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Reading Room - Archived Games (data may be deleted) => Welcome to the 501st! [Star Wars SE] => Topic started by: tomcat on Apr 04, 2014, 06:55 PM

Title: Blow the station - round 12 [countdown 14 rounds]
Post by: tomcat on Apr 04, 2014, 06:55 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 - 28/96*
Booth - 36/89*
Mitts - 32/80*
Hammer - 0/91
Haywire - 38/81 CT -1 (weariness)*
Longshot - DEAD
* have taken their second wind
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Commando Droid C1 - DESTROYED
Commando Droid C2 - DESTROYED
Commando Droid C3 - REF 23, HP 00/76 CT -0, Threshold 21
Commando Droid C4 - REF 23, HP 00/76 CT -0, Threshold 21
Har'zic - REF 27, HP 45/103, 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
Commando Droids (+13) 21
Har'zic (+13) 18
Booth (+13) 17
Martel (+13) 15
Haywire (+11) 15
Longshot (+11) Unconscious
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: Posterboy on Apr 05, 2014, 09:57 AM
 :ooc: Doug, just noting that the current map does not reflect the move action Booth took last round to move from X9 --> R9.
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: Stefan on Apr 07, 2014, 07:44 AM
Following Booth's orders Hammer charges up the stairs to stand face to face with the remaining droid with every intention to end the threat and at the same time provide cover for his fallen brother.  Using his leg to brace his weapon he opens fire directly into the droids chest plate.

:ooc:Move to O10 (unless Mitts moves there first in which case move to N10) then open fire on the droid.

DC - 23 Ranged heavy assault blaster rifle* +10 (5d10+8) with Burst Fire and braced and Point Blank Shot
:00: 1d20+10 : 20 + 10, total 30

:dmg: 5d10+8 : 8, 10, 9, 3, 4 + 8, total 42
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: tomcat on Apr 07, 2014, 09:08 AM
:ooc: Dude! Hammer gets things done! I can't hit the guy and he is a beast when it comes to firing that cannon!  ;D

I fixed the map to reflect the proper placement of the PC's, Ayrn.
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: tomcat on Apr 07, 2014, 09:21 AM
The commando droid's sturdy design intended for it to be able to receive heavy blaster fire in combat. The durasteel frame and chassis was also built with the idea to allow the droids to be nimble and stealthy. No matter, the designers never intended the build to handle a frontal attack at close proximity from a heavy blaster. The commando droid shattered into pieces in front of Hammer's eyes, the fragments sparking off the wall and tearing into the large communication dome engine behind it. Smoke and a screeching sound emanated from the large device that used to control the communication panel on top of the relay station, but would do it no longer - not without a maintenance team to repair the damage.

The echo subsided from Hammer's own terrifying attack. Maintenance and protocol droids that had once manned the relay station's controls began to scurry towards the opposite exit due to the arrival of the white-shelled warriors. Only Har'zic remained to offer any resistance to the attackers and the DaShade had a look that showed no sign of surrender.
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: tomcat on Apr 07, 2014, 04:35 PM
:ooc: Deadpool is 18 days since a visit to the boards - I will give him until tomorrow and then I will make his actions to move the game on.
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: deadpool on Apr 07, 2014, 07:07 PM
 :ooc:I was away for a week without access to the web and totally forgot to let you guys know. When I realized I worried the action would be over. Glad I was wrong.

Mitts will move forward as much as he can (8sq, in front of Hammer) and shoot at the guy

blaster carbine +10 (3d8+5) with Point Blank Shot
Rolled 1d20+10 : 12 + 10, total 22

Rolled 3d8+5 : 4, 8, 8 + 5, total 25
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: deadpool on Apr 07, 2014, 07:09 PM
 :ooc:I'll add a FP
Rolled 2d6 : 3, 5, total 8
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: deadpool on Apr 07, 2014, 07:10 PM
 :ooc:If I'm right I barely made it, but that's 25 dmg and CT -1  ;D
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: Stefan on Apr 08, 2014, 05:45 AM
 :ooc:I've definitely had some luck with the dice. It would be nice if it would hold out just a little longer...
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: tomcat on Apr 09, 2014, 11:07 AM
:ooc: You did hit, Deadpool. Not only was the FP right on, but you also have a +1 morale bonus from Booth.  ;D

Har'Zic is hit for 25 points --or-- 45/103 CT-1; he will use Delay Damage on this attack so it will not affect until the end of this turn.




Commando Droids C3 & C4
MOVE - move six squares and enter the chamber after coming down from the roof over the last three rounds.
STANDARD - fire blasters at Martel and Hammer
DC 23 Ranged blaster carbine +12 (4d8+8) with Point Blank Shot and Rapid Shot
:00: 1d20+12 : 3 + 12, total 15

:dmg: 4d8+8 : 3, 2, 2, 8 + 8, total 23


DC 27 Ranged light concussion missile launcher +11 (5d10+3, 2-square splash) with Rapid Shot and Point Blank Shot
:00: 1d20+11 : 11 + 11, total 22

:dmg: 5d10+3 : 10, 1, 1, 6, 10 + 3, total 31


Har'Zic
STANDARD - fires on Hammer
DC 27 Ranged heavy blaster rifle +11 (4d10+13) with Point Blank Shot Rapid Shot
:00: 1d20+11 : 12 + 11, total 23

:dmg: 4d10+13 : 4, 6, 1, 4 + 13, total 28

SWIFT - x2 for Shake it Off
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: tomcat on Apr 09, 2014, 11:09 AM
:ooc: Har'Zic will use a FP

Rolled 2d6 : 1, 3, total 4
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: tomcat on Apr 09, 2014, 11:20 AM
:ooc: Martel is hit by the splash damage of the concussion missile for 15 unless he can Deflect.

Mitts takes 15 - 2(DR) = 13 damage from the concussion missile --or-- 32/80

Longshot is unable to defend (Unconscious -10, so only 15 REF score) and takes full damage from the blast 31 -2(DR) = 29; this is over his Damage Threshold and so he is slain by the shrapnel. He cannot make any action to save himself.




As the team crested the stairs and brought the fight into the primary control center of the Relay Station, two Commando Droids appeared in the far doorway. These two had been stationed on the roof, but had answered their leader's call. One leveled his blaster at Martel, but the shot went wide. The other Commando Droid hefted a concussion missile launcher and fired it at Hammer, or the wall behind him. Either way, the explosive burst of the rocket would give them all something with which to deal. The missile went over Hammer's head and burst spreading shrapnel at supersonic speed into the men. Once more, Hammer's armor and his incredible agility protected him, but the medic and Jedi were peppered. The still form of Longshot was also riddled with hot steel, the fragments boring through his armor and tearing up his body.

Har'Zic, seeing the opportunity to bring the heavy weapon's specialist down, aimed his own blaster and fired. The blast just missed Hammer as he maneuvered from the explosion. All the ears were ringing, even in the Clone's protective helmets.
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: tomcat on Apr 09, 2014, 11:35 AM
:ooc: Once I get Booth's ACTIONS and Martel's DEFEND and ACTIONS, I will start a new round.
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: Stefan on Apr 09, 2014, 11:38 AM
 :ooc:What happened to Haywire?  Are you still GMing him?  I just noticed that he's not on the map anymore.
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: tomcat on Apr 09, 2014, 11:43 AM
:ooc: He is doing the programming and laying of explosives on the level below. I had rolled all of the skill rolls necessary to sabotage the station in round 9, but the actions would be carried out over Rounds 8-12. So, he is done as of Round 13 and can re-enter the fray.
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: Stefan on Apr 09, 2014, 11:52 AM
 :ooc:Ah yes, I recall that now.  It'll be nice to have one more gun on our side next round.
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: Posterboy on Apr 09, 2014, 07:43 PM
As the concussion rocket exploded ahead of him, the sharpnel tearing through his teammates and setting his ears ringing, Booth gathered his strength. We're close... just need to buy Haywire a bit more time...

Booth pushed off on the stairs, propelling himself forward into the firefight. As he came into the room, he tucked right* and took aim at the Separatist leader. His voice rang out clearly through Derecho's commset. "We need to spread out. Mitts, move north and take cover behind the computer console. Commander, see if you can move up and flank the leader. Hammer, stay put and bring that cannon to bear on the Separatist scum!"

Booth squeezed his trigger, his blaster bolt intended for the Da'Shade.

:ooc:Booth is using his move action to get to N-7. He's suggesting Mitts moves to M-4, and Martel moves to J-8 or J-9, and Hammer staying put and using burst shot on the Da'Shade.

:00:
Attacking Har'Zic 1d20+10 : 12 + 10, total 22

:dmg:
Rolled 3d8+4 : 7, 1, 8 + 4, total 20


Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: Posterboy on Apr 09, 2014, 07:46 PM
 :ooc:And spending a force point:

Rolled 2d6 : 3, 4, total 7
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: Posterboy on Apr 09, 2014, 07:57 PM
 :ooc: 2 questions and 1 note:

1) does Booth get the +1 attack as well from Inspire Courage? If so, his total Attack bumps up to +27


2) does Booth get the +1 attack from Point Blank Shot? If so, his base attack bumps up to 28, and his damage increases by +1

3) All allies should receice a +1 REF due to "cover fire"
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: deadpool on Apr 10, 2014, 04:23 AM
 :ooc:I have four rounds to revive Longshot before he's gone forever. If you can add that to the data for the next round it would be helpful as a reminder. I had totally forgotten that he was down and my character would definetely save him as soon as he's able.
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: GandalfOfBorg on Apr 10, 2014, 04:26 AM
Martel attempts to stave off the attack...

:ooc:
DC 22 Deflect (UtF) -  1d20+12 : 16 + 12, total 28

Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: GandalfOfBorg on Apr 10, 2014, 04:29 AM
The young Jedi presses his attack on the commander, moving in while keeping Har'zic between him and the droids.

:ooc:
Lightsaber #1 -  1d20+11 : 2 + 11, total 13

Damage -  2d8+5 : 7, 3 + 5, total 15
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: GandalfOfBorg on Apr 10, 2014, 04:30 AM
 :ooc:Martel is flailing about like a youngling, he's gonna hurt himself.
Title: Re: Blow the station - round 12 [countdown 14 rounds]
Post by: tomcat on Apr 10, 2014, 11:40 AM
Quote from: Posterboy on Apr 09, 2014, 07:57 PM:ooc: 2 questions and 1 note:

1) does Booth get the +1 attack as well from Inspire Courage? If so, his total Attack bumps up to +27

2) does Booth get the +1 attack from Point Blank Shot? If so, his base attack bumps up to 28, and his damage increases by +1

3) All allies should receice a +1 REF due to "cover fire"

:ooc:

1) No, you can't Inspire Confidence in yourself.

2) Yes, he does get the +1 bonus for Point Blank

3) I will make reference to this in the next round header

4) I updated for FP  :csu:

5) Booth hits Har'Zic for 20 damage --or-- 65/103

6) Deadpool, I will make note of this in the next round header

7) Martel blocks the splash damage

8) Very funny, Matt!  ;)