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Gutkurr encounter - round 2

Started by tomcat, Sep 14, 2013, 01:18 PM

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tomcat

Music to read and post to!

Situation: PC's are awakened by a hunting pack of (3) gutkurrs who have come for palloos but picked up their scent, too.

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


  • All PC/NPC's will suffer a -5 penalty for firing into any melee, unless they are the ones in the melee or have the Precise Shot feat.
  • Darkness - PC's suffer a -5 to Perception checks and a -2 to combat unless equipped with low-light gear
  • Haywire, Mitts and Martel gain a +1 cover fire Reflex bonus from Booth.
  • The gutkurr are Huge creature taking up a 3x3 square and have a 1-suare reach; Ref 17.

Martel - 0/96
Booth - 0/89
Mitts - 0/80
Hammer - 0/91
Haywire - 0/81
Longshot - 0/81
Arrow - 0/120
  |
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|
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Gutkurr 1 - 38/122
Gutkurr 2 - 0/122
Gutkurr 3 - 0/122

Consumption:
I am not going to be critical with consumption due to the increased capacity of your weapons, unless you guys use autofire, or any grenades.

Initiative:
Haywire (+12) 29
Hammer (+12) 22
Booth (+13) 22
Longshot (+12) 17
Mitts (+12) 14
Gutkurrs (+4) 10
Martel (+13) surprised cannot perform until round 2





Team Derecho watch as the pack of gurkurrs close from all directions - the huge beasts making long strides on their two hind legs. Booth looks up at the spike-armored creature as it bares a mouth full of terrible teeth.
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

Posterboy

 :ooc:If Booth moves to Q-11, R-11, and then up to R-9... would that be consider leaving melee combat, thus granting Gutkurr #1 an attack of opportunity?

Zilfallion

Sep 14, 2013, 06:00 PM #2 Last Edit: Sep 14, 2013, 06:04 PM by Zilfallion
:ooc:  Question to my fellow players: Do we have any formation we want to keep?  If so, I'd love to know.  Focus Fire is generally a good thing, So I thought I'd do a Running Attack down just a bit so no cover granted to #1 from allies there, then move back up to the spot I had before.  I'd technically move before Booth too, so we could focus fire down on #1.  As I've learned playing Mech Games[I know, not the same thing] Focused Fire is the most powerful thing in the game.

Posterboy

 :ooc: Zilfallion, by "focus fire", do you mean everyone attack the same creature and then move on to the next one? If so, yes, I think that is good strategy. ... I'd suggest Martel and Longshot watch our flank and keep #2 busy (Martel is melee, and everytime Longshot aims and hits, his target slides one step down the condition track, which gives the creature some serious penalties pretty quick). If Haywire, Mitts, and Booth nail #1, and Hammer either hits #1 with burst fire or uses autofire sweep to hit both #1 and #3, we should be able to take out #1 fairly quickly and then engage #3.

tomcat

Quote from: Posterboy on Sep 14, 2013, 02:39 PM
:ooc:If Booth moves to Q-11, R-11, and then up to R-9... would that be consider leaving melee combat, thus granting Gutkurr #1 an attack of opportunity?

:ooc: Yes, Booth will evoke an AoO from both gutkurrs if he moves first. Martel will also evoke an AoO from #3
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

Zilfallion

Haywire will quickly dart in between Martel and Mitts to snap off a shot with a clear line of fire on the first of the creatures that were attacking before backing up to give Booth or Martel to get back into a tighter formation if they needed to.

:00: DC 17 Ranged Assault Blaster Rifle +11 (3d8+5) with point blank shot
To Hit 1d20+11 : 10 + 11, total 21

Damage if Hit 3d8+5 : 7, 8, 3 + 5, total 23


:ooc: Yes, when I say "focus fire" I am indeed talking about everyone shooting the same target.  I think concentrated fire is better for this type of situation with few but strong opponents rather than everyone just shooting what's closest to them.

Tactical Info: Moving Down to R10, then back up to Q8.

Posterboy

 :ooc:Really? Am I reading the map wrong? I'm assuming J = "Jedi"/Martel. If that's true, isn't Martel currently out of reach of #2 (gutkurr's have 5ft reach, Martel is 2 squares away) and is 15 ft from #1 and 50 ft from #3. How will he provoke attacks from the gutkurrs (especially #3)?

Also, Booth is adjacent to #1, but if he "withdraws" (SWSE pg153) to Q-11, isn't he in a non-threatened square (10 ft from both #1 and #2) and can therefore move two more squares without an AoO?

Or is my understanding of the 1 square reach faulty? That the gutkurrs actually threaten the area two squares adjacent to them?

Callowmoryne

He missed! Longshot laughed under his breath as he heard more of the beasts moving in on their camp. Gallows humor. He couldn't help but picture sunrise in this desolate place finding Dsquad half eaten,  their armor scattered around the area like shelled nuts. His first instinct was to crack off another shot at his initial target. But as booth moved down the hill another of the beasts crested the ridge. Maybe he could slow this one down. He had faith in his team to take out the first of the beasts.

:ooc: swift action aim at 2.

Rolled 1d20+10 : 19 + 10, total 29


Damage if hit
Rolled 4d8+7 : 5, 1, 1, 5 + 7, total 19

deadpool

 :ooc:I have the same doubt as posterboy. Also, gutkurr #1 doesn't have cover against me, right?

tomcat

Sep 15, 2013, 06:58 AM #9 Last Edit: Sep 15, 2013, 06:59 AM by tomcat
Quote from: Posterboy on Sep 14, 2013, 07:07 PM:ooc: Really? Am I reading the map wrong? I'm assuming J = "Jedi"/Martel. If that's true, isn't Martel currently out of reach of #2 (gutkurr's have 5ft reach, Martel is 2 squares away) and is 15 ft from #1 and 50 ft from #3. How will he provoke attacks from the gutkurrs (especially #3)?

Also, Booth is adjacent to #1, but if he "withdraws" (SWSE pg153) to Q-11, isn't he in a non-threatened square (10 ft from both #1 and #2) and can therefore move two more squares without an AoO?

Or is my understanding of the 1 square reach faulty? That the gutkurrs actually threaten the area two squares adjacent to them?

:ooc: Sorry, sorry! I was posting on my phone last night and trying to go between post screen and image screen. First, I meant to write gutkurr #2 not #3. Second, you are correct about reach. I misinterpreted the rules when I saw the gutkurrs had a reach of 1 square. I assumed that medium/large always had adjacent square reach so 1-square meant that huge could grasp 1-square away. This was wrong as you already know!  :) I also found that it comes down to the monster - Acklays, for example, are Huge but have a 2-square reach - so it is essentially determined by the creature's physical form, not the size group.

So, I retract my post above and let me re-answer the question:

Yes, Booth can use the Withdraw action to go straight up to Q11 and finish his move in R9.

Lastly, I am using the Saga rules of distance being measured in meters (even though I am in the US and the metric system will throw me every time  ;) ), so each square is equal to 1.5 meters. Terrain is considered rough wherever there is a boulder in it, and a elevation band will also cause a 1.5 movement cost - just so you all know.


Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

Sep 15, 2013, 07:13 AM #10 Last Edit: Sep 15, 2013, 07:19 AM by tomcat
:ooc: Results...

Haywire hits gutkurr #1 for 23 - 61/122

Awesome shot, John! To help you out with your PC - because you used 2 SWIFT actions to aim first, your ranged attack mods to use should be the one that says: Ranged sniper rifle* +11 (4d8+8; CT -1) with Point Blank Shot and Deadeye and Debilitating Shot (requires Aim)

Your PC is in Point Blank range which gives you the +1 to attack and damage and Deadeye and Debilitating shot both occur automatically if you aim.

So, Longshot hits gutkurr #2 with a 30 for 20 damage and a CT -1  ... 20/122 CT-1

If you want to add it with your attack post, you can click the icon that is a TN (for target number). This auto-fills text and the dice icon like this:

:00: DC -- skill info

You just then need to overwrite the two -- with your DC number (if you know it) and then I copy/paste the attack mod from the PC sheet to the text line above over the skill info.

But it's your choice.
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

Quote from: deadpool on Sep 15, 2013, 04:39 AM:ooc:I have the same doubt as posterboy. Also, gutkurr #1 doesn't have cover against me, right?

:ooc: No, Mitts has a clear shot to gutkurr #1. The creature is slightly above you though on the higher terrain - this is the reason why Hammer also has LOS to him and not blocked by the Arrow.
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

Booth smiled at his team, even though his attention was focused on the monster before him. They were all up and responding as a team directing concentrated fire on the primary threat, while Longshot fired debilitating shots at the approaching threats.

The gutkurr to the south was in a rage. Its carapace was being torn apart and the soft flesh underneath was now being ripped into. Gobbets of black goo flew from it splattering on the men and their canopied vehicle.
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

Posterboy

 :ooc:Totally no worries, Doug. Thanks for the correction.

Booth felt the beast's hot breath, spittle and black goo hit his armor. He took a step back, looking to create a chokepoint between the Arrow and the hillside, and moved himself next to Mitts. His rifle lit up again sending searing bolts at the frenzied beast.

:ooc:
Move action: Withdraw to Q11, move to R11
Attack gutkurr #1: 1d20+11 : 4 + 11, total 15

damage if successful: 3d8+5 : 2, 7, 8 + 5, total 22


Posterboy

 :ooc:I'll use a force point to hit the thing:

force point: 1d6 : 3, total 3