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Beleaguered defense - round 5

Started by tomcat, Jul 24, 2014, 03:03 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: 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]
6
[/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]

Initiative
Dirnhael -14
Fengel - 13
Durgil - 13
Berserkers - 12
Celdrahil - 10
Nain - 9
Edrahil - 9
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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: Berserker's initiative:
Roll(2d6)+4: 2,6,+4 Total:12

PC's may roll initiative, too, if you plan to engage in one-on-one melee





The swish and thok of arrows was heard down the line of the invaders and it was as if a scythe had just cut through a field of wheat. The low moans of the dying could be heard, but along the riverbank most had fallen. The battle was nearly a route if Guilin and his people could force the remainder of the troops on the embankment back into the river, and so stave off any others that might still be making the crossing. The only trouble was the four wild men before him and his defenders.

The silence was broken by a scream of rage from one of the berserkers, to which his companions quickly combined their own wrath. Guilin could feel his people back away even though they now had the upper hand.
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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]

GandalfOfBorg

 :ooc:I thought Guilin called for my units to engage and I rolled a Move action to go from the woods to the beach to encounter the 2 OI units.
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

Telcontar

 :ooc: Initiative
Rolled 2d6+6 : 2, 2 + 6, total 10
THE GAME MUST GO ON!

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

tomcat

Quote from: GandalfOfBorg on Jul 24, 2014, 05:14 PM:ooc:I thought Guilin called for my units to engage and I rolled a Move action to go from the woods to the beach to encounter the 2 OI units.

:ooc: You did do that, didn't you. Okay... I will go back and add it to round 4 - give me a little bit.
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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

#5
:ooc: Additional Mods this round:

Dirnhael is Winded -1

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

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 and TN 15
Roll(2d6)+8: 2,3,+8 Total:13
Roll(2d6)+8: 1,2,+8 Total:11 FAILED
Roll(2d6)+8: 1,4,+8 Total:13
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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

The number of rafts was dwindling, but still men were appearing on the embankment. Still, Guilin could feel that their fervor was not what it had been once they hit the shore and saw the dead and dying.




:ooc: Okay, everything should be all caught up now... going to wait for more init posts before I start the melee.

Initiative
Fengel - Roll(2d6)+3: 4,6,+3 Total:13
Edrahil - Roll(2d6)+2: 2,5,+2 Total:9

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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]

GandalfOfBorg

Durgil gives the command to attack the unit of wild men on the beach and into the muck and mire rushed the Men of Tharbad to meet them.  Blood and gore from the decimated orcs mixed with the mud making footing treacherous, the men's resolve would waiver little.

Seeing the raging man cut through the inexperienced like wheat, the young commander wades into the fray with the beast. "Ho! You there!  This blade won't fall so easily, so come have a taste!"

:ooc:
Initiative -  2d6+2 : 5, 6 + 2, total 13

Attack Command -  2d6+9 : 1, 2 + 9, total 12

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

Stefan

Nain sees the Berserker wading through his own troops as if to take the beach all on his own.  In response Nain shoves the infantry in front of him to make a path, charging through and over them to get to the big bugger.

"Ye'll not be takin' this beach while I stand on it.  Come and taste Dwarven steel!"

Initiative -
Rolled 2d6+2 : 2, 5 + 2, total 9

Attack -
Rolled 2d6+9 : 1, 6 + 9, total 16

Damage -
Rolled 1d6+10 : 6 + 10, total 16


:ooc:Nain is going to charge the berserker and hopefully get a swing on him.

tomcat

:ooc: Going to give Shawn one more day to chime in here and then I will do his rolls for him for this round and move us on.
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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]

sdrotar

With the riverbank momentarily free of invaders, Dirnhael saw Nain rush the huge wild-man.
He wouldn't stand by and let him fight alone; if the two of them could dispatch him quickly, they could regroup before the next wave reached the muddy shore.
Dirnhael pulled his shield tight to his body and charged after Nain -- and his prey.

:00: Initiative (Winded -1):
Rolled 2d6+4 : 4, 6 + 4, total 14


:00: Attack (Winded -1, Warwise +1):
Rolled 2d6+17 : 1, 5 + 17, total 23


:00: Damage (if successful):
Rolled 2d6+7 : 5, 3 + 7, total 15

LOTR Characters:Dirnhael, Vári
ST Characters:Stonn, Ramos
SW Character: Caden Whitesun

tomcat

:ooc: Okay... resolving in Initiative Order:

Dirnhael - Shawn, you did it right except your attack roll. Warwise is already included in the +4 mod of your total +17 to Armed Combat. But, you do need to add your +2 specialty for +19 -1 Winded -2 Darkness =+16
Berserker 3 - action 3* PARRY  Dirnhael
TN 22 Armed Combat +19, specialty +2, Darkness -2
:00: 2d6+19 : 5, 2 + 19, total 26


Berserker 3 - action 4 PARRY  Nain
TN 16 Armed Combat +19, specialty +2, Darkness -2, MAP -5
:00: 2d6+14 : 6, 2 + 14, total 22


Berserker 4 - action 2 PARRY  Durgil
TN 11 Armed Combat +19, specialty +2, Darkness -2
:00: 2d6+19 : 2, 2 + 19, total 23

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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:

Fengel
Action 1 - MOVE to close
Action 2 & 3 - attack Berserker 3
TN 12 Armed blades (longsword - Cerduil) +16 (2d6+7)
:00: attack 1 2d6+16 : 6, 1 + 16, total 23

:dmg: 2d6+7 : 5, 2 + 7, total 14

:00: attack 2 2d6+16 : 2, 1 + 16, total 19

:dmg: 2d6+7 : 6, 3 + 7, total 16


Edrahil
Action 1 - cast Wizard's fist on Berserker 3
TN 12 Willpower +3; strong willed and resolute +6; magic +8 (+10 with secret fire spells)
:00: 2d6+8 : 6, 1 + 8, total 15


Opposed Strength test if casting is a success
Edrahil
Rolled 2d6+9 : 5, 5 + 9, total 19

Berserker 3
Rolled 2d6+2 : 4, 5 + 2, total 11


Damage if not opposed
Rolled 1d6+11 : 2 + 11, total 13

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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:

Berserker 3 attempts to Parry Fengel
Action 4
TN 23 Armed Combat +19, specialty +2, Darkness -2, MAP -10
:00: 2d6+9 : 4, 6 + 9, total 19


Action 5
TN 23 Armed Combat +19, specialty +2, Darkness -2, MAP -15
:00: 2d6+4 : 2, 6 + 4, total 12

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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

#14
The companions just south of the defensive barricade charged at the large wild man that had charged up the beach. The berserker was immediately hard pressed to defend himself as Vorandúr slashed through the darkness. The wild man's mattock came up to parry the first and then the second - Dirnhael's own sword biting into the weapon's haft. Even Nain's swing was blocked away, but Fengel approached from the flank. The Éothraim's sword found two openings and bit deep.

Fengel drew back to stab again but the voice of Edrahil rose over the clangor and suddenly the wild man was wrenched into the air. He spun once and then was slammed hard back onto the river's muddy bank.




:ooc: Berserker 3 is able to parry all but Fengel's attacks, and is slammed to the ground with Wizard's Fist.

Damage for each attack:
Fengel 1:    14 -4 armor = 10
Fengel 2:    16 -4 armor = 12
Edrahil 1:    13 -4 armor = 9

Berserker 3 is now 31/66 Injured -3

Need Celdrahil's actions for this round and then I will start the new one.
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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]