StarWars Imperial Commandos, A Deepening Darkness (Inactive)

Game Master Kip84

You have been selected from various divisions of the Imperial Army to form a new commando unit to spearhead battles, investigate rebel sleeper cells, and control and react to rebel terrorism in the core worlds.


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Male Human Inquisitor (HP 11/11 | Destructive Smite 6/6 | Judgement 1/1 | Spells 2/2x1st)

Nalis aims his Blaster at the grenade blast, waiting for one of the rebels to pop his head up back up after the blast.

Not sure what will still be standing by the time it gets to my turn, so I'll aim and fire at the North-most one still up
Attack Roll: 1d20 + 7 ⇒ (11) + 7 = 18
Damage Roll: 3d8 + 3 ⇒ (4, 7, 4) + 3 = 18


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"Right" Fumbling with the grenade launcher Rolin manages to load it, point it in the right direction (generally) and pull the trigger, launching a frag grenade at his designated targets.

Area Attack (non-proficient+force point); 1d20 + 6 - 5 + 1d6 ⇒ (18) + 6 - 5 + (5) = 24 for 4d6 + 2 ⇒ (4, 5, 4, 5) + 2 = 20 dmg.


I've been thinking out of sync with the rounds, being on the bottom of the list and using my Trust Talent to help someone with their next action.
For this round I will give the Trust action to Manus - you can use this as an extra Move or Standard action...

"Manus - get your butt outta danger. You have no idea how much paperwork it is to return this armour with sweat stains let alone with ..." Jenkins closes the link before he completes his sentence, deliberately.


2-1B Med Droid | Star Wars Handouts | Star Wars Maps | Lost Mine Maps | DDEX1-7 Marsh Maps

Iggins lines up the Eweb gunner, as the man turns to the source of the blaster fire from the south he takes a blaster bolt to his left shoulder.

The Eweb swings around to point south and the Rebel lets off a blast at Calahan and the Doc, 2 Swifts to brace, Standard to shoot

Atk 1d20 + 6 ⇒ (3) + 6 = 9 v Calahan and Rolin
Dmg 3d12 + 3 ⇒ (6, 5, 2) + 3 = 16

The two Rebels to the south (R4&5) jump over the lip of the bunker and make a dash for the nearest tree planning to draw out the sniper but they're mowed down by the wall of blaster fire that Calahan unleashes.

One of the Rebels at the northern end of the bunker pops up and fires at Calahan and the Doc with auto fire. Swift to switch to auto fire, Standard to shoot

Atk 1d20 + 3 ⇒ (8) + 3 = 11 v Calahan and Rolin
Dmg 3d8 + 3 ⇒ (6, 1, 5) + 3 = 15

While the other one fires a single bolt at Calahan and then makes a dash for the door of the turret. Standard to shoot, Move to G9

Atk 1d20 + 8 ⇒ (19) + 8 = 27 v Calahan
Dmg 1d20 + 6 ⇒ (12) + 6 = 18

Bright red blaster bolts flash past Calahan and Rolin, hitting the tree and stones they're taking cover behind. The last bolt comes a little to close for comfort leaving a slight scorch mark down the back of Calahans armour it flies over his prone form.

Calahan stitches the two advancing Rebels with blaster fire Bzaapzapzapzapzap! Two auto fire attacks costs 20 shots.
The charging Rebels get hit all over and fall down dead in the long grass

The Doc fumbles with the grenade launcher Choonnk! The frag arcs up in the air and lands in the middle of the bunker (Jk78) I hope you don't mind me changing your target... The southern most Rebels are already dead. The Eweb Gunner goes down as Shrapnel rips through his and everyone else in the bunkers bodies.

Manus creeps forward and lobs a grenade over the edge of the bunker, Boooom! The other Rebel at the Bunkers edge drops as more shrapnel tears through his limbs and chest. The shrapnel doesn't quite reach the rebel in the doorway however.

Nalis fires his carbine at the last Rebel but the bolt hits the Duracrete Doorway as the soldier ducks behind it for cover.

Jenkins continues to dish out the orders from the cover of the forest. Manus has an extra standard or move action next turn.

MAP END OF R5

Initiative Order:

Iggins
Rebels
Calahan
Doc Rolin
Manus
Nalis
Jenkins

The last soldier you can see stands in the doorway of the AA turret, due to the nature of the bunker everyone has line of sight to him. He has got cover though.


Could that extra Standard Action be used as a Ready Action?


2-1B Med Droid | Star Wars Handouts | Star Wars Maps | Lost Mine Maps | DDEX1-7 Marsh Maps

I can't see why not...Readying is a standard action where you get to specify a standard, move, or swift action to take when a certain circumstance occurs.


I just thought of it now as a possible way for my loyal troops to utilise my Trust. I think that is a pretty powerfull way to use it - move, move, ready. Or move, ready, move.
Move, shoot, shoot is pretty darned great too.


Human Scout 5

Iggins scans the debris until his scope falls on the last soldier standing. He aims, taking deliberate care to keep his rifle steady, his arm loose. He begins his breathing ritual, holding in on the last breath.

He fires.

I have the Keen Shoot talent, which allows me to ignore concealment less than total, if that matters.

Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 3d12 + 2 ⇒ (5, 8, 12) + 2 = 27

Stealth to hide following sniping: 1d20 + 6 ⇒ (15) + 6 = 21


M elf-orc 1st cleric seperatist
quick info:
HPs 10 AC 19 F=4 R=2 W=5

hmmpf. amateurs these rebels are. they came running out to attack us.he says to Rolin. and that was an awesome shot!

queueing the radio for jenkins ears only

jenkins:
Jenkins, lets put the pressure on these rebel bastards. ill put some cover fire down on the bunker, manus and nalis move up and cover the doorway. then myself and rolin will move up, and finally you and iggins.


Looking amazed at the effects of his grenade Rolin manages a nod to Calahan in thanks. Kneeling down he mouths open his com. "Now what? Move in?" he asks in a short burst.


2-1B Med Droid | Star Wars Handouts | Star Wars Maps | Lost Mine Maps | DDEX1-7 Marsh Maps

Iggin fires hitting the Rebel square in the back. The Soldier seems to be knocked forward by the blast and a Durasteel door slides down behind him.


"Yes Doc, let's move in!
"Manus and Nalis, as Calahan suggested, move in to cover that doorway. Calahan, fry anything that comes out the door. Iggins, you too. Doc, support Calahan. "
 

Well, can't stay back here all day. Ah hell, I don't know how Harry claims to love this.

Jenkins breaks cover and begins his move forward.
Moving forward 6 squares, not worrying about cover.  

player to player suggestion: Manus could use the extra action to either get into a great position or make a Ready Action shooting at the doorway.
Nalis, I think my best use of the Trust talent will be to give it to you for next turn to do the same thing, Ready Action on the door.
I think you should be able to move and prepare two ready actions to shoot at the doorway.
I love this Trust talent.
 


Human Scout 5

Iggins thumbs his comm on: "Sir, all targets dead or neutralized. Shall I remain in position to cover your advance or shall I move forward to the point of bunker penetration?"


Male Human Inquisitor (HP 11/11 | Destructive Smite 6/6 | Judgement 1/1 | Spells 2/2x1st)

I'll take two move actions to reach the barricade - move to either L2 (if no extra action available) or N3 (if I can ready an action - looks like a better shot from there) and if I get the extra action ready a shot at anything coming through the AA bunker doors (if not then I'll just move up ready for next round).

Is the fortified position something you can scramble over or is it easier to go around?

(of course I'm near the end of the count so please adjust to fit)


Letting Calahan take the lead Rolin follows him close behind, loading the grenade launcher as he goes though he slings it and pulls out his blaster.


M elf-orc 1st cleric seperatist
quick info:
HPs 10 AC 19 F=4 R=2 W=5

alright rolin, lets move. and make sure the safety's on that thing. id hate to get with with that in my back.pushing himself to his feet, calahan surges forward, sprinting to the bunker.
breathing lightly, Calahan chuckles. ours is not to ask why, ours is to do or die


M Human Scoundrel 3/Scout 1/Soldier 1

Sprinting to the edge of the bunker and using it as cover, Private Manus aims his carbine right at the door, ready to shoot at anyone coming through, waiting for the rest of his squad to catch up to him.

Double move up to J1, and using the bunker as cover from the door; using the Trust action to ready an attack at any enemies that poke their heads up. I'll blow open the door once everyone is here.


Doc Rolin wrote:
Letting Calahan take the lead Rolin follows him close behind, loading the grenade launcher as he goes though he slings it and pulls out his blaster.

not that it makes any difference in this case, reloading is a move action, and the grenade launcher holds four grenades in its magazine.


2-1B Med Droid | Star Wars Handouts | Star Wars Maps | Lost Mine Maps | DDEX1-7 Marsh Maps

Skipping over a few rounds to get everyone in position, if you'd like to be in a different spot or there's something you would like to do in that time (2-3 rounds except for Iggins and Jenkins) put it in your next post.

Gil and Nalis move into the bunker and cover the door with their rifles. Calahan and the Doc join them a second later breaking from their cover and sprinting towards the bunker. Cpt Jenkins emerges from the forest and hustles across the open field under the watchful eye of Iggins who then joins everyone at the bunker. Pvt Manus steps up to the door ready to blow it in, though he does notice there's a control panel next to the door, perhaps it could be hotwired?

Sciath Nalis wrote:
Is the fortified position something you can scramble over or is it easier to go around?

Its raised dirt dug deeper on the inside. Its easy enough to scramble over (brown squares count as double movement)

NEW MAP

Initiative Order:

Iggins
Calahan
Doc Rolin
Manus
Nalis
Jenkins


M elf-orc 1st cleric seperatist
quick info:
HPs 10 AC 19 F=4 R=2 W=5

swap positions between myself and jenkins. from his position, if anything were to shoot from the door, hed get mowed down, plus he doesnt have anything good enough to respond with. Also, ill have taken back the grenade launcher from rolin and am aiming it at the door, so should the thing open and i see someone, ill shoot into the room/hallway beyond.


M elf-orc 1st cleric seperatist
quick info:
HPs 10 AC 19 F=4 R=2 W=5

alright ladies, heres an idea. we call this move in my old platoon "cracking the can". Manus, Nalias, and Iggins, you guys line up against the wall next to the door. Manus, you open the door. as soon as it is open ill shoot a grenade inside there and introduce ourselves to the hidden foe. once the grenade has gone off, and with the enemy still reeling, you 3 flow in and secure the entrance area. I, rolin, and jenki-poo follow behind and bring the rain.


Human Scout 5

Iggins nods at Calahan, and moves up against the wall, ready to insert and attack when needed.


Rolin nods and takes up a postition by the door, ready to follow in after Calahan and Jenkins.


M Human Scoundrel 3/Scout 1/Soldier 1

"I might not need to blow this open, just give me a few seconds..."

Pulling out his security kit, Manus begins to work on the door, trying to get it so that way he can open it at a moment's notice.

If I can, I'll take 10 on the panel, which gives me a result of 25 to get the door. Also, I'll wait on opening it until everyone else is ready.


M Human Scoundrel 3/Scout 1/Soldier 1

And if I can't take 10 on it, here is my check: 1d20 + 15 ⇒ (19) + 15 = 34


"Calahan, what have I told you about butting in first?!
"Troops, err... What Calahan said. "

I agree with Calahan about swapping places, even though I can't see the map at the moment - I'm having trouble bring it up on my phone and I don't have any other access at the moment.
And I'm not averse to taking a hit and getting my rifle dirty. If Jenkins takes a hit or two, that is one or two that weren't targeted against our field specialists, and the mission is more likely to succeed without Jenkins than any other character.
And you're right, I'm not great at putting out damage. My rifle is always set to Autofire. I have those utility grenades too - smoke, adhesive and stun.


Male Human Inquisitor (HP 11/11 | Destructive Smite 6/6 | Judgement 1/1 | Spells 2/2x1st)

Nalis nods and moves up, he'll watch Manus working on the panel and decides that back seat security wouldn't serve any purpose and readies his rifle.


M elf-orc 1st cleric seperatist
quick info:
HPs 10 AC 19 F=4 R=2 W=5

smiling a big grin, calahan replies to do it fast, and to do it often. hahaha!

if you get hit and are taken out of the squad, then we wont benifit from your trust talent thingy.

Ready action: when the door slides open, harry shoots a grenade into the bunker

attack1d20 + 8 ⇒ (4) + 8 = 12
damage4d6 + 1 ⇒ (2, 3, 3, 1) + 1 = 10


lol - and boy oh boy was that grenade a dud! Was it a Nerf (tm) grenade?


2-1B Med Droid | Star Wars Handouts | Star Wars Maps | Lost Mine Maps | DDEX1-7 Marsh Maps

Gil opens his tool kit and pops the panel off the door controls, he studies the wires for a second and then splices the blue wire with the yellow. The wires spark a bit and then the door motor kicks in and the door wooshes up.

Calahan fires a grenade into the back of the room angling up a little as he sees the set of bunks that the rebels have pushed up against the door while it was shut. BOOM!The frag goes off echoing around in the small space covering the yelp of pain from one of the rebels.

As Calahan fires his grenade in another grenade comes sailing out

R1's grenade attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 4d6 + 1 ⇒ (2, 5, 2, 2) + 1 = 12

The grenade hits the dirt behide Nalis. The blast kicking up dust as shrapnel flies through the air. Shrapnel peppers Nalis, Iggins, Rolin and Manus from behind. 6 Dmg

Ro and R2 fire their Blasters at Nalis

Ro Atk: 1d20 + 8 ⇒ (17) + 8 = 25
Dmg: 3d8 + 3 ⇒ (6, 3, 2) + 3 = 14

R2 Atk: 1d20 + 7 ⇒ (13) + 7 = 20
Dmg: 3d8 + 2 ⇒ (3, 7, 7) + 2 = 19

The Officers shot hits Nalis on the shoulder, 14Dmg the other bolt hits the door frame .

Nalis can see that the rebels have upturned two large tables and are taking cover behind them. +5 cover bonus

MAP

The bunks can be pushed forward but they're pretty heavy, Str check DC 15 to move the bunks two squares as a move action or no check to move it one square as a full round action. Alternatively they can be scrambled over as difficult terrain (double movement)

R1 Hit 5
R2 Hit 27

Initiative Order:

Manus
Calahan
Rebels
Iggins
Doc Rolin
Nalis
Jenkins


Human Scout 5

Iggins thumbs his comm and calmly asks, amidst the blaster fire and explosions, "Sir, would you like us to capture these Rebels alive or is deceased preferable?"


M elf-orc 1st cleric seperatist
quick info:
HPs 10 AC 19 F=4 R=2 W=5

colonel said he only wants the leaders alive Calahan says as he chambers another grenade and then fires into the bunker if jenkins doesnt order me to stop

attack1d20 + 8 + 1d6 ⇒ (3) + 8 + (6) = 17
damage4d6 + 1 ⇒ (6, 3, 2, 2) + 1 = 14


Human Scout 5

Hosh nods at Calahan, tilting his head at the Captain. If the Captain accedes, Iggins steps calmly to J-10 while drawing a frag grenade. He thumbs the detonator to impact and throws it into the room, aiming at R2.

Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 4d6 + 2 ⇒ (1, 5, 5, 1) + 2 = 14


Knowing that others are better at soldiering than himself Doc Rolin hangs baack by the wall, ready to jump to anyones aid if needed.


2-1B Med Droid | Star Wars Handouts | Star Wars Maps | Lost Mine Maps | DDEX1-7 Marsh Maps
"Dirty" Harry Calahan wrote:

colonel said he only wants the leaders alive Calahan says as he chambers another grenade and then fires into the bunker if jenkins doesnt order me to stop

attack1d20+8+1d6(forcept)
damage4d6+1

Sorry I wasn't very clear with the initiative order. It was rearranged because everyone was waiting on Manus to open the door. Calahan and the rebels had readied actions. I've also just realised that I've adjusted the initiative weirdly. By the time it gets to Calahans turn again next round some of his allies may have pushed their way into the room.

I should have done this:

Initiative Order:

Manus
Calahan
Rebels
Iggins <-------
Doc Rolin
Nalis
Jenkins

It's now Nalis' turn.


Male Human Inquisitor (HP 11/11 | Destructive Smite 6/6 | Judgement 1/1 | Spells 2/2x1st)

Gritting his teeth against the pain Nalis flicks his Carbine to Automatic and opens fire at the Rebels in the corner (R2 & R3)
Attack 1d20 + 6 + 1 - 5 ⇒ (11) + 6 + 1 - 5 = 13
Dmg 3d8 + 1 ⇒ (5, 5, 3) + 1 = 14 (1/2 on miss)

While Nalis is trying to be all macho and not let the team down, he's actually quite badly hurt here.


Jenkins interrupts Calahan's constant comm-chatter to help direct everyone
granting + 1 insight bonus to all attack rolls whilst within line of sight. .
"Be quick, watch out for your comrades, and take no prisoners. Kill these Rebel Scum."


"Doc, I want you to have a look at Nalis as soon as you can. Perhaps you two should have a quiet moment outside as we clear it out. "


2-1B Med Droid | Star Wars Handouts | Star Wars Maps | Lost Mine Maps | DDEX1-7 Marsh Maps

Don't forget your Second wind... As a swift action regain one 1/4 hp or your con score whichever is greater. Can only be taken when under half hp.

Iggins steps around Nalis and throws his frag directly at The rebel in the centre. The grenade hits his chest and explodes. Shrapnel flies everywhere ripping into the rebels. The man falls to the ground his blackened chest a complete mess.

Nalis switches his rifle to autofire and grunting in pain fires off ten rounds at the rebels as they all dive for cover, somehow they all manage to avoid getting hit.

Cover and area attacks:
Pg 157A target with cover or improved cover takes no damage from area attacks if the attack roll is less than the target's Reflex Defense. For a burst or splash weapon, determine cover relative to the center of the weapon's area of effect. For an autofire weapon, determine cover relative to the attacker.

Jenkins gives the squad orders to "Kill the rebel scum." At his command everyone is inspired to aim sharply.

Initiative Order:

Manus <-----
Calahan
Rebels
Iggins
Doc Rolin
Nalis
Jenkins

I'll update the map shortly. I can't get to my computer right now. Also the only change in positions seems to be that Iggins moved to J-10

Ro Hit 14
R1 Hit 19
R2 Dead
R3 Hit 14


M elf-orc 1st cleric seperatist
quick info:
HPs 10 AC 19 F=4 R=2 W=5

constant comms chatter? lol


M Human Scoundrel 3/Scout 1/Soldier 1

Smiling when the door opens with virtually no problem, Manus's face quickly switches to an expression of "Oh crap" when the grenade comes popping out of door and blows, knocking the wind out of him. Peeking around the edge of the door to get an idea as to where they are hiding, he picks up his carbine and dashes across the field of fire to get to a location where he can return fire and drops prone to offer a smaller target.

Draw the Carbine, move to K11, and drop prone, ready to start firing next turn.


Manus, you can draw your weapon as part of your movement. In doing that, you could manage to fire a shot this round.


2-1B Med Droid | Star Wars Handouts | Star Wars Maps | Lost Mine Maps | DDEX1-7 Marsh Maps

Reacting quickly to the new threat Gil takes out his carbine and dives across the doorway through the blaster fire. He hits the dirt behind Iggins and realises he will have to get into a kneeling position to have a clear shot at the rebels unless someone else gets those bunks out of the way.

I'm going to use Calahans Action from before if you would like to change that DEWN post another action and I'll edit it in at the end of the round.

Calahan chuckles as Jenkins whines about the comm chatter and aims his grenade launcher through the door again Chooonk the grenade arcs through the door and explodes at the back wall. After the noise of the explosion fades your sure you can here one of the men inside moaning in pain. Iggins and Nalis can see that Calahans grenades have only been hitting the rebel at the door end of the up turned tables.

The Rebels group closer together all trying to get a clearer shot through the door. R3 moves to D5, Ro moves to C5. One of the men throws another grenade out the door Booom it goes off right in front of Iggins
Atk: 1d20 + 7 ⇒ (15) + 7 = 22
Dmg: 4d6 + 1 ⇒ (1, 4, 6, 5) + 1 = 17
Iggins, Nalis, Rolin take 17 Dmg Manus takes 8 as shrapnel tears through armour seams and flesh. Nalis slumps against the wall unconscious Please check 17 against your Dmg threshold if it is equal to or higher than your threshold you drop down a step. Nalis have you added the +2 armour bonus to your fort def?

The Rebel officer at the back lines up Iggins in the sights of his Rifle.

Atk: 1d20 + 8 ⇒ (4) + 8 = 12
Dmg: 3d8 + 3 ⇒ (3, 5, 7) + 3 = 18

The other soldier lets go of his bleeding shrapnel riddled side long enough to squeeze off a bolt of energy agian aimed at Iggins.

Atk: 1d20 + 8 ⇒ (17) + 8 = 25
Dmg: 3d8 + 1 ⇒ (1, 4, 2) + 1 = 8

The first bolt is a little low and hits the bunks, the second bolt hits the door frame.

<MAP>

Initiative Order:

Manus
Calahan
Rebels
Iggins <------
Doc Rolin
Nalis
Jenkins

R1 Hit 26
R2 Dead
R3 Hit 14
Ro Hit 14

Please feel free to post out of order up to the Rebels turn next round.


Initiative Order:

Manus
Calahan
Rebels
Iggins <-----
Doc Rolin
Nalis
Jenkins


"Poodoo!" Rolin spits out as Nalis slumps against the wall, pulling out a med pack he launches himself into action, running past the door and vaulting over Nalia's prone form. Coming down in a kneeling position over him he proceeds to check his vitals as he pulls on his prone form, dragging him out of the blast radius of potential grenades or auto-fire. Dragging at Nalis's prone form he looks up at the rest of the crew, assessing their conditions.

Swift; Knowledge Tactics; Battle Analyses 1d20 + 11 ⇒ (12) + 11 = 23
Everyone please post their current HP vs. full HP and their conditions.
Move; To I-11.
Standard?; Drag Nalis to I-13 putting Rolin in I-14 if I can (Half Move).
Rolin can lift a maximum of 169 kg, Nalis is carrying 22.3 kg, Rolin is carrying 40,7 equaling 63 kg. I figure Nalis himself weighs about 70 kg (he's a small guy right?), but the rules state that you can only move 1 square as a full-round action when lifting your maximum load. Dragging Nalis halfs his weight if I'm reading this correctly meaning his total weight is somewhere around 45-50 kg. Totaling 86-91 kg I'm hoping I can move half my speed and can end up in I-13-14, If not Rolin will end his round standing over Nalis and Move him next round.


"Man down. Repeat: Man down. Nalis has taken a lot of fire. I'll help Rolin get Nalis back on his feet. Calahan, lead the troops in and clear out that bunker. We will join you asap. " 

Move action: move to where Doc has Nalis.
Standard Action: Aid Another, Treat Injury: 1d20 + 9 ⇒ (17) + 9 = 26 
Or help drag Nalis out of the line of fire if needed.
Full hit points = 53 / 53
 


This is still active, for the moment - don't forget your bonus:
Born Leader: Once per encounter, as a swift action, you grant all allies within your line of sight a +1 insight bonus on attack rolls. The effect lasts for as long as they remain within line of sight of you. An ally loses this bonus immediately if line of sight is broken or if you are unconscious or dead.


First aid is a full-round action, that's why I'm just pulling him to safety now. An extra standard action might help more? Give me the momentum to drag Nalis out of the blast radius.


Doc Rolin wrote:
First aid is a full-round action, that's why I'm just pulling him to safety now. An extra standard action might help more? Give me the momentum to drag Nalis out of the blast radius.

.

It is?!
I'm getting my game systems mixed up again.
.
Sure, Doc, a bonus Standard Action coming your way - I'll trust you with that.
.
GM Kip - make it so!
.
I'll still move to the doorway so that I can See the rest of the crew.
And still leave this bunker to Calahan's leadership.


Edit; Sorry, I mis-remembered Battle Analysis. Only state if your below half hp please. (That goes for bad guys I can see too.)

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