM
Bummer, they do still take the -2 to attacks even if I miss since they (hopefully) would still have to duck for cover, right?
Title: Re: Blow the station - round 5
Post by: tomcat on Jan 16, 2014, 11:05 AM
:ooc: Yea, I will go with that, Stefan (or do you prefer Kory?)
Title: Re: Blow the station - round 5
Post by: Stefan on Jan 17, 2014, 04:06 AM
 :ooc:Whatever's easiest for you, I'll answer to either at this point.
Title: Re: Blow the station - round 5
Post by: tomcat on Jan 17, 2014, 03:55 PM
:ooc: For John - you guys are outside on the second tier. There are commando droids on top of the building now. You may either attack them or move inside. If you move inside, go ahead and count off your MOVE from the first square of the access passage.
Title: Re: Blow the station - round 5
Post by: Callowmoryne on Jan 17, 2014, 04:10 PM
As Hammer pulled up short to rain fire on the droids above, Longshot used that opportunity to continue through the openeing. His dash from his overlook position came to an end in the sublevel. He saw Mitts and booth ahead of him. The medic rounded the corner and fired to his left. Longshot moved just passed him to do the same.

:ooc:Move 6 squares into sublevel
Ranged sniper rifle* +11 (3d8+8) with Point Blank Shot on C1
Rolled 1d20+11 : 1 + 11, total 12

Damage
Rolled 3d8+8 : 2, 4, 2 + 8, total 16
Title: Re: Blow the station - round 5
Post by: Callowmoryne on Jan 17, 2014, 04:11 PM
 :ooc:  :'(
Title: Re: Blow the station - round 5
Post by: tomcat on Jan 17, 2014, 04:48 PM
The sub-level of the Relay Station was beginning to fill with the acrid smoke from the scorching blaster fire. The confines made for difficult maneuvering and the clone troopers were finding themselves bunched. Longshot ran into the chamber and fired at a droid but his momentum caused the shot to go wild. Seeing them grouped at the entrance, the commando droid unhooked a grenade from its torso and flung it in their direction.




:ooc: Commando Droids attack

C1 MOVE to grab grenade
STANDARD throw it
DC 10+ Ranged frag grenade +12 (4d6+2, 2-square burst), CT -1
:00: 1d20+11 : 20 + 11, total 31

:dmg: 4d6+2 : 2, 6, 5, 4 + 2, total 19


C2 MOVE to gain firing position
STANDARD fires on Haywire
DC 26 Ranged blaster carbine +14 (3d8+8) with Point Blank Shot, CT-1
:00: 1d20+13 : 19 + 13, total 32

:dmg: 3d8+8 : 2, 7, 4 + 8, total 21


C3 STANDARD fires on Martel
DC 23 Ranged blaster carbine +14 (3d8+8) with Point Blank Shot, CT -1
:00: 1d20+13 : 1 + 13, total 14

:dmg: 3d8+8 : 2, 2, 7 + 8, total 19
Title: Re: Blow the station - round 5
Post by: tomcat on Jan 17, 2014, 04:54 PM
:ooc: Ouch! Wow... good attacks. Here is the results:

Grenade impacts in the center between Booth, Longshot and Mitts - all are hit due to Nat 20. Fortunately damage isn't doubled on area attacks.

Booth takes 17 -2(DR) = 15 - or - 58/89
Longshot takes 17 -2(DR) = 15 - or - 22/81
Mitts takes 17 -2(DR) = 15 - or - 28/80

C2 hits Haywire for 21 -2(DR) = 19 -or- 56/81

Martel does 7 damage to C3 -or- 41/76

Just need Booth and Haywire to end this round.
Title: Re: Blow the station - round 5
Post by: Zilfallion on Jan 17, 2014, 06:00 PM
These commando droids were good, they'd have to take care of them quickly.  These were the thoughts going through Haywire's head as he took yet another blaster shot, some of the pain actually starting to feel numb, probably not a good sign.  The arrival of Mitts and Longshot however was good news.  Two extra guns in the fight would be useful.  Hammer was probably not far behind them as well.  Keeping his blaster aimed at the same commando droid Martel had just singed with his lightsabers, He'd snap off another shot.

DC 22 Assault Blaster Rifle with Point Blank Shot@C3
:00: 1d20+10 : 10 + 10, total 20

:dmg: 3d8+5 : 4, 1, 5 + 5, total 15


:ooc: Ouch, that damage really keeps adding up.  Double Swift to Aim again at C3, Standard to fire.

Welcome to the natural one club   B-)  We have to make the fight fair somehow for these droids now, so they get the 19's and 20's we get the 1's.

In other news, my newest campaign had it's first session tonight.  Characters met[Not for the first time] coming out of cryosleep within the government[a lie]"drug-use"[also a lie, but there is a section of the facility that's researching bioweapons and delivery via drug supply among many many delivery methods.] research facility[Supersoldier lab run by a corporation in secret](They're the test subjects of a government long term drug-use research program) strangely absent of the normal scientists, or any living soul.  Looked through some normally locked doors to discover a microbiology lab, a machine capable of modifying memories with other medical examination equipment in another room, and a room with 2 younglings in people jars and a lot of empty people jars.  Arming themselves with training weapons, they've discovered the dead body of a scientist in a hidden security room where we left off.  Current thoughts from the players: They're cloning us.  We're clones.  And it's all a simulation to see how they react.  And my personal favorite: The flying mind leaches have invaded.  I've deliberately feed misinformation to my players before starting this so as to give them information their character would have and not the truth, which has made for some interesting roleplaying as they're discovering a lot of this stuff.
Title: Re: Blow the station - round 5
Post by: Zilfallion on Jan 17, 2014, 06:03 PM
 :ooc: The damage really isn't much, but kind of need hits right now, especially with how low on HP I am right now.  Force Point Away! 

Force Point Die 1 1d6 : 4, total 4

Force Point Die 2 1d6 : 3, total 3
Title: Re: Blow the station - round 5
Post by: tomcat on Jan 17, 2014, 06:05 PM
:ooc: Cool! C3 is hit for 15 damage -or- 56/76

Your game sounds interesting. I love when I am able to pull off a good "what's going on here?" for my players.

Setting up round 6, but will edit for any changes that Booth creates.
Title: Re: Blow the station - round 5
Post by: Posterboy on Jan 17, 2014, 06:30 PM
Booth felt the force of the grenade pushing his armor inwards, pressing hard against his ribs and likely bruising some of his internal organs. Gonna need a new suit after this, he grunted to himself.

With Longshot and Mitts coming in and taking up positions, Booth moved back to reinforce Martel and Haywire, wanting to push to create an opening.

:ooc: Looking to move to S6 and fire on C3.

:00:
Rolled 1d20+11 : 7 + 11, total 18

:dmg:
Rolled 3d8+5 : 1, 3, 2 + 5, total 11
Title: Re: Blow the station - round 5
Post by: Posterboy on Jan 17, 2014, 06:33 PM
 :ooc:These dice are hurting my feeling.  ;) Im rolling for a force point on the attack:

:00:
Roll #1 1d6 : 1, total 1

:00:
Roll #2 1d6 : 6, total 6
Title: Re: Blow the station - round 5
Post by: tomcat on Jan 17, 2014, 06:35 PM
:ooc: Cool! C3 takes another 11 damage.

Title: Re: Blow the station - round 5
Post by: Posterboy on Jan 17, 2014, 06:41 PM
 :ooc:I'd also like to use my swift action to begin getting my second wind... does it take 2 or 3 swift actions?
Title: Re: Blow the station - round 5
Post by: Zilfallion on Jan 17, 2014, 06:52 PM
 :ooc:Taking a second wind is actually a single swift action.  It's the recover action to move up the condition track that's 3 swifts.
Title: Re: Blow the station - round 5
Post by: Posterboy on Jan 17, 2014, 06:54 PM
 :ooc: And aiming takes two swift actions... does it only add +1 to attack?
Title: Re: Blow the station - round 5
Post by: tomcat on Jan 17, 2014, 06:55 PM
:ooc: The only benefit is to remove any cover from your target, unless it is complete cover - unless you have Careful Shot and/or Deadeye. If you have either trait, you gain a +1 TH -or- extra die of damage.
Title: Re: Blow the station - round 5
Post by: Zilfallion on Jan 17, 2014, 06:56 PM
 :ooc: Aiming only adds +1 to attack if you have the careful shot feat.  Otherwise it just lets you ignore cover bonuses to reflex defense[Which Martel and that console is granting C3 from my current position, hence why I've been aiming].  Longshot however has deadeye, so aiming gives him +1 dice of damage.  Edit: it also triggers his debilitating shot talent.
Title: Re: Blow the station - round 5
Post by: Posterboy on Jan 17, 2014, 06:58 PM
 :ooc:Ah... hmm... well... thanks for the clarification.  :tup: And, Doug... thanks for the game! Super enjoyable!
Title: Re: Blow the station - round 5
Post by: tomcat on Jan 17, 2014, 07:00 PM
:ooc: As always, dude! It is all a team effort though. Kinda stinks that you will have to split away for awhile once this mission is done. Hopefully you will find your way back - you are a great addition to the 'table'.