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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 24, 2014, 04:35 PM

Title: Blow the station - round 14 [countdown 12 rounds]
Post by: tomcat on Apr 24, 2014, 04:35 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 64/103, 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
Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: Stefan on Apr 28, 2014, 04:17 AM
With no cover to move to and orders to take out the leader Hammer thought it best to stay put till he'd accomplished this goal at least.  He fired on the leader again hoping that this time the fire that he was pouring into the bastards breastplate would finally burn a whole straight through him.

DC - 27 Ranged heavy assault blaster rifle* +12 (3d10+8) with Point Blank Shot
:00: 1d20+13 : 13 + 13, total 26

:dmg: 3d10+8 : 4, 7, 4 + 8, total 23


:ooc:I'm not sure if his DC is 27 again because of his using second wind last round but I'm putting it there just in case. I also added the +1 for moral into his attack roll.
Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: Stefan on Apr 28, 2014, 04:19 AM
 :ooc:If he does have his full ref def back I'd like to use a FP to hit him.  I'm not sure if you need me to roll since I only need a +1 but here goes:
Rolled 2d6 : 6, 1, total 7
Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: GandalfOfBorg on Apr 28, 2014, 06:46 AM
"Booth, back the way we came!"

:ooc:Martel will go defensive to increase his REF save, moving to cover the stairway as the troopers make their way down.
Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: deadpool on Apr 28, 2014, 08:15 AM
"Come on! Don't you dare die on me!" yelled Mitts in anguish, pulling out of his sack his medical kit and quickly trying to patch up the fallen Longshot. "Come on brother!" he shouted again and pressed the clone's chest repeatidly, doing everything in his power to revive him.

:ooc: Here we go. Fingers crossed.

Treat Injury for revivify, full round action, DC 25
Rolled 1d20+15 : 15 + 15, total 30
Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: deadpool on Apr 28, 2014, 08:16 AM
 :ooc:Longshot's still alive! He's unconscious though and I'm out of actions
Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: tomcat on Apr 30, 2014, 10:34 AM
:ooc: Hey Stefan, yea, Har'zic's DC is still 27. He has been avoiding the CT penalties, but it is running out soon.

Great rolls, Deadpool! Yea, Longshot is still with us.

Bad guys go...




Once more, Har'zic will spend a Destiny point to auto-miss Hammer's attack so he can stay in this fight - he has 2 left.  :csu:

Har'zic attacks
STANDARD - fires on Hammer
DC 27 Ranged heavy blaster rifle +13 (3d10+13) with Point Blank Shot
:00: 1d20+13 : 4 + 13, total 17

:dmg: 3d10+13 : 5, 6, 5 + 13, total 29

MOVE - backs up three to cover behind computer console, but moves defensively so as not to create an AoO from Martel

Commando droids
STANDARD - Booth now in cover, C3 turns his weapon on Martel
DC 25 Ranged blaster carbine +12 (4d8+8) with Point Blank Shot and Rapid Shot
:00: 1d20+12 : 15 + 12, total 27

:dmg: 4d8+8 : 1, 5, 8, 3 + 8, total 25


STANDARD - C4 fires on Hammer
DC 27 Ranged light concussion missile launcher +11 (5d10+3, 2-square splash) with Rapid Shot and Point Blank Shot
:00: 1d20+11 : 14 + 11, total 25

:dmg: 5d10+3 : 4, 10, 3, 8, 4 + 3, total 32
Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: tomcat on Apr 30, 2014, 10:48 AM
:ooc: Har'zic misses

Martel is hit and must Deflect a DC 27 or suffer 25 damage

Hammer is missed directly, his evasion trait ignores half damage

Longshot is hit once more with Splash damage which undoes all of Mitts' work - this restarts the 4-round clock to REVIVIFY

Mitts is hit with splash damage for 32/2 = 16 -2(DR) = 14 damage --or-- 46/80
Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: GandalfOfBorg on Apr 30, 2014, 12:16 PM
 :ooc:
Deflect (UtF) -  1d20+12 : 13 + 12, total 25

Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: GandalfOfBorg on Apr 30, 2014, 12:17 PM
 :ooc:So close, here goes a Force Point...
Force Point -  1d6+0 : 2, total 2
Rolled 1d6+0 : 3, total 3

Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: deadpool on May 01, 2014, 07:01 AM
 :ooc:Aw, come on!
Question: if I try to carry Longshot away from the droids and into the hallway, what would happen? Do I need to roll something? Can I actually lift him? Would my speed be lowered?
Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: tomcat on May 01, 2014, 08:26 AM
:ooc: Well, based on Matt's post for Martel, he has ordered everyone to go back the way they came - down the stairs. This said, I would see no hindrance to Mitts' speed for him to drag the prone body of Longshot down the stairs. You might leave a few things behind (i.e. his blaster rifle, or other loose item), but you could get him down and out of the splash and autofire barrages.

If you go the other way, towards the two commando droids to get out of the building on that side , then encumbrance will play on your movement rate.
Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: Stefan on May 02, 2014, 04:38 AM
 :ooc:I'm really hoping that we have shoulder straps for our rifles...
Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: tomcat on May 05, 2014, 11:45 AM
:ooc: I was kind of waiting on Posterboy to give us a post, but if I haven't heard by tomorrow, I will move us on.
Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: Posterboy on May 06, 2014, 07:05 PM
 :ooc: Sorry... bad week of work, doctor visits, mid-wife visits, OB visits, car trouble... bleh...

Booth heard the Commander give the orders to retreat, and relayed the information down the chain. "Mitts, get Longshot out of here. Hammer, cover of him."

The sergeant popped out of from behind cover and fired at the Commando droid with the launcher.

:ooc: :00:
Rolled 1d20+11 : 19 + 11, total 30

:dmg:
Rolled 3d8+5 : 7, 1, 7 + 5, total 20


The sergeant ducked behind the cover of the computers again. "Haywire, can you rig up a surprise in the corridor for our hosts? I'll cover the Commander."

:ooc: Alright... Booth is suggesting Mitts spends his actions next round moving Longshot into the room below before revivifying him. Perhaps Hammer might try to take out the droid with the launcher before moving down the corridor. If Haywire still has some explosives left and a remote detonator, Booth's suggesting he set something up.  
Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: Posterboy on May 06, 2014, 07:08 PM
 :ooc:I think I'd like to spend a destiny point to make the attack a critical one on the droid to make the damage 40 points.
Title: Re: Blow the station - round 14 [countdown 12 rounds]
Post by: tomcat on May 07, 2014, 08:53 AM
Quote from: Stefan on May 02, 2014, 04:38 AM:ooc:I'm really hoping that we have shoulder straps for our rifles...

:ooc: ;D For sure, Stefan! All the weapons come equipped with a shoulder strap, and I may go so far as to say that a weapon harness exists to strap a rifle to your chest, like modern SWAT and SPECOP teams have today. But, Longshot went down hard with blaster rifle in hands and those hands are now lifeless (unless he can get another good revivify), so whomever drags him away would also need to collect his loose gear (primarily his weapon), if they want to, and that will take time in actions.

C4 takes 40 damage --- 40/76 CT -1

Updated Martel and Booth for used points :csu:

Mitts takes 2 x MOVE actions




The orders had been given. Booth heard a click in his ear, "I am on it, Sarge. Just going to help Mitts get Longshot outta here real fast!"

Running past the corpsman, Haywire grabbed Longshot's prone form by one of the harness straps on his armor. Allowing the weight of the clone trooper and gravity to pull him down the stairs, Haywire did his best to make sure his brother did not suffer any more injuries while moving. At least he is out of the fire now, thought the demo tech.