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Beleaguered defense - round 4

Started by tomcat, Jul 16, 2014, 05:05 PM

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tomcat

:arrow: OOC: COMBAT RULES:

1. Each combat round will be 1/4 hour. Roll 1d3 to determine number of opponents around the character for that round. This number will change every round giving the feel that enemies are constantly moving about the character - some may attack, some may not. This allows the characters to interact and also be wounded, as they might be in battle. The kills will count in the main melee and for XP, but it is also there to give the character a bit of bragging rights. I may introduce a captain or lieutenant or some other semi-major NPC that steps up to fight you. If that happens, I will let you know. In this case, we would revert to standard combat for your character.

2. Enemies will roll 2d6 per attacker and will hit on each die result of 1 or 2 for 2d6+3 damage minus any armor protection

3. The number of Enemy attackers above does not imply that that is all of the soldiers the character may attack on his turn. It implies that in the fray of combat, that is how many attackers took a swing at the character.

4. Characters then may roll 3d6 per round and will kill one enemy soldier per die based on the results of each die roll and their current Health/Weariness (consult the chart below)




Healthy/Hale: 1-5
Dazed/Winded: 1-4
Injured/Tired: 1-3
Wounded/Weary: 1-2
Incapacitated/Spent: 1
Near Death: Cannot combat
For the Hardy Edge:
Healthy/Hale: 1-5
Dazed/Winded: 1-5
Wounded/Weary: 1-4
Injured/Tired: 1-3
Incapacitated/Spent: 1-2
Near Death: 1 ... at this level he is Near Death but still swinging his axe. He literally would go down fighting

5. The characters will skirmish one time for each Battle round and must make a Weariness Test TN 10 at the end of the attack. Skirmishes are considered simultaneous combat in regards to results. If a character wishes to get out of the heat of battle, you must announce it and I will then determine what it takes for him to retreat.

MODIFIERS (all that apply will be illustrated here and included in stats below)
Terrain effects by area:
Woods - cause a -5 to movement and reduce Ranged Combat modifier to 0
Light Fortification - units within gain a +2 to Toughness and +3 to Ranged Combat and Support
Mud- units combating within have a -2 penalty to movement and -1 to Command
Dark - all units suffer -2 to any actions due to darkness, except Orc units


[tabular type=4 caption="Free Peoples: Defenders total strength 110 (11 units)"]
[row][head]
Unit Type
[/head][head]
Quantity
[/head][head]
Command
[/head][head]
Ranged
[/head][head]
Melee
[/head][head]
Toughness
[/head][head]
Support
[/head][head]
Movement
[/head][head]
Effective Value
[/head][head]
Special
[/head][/row]
[row][data]Archers[/data][data]
4
[/data][data]
7
[/data][data]
10
[/data][data]
5
[/data][data]
9
[/data][data]
5
[/data][data]
9
[/data][data]
1,800
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-1
[/data][data]
---
[/data][data]
---
[/data][data]
+7
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee - trained[/data][data]
4
[/data][data]
8
[/data][data]
5
[/data][data]
10
[/data][data]
10
[/data][data]
5
[/data][data]
6
[/data][data]
1,760
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-1
[/data][data]
---
[/data][data]
---
[/data][data]
+7
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee - untrained[/data][data]
0
[/data][data]
7
[/data][data]
10
[/data][data]
5
[/data][data]
9
[/data][data]
5
[/data][data]
9
[/data][data]
1,800
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-3
[/data][data]
-1
[/data][data]
-1
[/data][data]
+5
[/data][data]
-1
[/data][data]
-1
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[/tabular]

[tabular type=4 caption="Enemy: Orcs total strength 90 (9 units)"]
[row][head]
Unit Type
[/head][head]
Quantity
[/head][head]
Command
[/head][head]
Ranged
[/head][head]
Melee
[/head][head]
Toughness
[/head][head]
Support
[/head][head]
Movement
[/head][head]
Effective Value
[/head][head]
Special
[/head][/row]
[row][data]Archers[/data][data]
2
[/data][data]
7
[/data][data]
10
[/data][data]
7
[/data][data]
10
[/data][data]
4
[/data][data]
10
[/data][data]
1, 440
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee [/data][data]
2
[/data][data]
8
[/data][data]
5
[/data][data]
12
[/data][data]
13
[/data][data]
5
[/data][data]
8
[/data][data]
1,530
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[/tabular]

[tabular type=4 caption="Enemy: Wild Men total strength 110 (11 units)"]
[row][head]
Unit Type
[/head][head]
Quantity
[/head][head]
Command
[/head][head]
Ranged
[/head][head]
Melee
[/head][head]
Toughness
[/head][head]
Support
[/head][head]
Movement
[/head][head]
Effective Value
[/head][head]
Special
[/head][/row]
[row][data]Archers[/data][data]
2
[/data][data]
7
[/data][data]
9
[/data][data]
7
[/data][data]
11
[/data][data]
5
[/data][data]
8
[/data][data]
940
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee [/data][data]
7
[/data][data]
7
[/data][data]
5
[/data][data]
11
[/data][data]
12
[/data][data]
5
[/data][data]
8
[/data][data]
960
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[/tabular]
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

:ooc: Additional Mods this round:

Celdrahil's horn: +2 Inspiration to all Free Folk actions; -2 penalty to all Enemy actions
Dirnhael's Inspire: +2 Inspiration to all Free Folk actions
Dirnhael is Winded -1

These will not stack on each other, meaning I won't give a penalty to Hit and then give a bonus to defend. Does this make sense? But, the penalty/bonus will apply to any test that is not already suffered/gained from the modifiers.

Roll for how many rafts land in this round and where:
Roll(2d3)+0: 1,1+0 Total:2
Locations (bank areas 1-3 top to bottom):
Roll(4d3)+0: 1,3

Total Landed by type:
WMI - 2

The enemy need to make a MOVE roll against the TN for each area to move into that area, so:
Wild Men have a Movement of 8 versus TN 7 (Horn Intimidation -2)
Roll(2d6)+4: 5,2,+6 Total:13 SUCCESS
Roll(2d6)+6: 2,6,+6 Total:14 SUCCESS

I will determine ENEMY actions later.
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

Jul 16, 2014, 05:20 PM #2 Last Edit: Jul 16, 2014, 05:22 PM by tomcat
Bodies lay entangled in the rotted and burned wood of the defense. Guilin could see childrens' faces that would not again see the light of day. It crushed his spirit. He was a hunter! Not a leader of men; not a man who could be responsible for such death. His bow arm began to sag with the weight of his decisions - he thought he could keep them safe here.

On the river bank, another two rafts bumped against the many rafts that now made a makeshift dock - each disgorged groups of warriors with cruel, but crude weapons in their hands. Among these Wild Men were four berserkers, crazed swordsmen who lived for the carnage of war. They were taller and stronger than most those around them and the Wild Men seemed to gain courage as the berserkers pulled forth their weapons and each gave a horrid battle cry.




:ooc: As you probably know, these berserkers will not be held to the Mass Combat, which means you don't either if you decide to engage them.

Have fun!  ;D
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]

Stefan

 :ooc:I'm going to assume that Nain is still surrounded with orcs so he'll continue to fight them till the berserkers come a little closer.

The 5 orcs that Nain had hewn lay at his feet, but those there were dozens more still pouring up the beach.  He could see the Berserkers stepping off the newly landed raft and the vigor that they inspired in the wild men around them.  For a moment he thought about charging down the beach at them to break the spirit of this horde but then the orcs around him surged forward and he was once again fighting.  They would come up the beach soon enough.


Stefan

Round 4

Number of Nain's Enemies in melee (1d3):
:00: Roll(1d3)+0:1,+0 Total:1

Enemy hits on Nain (2d6 each; hit on 1 and 2):
:00: Enemy 1: Roll(2d6)+0:3,5,+0 Total:11 - None

Enemy damage to Nain (2d6+3 each; subtract 7 for Nain's chainmail Armor absorption = 2d6-4):
:00: Enemy 1: None

Enemy kills by Nain (3d6; kill on 1-5; Healthy/Hardy edge):
:00: Roll(3d6)+0:3,6,5,+0 Total:13

:arrow: Nain kills 3 Enemies

Nain's Weariness Test (TN10; 2d6, Stamina +4, Hardiness of Body +2 = 2d6+6):
:00: Roll(2d6)+6:6,4,+4 Total:16 - Success

:arrow: Nain's new condition is Healthy/Hale

GandalfOfBorg

Durgil heard the shout from the walls and motioned for his men to proceed into the mire of the riverbanks.  "Now, men, for Tharbad and the North!  To arms!"  The terrible night's moon gave Silivren a cold gleam as it was raised high in command and anticipation of death with the young Dunadan's charge.

:ooc:
Inspire -  2d6+5 : 1, 6 + 5, total 12

Move (Move 8, +4 Inspire bonuses=+12) -  2d6+12 : 3, 3 + 12, total 18

:00:Number of Attackers Roll(1d3): 2, +0 Total: 2
:00:Attacker #1 Roll(2d6)+0: 1,5,+0 Total:6
:00:Attacker #2 Roll(2d6)+0: 5,3,+0 Total:8
:00:Damage, Attacker #1 Roll(2d6)+3: 1,1,+3 Total:5
:00:Durgil's Attack Roll(3d6)+0: 3,1,5 <3 killed>
Gwaithlim Weapons
Great Bow  Atk: 2d -- Dmg (0h): 7/13/19 -- Edge: 10 -- Injury: 16
Swords       Atk: 2d -- Dmg (1h): 5/11/17 -- Edge: 10 -- Injury: 16
                                    Dmg (2h): 7/13/19 -- Edge: 10 -- Injury: 16

sdrotar

Round 2

Number of Dirnhael's Enemies in melee (1d3):
:00: Roll(1d3)+0:1,+0 Total:1

Enemy hits on Dirnhael (2d6 each; hit on 1 and 2):

:00: Enemy 1: Roll(2d6)+0:2,5,+0 Total:7 -- 1 hit

Enemy damage to Dirnhael (2d6+3 each; subtract 5 for Dirnhael's chainmail Armor absorption = 2d6-2):
:00: Enemy 1: Roll(2d6)-2:3,3,-2 Total:4

Enemy kills by Dirnhael (3d6; kill on 1-5; Healthy/Hardy edge):

:00: Roll(3d6)+0:2,5,1,+0 Total:8 -- 3 kills

:arrow: Dirnhael kills 3 Enemies

Dirnhael's Weariness Test (TN10; 2d6, Hardy edge +4, Winded -1 = 2d6+3):
:00: Roll(2d6)+3:4,4,+3 Total:11 -- Success

:arrow: Dirnhael's condition is Healthy(-4)/Winded

***

One Orc axe found its target, and Dirnhael winced in pain. Enraged, he dispatched the offending Orc, and two of his companions for good measure.
LOTR Characters:Dirnhael, Vári
ST Characters:Stonn, Ramos
SW Character: Caden Whitesun

Telcontar

Celdrahil saw the warriors land on the beach, a quick survey of the area told him that to charge would be to mire himself in the muck. Instead he sheathed his sword and uplifted again his great bow taking aim at the new foes.

:ooc:
Mechanics (I'm assuming they can not close to the barricade in one round.)

NOrmal combat system for these guys I assume.

Trigger Valiant: Bearing test for +2 courage for the scene.
Rolled 2d6+1 : 6, 1 + 1, total 8

Trigger Warrior Born Spending a point of CRG regardless of result for +2 AC/RC for one battle.

Draw Weapon: Quick Draw Free Action

Fire the Bow at Beserker 1:
Target is moving slowly, but I am in an advantageous position so I figure that's a push.
Ranged attack#1
RC+10, +2 Warrior Born, +2 Spec, +2 Inspiration????= +16   
Rolled 2d6+16 : 2, 2 + 16, total 20

DMG:
Rolled 2d6+2 : 4, 4 + 2, total 10


Ranged attack#2
RC+10, +2 Warrior Born, +2 Spec, +2 Inspiration????= +16   
Rolled 2d6+16 : 1, 4 + 16, total 21

DMG:
Rolled 2d6+2 : 4, 6 + 2, total 12


Swift Strike Ranged attack#3
RC+10, +2 Warrior Born, +2 Spec, +2 Inspiration????= +16   
Rolled 2d6+16 : 1, 3 + 16, total 20

DMG:
Rolled 2d6+2 : 5, 3 + 2, total 10


Extra Attack Ranged attack#1
RC+10, +2 Warrior Born, +2 Spec, +2 Inspiration????= +16-5 extra action 
Rolled 2d6+11 : 3, 6 + 11, total 20

DMG:
Rolled 2d6+2 : 5, 5 + 2, total 12


Extra Ranged attack#2
RC+10, +2 Warrior Born, +2 Spec, +2 Inspiration????= +16-10 extra action 
Rolled 2d6+1 : 3, 1 + 1, total 5

DMG:
Rolled 2d6+2 : 2, 2 + 2, total 6


THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

Telcontar

 :ooc: and Cedrahil has after many years of real life time revealed himself on the stage of Middle-Earth! Home boy and his peazos better get back on the raft before they meet my sword.
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

tomcat

:ooc: Dude, I love it! Awesome break down of your actions for this round. But... and there always seems to be a but, I have a House Rule that I play by for our CODA game:

Multiple Actions: Character may only perform a number of Offensive actions, per round, equal to their standard Action Allowance (plus any bonus actions from the Swift Strike/Swift Shot Edge). They may perform as many Defensive actions as they need until, of course, it becomes futile. I.e. Dirnhael has 3 Actions per round - 2 standard and 1 more from Swift Strike. He may attack no more than three times in the round, although he may make as many Parry and Dodges as he needs until the Action Allowance penalty reduces his rolls to low to be of any value.

This all said, I will leave things as they are for this round except this, too, will come into play: On page 215 of the Core Rules, it says it costs 1 action to Reload. Quick Draw allows you to ready 1 personal weapon as a Free Action, any other readying in a round is going to cost you.

So, Tom, because you did such an awesome post, here is how I am going to rule it: I will allow all 3 bow shots for this round without any penalties for having to also use actions to draw a new arrow, but future rounds you will need to account for pulling a new arrow. The two extra actions I am going to ignore - one was a miss anyway.

I will follow this post up tonight or tomorrow with some results - for now, it is time to watch some TV with my wife.
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

Celdrahil's arrows flew true in the dark and caught one of the berserkers unaware. With meaty thuds, the arrows pierced through the man's leather and hide armor in a tight grouping. The wild man warrior looked where the shafts protruded from his chest and stomach and he gave an insane cry of pain and anger.




:ooc: Celdrahil's arrow damages:
Arrow 1: damage 10 -4 armor = 6
Arrow 2: damage 12 -4 armor = 8
Arrow 3: damage 10 -4 armor = 6

Each berserker has 11 Health, so he is 20/66 Dazed -1

I have to go to my niece's birthday party but I will have this round updated and the new round posted when I get home around 6PM tonight.
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]

Stefan

 :ooc:I just noticed that Nain actually only got 2 kills this round.  sorry about the typo.

tomcat

Jul 23, 2014, 05:58 PM #12 Last Edit: Jul 23, 2014, 06:06 PM by tomcat
:ooc: The enemy will once more move two untis from the bank into the killing grounds before Dirnhael and his people.

OI unit moves TN 7
Move +8, -4 Intimidation
Roll(2d6)+4: 1,1,+4 Total:6 -6 cascade -5 = -5 Disastrous failure

WMI unit moves TN 7
Move +8, -4 intimidation
Roll(2d6)+4: 1,1,+4 Total:6 -3 = 3 Failure

Really pathetic rolls....





It would have been comical if not for the deadly nature of the moment. Still, the companions watched as orcs and men that had clambored over raft and reed to the riverbank only to then step onto cruel caltrops that pierced even the iron-shod boots. Orcs fell and the following men tumbled atop of them until there was a pile of clawing and cursing folk wrestling in the mud.

Guilin took the opportunity created by the trap and had his archers loose another volley into the tangle. Unfortunately, the bersekers who stood not far from the others also took advantage of the redirected fire and raced towards the defense. Two leapt up onto tthe broken beams their massive mattocks swinging. Men within the bastion screamed as the large hammers smashed into bone and skull.
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

:ooc: I will post the new round in the morning along with the Free people's archer attack in this round. I will include the berserkers initiative rolls and from there PC's can act within mass combat or melee as you please. I keep getting caught between work and my wife when trying to post - it is either the day is too busy at the office, or the night is too busy with the kids and wife's need to hang.  ;D

Sorry for the delys.
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

:ooc: Attacks for this round:

The move maneuvers didn't work for the enemy forces, so all they can do is launch an arrow barrage:
Orc Archers south - fire into Dirnhael's units
TN 15 Ranged +10, Intimidation -4
:00: 2d6+6 : 6, 5 + 6, total 17


Orc Archers south - fire into bastion archer unit
TN 16 Ranged +10, Intimidation -4
:00: 2d6+6 : 2, 5 + 6, total 13


Free People archer units fire into north and south riverbank arenas at orc archers and infantry
TN 8/11 Ranged 10, Darkness -2
:00: 2d6+8 : 3, 2 + 8, total 13

:00: 2d6+8 : 3, 6 + 8, total 17

:00: 2d6+8 : 5, 2 + 8, total 15

:00: 2d6+8 : 5, 6 + 8, total 19
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]