| DM Xyro |
Oops, totally forgot that the smoke/concealment type grenade was something we have in our home campaign. Because it's techy-type grenade it even works as 'smoke' against thermal, UV, etc. enhanced vision. I'm good with your rules as posted, thanks! So smoke=round one.
Going to let Thrask and Djeb take the first 2 slots.
if you have rules for them already, feel free to send along, I just made that up on the fly.
| Old Guy GM |
Lt. Kara Savyn wrote:if you have rules for them already, feel free to send along, I just made that up on the fly.Oops, totally forgot that the smoke/concealment type grenade was something we have in our home campaign. Because it's techy-type grenade it even works as 'smoke' against thermal, UV, etc. enhanced vision. I'm good with your rules as posted, thanks! So smoke=round one.
Going to let Thrask and Djeb take the first 2 slots.
That's actually pretty close. I don't have a book handy to see what +3 concealment is, but I would play that it adds +2 Bk dice to the pool, and it lasts for four rounds. Using UV, or thermal or other enhancements remove one Bk die, so the smoke is still somewhat effective.
| Thrask the Trandoshan |
| DM Xyro |
DM Xyro wrote:That's actually pretty close. I don't have a book handy to see what +3 concealment is, but I would play that it adds +2 Bk dice to the pool, and it lasts for four rounds. Using UV, or thermal or other enhancements remove one Bk die, so the smoke is still somewhat effective.Lt. Kara Savyn wrote:if you have rules for them already, feel free to send along, I just made that up on the fly.Oops, totally forgot that the smoke/concealment type grenade was something we have in our home campaign. Because it's techy-type grenade it even works as 'smoke' against thermal, UV, etc. enhanced vision. I'm good with your rules as posted, thanks! So smoke=round one.
Going to let Thrask and Djeb take the first 2 slots.
+3 is 3 black dice.
| Lt. Kara Savyn |
Old Guy GM wrote:+3 is 3 black dice.DM Xyro wrote:That's actually pretty close. I don't have a book handy to see what +3 concealment is, but I would play that it adds +2 Bk dice to the pool, and it lasts for four rounds. Using UV, or thermal or other enhancements remove one Bk die, so the smoke is still somewhat effective.Lt. Kara Savyn wrote:if you have rules for them already, feel free to send along, I just made that up on the fly.Oops, totally forgot that the smoke/concealment type grenade was something we have in our home campaign. Because it's techy-type grenade it even works as 'smoke' against thermal, UV, etc. enhanced vision. I'm good with your rules as posted, thanks! So smoke=round one.
Going to let Thrask and Djeb take the first 2 slots.
Like I said, very close.
| Lt. Kara Savyn |
Still 2 slots open, so going to take one and save one for Djebelle.
Kara moves up, staying low below the rail. She brings up the Czerka Arms heavy and gets good grip. Autofire at short range with an action to Aim. -2 Strain for two move actions. Are these stormtroopers or regulars?
Auto fire at Short WOOHOO!!! 3S, 2A, 1 Triumph!
The Czerka heavy barks, lines of red death stitching across the armor of two Imps. What's more, the impact of the shots tumble the dead soldier backwards into the the other two. The ensuing entanglement keeps them from doing anything practical until they extricate themselves.
| DM Xyro |
Still 2 slots open, so going to take one and save one for Djebelle.
Kara moves up, staying low below the rail. She brings up the Czerka Arms heavy and gets good grip. Autofire at short range with an action to Aim. -2 Strain for two move actions. Are these stormtroopers or regulars?
Auto fire at Short WOOHOO!!! 3S, 2A, 1 Triumph!
The Czerka heavy barks, lines of red death stitching across the armor of two Imps. What's more, the impact of the shots tumble the dead soldier backwards into the the other two. The ensuing entanglement keeps them from doing anything practical until they extricate themselves.
3 storm troopers. It looks like you did 27 damage, easily wiping the group out, and since they are all dead, I would say the falling bodies swivel the gun to enable it to fire toward the main part of the bay (180 degrees) for the triumph. Unless I added wrong.
| Djebelle Torr |
Can't get the dice roller to work from my phone at all right now - can someone roll for me please? Don't want to hold things up.
Muttering a quick prayer/imprecation/oath, Djebelle hefts her heavy blaster pistol in both hands, providing covering fire for Thrask as he runs forward.
| DM Xyro |
I rolled, 3s,1a. This does 10 damage, dropping one of the 5 troopers.
| DM Xyro |
Squad 5, oblivious to the carnage in the bay continues into the rec room.
The officer draws his blaster pistol and fires at Rann hitting him and confirming his thoughts about lethal force. 8 damage before soak so 4 wounds. Also since he used a ranged attack you get a free blue die on melee attacks next round. Another thing I also just noticed is that the officer and sgt both have an ability increasing the number of diff dice, always add one more diff dice when attacking them.
Sgt1 moves into cover near the freighter and forces squad 2 to also move to cover [ooc]uses special ability to give free move to a squad
Sgt2 moves into cover at the crates behind the shuttle and forces squad 4 to also move to cover uses special ability to give free move to a squad
Juv and Rann, you are up
I will post a new map after this round, unfortunately we have moved beyond the ability of mspaint.
| Lt. Kara Savyn |
Lt. Kara Savyn wrote:3 storm troopers. It looks like you did 27 damage, easily wiping the group out, and since they are all dead, I would say the falling bodies swivel the gun to enable it to fire toward the main part of the bay (180 degrees) for the triumph. Unless I added wrong.Still 2 slots open, so going to take one and save one for Djebelle.
Kara moves up, staying low below the rail. She brings up the Czerka Arms heavy and gets good grip. Autofire at short range with an action to Aim. -2 Strain for two move actions. Are these stormtroopers or regulars?
Auto fire at Short WOOHOO!!! 3S, 2A, 1 Triumph!
The Czerka heavy barks, lines of red death stitching across the armor of two Imps. What's more, the impact of the shots tumble the dead soldier backwards into the the other two. The ensuing entanglement keeps them from doing anything practical until they extricate themselves.
I forgot the autofire hit, that's what I get for posting during a meeting and trying to be sneaky. Let's see: First hit = 14 dmg (10 base = 4S(3S + 1 T)), second (autofire) hit = 14 dmg for 28 total. Then -5 for soak. Now I just looked it up to confirm, and Soak does not stack between members of a minion group, so all they get is -5 per turn. That means 23 Wounds get through. Enough to finish their 15 Wound total.
Thanks GM Xyro, you're more on the ball on this than I am right now!
| Juviest Vood |
Juviest turns his fire at the remaining officer.
2S, 2Adv.
13 and 10 damage, 1 Adv for second shot, 1 remains.
The SoroSuub 'Renegade' leaves two massive blaster burns on the officer's torso, leaving the body smoking on the ground. "That's that.", Juviest replies on the comm, throwing a look at Rann. He draws a worn metal suitcase from his back and tosses it to him. "Help yourself, kid.", before grunting and moving towards the stairs. "LT, me and Rann will flank the ones behind the shuttle. Trandoshan, when you're done toying with your food, get the ones behind the other shuttle, and we'll meet you halfway.", he relays in his rapid tone. "Where's that squid?", he asks, looking for the Quarren.
I'm assuming Kara took out squad 3, since she was at short range. I think that the most logical place for me and Rann to go is the east(space east?) part of the hangar, where squads 4 (and 5, eventually), are, and clear those out. Using my second advantage to move after drawing the medkit.
| Arannis Crane |
| DM Xyro |
I forgot the autofire hit, that's what I get for posting during a meeting and trying to be sneaky. Let's see: First hit = 14 dmg (10 base = 4S(3S + 1 T)), second (autofire) hit = 14 dmg for 28 total. Then -5 for soak. Now I just looked it up to confirm, and Soak does not stack between members of a minion group, so all they get is -5 per turn. That means 23 Wounds get through. Enough to finish their 15 Wound total.
Thanks GM Xyro, you're more on the ball on this than I am right now!
I only got 27 damage, just wanted to clarify how I got there so we are on the same page. First hit = 14 dmg (10 base = 3S(the T is already counted as a S in the roll summary) + 1 point blank (on of your talents), second (autofire) hit = 13 dmg for 27 total (Again only 3 Successes). Either way they are dead, just making sure I am reading it all correct
| DM Xyro |
I would have thought Point Blank would count for both. I'll have to read it again.
maybe, it says "one hit" so I went with that since it did not maatter
| DM Xyro |
Juviest drops the other officer and Rann shuts down the comms...
Squad 3 runs to cover looking toward the tower and sees Thrask and Djebelle
Squad 4 moves around the shuttle looking for intruders.
the quarren and his techs jump into the shuttle.
squad 2 moves herds the verpine onto the freighter.
squad 1 fires on Thrask. 12 damage before soak. They used a ranged weapon in melee so you get a free blue die on the next melee attack.
Top of the second round, map has been updated
| Thrask the Trandoshan |
Been so long since last combat I forgot my accurate 2 bonus on that last one, not that it mattered given how terrible that roll was. 5 Dmg to Thrask and now he will use his anger
Thrask turns towards the nearest trooper and slams the vibrosword into his head with force.
He moves, hissing at them as he attempts to keep their attention towards himself putting Djebelle in their back arc.
| Lt. Kara Savyn |
Slinging her rifle, Kara grabs the gun and swings at the 3rd squad. Taking careful aim, she thumbs the toggle for the safety. '...sweep left to right, front to back...' Training doctrine runs through her mind as her thumbs depress the dual triggers...
Gunnery =2 Successes, Autofire does not trigger; 14 Damage, Pierce 2. -2 Strain for an extra Manuver.
The repeater flashes red, bolts lighting up the bay.
| Juviest Vood |
"Pudu!", the Sullustan swears loudly, seeing the crew entering the shuttle. "Come on, kid, let's go make sure that thing doesn't leave us on this rock!", he blurts at the man, running on the ramparts, taking potshots.
Using two maneuvres to run, and one to shoot at an applicable group of stormtroopers. If there aren't any, he keeps running, trying to get to the shuttle's hatch.
3S, 1A for 14 and 11, Adv used for second hit. Strain at 10/12
Juviest quickly slides down the stairs, his legs carrying him as fast as they can towards the shuttle. His blasters let out a fusellade of shots towards the stormtroopers' white armor as he stands now in the open. Tapping his ear with the blaster's barrel, he shouts over the comms. "LT! We're securing the shuttle! What's your situation!"
| Djebelle Torr |
Djebelle keeps an eye out as Thrask deals with the squad in front of them; she catches sight of Squad 3 right about the time they see her.
She sighs. She never wanted to use them, but she has a couple of Merr-Son frag grenades that she picked up in a trade some months back; she's not sure she got the best of that deal, but she's glad to have them now.
Hefting it in her hand, she throws it at Squad 3. Her intention is to make them duck for cover.
Damage 8, Blast 6 - should keep 'em down for a while
| DM Xyro |
Been so long since last combat I forgot my accurate 2 bonus on that last one, not that it mattered given how terrible that roll was. 5 Dmg to Thrask and now he will use his anger
Thrask turns towards the nearest trooper and slams the vibrosword into his head with force.
He moves, hissing at them as he attempts to keep their attention towards himself putting Djebelle in their back arc.
you actually hit with both weapons for 12 damage + 10 damage=22 damage. you rolled 3 diff dice instead of 2 for melee, I assume this was to do both weapons. you got 3s,1a. You get a free A for the superior quality of the Ryyk blade giving you 2A so you can activate the second weapon. as for damage you have 5+2 for the vibro as well as the ryyk. You also get 6 damage from 3S on each weapon (10+10). You get to add 2 damage to either hit due to feral strength. It has been so long since we did combat I feel like I have to learn it all again
you do 22 damage pierce 2 which kills all but one trooper in the squad, and he is looking very very bad.
Kara, the HRB does 15 base so you do 17 damage p2. Killing 2 of the squad leaving 2 alive.
based on the outcome, who wants to go next and do either of you want to change your actions? Only one more of you can go before the bad guys first group goes
| DM Xyro |
Juviest sees the heavy repeating blaster streak across the bay highlighting the squad huddling behind the crates, his weapons adding to the light show and killing the remaining squad members. squad 3 has cover adding one black die (1T) so your second shot does not activate. You can use the adv some other way. You make it down the stairs and near the crate below the command center.
The last member of squad 1 steps back disengaging and fires his blaster at the the lizard in front of him. 12 total damage (pre soak) to Thrask
The Sargent 1 shouts "Cover me!" pulls a grenade and steps as close the Kara as he can, tossing it at the tripod mounted blaster. Squad 2 turns and shoots at Kara striking her. 11 damage pre soak to Kara, due to threat rolled Kara gets a free maneuver which she uses to roll free of the grenade and the blast radius. The grenade blast knocks the weapon out of commission
djebelle, squad 3 is dead, what do you want to do?
| Djebelle Torr |
Not wanting to steal Thrask's kill, Djebelle heads along the walkway trying to get sight of Squad 2 without them seeing her. She trusts Kara in a one-on-one gun duel with the sergeant; her own role is therefore to take out/suppress his supporting act.
Unfortunately, she's spotted by them, but she manages to lob the grenade square in their midst. The resulting explosion makes her wince.
Using grenade roll from above: 1 success, 1 threat
| DM Xyro |
Not wanting to steal Thrask's kill, Djebelle heads along the walkway trying to get sight of Squad 2 without them seeing her. She trusts Kara in a one-on-one gun duel with the sergeant; her own role is therefore to take out/suppress his supporting act.
Unfortunately, she's spotted by them, but she manages to lob the grenade square in their midst. The resulting explosion makes her wince.
Using grenade roll from above: 1 success, 1 threat
ok so you do 8 damage to the squad and allow yourself to be seen (using the threat). Unfortunately the blast quality does not kick off due to not rolling any advantage.
waiting on rann
| Arannis Crane |
Arannis follows suit, running behind Juviest and putting his blaster pistol to use against the first Imperial officer or trooper that he sees.
Taking 2 Strain to take a second maneuver and using both to follow Juviest. As for the action, shooting seems pretty much all he can do at the moment and I am guessing either Officer 1 or Squad 2 could work as the target? Not entirely certain who is left...
Firing blaster pistol: 1eB+3eA+2eD 2 successes
Damage should be 7 (5 + 2).
| DM Xyro |
Rann drops one the troopers in squad 2 leaving 3.
ran out of time today, will post the bad guys tomorrow morning
| DM Xyro |
The indicator lights on the shuttle begin to flash as someone on board has begun the start up process. The technicians run out of the back of the shuttle, the Quarren is not among them, and run into the pilots rec room.
The squad at the rear of the shuttle maneuver toward the opening into space and fire on the area where they think Kara is missing horribly but making it impossible to stand up without taking some fire.
Sargent 2 moves covertly into the shadows on the right side if the shuttle craft, clearly he has a plan to do something.
round 3 begins, 3 PC initiative slots are up.
| Thrask the Trandoshan |
Hmmm...I think Thrask can get to the ship...if someone tells him it's trying to take off I think the back end is towards him. If it's not the back end he could try to pounce the ship and break through the front glass.
Just thoughts, though that is not the technical objective all the same.
More then anything Thrask shouldn't be first in the order for this one.
| Djebelle Torr |
I think Juviest and Kara should definitely take two of the slots; the other one depends on tactical necessities - possibly Rann?
| Lt. Kara Savyn |
Kara rolls to her left, letting the quicksling drop the Czerka into her grip. "Juviest, get that trooper sergeant next to the shuttle before he does something dumb." ...'like blow us up'... Leaning over the edge of the catwalk, using it to cover her from the squad behind, she fires at the other sergeant. #1.
2S for 12 dmg
The bolt slams into the sergeant's chest, the smell of burnt laminate and flesh rising up to meet her.
-2 Strain for second Manuver
| Aristi Or'agus |
just dotting for no, so I can keep track of the game.
| DM Xyro |
Hmmm...I think Thrask can get to the ship...if someone tells him it's trying to take off I think the back end is towards him. If it's not the back end he could try to pounce the ship and break through the front glass.
Just thoughts, though that is not the technical objective all the same.
More then anything Thrask shouldn't be first in the order for this one.
the freighter's rear is facing you but it loads via a ramp which points to the front. The shuttle is facing you and it loads via the rear. The shuttle is the one that appears to be starting up.
| DM Xyro |
Kara rolls to her left, letting the quicksling drop the Czerka into her grip. "Juviest, get that trooper sergeant next to the shuttle before he does something dumb." ...'like blow us up'... Leaning over the edge of the catwalk, using it to cover her from the squad behind, she fires at the other sergeant. #1.
2S for 12 dmg
The bolt slams into the sergeant's chest, the smell of burnt laminate and flesh rising up to meet her.
-2 Strain for second Manuver
The Sergeant staggers back from the blow.
next PC| Thrask the Trandoshan |
Thrask eyes to poor man that survived alone the slaughtering of his squad. He lifted his blades and sliced once again evisorating the poor man before turning about and making a dash for the shuttle that started to power up.
Absolute murder, Not even gonna tally up that damage since I hit with both
Murder the poor guy then head off taking 2 strain for the extra maneuver to try and reach the shuttle door before it closes.
| DM Xyro |
thrask killed the guy in squad 1. The sgt is still alive.
| Arannis Crane |
Catching his breath for but a moment, Rann shoots at the officer indicated by Kara. "Sorry mate," he mutters under his breath as he pulls the trigger.
Firing blaster pistol at Sergeant 2: 1eB+3eA+2eD 1 success, 1 advantage
So, damage 6 (5 + 1). Also using the Advantage to add a Boost to the next guy's check.
| DM Xyro |
The sgt staggers forward after being hit from behind.
he is still alive. In the future all attacks on SGTs and officers have one additional diff die. It is one of their abilities. I rolled the extra (1T) so you actually lose the advantage. sorry.
Sergeant 1 shouts to squad 4 "Flank them now!" and runs to cover in the smoke.
Squad 4 quickly climbs the stairs onto the catwalk drop prone and fire on Kara. The trooper's bolts erupting around all around her but somehow missing every shot. they are prone but due to threat rolled, do not add the setback die when firing on them
Squad 5 comes running out of the rec room and stop just inside the hangar bay trying to access the situation.
Djebelle and Juv you are up.
| Djebelle Torr |
Wincing at the ongoing violence, the barking sound of blaster fire, and the more... organic sounds of Thrask's combat, Djebelle reaches for another grenade. Then stops.
No. They may be storm troopers, but they have lives, too. Names. Maybe even families. Or maybe the rumours are correct, and they're all soulless clones. Who knows? Doesn't even a clone deserve to live?
Sighing, she instead grasps one of the stun grenades she habitually carries. You had better be with me, she mentally tells that Force presence that is so nebulous and yet - to her - so real.
Tossing the stun grenade at squad 2, she lets her long, purple hair fall over her facr as she ducks, shielding her eyes from the glare of the flash-bang.
1 success, 1 advantage : Damage 8, Blast 8, Disorient 3, Stun damage
| Juviest Vood |
Juviest sees the Sergeant get peppered with blast fire and still standing. "Shoulda left the Empire, kid, you had potential!", before raising his blaster
0S, 1 Threat
And I totally forgot I could aim and didn't check the range. Derp.
The blaster shots graze off of the man's armor, making Juviest grit his teeth. "Son of...", he says, continuing his sprint towards the shuttle's entrance.
Am I near the shuttle's door? Juviest plans to get into it and clear it.
| DM Xyro |
The grenade goes off and knocks out one of the squad members.
Juv, I am assuming you are going down the left side of the shuttle, if so you are right next to where thrask is on the map. If you are going down the right side (nearest the wall), then you are right next to the guns sticking out the front of the shuttle. Let me know which side you want to be on asap as it will affect what sgt2 and squad 5 do.
| Aristi Or'agus |
DM, are myself and the Verpine bound aboard the freighter? Are there guards? Locked in?
Aristi looks around at the others being held aboard the freighter. With its soft, wavy lines it looked to be from Dac. Around him were a bunch of Verpine. He was having trouble understanding as they spoke to each other in their own chittering language, but he ventures nonetheless "Any idea why these imps have us all rounded up? I'm starting to think I'll never see my ship again! Hey, can you all hear blaster fire out there?"
Aristi does his best to charm the Verpine, it had worked in other situations. His mane ripples gold as he speaks.