| Galatea Rayven |
Galatea moves close enough to to be heard while speaking softly and says while pointing "A holocam. They will know someone is coming, in damaged armour if they look closely. Maybe we can approach another way. I know about the armour being uncomfortable. At least it is more or less your size. It is much too large for me and... appears to be designed for males." Galatea looks around for other approaches to the area the prisoners are held.
Perception, Galatea: 1d20 + 3 ⇒ (10) + 3 = 13
| GM Phntm888 |
Galatea spots a hallway to the left that appears to go around the cell block - maybe there is an entrance back there?
As Sebbik approaches the door, the holocam seems to follow him. There is an intercom, and no sign of any button access. There is a data port that looks designed to accept a code cylinder.
| Tirual’Sij’Ekil ‘Jek’ |
My agility is my armor, and this bucket-headed suit of armor strips that all the way. I’d actually prefer it if I was caught in a blaster-fight in my pyjamas. Jek replied to Callum. This trooper was the closest to my size, you know. Not my size. The difference is substantial enough. He chuckled. Indeed, this model appears nothing like the femmetrooper armor I’ve seen the holonet, Jek said to Galatea.
| Sebbik |
Assuming they have no code cylinder, Sebbik decides it's risky to try and hack into the door in full view of the holocam. He nods wordlessly at Galatea's signal and follows her.
| GM Phntm888 |
Nope. You have no code cylinder.
Turning the corner, you find only a single door that says, "Comm Center on it."
You know that oftentimes an officer will be on duty in the Comm Center, and officers usually carry code cylinders granting them access to more secure areas of the base.
| Galatea Rayven |
Knowledge Skill Galactic Lore: 1d20 + 8 ⇒ (17) + 8 = 25
Galatea moves over to the door to the comm centre, pausing just outside the door, obviously poised to enter quickly. Galatea points towards the door with her left hand and holds her blaster carbine at the ready in her right.
| Callum Vorn |
"Alright then," is all Callum says before taking his pistol out of its holster and quickly opening the door, firing at the officer inside, should there be one. To stun, of course. He finds that after re-establishing his connection to the Force he is a bit more wary of killing someone. Well, not in self defense anyway.
Ranged attack (sporting blaster pistol): 1d20 + 4 ⇒ (16) + 4 = 20
Damage (stun): 3d4 + 1 ⇒ (4, 4, 4) + 1 = 13
| GM Phntm888 |
Well, okay, then. Combat it is.
Callum Init: 1d20 + 9 ⇒ (4) + 9 = 13
Galatea Init: 1d20 + 8 ⇒ (11) + 8 = 19
Sebbik Init: 1d20 + 9 ⇒ (11) + 9 = 20
Jek Init: 1d20 + 9 ⇒ (19) + 9 = 28
Lt. Aden Init: 1d20 + 1 ⇒ (5) + 1 = 6
Comm Officers: 1d20 + 3 ⇒ (2) + 3 = 5
Surprise Round
Callum draws his pistol and opens the door, stepping into the room and firing his blaster at the Imperial Lieutenant standing near the main communications system. The stun bolt washes over him and he staggers, but remains on his feet. It's then that Callum realizes there are three other communications officers in the communications center, including one right next to him.
Initiative Order
Jek
Sebbik
Galatea
Callum
Lt. Aden
Comm Officers
The party is up for Round 1.
Lt. Aden - 11/17, -1 condition
| Sebbik |
Wondering what the Imperials will think about being attacked by their own stormtroopers, Sebbik clumsily moves past Callum and fires on the officer as well with the blaster on stun, hoping to put him down quickly.
Blaster Pistol Attack: 1d20 + 6 ⇒ (20) + 6 = 26 = Critical Hit!
Blaster Pistol Damage: 6d6 + 2 ⇒ (5, 6, 4, 2, 5, 4) + 2 = 28 stun
Includes +1/+1 to attack/damage for Point Blank Shot, double damage for critical hit
Thinking that maybe one of the others can bluff the other imperials to hold their actions. Inspired by the thought, the Duros calls out as he fires. "Nobody move! The lieutenant is guilty of treason to the Empire!"
Deception check: 1d20 ⇒ 1 to 'aid another', if possible.
Forgot my penalties for wearing the armor as it pertains to attack rolls, so please apply to the above roll as needed - but it looks like it won't be needed! Since Sebbik isn't skilled at Deception, he'll just throw the idea out there if somebody wants to pick that idea up and run with it. Hoping maybe we can get the others to hold their fire, or at least confuse them for a moment or two. Not sure if that requires a standard action, but just in case I went ahead and rolled an 'Aid Another' if somebody wants to try it, but I'm afraid a '1' isn't going to help much...
| GM Phntm888 |
Round 1
"Oh, this is going to look good," Jek says as he draws his pistol and snaps off a stun shot at the nearest officer. The blast doesn't have a lot of power behind it, and doesn't seem to effect the comm officer.
Wondering what the Imperials will think about being attacked by their own stormtroopers, Sebbik clumsily moves past Callum and fires on the officer as well with the blaster on stun, hoping to put him down quickly. The officer falls to the ground as the stun bolt overwhelms him. Thinking that maybe one of the others can bluff the other imperials to hold their actions. Inspired by the thought, the Duros calls out as he fires. "Nobody move! The lieutenant is guilty of treason to the Empire!"
None of the officers appears to believe Sebbik's attempted ruse, and none of the others takes him up on it.
Galatea continues to take cover behind the wall as best she can and takes a shot at an uninjured officer. Her shot misses.
Callum turns to the nearest comm officer and fires a stun blast at him.
Attack, Stun: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 3d4 + 1 ⇒ (1, 1, 1) + 1 = 4
The comm officer barely notices the stun blast.
The lieutenant lies on the ground unconscious.
The three comm officers draw their blasters and fire at Callum and Sebbik.
Red vs Callum: 1d20 + 5 ⇒ (6) + 5 = 11
Orange vs Sebbik: 1d20 + 5 ⇒ (11) + 5 = 16
Yellow vs Sebbik: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 3d6 ⇒ (6, 6, 4) = 16
The one shooting at Callum misses, as does one of those shooting at Sebbik, but the other is on the mark, and Sebbik takes a painful blaster wound. Sebbik, take 16 damage.
| Callum Vorn |
"I freely admit this may not have been the best of ideas," Callum says to the others as he tries to take cover behind one of the desks and then fires at a comm officer, his blaster shot missing its mark entirely.
Ranged attack (sporting blaster pistol): 1d20 + 4 ⇒ (2) + 4 = 6
Damage (stun): 3d4 + 1 ⇒ (4, 4, 4) + 1 = 13
| Sebbik |
Sebbik staggers back as the imperial's blaster catches him in the arm, and pain flares through his body. Realizing that this is a fight to the death, the duros switches off the stun setting and returns fire against the one that shot him, but misses badly.
Blaster Pistol Attack: 1d20 + 1 ⇒ (6) + 1 = 7 vs Yellow
Blaster Pistol Damage: 3d6 + 1 ⇒ (4, 5, 5) + 1 = 15
Includes +1/+1 to attack/damage for Point Blank Shot, -1 to attack roll for Condition Track, -3 AC Penalty and MAX DEX to attack roll for stormtrooper armor
Ouch! Swift action to remove stun setting and fire at Yellow. The roll above includes a total of -4 penalty to attack roll for the stormtrooper armor AND being down 1 on the condition track (threshold 12), if I've figured that correctly. I realized I wasn't counting the MAX DEX modifier of +3 while I'm in that armor.
Stormtrooper Armor:
+4 Reflex Defense (slightly damaged, no longer +6)
+3 MAX DEX Bonus (penalty of -1 to attack rolls)
-2 AC Penalty (-2 to attack rolls and some skill checks)
| Galatea Rayven |
Galatea continues to take cover behind the wall, glad of whatever cover that may offer. Seeing the damage taken by Sebbik Galatea attempts to take down the comm officer that shot him, suspecting he may have the best skills with a blaster.
attack, Galatea: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
damage: 3d8 + 1 ⇒ (2, 8, 3) + 1 = 14
Unfortunately Galatea seems unable to hit the broad side of a barn with a bucket of wheat at present. :(
| GM Phntm888 |
Round 2
Jek moves behind some cover and lets loose a shot on the same target. Finally, that comm officer goes down.
Sebbik staggers back as the imperial's blaster catches him in the arm, and pain flares through his body. Realizing that this is a fight to the death, the duros switches off the stun setting and returns fire against the one that shot him, but misses badly.
Galatea continues to take cover behind the wall, glad of whatever cover that may offer. Seeing the damage taken by Sebbik Galatea attempts to take down the comm officer that shot him, suspecting he may have the best skills with a blaster. Unfortunately, she finds herself unable to hit him.
"I freely admit this may not have been the best of ideas," Callum says to the others as he tries to take cover behind one of the desks and then fires at a comm officer, his blaster shot missing its mark entirely.
One of the two remaining comm officers fires at Sebbik again, while the other pulls out his comlink. "Alert, we have renegade stormtroopers in the comm center. Repeat, renegade stormtroopers."
Orange vs Sebbik: 1d20 + 5 ⇒ (1) + 5 = 6
Fortunately for the Duros, it looks like the officer didn't check his power pack after his last time on the range, and he's forced to reload his pistol.
Initiative Order
Jek
Sebbik
Galatea
Callum
Lt. Aden
Comm Officers
The party is up for Round 3.
Lt. Aden - unconscious
Red Comm Officer - unconscious
Sebbik - 6/22, -1 condition
| Sebbik |
Sebbik realizes that this level is going to get crowded with stormtroopers and imperials really fast if they can't do something about stopping the reinforcements. But for now, there is a more pressing concern and the duros fires at the one that shot at him then heads out into the corridor to take a look at the turbolifts.
Blaster Pistol Attack: 1d20 + 1 ⇒ (2) + 1 = 3 vs Orange
Blaster Pistol Damage: 3d6 + 1 ⇒ (6, 2, 3) + 1 = 12
Includes +1/+1 to attack/damage for Point Blank Shot, -1 to attack roll for Condition Track, -3 AC Penalty and MAX DEX to attack roll for stormtrooper armor
Think I can use a swift action to start moving myself back up the Condition Track? Wow, my rolls are tanking fast... Shoot Orange (and miss), then head out into the corridor to check out the turbolifts. Any chance I can hack into them to slow them down or something?
Stormtrooper Armor:
+4 Reflex Defense (slightly damaged, no longer +6)
+3 MAX DEX Bonus (penalty of -1 to attack rolls)
-2 AC Penalty (-2 to attack rolls and some skill checks)
| Callum Vorn |
Like Sebbik, Callum switches off his pistol's stun setting. No point in being civil when your opponent clearly is not, especially when your own life depends on it.
Ranged attack (sporting blaster pistol): 1d20 + 4 ⇒ (16) + 4 = 20
Damage (energy): 3d4 + 1 ⇒ (3, 3, 2) + 1 = 9
| Tirual’Sij’Ekil ‘Jek’ |
Sorry! Was nursing some serious jetlag.
Damn. Jek spat under his breath, I’m getting better at this ‘shooting imperials’ thing, but I don’t want to test my luck on a full garrison, if I can help it.
Reluctantly, Jek turns off the stun setting of his pistol. Opening fire on this group with lethal force didn’t feel quite right, but now that there was a real fight going on, he felt better fighting without that handicap. He took aim and fired at one of the comm officers.
Attack: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
damage: 3d4 + 1 ⇒ (2, 1, 2) + 1 = 6
I’m still less-than-lethal, it would appear.
| GM Phntm888 |
Round 3
"Damn." Jek spat under his breath, "I’m getting better at this ‘shooting imperials’ thing, but I don’t want to test my luck on a full garrison, if I can help it."
Reluctantly, Jek turns off the stun setting of his pistol. Opening fire on this group with lethal force didn’t feel quite right, but now that there was a real fight going on, he felt better fighting without that handicap. He took aim and fired at one of the comm officers. His shot went wide, missing the mark.
Sebbik realizes that this level is going to get crowded with stormtroopers and imperials really fast if they can't do something about stopping the reinforcements. But for now, there is a more pressing concern and the duros fires at the one that shot at him then heads out into the corridor to take a look at the turbolifts. He misses badly.
Getting to the turbolifts, he sees that they haven't started moving. He does however, hear the clatter of footsteps coming from the location of the stationary gunwell.
Galatea, still taking cover behind the wall, fires at one of the standing comm officers, saying "We have to hurry. There will be dozens of stormtroopers here very soon." She misses yet again.
Like Sebbik, Callum switches off his pistol's stun setting. No point in being civil when your opponent clearly is not, especially when your own life depends on it. He is more accurate than the others, catching the trooper on the arm. It doesn't seem to impair him though.
Orange vs Callum: 1d20 + 5 ⇒ (10) + 5 = 15
Yellow vs Jek: 1d20 + 5 ⇒ (3) + 5 = 8
Time: 1d3 ⇒ 2
The two remaining comm officers fire at Jek and Callum, but both are able to dodge the beams as they burn into the wall behind you.
Initiative Order
Initiative Order
Jek
Sebbik
Galatea
Callum
Lt. Aden
Comm Officers
The party is up! Reinforcements haven't arrived yet.
Lt. Aden - unconscious
Red Comm Officer - unconscious
Orange Comm - 5/14
Sebbik - 6/22, -1 condition
| Sebbik |
Sebbik does a quick estimate of the distance, trying to determine if he can reach that door and perhaps jam the controls - or if perhaps blasting it will slow up the reinforcements...
Before posting my action, looking for feedback. Can I reach that door and use Mechanics to jam it? Or, barring that, can I shoot the control panel (which is surely next to the door!) ala Luke Skywalker and do the same? I'm more than willing to use one of my two Destiny Points to assure this happens, if I have the choice (rather than relying on the dice...)
| Galatea Rayven |
I have a few questions and observations, the observations first-
1)I am not sure jamming the door will help. We don't know where the reinforcements are coming from. Also, as far as I can recall we don't know how many doors their are in the comm room.
2) We are going to have to do something radical. I don't think we can take down the whole base in a shootout.
Now, questions-
a)We have some explosives to blow up the base, and a timer to set them off. Is it possible to take some of those explosives away from the rest. Enough explosive to blow up the comm room and an area around it containing imperials? We will have to improvise some kind of timer and, if we only have one detonator, a detonator. This is my idea for the something radical I mentioned in 2 above.
b)This one for the players. We came to the comm room to get a code cylinder to get into somewhere else. Will the code cylinder help us much now that the alarm has gone out? It is not clear to me we have much use for the cylinder any more. And if this is right there is no need to stay here, except if we want to blow up stormtroopers as I was looking at.
Other players thoughts?
| Sebbik |
With a grim expression, Sebbik moves back to the others, taking as much cover as he can in the doorway as he fires again at one of the imperials. "We're going to have company soon, then we'll be caught between a rock and a hard place." He informs the others, then thinks to himself, 'We need that code cylinder fast...'
Blaster Pistol Attack: 1d20 + 1 ⇒ (3) + 1 = 4 vs Orange
Blaster Pistol Damage: 3d6 + 1 ⇒ (1, 5, 6) + 1 = 13
Includes +1/+1 to attack/damage for Point Blank Shot, -1 to attack roll for Condition Track, -3 AC Penalty and MAX DEX to attack roll for stormtrooper armor
Ugh, we need to finish these guys fast and that dice roll isn't going to cut it. Move then ranged attack, taking cover as he can from that 5' doorway. Use another swift action to myself up the condition track (2 of 3, I think).
GM, if I can use one my coveted Destiny Points to grant myself an automatic critical hit rather than take that miss, I will do that. If allowed, the extra crit damage is below.
Extra Crit Blaster Pistol Damage: 3d6 + 1 ⇒ (6, 2, 5) + 1 = 14
Stormtrooper Armor:
+4 Reflex Defense (slightly damaged, no longer +6)
+3 MAX DEX Bonus (penalty of -1 to attack rolls)
-2 AC Penalty (-2 to attack rolls and some skill checks)
| GM Phntm888 |
You can always spend Destiny Points. However, if you don't spend the point in an action that could be construed as pursuit of your Destiny, you receive a Destiny Penalty. Shooting this comm operator is not a part of your Destiny, so you will take the Destiny penalty. Do you wish to use the Destiny Point?
| Sebbik |
Desperate times, desperate measures and all that. Yes, I'll take that penalty if I can use that point to get an auto crit and maybe take out that comm officer.
| Callum Vorn |
"Guide my aim," Callum mutters softly as he uses both his eyes and the Force to fire at one of the remaining Imperials.
Ranged attack (sporting blaster pistol): 1d20 + 4 - 2 + 1d8 ⇒ (6) + 4 - 2 + (6) = 14
Damage (energy): 3d4 + 1 ⇒ (3, 1, 2) + 1 = 7
Stormtrooper Armor:
+4 Reflex Defense (slightly damaged, no longer +6)
+3 MAX DEX Bonus (no changes)
-2 AC Penalty (-2 to attack rolls and some skill checks)
Is there an unattended code cylinder that we can see or is it carried by the officer, at least supposedly?
| GM Phntm888 |
Round 4
"Blast," Jek muttered at his miss, firing again at the same target, intent to kill. His blaster gives off a power pack depletion alarm, and he must reload. "Blast again!"
With a grim expression, Sebbik moves back to the others, taking as much cover as he can in the doorway as he fires again at one of the imperials. "We're going to have company soon, then we'll be caught between a rock and a hard place." He informs the others, then thinks to himself, We need that code cylinder fast... His blaster bolt fires true - perfectly placed to catch the comm operator in the face and drop him to the ground instantly. Something about the shot causes him to feel a little uncomfortable, though. Sebbik, for the next 24 hours, you have a -1 penalty to all Defenses.
Galatea, seeing only the one Comm operator left, fires at him.
Attack: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
Damage: 3d8 + 1 ⇒ (4, 7, 1) + 1 = 13
Her aim is on target, but the officer does not fall.
"Guide my aim," Callum mutters softly as he uses both his eyes and the Force to fire at one of the remaining Imperial. Guided by the Force, his blast flies true, and the Comm officer falls to the ground.
Combat is over.
A quick check of the room reveals that there is only one door in and out. The lieutenant's code cylinder is obvious, clipped to his uniform on the right side of his chest.
| Sebbik |
Still feeling uneasy somehow about that last kill, Sebbik avoids looking at the body of the fallen imperial he just shot and darts forward to grab the cylinder clipped to the unconscious lieutenant's uniform. "Let's hurry and get into the prison. Maybe we can hold off reinforcements long enough to get our job done. Though how we're going to get out of here..." Once again, the duros' usual manner of speaking in a hesitant, stuttering voice is noticeably gone. Perhaps it is the rush of adrenaline and the fact he is acting quickly, without time to overthink his words and actions.
Grab that code cylinder and then head to the door leading into the prison. Let's get in there fast! Sebbik will open the door, but cautiously hide behind the door frame to avoid any laser blasts coming from inside. Sound like a plan, everyone? Any other thoughts or strategies? GM, I presume I can take another swift action to remove the -1 penalties I was getting from being down on the Condition Track?
Stormtrooper Armor:
+4 Reflex Defense (slightly damaged, no longer +6)
+3 MAX DEX Bonus (-1 to Reflex Defense)
-2 AC Penalty (-2 to attack rolls and some skill checks)
Miscellaneous Conditions:
-1 to ALL defenses for 24 hours
| Galatea Rayven |
Galatea rather theatrically blows the barrel of her blaster, like a flamboyant gunfighter in a western movie, then her attention is drawn by Sebbik's musings, to which she replies "We had best leave here post haste, this place is going to be crawling with Imperials very soon. And I am sure we will succeed in getting out of the prison without much trouble. The mission is proceeding to plan Sebbik." Meanwhile, the Neimodian is thinking I wish I was half as confident as I sound.
| Galatea Rayven |
"They are heading down that corridor. If you pursue them down there we can go through that door. We will then have them in a pincer movement allowing no chance for escape."Galatea gestures to the corridor next to the Medical Bay and then to the door two squares to the right of it, beginning to move in that direction as she finishes speaking.
Deception: 1d20 + 12 ⇒ (12) + 12 = 24
Force Point: 1d6 ⇒ 5
That is 29 total. Hopefully that will do the trick.
| Galatea Rayven |
Sorry for not being clear. The corridor I am referring to is at the top of the map, being the white squares that are closest to the top of the map, leading out of the room the PCs and Stormtroopers are both in.
Also if the 2 Stormtroopers closer to the player characters were to move directly towards the top of the map, they would end up in the corridor.
And the door I was referring to does not go into the medical bay. If Jek were to walk from where he is to the corridor I described, he would go past a door. That is the door I am referring to.
| GM Phntm888 |
Galatea sprays blaster fire above the stormtroopers, forcing them to duck.
Galatea: 1d20 + 8 ⇒ (4) + 8 = 12
Sebbik: 1d20 + 9 ⇒ (11) + 9 = 20
Callum: 1d20 + 9 ⇒ (10) + 9 = 19
Jek: 1d20 + 9 ⇒ (14) + 9 = 23
Stormtroopers: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Order
Jek
Sebbik
Callum
Galatea
Stormtroopers
The party is up before the stormtroopers. Don't forget that if you are below half health, you can take a Second Wind as a swift action to restore 1/4 of your HP.
| Callum Vorn |
"Well, this just keeps getting better and better," the Corellian remarks drily as he finds himself having no choice but to join the fight, firing his blaster at one of the stormtroopers.
Ranged attack (sporting blaster pistol): 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
Damage (energy): 3d4 + 1 ⇒ (2, 2, 2) + 1 = 7
Stormtrooper Armor:
+4 Reflex Defense (slightly damaged, no longer +6)
+3 MAX DEX Bonus (no changes)
-2 AC Penalty (-2 to attack rolls and some skill checks)
| Sebbik |
Sebbik winces as their ruse is seen through instantly. The duros briefly wonders why he is even wearing this damned bulky armor anyway as he quickly inserts the cylinder into the door and opens it!
If there are imperials in there (as he fully expects there to be), he calls out, hoping the armor will finally prove its worth. "The renegade stormtroopers are right behind us! Your assistance is required, return fire and hold this position!" Again, Sebbik overcomes his usual hesitation as adrenaline courses through his body and he shouts orders like a soldier in the books he enjoyed as a youth...
Deception Skill Check: 1d20 ⇒ 12
Force Point: 1d6 ⇒ 3 (to boost Deception skill check above)
OK, this might be making a bad situation worse, but I just don't see us taking down those four stormtroopers and THEN attacking the prison. Maybe we can requisition some imperial help in taking down those stormtroopers. At the very least we can get Winter involved. I hope. Will definitely use a Force point to boost my roll as much as I can...
GM, will you allow me to have used another swift action during our brief dialogue with those stormtroopers to have finished moving up the Condition Track? I'd also like to use a swift action in the current round to take a second wind - which rule I'd completely forgotten about, so thanks for the reminder! That would boost me 5 HP I believe, which is better than having 6, at any rate.
Stormtrooper Armor:
+4 Reflex Defense (slightly damaged, no longer +6)
+3 MAX DEX Bonus (penalty of -1 to Reflex Defense)
-2 AC Penalty (-2 to attack rolls and some skill checks)
Special Conditions:
-1 to ALL defenses for 24 hours
| Galatea Rayven |
Galatea moves forward a square to take cover behind the turbolift the repeats what she attempted last round.
Autofire attack: 1d20 - 2 ⇒ (14) - 2 = 12
Damage: 3d8 + 1 ⇒ (1, 7, 4) + 1 = 13
Sorry, I don't know how to move my Ikon. I tried. :( I suspect that attack is good enough for 1/2 damage.
| Tirual’Sij’Ekil ‘Jek’ |
Jek, dejected to the fact that he was going to continue to get shot at by stormtroopers, raised his pistol —set to lethal, and squeezes the trigger towards one of the bucketheads, then ducks for cover.
attack: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6
damage: 3d4 + 1 ⇒ (2, 1, 4) + 1 = 8
Takes cover north of command area. Haven’t had to much luck moving my ‘figure’ either.
| GM Phntm888 |
Tokens moved. You could not move your tokens due to the fact I had the map set to View, instead of Edit. Jek, if you took cover where you wanted to, you would lose line of sight. I've moved you to the other side of the turbolifts.
Sebbik, that's fine. Remember, in Saga Edition you can trade standard or move actions for swift actions.
Round 1
Jek, dejected to the fact that he was going to continue to get shot at by stormtroopers, raised his pistol — set to lethal - and squeezes the trigger towards one of the bucketheads, then ducks for cover. His shot strikes into the floor.
Sebbik winces as their ruse is seen through instantly. The duros briefly wonders why he is even wearing this damned bulky armor anyway as he quickly inserts the cylinder into the door and opens it! If there are imperials in there (as he fully expects there to be), he calls out, hoping the armor will finally prove its worth. "The renegade stormtroopers are right behind us! Your assistance is required, return fire and hold this position!" Again, Sebbik overcomes his usual hesitation as adrenaline courses through his body and he shouts orders like a soldier in the books he enjoyed as a youth...
"Well, this just keeps getting better and better," the Corellian remarks drily as he finds himself having no choice but to join the fight, firing his blaster at one of the stormtroopers. It just barely misses him.
Galatea moves forward a square to take cover behind the turbolift the repeats her spray of fire over them. The bolt sizzle through their ranks, though their armor absorbs the bulk of the blast, they are clearly affected.
A voice responds to Sebbik's call, "Hold on!" He hears two other voices speaking, then an Imperial Army soldier appears, blaster pistol in hand. "Is that them over there?" he asks, pointing at the group of four stormtroopers Galatea is firing at.
The stormtroopers return fire at the group.
Trooper 1 vs Galatea: 1d20 + 4 ⇒ (8) + 4 = 12
Trooper 2 vs Sebbik: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 3d8 ⇒ (4, 1, 6) = 11
Trooper 3 vs Callum: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 3d8 ⇒ (6, 3, 2) = 11
Trooper 4 vs Jek: 1d20 + 4 ⇒ (9) + 4 = 13
Callum and Sebbik both take blaster bolts from the troopers. 11 damage each.
Initiative Order
Jek
Sebbik
Callum
Galatea
Army Soldier
Stormtroopers
Stormtrooper 1 - 4/10
Stormtrooper 2 - 4/10
Stormtrooper 3 - 4/10
Stormtrooper 4 - 4/10
Jek - 16/23
Sebbik - 0/22
Callum - 15/38
Galatea - 19/30
| Sebbik |
Sebbik falls, hoping that the others have better luck as darkness overwhelms him...
| Callum Vorn |
"Yes, they are," Callum replies as he fires at the "fake" stormtroopers. "Quickly now. I am sure that with your support we can take them down. Do not hesitate! Shoot to kill!" He then turns to Jek. "You, help the man out," he calls out in his best impression of a fellow soldier, by "the man" of course meaning Sebbik.
Ranged attack (sporting blaster pistol): 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Damage (energy): 3d4 + 1 ⇒ (3, 1, 4) + 1 = 9
Deception: 1d20 + 3 ⇒ (16) + 3 = 19
Stormtrooper Armor:
+4 Reflex Defense (slightly damaged, no longer +6)
+3 MAX DEX Bonus (no changes)
-2 AC Penalty (-2 to attack rolls and some skill checks)