Bernaditi

Talmonis's page

Goblin Squad Member. Organized Play Member. 185 posts (360 including aliases). No reviews. No lists. No wishlists. 8 aliases.


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Male Human Wizard

"2 Should do it, so we'll bring six. I don't want any surprises."

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Male Human Wizard

Anything you need is available, just make a list of what you're taking, and how much. Within reason obviously, I'd hate to have to track encumbrance.

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Male Human Wizard

"Exactly. That's what the main force is going to be attempting to do. Our armor assets, along with marine and stormtrooper boarding armor are equipped with magnetized foot plates, which will allow them to remain attached to the metallic deposits on the asteroid, as opposed to floating away. And as you know, your suits all have air and chem seals. Once that reactor goes, if you're not off the rock, remember this; Do not remove your helmet."

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Male Human Wizard

"We're unsure of how redundant or integrated their systems are at this time. This is why we're targeting the reactor itself. There may be areas with backup generators, but not enough to power the repulsor fields."

Sorry for the wait folks. Still here, just busy.

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Male Human Wizard

Commander Revik smiles at Melgora's comment.
"Good catch Lieutenant. That's exactly why we're going to detonate the reactor. Our readings don't indicate that it will explode the asteroid itself, but will simply kill the power to it's systems. Once the enemy loses power, our space troopers and droids will move in to finish off any remaining resistance and recover any vital intellegence inside the main complex."

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Male Human Wizard

And yes, you can use your selected weapons and equipment on your sheets.

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Male Human Wizard

I'll work on getting an overview map for you this weekend.

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Male Human Wizard

"We expect heavy resistance. Initial scans are showing heavy turbolaser emplacements in the side of a large mountainous region. Moreover, there are signatures of smaller weapon emplacments in small fortifications near the main complex and reactor complex. Intel estimates that a facility of this size could house hundreds of pirate personnel, and if our files on the Zann Consortium are right, they'll be heavily equipped with both anti-personnel and anti-armor assets. A repulsor field is active across the entirety of the asteroid keeping artificial gravity and air on the rock, which means a signifigant energy cost.
As for prisoners, we are only to take prisoners if we're confident that they could be of value to Imperial Intellegence. Other hostiles are to be eliminated with extreme prejudice.
We'll be going in on the far side, away from the main force. We have other assets engaging the reactor facility as a distraction to draw fire away from our commando teams.
Any further questions?"

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Male Human Wizard

A group of technicians quickly enter the room, bearing racks and crates. They open them to reveal glossy black storm commando armor, blaster rifles, carbines and pistols, grenades, thermal detonators and a myriad of tools. After a mass salute to Commander Revik, the technicians leave without a word.

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Male Human Wizard

"Ok people, I'll make this short, as we don't have a lot of time. I'm sorry about Lt. Callahan. It would appear that there was some kind of malfunction in his engines.
Now however, is not the time for mourning, but time for some payback. If you noticed on the way in, the hangar is full of troops loading up. This is because we're going to be taking that Asteroid by force.
The Armiger doesn't have the firepower to destroy it on her own, and it's too well entrenched with point defense systems to bomb it properly."
"Our ground forces will be moving in on this crater here;"
The commander motions with a laser toward a holo-map of the asteroid. An enormous crater raises off of the surface, flat land inside, and nearby to some fabricated structures."to engage the pirate defenses. Night squadron will be landing here:" The hologram turns 10 degrees to the right, off toward another installation. "Our objective will be to enter this complex to the southeast, make our way to the reactor core, and disable or destroy it with charges. Afterward, we're to call in an evac shuttle and return to the Armiger. Any questions?"

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Da GM wrote:
@Talmonis- I no problem with a former policemen. However do not try to recreate the hero from the walking dead try to do something original.

Of course! Thanks, I'm working on him now.

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Str: 14
Dex: 13
Con: 15
Int: 11
Wis: 12
Cha: 11

I'm thinking a Tough hero. How do you feel about (former) Police?

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4d6: 4d6 ⇒ (3, 2, 5, 3) = 13=11
4d6: 4d6 ⇒ (2, 2, 6, 3) = 13=11
4d6: 4d6 ⇒ (3, 1, 3, 6) = 13=12
4d6: 4d6 ⇒ (3, 1, 6, 5) = 15=14
4d6: 4d6 ⇒ (6, 3, 1, 4) = 14=13
4d6: 4d6 ⇒ (3, 6, 5, 4) = 18=15

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Male Human Wizard

It's ok, I understand completely. Good to have you back =)

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Male Human Wizard

Commander Revik is seen jumping down from his Interceptor, removing and handing pieces of his suit to waiting technicians while walking hurredly towards the briefing room. Without pausing, he relays some orders to one of the men:
"Crewman, have the quartermaster prepare our gear and have it delivered to the flight briefing room."

"Right away sir." The crewman runs off.

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Male Human Wizard

The sight on the hangar deck when you arrive is that of extreme activity. Stormtroopers and marines march in formation into drop shuttles, while armor assets are loaded into landers. As your TIEs are locked into the overhead clamps, technicians rush to assist your egress.

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Male Human Wizard

The combined fire from all three pilots shatters the Dunelizard's defenses and causes it to explode spectacularly. To the right, two more explode as missiles streak from a pair of Hammer's TIE Bombers. The remaining dunelizards break off at maximum speed.
Feel free to take attacks of opportunity if you want.
Your main comms open again, via Commander Revik:
"Nights, return to the Armiger. We have new orders."

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Male Human Wizard

Force of habit, I run two physical games that we do that. From here on, we'll be using the first roll as normal.

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Male Human Wizard

Sorry about the big delay folks. Everything should be back to normal now. I'm going to hurry this combat along, and get to the next part. Do any of you have any suggestions for smoother combat for the future?

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Male Human Wizard

Round 3

Dune 1 Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Dune 2 Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Dune 3 Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Dune 4 Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Dune 5 Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Dune 6 Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Perallus Initiative: 1d20 + 13 ⇒ (17) + 13 = 30
Kira Initiative: 1d20 + 12 ⇒ (9) + 12 = 21
Helrun Initiative: 1d20 + 12 ⇒ (9) + 12 = 21
Melgora Initiative: 1d20 + 13 ⇒ (16) + 13 = 29
Ianthe Initiative: 1d20 + 13 ⇒ (12) + 13 = 25

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Male Human Wizard

The rush of adreneline sets your heart pounding in your ears. Time seems to slow around you, as you dance out of the way of the oncoming Dunelizard fighters. As you rocket past one another, you see a flashing warning coming from your HUD screen. Red beams lance forth from the hostile fighters, searing through the armored cockpit of Night 3. The combined firepower exploding the small fighter in a glowing ball of propellant. Harry's IFF signal goes black.

The comm channel in your helmet opens:
"Nights, this is lead. Keep up the pressure, Hammer is inbound to lend a hand. Let's make 'em pay."

Meanwhile:

The Armiger does it's best to close the distance between itself and the massive rock in space. Slow but determined, it brings it's considerable firepower to bear on the advancing Marauder Corvette. Captain Hawkwith's voice fills the secondary comm channel:
"All assault sections, this is Armiger actual. Prepare for ground assault. Intel reports a repulsor field active across the surface of the asteroid, but no oxygen. Masks and helmet units required."

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Male Human Wizard

Sorry for the lack of updates folks. I'm out of town. As soon as I'm back, I'll be able to make a lot of needed updates. In the meantime, anyone heard from Helrun?

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Male Human Wizard

Dune 6, in his haste, attempts to fly between the formation of TIE's and flies directly under Ianthe's crosshairs. A solid hit shakes the ship, damaging some systems.

72 damage - 10 DR - 25 Shields = 37 Damage.

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Male Human Wizard

I get the feeling that you may be right.

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Male Human Wizard

No problem, I understand.

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Male Human Wizard

As far as I know, it's a straight up Pilot check. The initiator of the dogfight takes a -5 to their check.

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Male Human Wizard

The Dunelizard pilots split out of formation and hit their afterburners, pairing up against the three lead Night pilots. They come screaming into your immediate area, collision alarms blaring as they nearly ram you.

I need pilot checks from Kira, Melgora and Perallus please. They are attempting to enter a dogfight with you.

Dune 1 Pilot: 1d20 + 1 ⇒ (20) + 1 = 21
Dune 2 Assist Pilot check: 1d20 + 6 ⇒ (16) + 6 = 22
Dune 3 Pilot: 1d20 + 1 ⇒ (11) + 1 = 12
Dune 6 Assist Pilot check: 1d20 + 6 ⇒ (2) + 6 = 8
Dune 4 Pilot: 1d20 + 1 ⇒ (5) + 1 = 6
Dune 5 Assist Pilot check: 1d20 + 6 ⇒ (6) + 6 = 12

Result:
Dune 1= 23
Dune 3 = 12
Dune 4 = 8

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Male Human Wizard

Sensors are indicating that Harry's interceptor is having some kind of malfunction.

Round 2 initiative:
Dune 1Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Dune 2Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Dune 3Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Dune 4Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Dune 5Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Dune 6Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
HarryInitiative: 1d20 + 12 ⇒ (9) + 12 = 21
PerallusInitiative: 1d20 + 13 ⇒ (5) + 13 = 18
KiraInitiative: 1d20 + 12 ⇒ (12) + 12 = 24
HelrunInitiative: 1d20 + 12 ⇒ (14) + 12 = 26
MelgoraInitiative: 1d20 + 13 ⇒ (14) + 13 = 27
IantheInitiative: 1d20 + 13 ⇒ (5) + 13 = 18

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Male Human Wizard

Helrun, you hit with your attack. Please reroll your damage. Ianthe can take her turn at any time.

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Male Human Wizard

Dune 4 takes a solid hit from Perallus's Interceptor, and jukes to try and get out from under his cross-hairs.

70 damage -10 DR, -25 SR = 35 total damage.

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Male Human Wizard

Allright then.

Defenses: Reflex 18 (+3 armor, +5 dex,-2 Size) Fort 24
HP: 90 DR: 10 Threshold 34
Speed: Fly 5 squares
Fighting space 1 square
Grapple bonus +26
Atk Options: Autofire, Fire-linked
Abilities: Str 38, Dex 24, Int 16
Attack bonus: +3 (Int) +(Your base attack bonus) +/- Range modifier
Damage: 6d10x2 + Your class level

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Male Human Wizard

I'm getting the feeling that one of you is looking at the TIE Interceptor entry in the Core Rulebook.

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Male Human Wizard

Also, remember the range modifier for lasers.

0-1 spaces: No modifier.
2 Spaces: -2
3-5 Spaces: -5
6-10 Spaces: -10

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Male Human Wizard

Dune 4: Attacking Melgora: 1d20 + 3 ⇒ (2) + 3 = 5
Dune 2: Attacking Melgora: 1d20 - 2 ⇒ (11) - 2 = 9
Dune 3: Attacking Melgora: 1d20 - 2 ⇒ (13) - 2 = 11
Dune 4: Attacking Melgora: 1d20 - 2 ⇒ (4) - 2 = 2
Dune 5: Attacking Kira: 1d20 - 2 ⇒ (12) - 2 = 10
Dune 6: Attacking Kira: 1d20 - 2 ⇒ (16) - 2 = 14

The dunelizards sweep in, firing at the two lead fighters. Melgora and Kira's skills, coupled with the extreme ranges being shot from keep the shots far from their mark.

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Male Human Wizard

Melgora remembers that a group of mercenaries out of the Adrennas system turned to pirating after the planetary government outlawed mercenary work. They called themselves "The red scourge", and hit shipping in and out of the system. Around 5 ABY, they joined up with the Zann Consortium's criminal organization and expanded operations into open spacelanes. Considering that they are now backed with Consortium hardware, they could be very well equipped and dangerous.

The Zann Consortium however, is another matter. If ever there was a criminal organization that rivaled or outgunned the hutts, the Zann Consortium is it. Nobody knows where they're based out of, but their organization spans the galaxy. They are a danger to the Empire second only to the New Republic. Tyber Zann even stole the Super Star Destroyer known as Eclipse at one point. You know that the ISB is hunting them at every turn.

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Male Human Wizard

I knew ya'll were doing way too little in the way of damage. Ok, fire it up folks.

Also, I checked on some Errata and found that initiative IS modified by the dex of the ship. You were correct originally.

Also yes, from here on, we can try that method of actions per round.

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Male Human Wizard

2d10x2 or 3d10x2? I'll check it when I get home. Don't forget to add your class bonus to damage (or any other modifiers) before you multiply also.

P.S. Helrun, you jumped your turn a bit =P I need to move Dune 5, then Ianthe goes, then Perallus.

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Male Human Wizard

"Night 5, this is Night leader. Intel reports these are pirates under the flag of the "Red Scourge of Adrennas". Some offshoot that pays dues to the Zann Consortium. Assume they're well equipped and deadly."

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Male Human Wizard

Ok, initiative order is as follows:
Kira
Melgora
Harry
Dune 5
Ianthe
Perallus
Helrun
Dune 3
Dune 4
Dune 1
Dune 2
Dune 6

Kira and Melgora, please move yourselves on the map and take your turns.

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Male Human Wizard

Harry's Initiative: 1d20 + 7 ⇒ (11) + 7 = 18

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Male Human Wizard

Ok, it's been over 24 hours. I'm going to roll for Harry and "hold" his action until he's ready to move it himself.

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Male Human Wizard

Quote:
Of course, this is the only place where I can find adding both size modifier and ship's Dexterity modifier. Everywhere else it says to add only the ship's size modifier. I've checked the errata document that I have, and it doesn't have any changes, so *shrug*

We're just going to use the ship's size mod. Don't worry about the reroll, I'll just treat it as a 23.

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Male Human Wizard

And on the map, each of your fighters has a nameplate on it. When it's your initiative turn, please move your fighter and describe your action in the game thread (so we know you've done so).

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Male Human Wizard

I'm willing to take over initiative checks for the party after this first round, if that's what you folks would like.

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Male Human Wizard

Perallus, you recall when you last worked on a dunelizard that they have weak welding on the lower flanks. With Kira's tactics check and this knowledge, you'll treat the Dunelizards as if they had 2 armor less.

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Male Human Wizard

Initiative is rolled with your initiative skill bonus as the pilot, or with a pilot check, whichever is higher. After rolling, modify it by the vehicle's size mod.

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Male Human Wizard

One at a time, you're each loaded into the launch tubes. Lit by guide lights, and a signal officer with wands directing all actions. Your comm channel opens again, the hangar team preparing you for launch.

"All signals green Night Leader. Prepare for launch in 5. 4. 3. 2. 1. Launch!"

Each of your turns to launch come quickly. On the launch command, you're sent hurtling through the tube, bracing for the g's down the flashing gray tunnel. In seconds, you're greeted with open space, filled with the dancing green and red lights of combat.

Your HUD screams in red light, indicating that there are enemy contacts inbound.

Roll for initiative folks. For all intents and purposes, your squadron mates are ALSO dealing with their own fighters, but the 6 on the map are yours to handle. Armiger is firing at the Maurauder Frigate.

Dune 1Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Dune 2Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Dune 3Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Dune 4Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Dune 5Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Dune 6Initiative: 1d20 + 4 ⇒ (1) + 4 = 5

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Male Human Wizard

Excellent, you should be it then Harry. Let's get this party started.

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Male Human Wizard
Kira Wyndaru wrote:

Assuming Perallus is able to tell us stuff about Dunelizards, I'll try to see what I can do with how best to fight them, if allowed.

[dice=Knowledge Tactics]1d20 + 9

Hopefully that gives us some Tactical advantage. :)

EDIT: Holy crap! The dice on these boards seem to be quite hot.

Yes, you will recieve a tactical benefit for the checks. I'll let you know what kind later on, most likely It will be a bonus to either your to hit or to your reflex defense against them.

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Male Human Wizard

With a knowledge roll like that, you've taken Dunelizards apart nearly blindfolded, and can put them back together in your sleep. Full entry information is available to you to strategize with.