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Reading Room - Archived Games (data may be deleted) => Welcome to the 501st! [Star Wars SE] => Topic started by: tomcat on Jun 27, 2015, 01:52 PM

Title: Pirates' surge - round 1
Post by: tomcat on Jun 27, 2015, 01:52 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 is in the primary cargo hold and the pirates have freed themselves above, by blowing out the bulkheads and portals. They now come, but the team does not yet know their numbers

ALL Modifiers (situational, physical, weariness, wound conditions):

Martel - 23/96 CT -1
Mitts* - 44/80 CT -1
Hammer - 0/91
Haywire - 20/81
Longshot - 33/81
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Bando Gora Captain BG1 - REF 24, HP 0/102 CT -0, Threshold 25, FP -1 [Dark Raged - gains +6 to attack and damage, spends FP to maintain for combat]
Pirates - UNKNOWN
* have taken their second wind

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:
tbd as soon as enemies approach


The map below shows the layout, and blast radii of the four explosions set by Haywire. They may be fired individually for 5d6 each to any within their blast zone, or all at once for 11d6 in the entire area. I am rolling four d20's below to assure they are all active (only a roll of 1 will mean one is not armed correctly)
Roll(1d20)+0: 2,+0 Total:2
Roll(1d20)+0: 20,+0 Total:20
Roll(1d20)+0: 17,+0 Total:17
Roll(1d20)+0: 15,+0 Total:15

you guys can give me a general idea where you are on the map. Matt, I will apply your Perception roll to this round.
Title: Re: Pirates' surge - round 1
Post by: sdrotar on Jun 29, 2015, 09:01 AM
 :ooc: After helping Mitts, Longshot would prefer to scramble somewhere with a good line-of-sight and some coverage for safety (higher is better, if possible). He'd set up with his rifle and attempt to lock down an area that Martel specified.
Title: Re: Pirates' surge - round 1
Post by: Stefan on Jun 29, 2015, 10:49 AM
Hammer watched the ropes drop from the ceiling as the pirates called down to them.  There's no way they could be that stupid, he thought to himself as he made sure that his team was in position to cover the lift.

"This smells like a trap.  I'm going to cover our rear to make sure they're not sneaking up behind us. Haywire, Mitts, You guys light up anything that comes down that shaft.  Longshot, Get someplace that you can see in both directions."

Hammer then walks across the freight lift and crouches behind one of the pallets there so that he has a good view of both the far end of the bay as well as the inside of the freight lift by glancing one direction or the other.

"Commander, we're set down here."




Title: Re: Pirates' surge - round 1
Post by: disench4nted on Jun 30, 2015, 04:54 AM
"Roger that sir."

Haywire takes cover behind another of the pallets so that he can see the enemies soon to be coming out of the lift. He prepares his detonators and waits for enemies to start coming through.
Title: Re: Pirates' surge - round 1
Post by: tomcat on Jul 12, 2015, 05:32 AM
The troopers took cover with three of the members watching the lift entrance and Hammer covering their rear. Martel jumped from high above to land safely on the deck, the Force slowing his fall. As he landed, clinking sounds were heard landing in the man-lift, as well, and then a hiss. Smoke began to grow and then billow out of the man-lift entrance. As the smoke rolled out into the cargo bay, the high whine of something fast-roping down, and then heavily landing emanated from the elevator tube.



:ooc: Hammer, I need a Perception DC 14

Everybody else, let me know what you want to do pre-combat. I am essentially giving you first actions since they have to come down the tube.
Title: Re: Pirates' surge - round 1
Post by: GandalfOfBorg on Jul 12, 2015, 06:29 AM
Martel quickly reacts, using the Force to knock the smoke grenade back into the lift and activates his lightsabers.  "Let's get the job done."

  :ooc:
 :00:
use the force -  1d20+11 : 8 + 11, total 19



Title: Re: Pirates' surge - round 1
Post by: tomcat on Jul 12, 2015, 09:50 AM
:ooc:  Hey Matt, you can take back your Use the Force action for this round if you want - the smoke canisters that were dropped are in the man-lift tube, but the smoke is billowing out of the door. Everyone will be affected by a -5 concealment to the attacks at anyone within the smoke, unless you have some sort of infrared sighting (not low-light, which is what most of you have).

So, anyway, keep your SWIFT action activate lightsaber and cool dialogue, but you are welcome to do over your STANDARD and MOVE actions.
Title: Re: Pirates' surge - round 1
Post by: GandalfOfBorg on Jul 12, 2015, 03:49 PM
 :ooc: Ah ok, I get it now.  Is there any large debris or crates, etc. that could say fit over the doorway to the lift?
Title: Re: Pirates' surge - round 1
Post by: Stefan on Jul 13, 2015, 10:52 AM
 :ooc: Hammer's Perception roll -
DC 12 Perception +11
:00: 1d20+11 : 17 + 11, total 28

Title: Re: Pirates' surge - round 1
Post by: Stefan on Jul 13, 2015, 10:56 AM
Hammer gets down behind some of the crates hoping to spring his own trap on anyone sneaking up from their rear.  He braces is weapon and prepares to fire on the pirates as soon as he has a clear shot.

Stealth +17
Rolled 1d20+17 : 14 + 17, total 31
Title: Re: Pirates' surge - round 1
Post by: tomcat on Jul 25, 2015, 01:04 PM
Quote from: GandalfOfBorg on Jul 12, 2015, 03:49 PM:ooc: Ah ok, I get it now.  Is there any large debris or crates, etc. that could say fit over the doorway to the lift?

:ooc: Hey Matt, yes, there are plenty of skids and pallets of cargo that could be Force lifted and placed in front of the access door from the elevator shaft.

Save for the smoke, nothing had yet come out of the lift exit. Were the pirates in there waiting for their own smoke to clear with weapons poised?

Behind the team, from his vantage point, Hammer could hear the sounds of many booted feet coming down the emergency stairwell to the cargo hold deck. He lifted his rifle to the direction of the door as it pushed open and spilled forth a dozen armed pirates. He was right! They were using the elevator shaft as a ruse.

:ooc: Hammer has surprise attack on these pirates and all are flat-footed. I will update the header post to reflect the bad guys stats.
Title: Re: Pirates' surge - round 1
Post by: Stefan on Jul 27, 2015, 08:07 AM
Hammer waited for a moment, letting the pirates think they had the drop on him, but in reality he was waiting for them to come out of the stairway so that he could hit more of them while they were in the open.

As they poured through the door he whispered through the Comm to the team,"I was right, they're trying to sneak up behind us.  I don't want to give up the element of surprise so on my count, turn and light them up."

Once the main body of them were out and in the open Hammer flips his selector to full auto and
"Three, Two, One, FIRE!" He pulls the trigger, pouring bursts of deadly light into the midst of the group.

DC Unknown Ranged heavy assault blaster rifle* +10 (3d10+8) when braced on autofire and Point Blank Range
:00: 1d20+10 : 19 + 10, total 29

:dmg: 3d10+8 : 9, 3, 3 + 8, total 23


Using Autofire Sweep [when making an autofire attack, can attack all targets in a six-square cone; origin square can be any in line of sight and within Point Blank range]

Improved Suppression Fire [all targets in an autofire attack area take a -2 penalty to all attacks until the start of your next turn]
 
Title: Re: Pirates' surge - round 1
Post by: GandalfOfBorg on Jul 27, 2015, 08:45 AM
Martel reset himself upon receiving the new intel.  Just as the pirates burst through, he launched a wave of force in their direction.

 :ooc: Martel will use Force Blast, moving close enough if necessary.
 :00:
Force Blast -  1d20+11 : 8 + 11, total 19

Title: Re: Pirates' surge - round 1
Post by: GandalfOfBorg on Jul 27, 2015, 08:46 AM
 :ooc: I'll spend a Force point for +4...
 :00:
Damage -  2d6+4 : 3, 6 + 4, total 13
Title: Re: Pirates' surge - round 1
Post by: disench4nted on Jul 28, 2015, 07:01 AM
"Blast it!" Haywire said to nobody in particular, this fight was quickly turning against the squad and he knew that they needed to get out of this death trap. Haywire hooked his already primed detonator to his belt where he could easily reach it, turned and fired his underslung grenade launcher at the center of this new group of pirates.

DC Unknown grenade launcher +10 (4d6+5, 2-square burst) with Point Blank Shot
Rolled 1d20 : 2, total 2

Rolled 4d6 : 5, 3, 6, 5, total 19
Title: Re: Pirates' surge - round 1
Post by: disench4nted on Jul 28, 2015, 07:02 AM
 :ooc: Oops, I put a space between the dice and the '+'. My attack roll should be a 12 and the damage roll should be a 24
Title: Re: Pirates' surge - round 1
Post by: tomcat on Jul 28, 2015, 11:23 AM
:ooc: Getting caught up here. The map attached is BEFORE your attacks are made.
Title: Re: Pirates' surge - round 1
Post by: tomcat on Jul 28, 2015, 11:57 AM
:ooc: Hammer's blaster sings and the cone strikes: P3 P4 P5 P6 P11 P12

They are: REF 17 HP 22/22 CT -0  Threshold 18

And all are mowed down.

I will need to see how Martel and Haywire's attack rolls work out - but for now I am leaving the office. I will check back on this in a bit.
Title: Re: Pirates' surge - round 1
Post by: GandalfOfBorg on Jul 29, 2015, 04:21 PM
 :ooc: now I see the rest of the layout... Grrrr.... If Martel is determined to be too far away for the force blast to be effectual, can I change my action?
Title: Re: Pirates' surge - round 1
Post by: sdrotar on Aug 02, 2015, 10:02 AM
 :ooc: Does Longshot have line-of-sight on P7? He'll take a shot at him if so...
Title: Re: Pirates' surge - round 1
Post by: tomcat on Aug 02, 2015, 04:50 PM
:ooc: Sorry for the delay, guys!

Longshot, you do have a LOS to P7 and can fire on him.

Martel, you need to be at least 12 squares from your target with that attack - feel free to give me another action
Title: Re: Pirates' surge - round 1
Post by: GandalfOfBorg on Aug 02, 2015, 06:44 PM
 :ooc: Ok, how big is the largest piece of whatever that Martel could lift?  Plan is to pick up and move at furthest distance from him towards the pirates as he moves towards them like a battering ram.  Gives some cover and a little breathing room.
Title: Re: Pirates' surge - round 1
Post by: tomcat on Aug 02, 2015, 08:12 PM
 :ooc: There are crates that go up to Large size
Title: Re: Pirates' surge - round 1
Post by: GandalfOfBorg on Aug 03, 2015, 04:07 AM
Martel reaches out with the Force again and grabs for a crate to move in front of him.

:ooc: Martel tries to pick up large size crate and puts it in front of him at the furthest distance away between himself and the pirates, then moves forward 6 squares.  Take 10 on UtF, if possible.

Title: Re: Pirates' surge - round 1
Post by: tomcat on Aug 03, 2015, 12:33 PM
As he walks back towards the pirates surging into the cargo bay, the team hears the familiar THROOM! of Haywire's grenade launcher. It lobs over the crates behind which they hid and exploded. At the same time, Longshot sighted in on another pirate that had scurried out from cover and pulled his trigger.

Only Mitts held their six.



:ooc:  P1 and P2 suffer 24 damage each killing both

Just need Longshot's shot and then I can do the pirates.

Thanks for patience, guys
Title: Re: Pirates' surge - round 1
Post by: sdrotar on Aug 03, 2015, 10:51 PM
 :ooc: Doug, I'm stuck on mobile for a couple of days, and my phone doesn't seem to be doing all the board stuff correctly... would you mind rolling for Longshot, please? [<
Title: Re: Pirates' surge - round 1
Post by: tomcat on Aug 07, 2015, 09:23 AM
:ooc: Sure can, Shawn...

Longshot takes aim and fires at P7
SWIFT x2 - Aim
STANDARD
DC 17 Ranged sniper rifle* +11 (4d8+8; CT -1) with Point Blank Shot and Deadeye and Debilitating Shot (requires Aim)
:00: 1d20+17 : 1 + 17, total 18

:dmg: 4d8+8 : 4, 2, 8, 4 + 8, total 26
Title: Re: Pirates' surge - round 1
Post by: tomcat on Aug 07, 2015, 09:31 AM
Longshot's blaster bolt bored a hole through the chest of the last pirate that had walked out into the team's ambush. The ARC troopers had turned the table and eliminated nine of the ship's crew.

Seeing another of his men fall, the pirate captain looked to his second and the few men they had left for any answers to their situation. The other mercenary had nothing to offer, "There must be frakkin' elite commandos out there!" He rasped in a whisper, "What the hell happened to those nasty creatures that were down here guarding this stuff?"

The captain did not know save that they, too, must have met their fates. "Whatever is going on, it looks like these Republic pukes have our ship...at least, this section."

One of the pirates asked, "We getting out of here?"\

The captain snarled, "No you dolt! We're taking back MY ship! Now hoist your blaster and let's move out...under cover this time. We have a trick or two left." Keeping the cargo crates between themselves and the relative direction of the ARC troopers, the pirates moved out. The captain looked to his second and gave the nod.
Title: Re: Pirates' surge - round 1
Post by: tomcat on Aug 07, 2015, 10:45 AM
Above them all, the remaining Bando Gora chieftain watched with rage as Martel moved forward with a crate shielding his body from fire. The remaining pirates were fanning out and some were emerging from the man-lift access tube. The darksider deemed it his best time. He dropped from above.

Mitts, who had been keeping an eye on the team's six, clicked his helmet mic three times in warning as a group of pirates emerged from the smoke. There had been some men stalking in on them from the man-lift tube after all. He brought up his blaster to fire.



Mitts takes aim at P11
STANDARD
DC 17 Ranged blaster carbine +10 (3d8+5) with Point Blank Shot
:00: 1d20+10 : 2 + 10, total 12

:dmg: 3d8+5 : 6, 5, 7 + 5, total 23
Title: Re: Pirates' surge - round 1
Post by: tomcat on Aug 07, 2015, 10:46 AM
:ooc: He missed!  (-D

Will try a Force Point

Rolled 1d6 : 6, total 6
Title: Re: Pirates' surge - round 1
Post by: tomcat on Aug 07, 2015, 11:03 AM
:ooc: That did it... P1 is dead.

Now the bad guys

First of all - they all do the moves as shown on the map

Bando Gora attacks Martel:
MOVE
Combo Force Fighter + Strong in the Force + Power of the Dark Side
Spends a Force Point to add to an attack roll (best of 3d8), and he heals a number of hp equal to the Force Point result if the attack hits.
:00: force point 1d6 : 2, total 2

DC 23 Melee Bando Gora Captain's staff +11 (2d6+7) with both hands
:00: 1d20+11 : 19 + 11, total 30

:dmg: keep best two of three 3d6+7 : 1, 1, 2 + 7, total 11


P2 and P4 fire on Haywire
MOVE
STANDARD
DC 27 Ranged blaster carbine +2 (3d8) with autofire
:00: P2 1d20+2 : 2 + 2, total 4

:dmg: P2 3d8 : 8, 2, 1, total 11

:00: P4 1d20+2 : 1 + 2, total 3

:dmg: P4 3d8 : 1, 8, 2, total 11


P3 fires on Longshot
MOVE
STANDARD
DC 27 Ranged blaster carbine +2 (3d8) with autofire
:00: P2 1d20+2 : 9 + 2, total 11

:dmg: P2 3d8 : 4, 1, 5, total 10

Title: Re: Pirates' surge - round 1
Post by: tomcat on Aug 07, 2015, 11:08 AM
:ooc: Wow! That was totally not impressive...

Bando Gora hits for 16 damage (needed to add the Dark Rage bonus) - Martel may attempt to Block against the DC 30

P2 and P4 cannot even spray Haywire with autofire (they need a minimum 10 roll)

P3 does spray Longshot, though, and does 5 damage -2(DR) = 3
Title: Re: Pirates' surge - round 1
Post by: GandalfOfBorg on Aug 07, 2015, 11:50 AM
The Force called out to the Padawan and he sidestepped and blocked the attack from the missing darksider.  "There you are.  I thought you might re-join this party."

 :ooc:
Martel uses a Destiny point to block the attack (20+11=31), 10% chance for him to succeed and he doesnt need anymore damage than he's got.