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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 14, 2014, 04:10 PM

Title: Blow the station - round 16 [countdown 10 rounds]
Post by: tomcat on May 14, 2014, 04:10 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 16/76 CT -0, Threshold 21
Commando Droid C4 - DESTROYED
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 16 [countdown 10 rounds]
Post by: Posterboy on May 14, 2014, 06:28 PM
 :ooc: I know Booth is low on the initiative count, but if I'm unable to post, my intention would be to have Booth cover the others as they head out the way we came. As I know I'm exiting the game soon, and I believe Booth's destiny is "sacrifice", if he ended up dying in the line of duty, well, then http://www.youtube.com/watch?v=OFpMEtBTxHU (http://www.youtube.com/watch?v=OFpMEtBTxHU)
Title: Re: Blow the station - round 16 [countdown 10 rounds]
Post by: GandalfOfBorg on May 15, 2014, 04:32 AM
 :ooc:Martel is taking up the rear guard as well, fighting defensively to provide the best cover.
Title: Re: Blow the station - round 16 [countdown 10 rounds]
Post by: deadpool on May 15, 2014, 05:26 AM
 :ooc:Treat Injury for revivify, full round action, DC 25
Rolled 1d20+15 : 14 + 15, total 29
Title: Re: Blow the station - round 16 [countdown 10 rounds]
Post by: deadpool on May 15, 2014, 05:28 AM
 :ooc:Can I use a DP to act out of turn right now? I mean, can I get an extra turn? If I can, then I will try to heal Longshot as a full round action

Treat Injury +15 for First Aid DC 15. +2 bonus from med kit
Rolled 1d20+17 : 20 + 17, total 37
Title: Re: Blow the station - round 16 [countdown 10 rounds]
Post by: deadpool on May 15, 2014, 05:31 AM
 :ooc:Crit, wow. If my use of first aid is ok, then Longshot moves +1 step up the CT and is at 30 HP and I'll add a FP so his final HP will be 30+wathever I get on the roll below.
Rolled 2d6 : 4, 3, total 7
Title: Re: Blow the station - round 16 [countdown 10 rounds]
Post by: tomcat on May 17, 2014, 03:32 PM
:ooc: Works for me, Deadpool. Normally it just allows you to change your init order, but I will allow it for our game here. It doesn't directly affect the combat going on the few feet up the stairs, so it's cool and makes for some good dramatic RP'ing.  ;D

Stefan hasn't responded in a couple days so I am going to go for him.




Longshot awakened with a start, crying out as he did, "Arrghhh!"

It was not a cry in pain, but a war cry given for his attacker who had shot him earlier - only it was Mitts staring into his helmet when he awoke. "Wha... what happened?"

"You were shot, but the Doc here brought you back," answered Haywire. "We need you to stand Longshot. We gotta move! Get up soldier!" The wounded clone answered his companion by reaching out and them pulling him to his feet. The pain was horrific, but they were trained soldiers and that training demanded Longshot respond. "That's it!" smiled Haywire behind his helmet. "Come on, everyone! IT IS TIME TO GO!"

Up the stairs, Hammer continued to lay down fire - his heavy blaster's barrel beginning to glow from the onslaught. He wondered if a blaster had ever burnt out a barrel before. It was nothing he wanted to find out now, and so he began to crab-walk backwards to the top of the stairs. Booth was moving in from his right and Martel was already heading down. The DaShade had disappeared from the combat and the remaining Commando Droid would not be enough to threaten them. Hammer stepped down into the stairwell keeping cover for his sergeant.

Across the room, the droid dropped its weapon and reached down to grab the missile launcher from its destroyed companion. It brought the weapon up and fired.
Title: Re: Blow the station - round 16 [countdown 10 rounds]
Post by: tomcat on May 17, 2014, 03:34 PM
:ooc: Hammer fires:

DC 23 Ranged heavy assault blaster rifle* +10 (3d10+8) when braced on autofire and Point Blank Range
:00: 1d20+10 : 8 + 10, total 18

:dmg: 3d10+8 : 7, 3, 8 + 8, total 26
Title: Re: Blow the station - round 16 [countdown 10 rounds]
Post by: tomcat on May 17, 2014, 03:38 PM
:ooc: Commando Droid 3
SWIFT - drop blaster
MOVE - pick up launcher
STANDARD - fire

DC 27 Ranged light concussion missile launcher +11 (5d10+3, 2-square splash) with Rapid Shot and Point Blank Shot, -2 ISF
:00: 1d20+9 : 4 + 9, total 13

:dmg: 5d10+3 : 10, 7, 10, 7, 3 + 3, total 40
Title: Re: Blow the station - round 16 [countdown 10 rounds]
Post by: tomcat on May 17, 2014, 04:20 PM
:ooc: droid takes 13 from Hammer's attack.

Booth takes no damage from missile attack due to Evasion




The missile flew wild, missing Booth's position and bursting behind him. Unfortunately, it impacted once more against the wall and the station antenna's giant control motor where the previous four rocket attacks had hit. The building's walls could take no more damage - nor could the motor and massive power conduit that ran to it from below. What would have been a dangerous rocket blast became something even worse.

Martel and Hammer felt the pressure wave hit them and it threw them backwards into their fellow clones. In moments, the whole team were tumbling down the stairs while a red wall of flame rolled over them. The jedi called on the force to encapsulate his body and save him from the scorching heat and consumption of oxygen - the clones were fortunate for their durable armor shells. In moments, they were all strewn across the sub-level's floor, smoking and coughing, but all were alive. Haywire looked up the passage where they just were and gasped, "SARGE!"

What once had been the top of the stairs was now smoke-filled cave in of duracrete and steel. The clones could see where the weakened wall had failed and the heavy antenna above had crashed down through the roof - right where Booth had been standing. Haywire tapped his helmet comm one more time and tried to get a response from his commander - only static filled his ears. Around him, the rest of the team were getting to their feet and grabbing their gear. He could see his fellow clones' armor and the damage that they all had taken... maybe his comms were down?

Title: Re: Blow the station - round 16 [countdown 10 rounds]
Post by: Stefan on May 20, 2014, 04:19 AM
 :ooc: Sorry, I was out of town for work last week.  Thanks for picking up the slack for me.