RPG.avioc.org

Reading Room - Archived Games (data may be deleted) => Welcome to the 501st! [Star Wars SE] => Topic started by: tomcat on Jan 17, 2014, 06:11 PM

Title: Blow the station - round 6
Post by: tomcat on Jan 17, 2014, 06:11 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 - 36/89
Mitts - 39/80
Hammer - 0/91
Haywire - 56/81 CT -1 (weariness)
Longshot - 33/81 CT -1 (weariness)
|
|
|
|
|
|
|
Commando Droid C1 - REF 23, HP 73/76 CT -2, Threshold 21
Commando Droid C2 - REF 23, HP 28/76 CT -1, Threshold 21
Commando Droid C3 - REF 23, HP 67/76 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 6
Post by: Posterboy on Jan 17, 2014, 06:41 PM
Booth continued to rain down blaster fire on the commando droids, eager to bring another one down.

:ooc:Hey, I'm posting now because I've got a busy week ahead. If Booth is still standing when it gets to his turn, he's looking to fire on C3 again, or C2 if C3 disabled. I'm also not sure how many swift actions it take to gain a second wind, but I'm continuing it from last round, using both my move and my swift action if I need to.

:00:
Attack on C3 1d20+11 : 9 + 11, total 20

:00:
Damage 3d8+5 : 7, 8, 1 + 5, total 21

Title: Re: Blow the station - round 6
Post by: Posterboy on Jan 17, 2014, 06:43 PM
 :ooc:Another force point...  :roll:

:00:
Roll #1 1d6 : 5, total 5

:00:
Roll #2 1d6 : 4, total 4
Title: Re: Blow the station - round 6
Post by: tomcat on Jan 17, 2014, 06:43 PM
Mitts felt the small shards from the fragmentation grenade slice into his flesh and armor, the pressure wave slamming his back like a fist. The pain hardened him to his actions and he went to a knee, aimed down the length of his barrel and fired once more.




STANDARD Mitts fires on C1
DC 22 Ranged blaster carbine +10 (3d8+5) with Point Blank Shot
:00: 1d20+10 : 2 + 10, total 12

:dmg: 3d8+5 : 4, 2, 1 + 5, total 12
Title: Re: Blow the station - round 6
Post by: tomcat on Jan 17, 2014, 06:46 PM
:ooc: That's cool, Aryn. I will place the actions in the game in the INIT sequence. Maybe there won't be any targets left.  ;)
Title: Re: Blow the station - round 6
Post by: Posterboy on Jan 17, 2014, 06:52 PM
 :ooc:  (-D Yeah... sure...

I keep hoping one of these droids is going to roll a 1 against Haywire. I'm waiting for his Unexpected Results to kick in. :)

Also, Booth's attack would again give Martel and Haywire a +1 to REF... not sure about the others.
Title: Re: Blow the station - round 6
Post by: tomcat on Jan 17, 2014, 06:54 PM
:ooc: Cool, I am applying your Second Wind
Title: Re: Blow the station - round 6
Post by: Zilfallion on Jan 17, 2014, 06:54 PM
 :ooc: Yeah... sadly it seems to be these darn 19's.
Title: Re: Blow the station - round 6
Post by: tomcat on Jan 19, 2014, 12:30 PM
:ooc: Okay, just bumping this so it is before round 5 and everyone knows it is here. I need Longshot and Hammer and then I can do the droids.
Title: Re: Blow the station - round 6
Post by: Callowmoryne on Jan 19, 2014, 01:48 PM
As the shrapnel from the grenade washed over Longshot and his squad mates he felt a rush of rage. He quickly channeled it to focus on his next shot. They had to turn the tide soon.

:ooc:Ranged sniper rifle* +11 (4d8+8; CT -1) with Point Blank Shot and Deadeye and Debilitating Shot (requires Aim) on C1
Rolled 1d20+11 : 13 + 11, total 24

Damage
Rolled 4d8+8 : 7, 1, 2, 3 + 8, total 21
Title: Re: Blow the station - round 6
Post by: GandalfOfBorg on Jan 20, 2014, 09:17 AM
Martel sends the droids nearest him, slamming into each other (C3 into C2).  Seeing who he assumed is some commander (unless he is recognized somehow from mission briefing or whatever), he moves to confront him (3 spaces above D).

:ooc:

Use the Force -  1d20+12 : 5 + 12, total 17

Title: Re: Blow the station - round 6
Post by: GandalfOfBorg on Jan 20, 2014, 09:18 AM
"Surrender in the name of the Republic!  It will go better for you if you do."

:ooc:

Will spend another FP to increase damage +2d6
Damage -  4d6+0 : 3, 2, 1, 4, total 10

Title: Re: Blow the station - round 6
Post by: tomcat on Jan 20, 2014, 02:41 PM
:ooc: Longshot hits C1 for 21 -or- 73/76 CT -2
Title: Re: Blow the station - round 6
Post by: Stefan on Jan 21, 2014, 06:34 AM
Now that his brothers were safe under the cover of the passageway into the building, Hammer stops firing and runs to the cover of the doorway himself.

:ooc:Hammer will move to the point just inside the hallway, down and to the right of booth, covering their escape route since I believe that running that far he will not be able to fire this round.
Title: Re: Blow the station - round 6
Post by: tomcat on Jan 22, 2014, 08:23 PM
:ooc: Cool, I will post the Commandos' actions tomorrow
Title: Re: Blow the station - round 6
Post by: tomcat on Jan 23, 2014, 10:24 AM
Har'zic could see that his droids were starting to show their inequity when it came to the soldiers arrayed against them. Still, they were doing their job. He called out to the command droid, "Commander hold these troops off to the last! I will secure the second level."

"Aye, aye, sir," came the response over the blaster fire. The commando droids fired again.




FULL ROUND - Har'zic heads up the ramp

SWIFT x2 - aim
STANDARD - droids fire (targets listed below)
DC below Ranged blaster carbine +12 (4d8+8) with Point Blank Shot and Rapid Shot, CT -1
:00: C2 fires on Hammer REF 27 1d20+11 : 9 + 11, total 20

:dmg: 4d8+8 : 8, 2, 8, 2 + 8, total 28


:00: C3 fires on Martel REF 23 1d20+11 : 16 + 11, total 27

:dmg: 4d8+8 : 1, 6, 4, 7 + 8, total 26


SWIFT - switch to Autofire
DC 10+ Ranged blaster carbine +10 (4d8+8) with autofire Rapid Shot and Point Blank Shot, CT -2
:00: C1 autofires on 2x2 sq for L&T 1d20+8 : 17 + 8, total 25

:dmg: 4d8+8 : 1, 8, 3, 6 + 8, total 26
Title: Re: Blow the station - round 6
Post by: tomcat on Jan 23, 2014, 10:35 AM
:ooc: Results...

Hammer is missed

Martel is hit and will take 27 damage unless he can Deflect

Longshot and Mitts are only hit for 1/2 of 26 = 13 - 2(DR) = 11 damage

Longshot - 33/81
Mitts - 39/80
Title: Re: Blow the station - round 6
Post by: tomcat on Jan 23, 2014, 10:45 AM
With blaster bolts flying around them, burning into flesh, armor and the walls, Booth shouldered his rifle and squeezed the trigger. The blaster bolts hit the commando droid, unit C3, in its head and blew it off. The metallic figure tumbled to the ground nothing more now than scrap metal.




:ooc: Applying Booth's attack here from earlier and we see him hit C3 for 21 - or - 88/76 DESTROYED

Booth Force point  :csu:

Okay, by Initiative order, Matt, it is your turn and things have changed. First I still need you to deflect the blaster fire that hit you, and second, you may give me a new set of actions as the ones you posted in this round no longer have the target.

I also need Zil's actions to close the round.



Title: Re: Blow the station - round 6
Post by: Zilfallion on Jan 23, 2014, 02:16 PM
Haywire watched as with the arrival of the rest of the team, and the concentrated fire being put out, the enemy droids were starting to go down.  Staying where he was to keep a clear firing line on the nearer of the two commando droids, he'd aim once again and fire upon the droid.

DC 22 Assault Blaster Rifle w/PBS +10
:00: Atk aimed @C2 1d20+10 : 15 + 10, total 25

:dmg: 3d8+5 : 5, 6, 8 + 5, total 24


:ooc: True there's no cover, hence no reason to aim, but moving would make me give C2 cover most likely, so might as well use the swift actions to aim.

Traffic is evil.  Also had to order new RAM, one of the 2 sticks in my desktop managed to make itself messed up[No longer working properly and severely messing up the system].  2 GB is hardly enough to run anything so I upgraded to 8 gigs instead of simply replacing the 2gb stick that wasn't working, RAM should be here tomorrow.  Hooray.  On the bright side, I can finally justify upgrading the RAM to myself.
Title: Re: Blow the station - round 6
Post by: GandalfOfBorg on Jan 24, 2014, 04:51 AM
DC 27 Use the Force
:00: 1d20+12 : 10 + 12, total 22

Title: Re: Blow the station - round 6
Post by: GandalfOfBorg on Jan 24, 2014, 04:53 AM
 :ooc:
Guess I'll use a FP for this...  May the odds be ever in my favor *crosses fingers*
Rolled 1d6+0 : 1, total 1

Rolled 1d6+0 : 1, total 1
Title: Re: Blow the station - round 6
Post by: GandalfOfBorg on Jan 24, 2014, 05:06 AM
 :ooc:Well that was totally lame... So glad for the damage reduction talent.

Martel was focused the Separatist commander, allowing the droids shot to get through his defenses.  Shrugging off the pain, he calls out, "Take care of the droids, I'm going after their leader.   We've got to make sure no message leaves this station!"  He takes off in the direction that Har'zic went.

:ooc:Young Jedi, so reckless...
Title: Re: Blow the station - round 6
Post by: tomcat on Jan 24, 2014, 11:42 AM
:ooc: Martel FP  :csu: