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Reading Room - Archived Games (data may be deleted) => Welcome to the 501st! [Star Wars SE] => Topic started by: tomcat on May 07, 2014, 08:55 AM

Title: Blow the station - round 15 [countdown 11 rounds]
Post by: tomcat on May 07, 2014, 08:55 AM
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 16/76 CT -0, Threshold 21
Commando Droid C4 - REF 23, HP 72/76 CT -2, 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 15 [countdown 11 rounds]
Post by: Stefan on May 07, 2014, 11:55 AM
Hammer quickly changed targets in response to the Sergeants orders, switching his selector to full auto as he swung the barrel of his rifle toward the two droids and began spraying laser fire into them.

DC - 23 Ranged heavy assault blaster rifle* +10 (3d10+8) when braced on autofire and Point Blank Range
:00: 1d20+10 : 12 + 10, total 22

:dmg: 3d10+8 : 10, 8, 6 + 8, total 32


  :ooc:All targets in an autofire attack area take a -2 penalty to all attacks until the start of your next turn.
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: tomcat on May 07, 2014, 04:27 PM
Things were becoming tenuous. The timers that Haywire had set were counting down and soon this station would be blown sky high. They had to get themselves moving.

Har'zic had come to the same conclusion. He knew why the clone team was here - his job had only been to hold it long enough to give the Republic the feeling that plans were moving the way they wanted. But the Emperor had seen - or knew - of the Republic Fleet's move on Mygeeto and Muunilinst, and had prepared a welcoming for the fleet once this station was destroyed. So, having accomplished what he needed, he began to move. The Commando Droids could finish any work here and hopefully the explosion would catch them all - either way, the DaShade did not care.

Across from him, the droids were peppered with fire as the heavy weapons trooper changed his target. It was the perfect opportunity for Har'zic to move.




:ooc: I just need Mitts actions and then I will finish out this narrative.

Droid C3 take 16 damage, Droid C4 takes full damage

C3 - 16/76
C4 - 72/76 CT-2
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: deadpool on May 07, 2014, 06:41 PM
Mitts fired up on the dashade and then quickly moved next to Longshot to hel him out again.

:ooc:blaster carbine +10 (3d8+5) with Point Blank Shot
Attack
Rolled 1d20+10 : 15 + 10, total 25

Damage
Rolled 3d8+5 : 1, 5, 4 + 5, total 15
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: deadpool on May 07, 2014, 06:41 PM
 :ooc:Using an FP
Rolled 2d6 : 4, 2, total 6
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: Stefan on May 08, 2014, 04:37 AM
 :ooc: Wouldn't the wounded droid have taken full damage since his ref def was -1?
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: tomcat on May 08, 2014, 05:57 AM
:ooc: Yep... missed that. I corrected the numbers above.
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: GandalfOfBorg on May 09, 2014, 08:25 AM
 :ooc:Martel moves to M9 and proceeds to go full defensive.
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: tomcat on May 12, 2014, 07:28 PM
:ooc: Har'zic takes 15 damage from Mitts --or-- 79/103

C3 and C4 attack
STANDARD - concentrate all fire on Hammer
C3
DC 27 Ranged blaster carbine +12 (4d8+8) with Point Blank Shot and Rapid Shot, -2 ISF
:00: 1d20+10 : 12 + 10, total 22

:dmg: 4d8+8 : 1, 1, 7, 8 + 8, total 25


C4
DC 27 Ranged light concussion missile launcher +11 (5d10+3, 2-square splash) with Rapid Shot and Point Blank Shot, -2 CT, -2 ISF
:00: 1d20+7 : 11 + 7, total 18

:dmg: 5d10+3 : 4, 7, 1, 6, 10 + 3, total 31


Har'zic points at Martel and fires
DC 25(28) Ranged heavy blaster rifle +13 (3d10+13) with Point Blank Shot
:00: 1d20+13 : 1 + 13, total 14

:dmg: 3d10+13 : 8, 2, 7 + 13, total 30


Har'zic then moves
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: tomcat on May 12, 2014, 07:29 PM
:ooc: C3 will spend his Force Point
Rolled 1d6 : 4, total 4
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: tomcat on May 12, 2014, 07:37 PM
:ooc: The CIS troops fare terribly this round.




It was amazing that Hammer still stood, but the heavy weapons specialist was amazingly agile and his armor, though riddled with holes, was doing its job. The wall behind the clone trooper and the large power conduit that led into the relay antenna did not fare so well. The fourth light concussion missile hit behind Hammer, exploding and tearing more of the ferrocrete apart, exposing the thick electric circuitry. Sparks arched out and the lights flickered while control consoles went blank. The trooper felt chunks of the ceiling begin to fall and clatter on his armor- one more missile and the entire roof might come down.
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: deadpool on May 13, 2014, 05:22 AM
 :ooc:I believe this is more than apropriate https://www.youtube.com/watch?feature=player_detailpage&v=otCpCn0l4Wo#t=15 (https://www.youtube.com/watch?feature=player_detailpage&v=otCpCn0l4Wo#t=15)
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: GandalfOfBorg on May 13, 2014, 07:43 AM
"Everyone out! GO!" shouts Martel, desperate to se his men get out safely.
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: Posterboy on May 14, 2014, 11:19 AM
Booth knew time was running out for him and his men.

Over his commset, the sergeant gave his orders. "Derecho, we're rolling out. Hammer, you're leading us back out the way we came. Mitts, can you get Longshot up and moving?"

Booth lined up his sights and aimed to take the commando droid down.

:ooc: Firing at C4

:00:
Rolled 1d20+11 : 3 + 11, total 14

:dmg:
Rolled 3d8+5 : 4, 1, 1 + 5, total 11


"Haywire, give Mitts whatever help he needs. We need an out now."

Booth pushed himself to rejoin his brothers in the corridor.
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: Posterboy on May 14, 2014, 11:21 AM
 :ooc: Booth will use another destiny point to make the attack a critical hit. He is also moving to N-9
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: tomcat on May 14, 2014, 04:03 PM
The Commando droid blew apart from Booth's shot. The sergeant's helmeted crackled, "I'm right here for him, Sarge. We'll do everything we can, but I suggest you three get moving!" There was an urgency in Haywire's voice that told his squad commander that the clock was running fast.

From his place on the stairs, Haywire could easily see where Longshot's armor had been burned through. The suit was made of stronger composites than the normal issue armor and the demo expert smiled grimly at the skill it took place a shot so well. He pulled stims from his utility belt and stabbed them into the seared flesh of his fellow clone's chest. He needed to help Mitts by doing the simple things so that the medic could perform the more intricate work. The hiss of the pressurized ampule could almost be heard as the adrenaline was injected to kick start Longshot's heart.




MOVE - grab stims
SWIFT - shoulder weapon
STANDARD - Aid Another
DC 10 Treat Injury +4, CT -1
:00: 1d20+3 : 16 + 3, total 19
Title: Re: Blow the station - round 15 [countdown 11 rounds]
Post by: tomcat on May 14, 2014, 04:04 PM
:ooc: Haywire grants Mitts a +2 Aid Another bonus on his next turn if he does a Treat Injury [Revivify], otherwise it is lost.

Updated Booth for DP :csu: