GM Quirk |
The final ganger in this wave falls, but it appears that more are preparing to sally forth quite soon.
Combat is over. You have 10 minutes. Zetara and Gath have injuries, and may want to consider a short rest. Otherwise, you may position your tokes wherever you please for now. The sentry gun will reset itself and function once again for this wave.
Zetara |
Zetara tells Gath
Okay, you're hurt, and more will be coming, so let's try something a little more sneaky, okay? Hide around this corner, and if anyone makes it this far, then you clobber them so they can't get back to the lab, okay?
I'll wait behind the other corner and shoot them then too.
Then she moves back, out of sight of the entrance hallway, but ready to guard against any in the next wave that make it past that point.
Not taking a long rest yet, because she has no idea how long this is going to go on, and figures she can last another wave. Hopefully she is not overconfident. :)
Locket Alyara |
Locket grunts hus agreement with Zetara. "Maybe hole up back where Uchurtai was. Wait and draw them up where we can hit them from all directions."
Gath of Akiton |
"Okay, Zetara." Please put Gath where you want on the map. He's nothing if not cooperative.
Gath won't spend RP now to revocer SP. Status: 13/21 SP, 24/24 HP 1/3 RP . 2 first level spells left.
Zetara |
I moved everyone into more of ambush-type positions, but feel free to move yourself up if you want to attack before they come down the hallway a little. :)
GM Quirk |
Oh! Grease! This should prove to be fun. I have the perfect MUSIC for this.
Once again, the doors into the Stellar Flare burst open. Four gang members rush in, their weapons at the ready.
Green and blue appear to be normal, run-of-the-mill human gangers. Red is also human, but is a hulking bruiser. Yellow is a human woman who is barking out orders.
The turret, having reset itself, comes to life. It injures two of the gangers.
This is wave TWO of your defense of the Stellar Flare. Round 1. Bold may go--Locket, it looks like you kick things off. Mind the slippery floor!
1. Locket
2. Enemy blue (-6)
3. Sen
4. Enemy yellow
5. Uchurtai
6. Zetara
7. Janebok
8. Gath
9. enemy red
10. enemy green (-6)
Locket: 1d20 + 7 ⇒ (19) + 7 = 26
Uchurtai: 1d20 + 3 ⇒ (10) + 3 = 13
Zetara: 1d20 + 3 ⇒ (9) + 3 = 12
Gath: 1d20 + 0 ⇒ (6) + 0 = 6
Senk: 1d20 + 2 ⇒ (17) + 2 = 19
enemy yelloe: 1d20 + 8 ⇒ (5) + 8 = 13
enemy blue: 1d20 + 1 ⇒ (19) + 1 = 20
enemy red: 1d20 + 1 ⇒ (4) + 1 = 5
enemy green: 1d20 + 1 ⇒ (1) + 1 = 2
Locket Alyara |
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Hearing the arrival of more gangers, Locket holds his pistol ready before him, content to let them come to the group.
Delaying for now.
GM Quirk |
Going to go ahead and take both blue and yellow's turns. Locket, let me know if you want to trigger your turn.
One of the first gangers to enter on this wave limps forward after being brutally singed by the turret trap. He still manages to level his pulsecaster pistol at Sen, who is hiding around the corner (Sen will get a cover bonus)/ooc].
to hit vs. EAC: 1d20 + 3 ⇒ (10) + 3 = 13
damage, E, nonlethal: 1d4 ⇒ 3
[ooc]Miss!
The leader of this group of gangers levels an impressive rifle at Locket, who she can see almost all of.
to hit, yellow vs. Locket, vs. KAC: 1d20 + 8 ⇒ (19) + 8 = 27
damage, P: 1d6 + 2 ⇒ (5) + 2 = 7
Hit!
This is wave TWO of your defense of the Stellar Flare. Round 1. Bold may go. Mind the slippery floor! And don't worry, they'll head into the grease soon. The brawler (red) doesn't like to use his gun
1. Locket (delayed, -7)
2. Enemy blue (-6)
3. Sen
4. Enemy yellow
5. Uchurtai
6. Zetara
7. Janebok
8. Gath
9. enemy red
10. enemy green (-6)
Locket Alyara |
Locket grunts as he takes a hit from the leader's rifle.
Peering around the corner, he catches a glimpse of movement along the corridor. "One good turn deserves another," he quotes with a wry smile, firing a round at the closest ganger (blue).
Tactical semi-auto pistol: 1d20 + 6 ⇒ (11) + 6 = 17
Piercing damage: 1d6 + 1 ⇒ (5) + 1 = 6
Pistol rounds: -1; 5/9
The pahtra then slides a measured step back into the side corridor.
Zetara |
How are they seeing well enough to target... aren't there walls/debris in the way? I think the intention was to wait out of sight, and totally understand if I screwed that up by misreading the map, but would like to know where the hard corners and sightlines are and aren't, in case I can shoot back.
Senkuviene |
Sen crouches down on her junkboard, ready to spin her thrusters at the enemy the moment they come around the corner.
Readied Attack (Zoomboard Thrusters): 1d20 + 3 ⇒ (11) + 3 = 141d6 ⇒ 3
Gath of Akiton |
Think I've got LOS to blue.
Gath levels his rifle and fires at blue.
shobhad horizon striker, tactical (large): 1d20 + 2 ⇒ (8) + 2 = 10 ... damage: 2d4 + 3 ⇒ (3, 1) + 3 = 7 (critical -; 100' Analog, sniper (500') unwieldy)
GM Quirk |
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How are they seeing well enough to target... aren't there walls/debris in the way? I think the intention was to wait out of sight, and totally understand if I screwed that up by misreading the map, but would like to know where the hard corners and sightlines are and aren't, in case I can shoot back.
Yellow had a pretty clear line to Locket's old location. See the line I left on the map showing this. Blue had a much more questionable line of sight on Sen, so of course she would have had a good cover bonus (also left a line indicating this shot). In the end, it wasn't a hit anyway. As far as debris, I am aware of the large barricades positioned as shown on the map. Though there are certainly very small bits of junk on the floor at other locations, it's nothing like cover or any sort of barrier--more like just a small bit of refuse on the floor. Zetara, at your current location you can't see any enemies, but if you move to Locket's old location (next to Sen), you could easily see blue and yellow.
Zetara |
Worried that she told Gath to hang back and now he is being targeted because of her advice, Zetara steps forward, in between him and the bad guys, and fires her sniper rifle...
Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Bludgeoning Damage: 2d6 + 3 ⇒ (5, 5) + 3 = 13
... but it only blasts the wall near Blue's head.
Janebok the Cold |
Janebok steps to the side and prepares to fire her needler rifle at any foe that enters her narrow line of sight through the corridor and her allies.
Readied attack roll, if procced: 1d20 + 5 ⇒ (6) + 5 = 11
Readied damage: 1d6 + 1 ⇒ (6) + 1 = 7
GM Quirk |
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First of all, in honor of the passing of Uchurtai's cat, I put pictures of Chef Brian (left) and little Ebisu (right) on the third slide.
One of the gangers falls under a hail of gunfire from Locket and Uchurtai. Blue is dead.
The others step over his lifeless body and attack!
Unfortunately, one of them (green) steps right into Janebok's grease spell. The MUSIC begins.
reflex save for green: 1d20 + 3 ⇒ (8) + 3 = 11
Fail! He falls prone!
The big, tough looking ganger sees his compatriot fall and takes the proper precautions to cross the greased floor.
acrobatics check: 1d20 + 1 ⇒ (1) + 1 = 2
...and promptly fails horribly, falling prone.
Sen's readied attack hits red, as does Janebok's.
This is wave TWO of your defense of the Stellar Flare. Round 1. Bold may go. Mind the slippery floor! And don't worry, they'll head into the grease soon. The brawler (red) doesn't like to use his gun.
1. Locket (delayed, -7)
2. Enemy blue (DEAD)
3. Sen
4. Enemy yellow
5. Uchurtai
6. Zetara
7. Janebok
8. Gath
9. enemy red (prone. -10)
10. enemy green (-6, prone)
Senkuviene |
"GREASE FIRE, YA NULL-UNITS!!!" Sen taunts as she spins her zoomboard around and tries to shower the poor saps with hot plasma exhaust!
Zoomboard Thrusters: 1d20 + 3 ⇒ (14) + 3 = 171d6 ⇒ 2
Locket Alyara |
Locket holds his retreat as the gangers tumble to the floor. "Nice spell," he murmurs to Janebok, giving a brief nod of approval.
Waiting for Sen to finish her strafing run, he fires a round of his pistol at the nearest foe (red)
Tactical semi-auto pistol: 1d20 + 6 ⇒ (18) + 6 = 24
Piercing damage: 1d6 + 1 ⇒ (4) + 1 = 5
Pistol rounds: -1; 4/9
GM Quirk |
Sen and Locket are accurate with their weapon fire, and the nearest ganger seems to be severely injured.
The gang member in the back, apparently a leader of some sort, begins yelling at the two gangers laying on the floor in front of her. "Stop laying on the floor like filthy dogs! Get up and fight like True Warriors!"
The gangers on the floor look more determined than ever, briefly looking behind them at their lieutenant, the flashing and evil look at all of you.
Not that your characters would know this, but her exhortations heal 5hp to each of these gangers, included in the numbers below.
The lieutenant then begins to climb the treacherous wall of scrap that all of you assembled near the entrance.
athletics check: 1d20 + 7 ⇒ (15) + 7 = 22
reflex save to avoid taking damage from the jagged pile of scrap: 1d20 + 3 ⇒ (17) + 3 = 20
She's up and over the scrap pile, and takes no damage.
This is wave TWO of your defense of the Stellar Flare. Round 1. Bold may go. Mind the slippery floor! And don't worry, they'll head into the grease soon. The brawler (red) doesn't like to use his gun.
1. Locket (delayed, -7)
2. Enemy blue (DEAD)
3. Sen
4. Enemy yellow
5. Uchurtai
6. Zetara
7. Janebok
8. Gath
9. enemy red (prone. -12)
10. enemy green (-1, prone)
Janebok the Cold |
Janebok sees the threat posed by the incoming waves and fires at the foremost attacker
Touch attack to hit EAC: 1d20 + 5 ⇒ (20) + 5 = 25
Cold dam: 1d3 ⇒ 3
Extra damage on a crit: 1d3 ⇒ 3
Gath of Akiton |
I don't think Gath can see Yellow. Maybe someone closer to the corner can warn Uchurtai.
"Gang thugs like you are not True Warriors. Stay down!" Gath emphasizes his advice with a shot from his rifle. Then he reloads.
shobhad horizon striker, tactical (large): 1d20 + 2 ⇒ (2) + 2 = 4 ... damage: 2d4 + 3 ⇒ (2, 3) + 3 = 8 (critical -; 100' Analog, sniper (500') unwieldy)
Zetara |
Zetara fires again, shooting at red...
Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Bludgeoning Damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10
GM Quirk |
Though Gath misses, both Zetara and Janebok hit with their attacks. This kills the tough-looking human that is prone within the grease spell (red).
This is wave TWO of your defense of the Stellar Flare. Round 1. Bold may go. Mind the slippery floor! And don't worry, they'll head into the grease soon. The brawler (red) doesn't like to use his gun.
1. Locket (delayed, -7)
2. Enemy blue (DEAD)
3. Sen
4. Enemy yellow
5. Uchurtai
6. Zetara
7. Janebok
8. Gath
9. enemy red (prone. -28)
10. enemy green (-1, prone)
GM Quirk |
Uchurtai's blow ends the other combatant who was stuck in the area of the grease spell. This leaves a single True Warrior creeping around the halls of the ruined of the starship.
This is wave TWO of your defense of the Stellar Flare. Round 1. Bold may go. Mind the slippery floor! And don't worry, they'll head into the grease soon. The brawler (red) doesn't like to use his gun.
1. Locket (delayed, -7)
2. Enemy blue (DEAD)
3. Sen
4. Enemy yellow
5. Uchurtai
6. Zetara
7. Janebok
8. Gath
9. enemy red (DEAD)
10. enemy green (DEAD)
Senkuviene |
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Sen copters her zoomboard again to try and flash-fry any oncoming gangsters!
Zoomboard Thrusters: 1d20 + 3 ⇒ (4) + 3 = 71d6 ⇒ 2
Zetara |
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[ooc]No, wait... we like easy. And we deserve it for planning well... right? :)[/dice]
Zetara keeps an eye out for the one that jumped the barricade, repositioning at the rear barricades so that no one can possibly get past without her seeing.
GM Quirk |
Just as your catching your breath, you realize that there is at least one ganger that just entered that climbed your barricade to the south and must be creeping around there somewhere. As you formulate a plan for dealing with this, there is a loud noise at the entry to the Stellar Flare.
"If you want something done right, I guess you have to do it yourself! It's too bad I had to come in here, I was prepared to offer some mercy if you all would have done the smart thing and given up. Too late for that now, eh, Tezz?"
The one talking is a massive shobhad, undoubtedly the gang leader Do'Trulu. He momentarily turns to a hylki woman before he unleashes his fury upon all of you.
Striding forward, the shobhad engages Uchurtai, who he regards as a worthy foe.
to hit vs. EAC: 1d20 + 11 ⇒ (1) + 11 = 12
damage, F: 1d8 + 7 ⇒ (4) + 7 = 11
Embarassing.
This is the third and final wave. Round 1. The turret trap is out of energy and will not function this time.
1. Enemy Orange
2. Sen
3. Locket (-7)
4. Enemy Yellow
5. Enemy Purple
6. Zetara
7. Gath
8. Uchurtai
9. Janebok
Locket: 1d20 + 7 ⇒ (3) + 7 = 10
Uchurtai: 1d20 + 3 ⇒ (4) + 3 = 7
Zetara: 1d20 + 3 ⇒ (7) + 3 = 10
Gath: 1d20 + 0 ⇒ (18) + 0 = 18
Senk: 1d20 + 2 ⇒ (7) + 2 = 9
enemy purple: 1d20 + 2 ⇒ (4) + 2 = 6
enemy yellow: 1d20 + 8 ⇒ (20) + 8 = 28
enemy orange: 1d20 + 5 ⇒ (14) + 5 = 19
Senkuviene |
"BETTER WATCH WHERE YER STEPPIN' YA GIB-FACED MUCKER!" Senkuviene telepathically cackles as Do'Trulu arrives in the kill-zone, plasma engine revved to burn them!
Python-Series Hydra Cannon: 1d20 + 3 ⇒ (3) + 3 = 61d6 ⇒ 4
GM Quirk |
Going to go ahead and bot Locket.
Locket bravely (rashly?) steps forward, launching his chain weapon toward the hulking gang leader in front of him.
to hit: 1d20 + 5 ⇒ (2) + 5 = 7
damage: 1d8 + 5 ⇒ (3) + 5 = 8
Interesting. Sen and Locket miss almost as badly as Do'Trulu did.
Many of you catch a glimpse of a ganger moving across the southern corridor. What could she be up to? Double move.
Do'Trulu's second in command (purple) charges forth, suddenly wreathed in fire.
Doing a bull rush combat maneuver on Locket. Locket, you may take an attack of opportunity if you would like. I'll also have Do'Trulu take a few points of fire damage as she passes through his square.
bull rush attack on Locket vs. KAC+8[/dice: 1d20 + 11 ⇒ (19) + 11 = 30
That's a successful bull rush, a first for me. This knocks Locket back against the wall and causes fire damage: 2d6 ⇒ (6, 5) = 11
This is the third and final wave. Round 1. The turret trap is out of energy and will not function this time.
1. Enemy Orange (-5)
2. Sen
3. Locket (-18)
4. Enemy Yellow
5. Enemy Purple
6. Zetara
7. Gath
8. Uchurtai
9. Janebok
Gath of Akiton |
Gath level his rifle and fires over Locket's head at the enemy shobhad.
shobhad horizon striker, tactical (large): 1d20 + 2 ⇒ (14) + 2 = 16 ... damage: 2d4 + 3 ⇒ (3, 4) + 3 = 10 (critical -; 100' Analog, sniper (500') unwieldy)
GM Quirk |
Gath level his rifle and fires over Locket's head at the enemy shobhad.
[dice= shobhad horizon striker, tactical (large)] 1d20 + 2 ... [dice= damage] 2d4 + 3 (critical -; 100' Analog, sniper (500') unwieldy)
A NARROW miss!
(Assuming this is a KAC weapon)
Zetara, Uchurtai, and Janebok may go. Locket may also do an AoO on purple.
Zetara |
Zetara can't see any of the bad guys yet, since she stationed herself at the back door to make sure no one gets past... but she stays alert, watching for the person who climbed over the barrier, and also for any other unfriendly types.
Janebok the Cold |
Sorry. My computer crapped out on me and I just figured out how to get it back to functioning.
Having trouble getting a good shot, Janebok boldly steps forward and fires her needler rifle at the flaming ganger.
Attack KAC, probably with cover bonuses: 1d20 + 5 ⇒ (4) + 5 = 9
Piercing if hit: 1d6 + 1 ⇒ (5) + 1 = 6
Uchurtai |
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Attack: 1d20 + 6 ⇒ (6) + 6 = 12
As Do’Trulu swings, Uchurtai blocks it easily. He roars, ”Ah, so it’s death you’ve come seeking! I will send your soul to the Ancestor’s Hall, and when you get there, tell them I sent you!”
His swing isn’t impressive, but it’s less pathetic than Do’Trulu’s.
Locket Alyara |
Locket stands his ground as the 2.I.C barrels toward him, seeking to take advantage of a momentary opening before taking the impact of the charge.
AoO Kusari-fundo: 1d20 + 5 ⇒ (14) + 5 = 19
Fire damage: 1d8 + 5 ⇒ (3) + 5 = 8
14-11=3 to SP has been updated.
GM Quirk |
Locket swings his weapon, landing a blow on the Hylki woman before finding himself smashed against the wall.
Uchurtai misses on his attack, as does Janebok.
Do'trulu steps back (guarded step) and levels his massive crossbow at Uchurtai. "This fight is just beginning, worthy foe! It is you who will join all the others I have already sent to the eternal halls!"
He fires his crossbow.
to hit vs. KAC: 1d20 + 8 ⇒ (19) + 8 = 27
damage, P: 1d10 + 3 ⇒ (3) + 3 = 6
That's a hit!
This is the third and final wave. Round 2. The turret trap is out of energy and will not function this time.
1. Enemy Orange (-5)
2. Sen
3. Locket (-18)
4. Enemy Yellow
5. Enemy Purple (-8)
6. Zetara
7. Gath
8. Uchurtai (-6)
9. Janebok