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86 posts. Alias of baron arem heshvaun.


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West End Gamesmaster wrote:
We are about to start Round 3 after Vashh resolves his actions. Some Perception rolls please even Mona before we enter Round 3.

Characters who make Perception 14 can look under spoiler, Vashh can still act last round and because of the angle of your vantage point you only need a 12 for this round

Perception 14

Spoiler:

Just about 12 meters from behind where "Monica" disappeared into you see TWO Biker Scouts assembling this monstrosity and powering it up. Roll Technical:Heavy Weapons if you have it to determined how long they have to make it functional for combat.


No problem, all that happened Round 3, Treskan can still use Blaster or Dodge of course this round.


Treskan Orask wrote:
as Treskan fired his blaster in the round, should he be helmet-less now?
West End Gamesmaster wrote:

Treskan you see the Stormtrooper NCO punching a control pad on his arm. You are surprised that the he is not firing back at you. But not as surprised as you are as when suddenly EVERYTHING goes black.

Treskan you realize he somehow overrode you Biker Scout helmet's functions and you now can not see through the polarized visors.

Small comfort for Treskan was the last thing he did see was the Stormtrooper Dodge directly into his Blaster bolt.

You can throw the helmet off next round, but that will be an action.

Treskan noticed the Stormtrooper NCO make furious button mashing on his arm then happily saw his shot connect last round. It was at that point when everything went dark. He can take his helmet off as an action, any other actions at a -1D.


We are about to start Round 3 after Vashh resolves his actions. Some Perception rolls please before we enter Round 3.

All Heroes including Monica can act in Round 3.

Current disposition of members of Rabid Nexu Squad

Round 3

---

Jer Koroban, currently Dodging ONE determined Stromtrooper hail of fire.

"Monica" paniced and cowering under brush, gets a grip of herself, and is about 50 meters to the left form the Bunker. You have your gear listed on your sheet.

Treskan Orask is nearly directly under a AT-ST, now blinded in a non functioning Biker Scout helmet, facing off against TWO Stormtroopers, one prone on the ground, one wounded.

Vashh Lorimar in a well hidden position, 30 meters to right and 65 meters to the front of the Bunker.

Manji Roye is in his personal firefight with TWO Stormtroopers. One is Wounded. Dodge 9 Blaster 5

Nara Vix took our her ONE Stormtrooper last round and has claimed his issued side arm.

M1-DA5 kit bashed Droid turned fanboy now some 90+ meters away and made life complicated for a formerly adored well paid Alderaan sports hero turned desperate vengeful Rebel Commando.

Mona "Mistress?"


Jer Koroban wrote:

Sure a diving dodge might not be the worst thing he could do.

[dodge] 16

Smart more considering this trooper wants to take a double shot at you

Stormtrooper THC 78 Blaster 3d6 + 2 + 1 ⇒ (6, 1, 1) + 2 + 1 = 11

Stormtrooper THC 78 Blaster 3d6 + 2 + 1 ⇒ (4, 3, 3) + 2 + 1 = 13

Jer Koroban is nearly as graceful as a Hutt's favored dancing girl as he Dodges two bolts fired at him.

The Stormtrooper rolled a Wild die 1. For his complication as an option you can move yourself further out of direct combat. You are no longer in Point blank range if you choose to move further, and it would be plus 2 difficulty to hit you if you are further than short range, of course you can remain in this immediate area as well.


Vashh Lorimar wrote:
Am I still at -1D on this shot?

New Round so no penalties to your Skills, however your low Perception roll of 7 even with a bonus I assigned to you means you could not find a viable target this round. You need to hit at least at 12.

Vash can still of course take any other actions, including movement or one more Perception sweep.


Damage 17 vs NCO THC 06 Strength/Armor 8

Treskan both your vision and audio have been cut off on your helmet.

You still hear the Stormtrooper's trenchant groan through your impaired state with your normal hearing.

The Stormtrooper is wounded and can not fire back at you this round and is -1D for the remainder of the combat.


Treskan Orask wrote:

Treskan takes a single step back, hoping he gets the direction right and the leg of that walker might provide a little cover, then he starts his short but victorious struggle with that bantha[censored] of a helmet

Damage 17

This is not NCO THC 06 first day, he will use BOTH of his character points

NCO THC 06 Strength/Armor 4d6 + 2 + 1d6 ⇒ (1, 3, 2, 3) + 2 + (1) = 12

And is rewarded by Wild die 1 bookends.


Almost like a video game drop for loot, Nara Vix is now the proud owner of THC 42's Imperial issue E-11 Blastech Blaster.


THC 42 left eye visor fails to stop the press of Nara Vix's edged weapon and blindly (literally) clutches th eleft side of his face.

The soldier inside may have once been handsome. It's doubtful his dance card will be full at the next Coruscant Veteran's of Hoth Ball.

Nara you actions have embedded your melee weapon into two thirds of the way of the Stormtroper's skull, he topples slowly forward bringing the weapon even further into the once Imperial Propagnda ready face.

Consider it lost.


Nara Vix wrote:

Just getting warmed up, Nara doesn't even frown as the stormtrooper's armor dulls the bulk of her blow, she knows its just a matter of time, and time in a knife fight is fleeting....

Melee(vibroknife) 16
Damage 18
Dodge 11

Due to multiple actions one die less.

Stormtrooper THC 42 Melee Parry 3d6 + 2 + 1 ⇒ (6, 3, 1) + 2 + 1 = 13
THC 42 Strength/Armor 2d6 + 1 + 2d6 ⇒ (2, 3) + 1 + (3, 1) = 10

Wild die 1's all around

Melee vibroknife 16 vs Melee Parry 6
Damage 18 vs Strength/Armor 6


Manji is a round ahead of us currently we will catch up to him after these posts. Thanks for your patience.

You're Blaster damage is +2. The 501'st has the best of the Imperial Arsenal.


Manji Roye wrote:
Dice have no respect for drama. :P

All too true.

But I admire your chutzpah.


Vashh Lorimar in a well hidden position, 30 meters to right and 65 meters to the front of the Bunker. You can act.

Nara Vix is in combat with a Stormtrooper who has taken some superficial damage, his armor is proving effective against small weapons. To your side a smoke grenade courtesy of Jer Koroban has just gone off. Actions? Do you want to make any Dodge or Melee Blocks this round?


Jer Koroban, successfully snuck your smoke grenade out throws it over to Nara.

Are you Dodging? Because a Stormtrooper is firing at you at point blank range this round.


Treskan Orask wrote:

Blaster 13

Perception 13
Knowledge 15

Stormtrooper 06 Dodge 5d6 - 1d6 ⇒ (1, 1, 2, 6, 2) - (4) = 8

Treskan you see the Stormtrooper NCO punching a control pad on his arm. You are surprised that the he is not firing back at you. But not as surprised as you are as when suddenly EVERYTHING goes black.

Treskan you realize he somehow overrode you Biker Scout helmet's functions and you now can not see through the polarized visors.

Small comfort for Treskan was the last thing he did see was the Stormtrooper Dodge directly into his Blaster bolt.

You can throw the helmet off next round, but that will be an action. Roll damage for your Blaster. I assume you are using a Biker Scout sidearm to help illusion you were one of them (4d).


Manji deftly grabs the Blaster from Stormtrooper THC 12 who is still suffering from his partial puncture to his throat, but manages to put some distance from the Rebel commando before Manji can execute his grapple.

His squad mate THC 24 takes a quick shot and catches Manji by his cuff.

Manji, I'll rule no real damage and you can act because it was equal to your Dodge, but you were still tagged so -2 to all rolls next round, instead of a full die.

Note Stormtrooper THC 12 who was wounded and could not act this round can act next round. Both are at point blank range, I gave Manji a bonus of 3 for difficulty to hit because of close combat to the Stormtrooper and chutzpah but that won't apply next round.


Manji's stunt double must have had the day off and the actual actor is doing the stunts.

Manji Roye wrote:
Manji follows up on his lucky strike with a determined stride around the troopers - in the distance he can hear more Ewok battle cries and shouts - apparently the reinforcements are still being kept busy, so he can get a little fancy - he slashes at the stormtrooper's webbing with a knife to 'appropriate' his sidearm while continuing his motion to grab the stormtrooper, hopefully, around the upper chest as a shield

Strormtrooper THC 12 Parry to secure Blaster 4d6 + 2 - 3d6 ⇒ (3, 1, 1, 3) + 2 - (4, 1, 1) = 4

Stormtrooper THC 12 Brawl Parry not to be Rebel's shield 4d6 + 2 - 3d6 ⇒ (4, 4, 2, 6) + 2 - (2, 4, 4) = 8

Stormtrooper THC 24 Blaster 4d6 + 2 - 1d6 - 3 ⇒ (1, 3, 3, 4) + 2 - (2) - 3 = 8

Manji Melee 6 vs 4

Dodge to be nimble 8 vs 8

Manji Dramatic stormtrooper gathering (brawl) 4 vs 8


Manji Roye wrote:
Manji's rolls

I see you borrowed my DM and PC ability stat tabletop dice Manji.


Monica wrote:
Feel free to prompt me here when I can actually do something.

Which should be next round Monica.


Treskan please make a regular Perception, full dice.

Also Knowledge full dice +1.


M1-DA5 wrote:

M1-DA5 pushes his way through the undergrowth irritably.

"While it is no doubt of interest to see that the adaxial and abaxial arrangement of these leaves exhibit a non-dorsoventral anatomy more commonly found in riparian areas than old-growth temperate rainforest, they nevertheless impede progress to a frankly bemusing level!"

Making it down toward the melee, he looks around for Monica, determined to help drag her out of whatever trouble she's got herself into this time...

Search 001

Useless, and a complication. It doesn't get any better than this!

Excellent

I'll let you roleplay that complication, M1-DA5 has no idea where to even look for "Monica" and his other distinct personality just kicked in. Have fun.

Manji Roye wrote:
Oh that poor droid. Maybe the Ewoks will abduct you as a god?

They already have 3P0! Maybe his herald? At the very least one Ewok could ride you and you would be the first Ewok IMP, an Irritable Mobile Platform.


Vashh Lorimar wrote:

Momentarily adjusting the sights on the rifle, and hones in on the trooper vs. trooper fight. Obviously, one of these is a nexu teammate and the other an Imperial. But which is which?

With nothing to go on but body language, he makes his determination, and spends the rest of the round aiming in for a more accurate shot.

Perception 7

Vashh you do know Treskan is in a Biker Scout uniform, but there are dozens around although most are zipping around in their Speederbikes.

I set your Perception to find him at 13, which you have not hit so right now he is a black and white needle in a black and white, and green, and grey, and brown moving haystack.

Vashh can still take a shot, there are other targets but at a -1D.


Manji Roye wrote:
What would it be to... oh, grab the stormtrooper's weapon, use the injured one as a shield, and start shooting at his partner?

It would take an awesome script. Thankfully you are both a writer and actor in the film.

Grab weapon would be Brawl or Melee, your choice.

Using the Stormtrooper as a shield, Brawl.

Getting a shot out, Blaster.

That would 3 Actions, giving you a -2D for all the actions, and you still have not Dodged, which you would need if your Brawl was abysmal.

You could go for the Blaster and Stormtrooper this round and fire next.


Nara Vix wrote:
Do I make one of each?

Actually no just Dodge as they will take shot at you, if you take any other actions, say Melee or try to grab a Blaster, take 1D of each action, for each extra action.


NCO Stormtrooper 06 Blaster 5d6 - 1d6 ⇒ (4, 1, 5, 6, 2) - (2) = 16 Armor Penalty, Point Blank range.

Dodge 18 vs Blaster 16

The Stormtrooper misses by less than a meter as the 'Scout Trooper' dives between the legs of the AT-ST.

An Imperial court martial will no doubt be convened once this is all over, you are a disgrace to The Empire and the 501st, Scout Treskan!

As a Rebel, hey what's the medal they give for running away?

Treskan you did that last round and are now in round 2, no penalties for your actions.


Treskan Orask wrote:

Considering there is still a manned AT-ST a few feet behind him that might join the shooting at him, Treskan tries desperatly to get to some cover ... possibly behind that pesky walker. As distraction worked [sarkasm] that well, Treskan hits the release at the flame extinguisheing device so conveniantly attached to his belt, then tries to dodge and run for more cover.

If I see that correctly, that leaves me with 2D+1 for dodge...so I spend two Character Points Dodge 15

Actually Treskan would have a Dodge 3D+1 so adding 2 Character Points makes that a 5d+1, then -2 for the Biker Scout armor.

1d6 - 2 ⇒ (5) - 2 = 3

Total Dodge for Treskan 18

Describe what happens when you release your flame extinguishing device.


Rabid Nexu Squad are right in the thick of it now, the forest clearing is a jumbled tangle between an Imperial Legion, Rebel Commandos, and the hordes of the native Ewoks.

Current disposition of members of Rabid Nexu Squad

Round 2

---

Jer Koroban, while earlier surrounded by a full squad of Stromtroopers only ONE Stromtrooper remains not dealing with other Rebels or the sudden Ewok attack. Taking advantage of the chaos all around, you successfully snuck your smoke grenade out last round and will throw it this round. Keep the rolls you have.

"Monica" paniced cowering under brush, hidden, about 50 meters to the left form the Bunker. Can not act but Dodge for 1 more round from this point. You can make some comments in character. You have all your gear listed on your sheet.

Treskan Orask threw a heat pod and successfully scared one Stormtrooper into a prone position, but is now in combat with a Stormtrooper officer.

Vashh Lorimar in a well hidden position, 30 meters to right and 65 meters to the front of the Bunker. He single shot dropped a high ranking Imperial Army officer last round.

Manji Roye taken by four Stormtroopers and is in the front of the Imperial Bunker, only TWO Stormtroopers remain not dealing with other Rebels or the sudden Ewok attack. You are in combat with them this round, one of them is holding his throat.

Nara Vix taken by two Stormtroopers and is in the front of the Imperial Bunker, and only ONE remains not dealing with other Rebels or the sudden Ewok attack. He has taken some damage, but Stormtrooper armor is proving effective against small weapons. Do you want to make any Dodge or Melee Blocks this round?

M1-DA5 some 100+ meters away and may act.

Mona up perched on a tree above it all not sure what to make of things. "Mistress?"


Con 22

Stormtrooper THC 06 Perception 22

Stormtrooper THC 96 Perception 3

Treskan rolls a heat pod towards the two closest Stormtroopers and yells "grenade!"

He hopes he catches some of General Solo's blind luck.

One Stormtrooper executes an academy perfect ground roll and puts a full 6 meters away from the "explosive devise" and curls into a ball, hoping his armor is enough to protect him.

The more senior of the two, a veteran non commissioned officer of the pacification of Kashyyyk and Zygerria, takes a glance at the heat pod two meters from his boots, then looks at Scout Treskan, and turns his blaster at the disguised Corellian.

And fires.


Treskan Orask wrote:

Dexterity 12

Con 22
As it isn't quite that important where the heat pod rolls as long as the troopers see it, I guess it wass more or less successful

Treskan rolled a 6 on his Dex Wild Die, but in should have rolled one die less for each skill for attempting to throw and Con at the same time. However since the throw was part of the Con I'll let the rolls stand as is.

The Stormtroopers of the 501 st Legion are trained for this type of combat and know what an explosive device looks like, but with the forest coming alive with a thousand furred berserkers and survival instinct kicking in they will only get a +1 to their Perception rolls.

NCO Stormtrooper THC 06 Perception 2d6 + 2 + 1 ⇒ (3, 6) + 2 + 1 = 12

Wild die 1d6 ⇒ 6

Wild die 1d6 ⇒ 4

Stormtrooper THC 96 Perception 2d6 + 2 + 1 ⇒ (4, 1) + 2 + 1 = 8

Wild die was a 1


Manji Roye wrote:

Manji's knife slips through standard techniques and seeks to remove the life of the poor fool who still believed in the New Order. Nearby, a not-armored enough officer burns. If doing well enough, he's going to try and move around the slumping body

Damage 14

Stromtrooper THC 12 Str/Armor 2d6 + 1 + 2d6 ⇒ (1, 4) + 1 + (6, 1) = 13

Wild die 1, total Str/Armor 6 vs Dam 12

Stormtrooper THC 12 grabs at his throat rasping as Manji slashes and connects near the Stormtrooper's jugular.


Vashh Lorimar wrote:
Let's see them coordinate a defense after THAT!!

Hmmm. Gamemaster musings follows.

Spoiler:

Remember that Knowledge roll I asked for awhile back?

Well since Vashh missed that, this is player not character knowledge.

You took out the number two man on the ground for the Imperial Army, nicely done!

He was Chief of Operations, there is still the number one guy, the Army Group Commander, Endor. One could reason, their is also Deputy Chief of Operations on the surface, a number three.

Those are the guys in Grey uniform. Grey is Army.

There is also the Command Staff for the ground forces of The Navy to deal with, although most those guys just ran into the Bunker. Those guys are in Green, and less senior, operations officers in Black.

In fact, while Imperial Propaganda keeps insisting Endor is a JOINT Operation, Navy High Command knows it is they who run this one Wookiee town, well in The Emperor's name, of course.

Then, Stormtroopers, who fight alongside the Army and Navy, also a completely separate, and distinct chain of command.

Its also rational to have members and officers from The Imperial Security Bureau, COMPNOR, and of course Imperial Intelligence on the ground as well.

Just saying.

Still thumbs up, good shooting, and all that.

;)


Treskan Orask wrote:
Treskan changes heading straight to the now unmanned walker

That will be round 2 after we resolve your Con attempt with the two Stormtroopers.


Nara Vix wrote:

The sudden eruption of furry fury propels Nara into action.

Surging forward she strikes at the nearest Stormtrooper, driving her vibro knife up under the back of his helmet...

Less 1D because you drew your weapon and +2 because you used the events around you Melee (vibro knife) 14

Damage 18

..out of the corner of her eye, she seed Solo flipping a storm trooper into a fellow Imperial, then Leia snapping a shot off that takes out the AT-ST driver. If one of the squad could get into that walker...

Amazed, she sees the fluffy round creatures attack the cream of the Imperial stormtrooper corps and lure them into the trees. Many of the unarmored officers lay on the ground, pierced with wooden arrows.

Stromtrooper THC 42 attempts to block Nara's sudden strike

Melee Parry 3d6 + 2 ⇒ (2, 1, 4) + 2 = 9 vs 14

Strength/Armor 2d6 + 1 + 2d6 ⇒ (6, 2) + 1 + (6, 1) = 16 vs 18

Nara Vix easily gets her arm through the Stormtrooper's flimsy block, but her blade barely penetrates the Stormtrooper's protective armor, and scores only a glancing blow.


---

Whoa!

Vashh Lorimar wrote:

+2 bec of Vashh use of events in clip

Blaster Rifle Total: 25

Lieutenant Colonel Maximilian Hux, Chief of Operations for the Imperial Army at Endor, graduated top of his class from the Imperial Academy of Carida two decades ago. He is among the best of the Empire's new cadre of officers that rose to power after Emperor Palpatine dissolved the Old Republic. Loyal to The New Order, respected by his peers, and with enough political support, he was given this highly sought after combat assignment. After his tour of duty at Endor, Lieutenant Colonel Hux would most likely join The Emperor's personal High Command Staff.

Imperial Officer Dodge plus bonus for distance 4d6 + 2 + 7 ⇒ (1, 6, 2, 4) + 2 + 7 = 22

Vashh Lorimar squeezes his Blastech E-17d Sniper Rifle, which after many years, is now an extension of the Ubese's will, and catches the second highest ranking Imperial Army Officer on the surface of Endor square in the back.

Vashh Lorimar wrote:
Damage 21

Strength 2d6 + 2 + 1 ⇒ (2, 6) + 2 + 1 = 11

Who then, unceremoniously crumples to the ground, staggered.


Vashh Lorimar wrote:
Quickly taking stock of the unfolding mayhem, Vashh observes that each of his teammates seems to be barely guarded. Good. They're Specforces operatives. Let them deal with a single confused stormtrooper apiece.

Again this is what I have to say to that.

Vashh Lorimar wrote:
Taking a bead on an Imperial Officer who is trying to move to a position of cover where he can begin trying to coordinate a defence (as seen running for cover at 4:52 in the clip), Varshh gently presses the firing stud on his rifle.

Grey Uniform that would Imperial Army

High is good for Heroes 1d6 ⇒ 6


Treskan Orask wrote:

more distracting stuff happening. 'Palming one of his heat pods and subtly rolling it between the two troopers at his side.

Perception: 13

Yelling "grenade" he hopes they didn't see where it was coming from, then rolls back and ries to get behind the Walker, at least.

Treskan I am not sure what the Perception is for, did you mean to do Throw (Dex 3d+1) roll then Con (Perception 6d+2)?

If that is your intent please take 1D off each roll because those are two actions, its a great move though.

I understand the intent I don't understand the roll, as neither your scores are 3d6+2 for that roll.


Manji Roye wrote:

Charge! he shouts, but is probably not heard as blasterfire starts to echo, as he lunges at the stormtrooper closer to the AT-ST, wanting to get a gun before that monster wakes up.

[Melee Combat 4D] 4d6 (1, 6, 4, 2) = 13 Edit: And actually should be 11 as 3D since draw counts as an action, -1D, sorry.

Keep the 13 as you had a +2 for your cinematic description.

Stromtrooper THC 12 attempts to block Manji's probing strike

Melee Parry 3d6 + 1 ⇒ (4, 3, 2) + 1 = 10

the Rebel Commando is all too familiar with standard Imperial field combat techniques and skirts through THC 12's defense.

roll possible damage Manji

Manji are you not Dodging this round?


Rabid Nexu Squad and elements of the two other Rebel Squads are surrounded by three rings of Imperial troops and two AT-STs. There are four more AT-STs further out.

Current disposition of members of Rabid Nexu Squad

Round 1

---

Jer Koroban, while earlier surrounded by a full squad of Stromtroopers only ONE Stromtrooper remains not dealing with other Rebels or the sudden Ewok attack. You successfully snuck your smoke grenade out this round and will throw it next round. Keep the rolls you have.

"Monica" panic cowering under brush, hidden, about 50 meters to the left form the Bunker. Can not act but Dodge for 2 more rounds from this point. Sorry Monica. You can make some comments in character. You have all your gear listed on your sheet.

Treskan Orask in a Biker Scout uniform, may act. You have all your gear listed on your sheet.

Vashh Lorimar in a well hidden position, 30 meters to right and 65 meters to the front of the Bunker. You can try to pick a target at this range. You have eyes on Jer Koroban and Manji Roye
Actions? You have all your gear listed on your sheet. Please see range rules.

Manji Roye taken by four Stormtroopers and is in the front of the Imperial Bunker, only TWO Stormtroopers remain not dealing with other Rebels or the sudden Ewok attack.
You have access to the knife in your boot.

Nara Vix taken by two Stormtroopers and is in the front of the Imperial Bunker, and only ONE remains not dealing with other Rebels or the sudden Ewok attack.
You have access to your Garrote and Vibroknife

M1-DA5 some 100+ meters away.

Mona up perched on a tree above it all happily chirping.


West End Gamesmaster wrote:
Then as a Corellian Scoundrel's Luck would have it, this happens. (link)

Game note. Players please pay attention to events in the video, if you can incorporate scenes from the video in your description, I will add a bonus +1, +2 or +1D to your roll based on said description.


Vashh Lorimar wrote:
If half of the stories those eager little womp rats trade in the barracks are true, General Solo will have a bag of tricks up his sleeve. Let him earn those famous bloodstripes. I'll capitalise on the confusion to free the other Rabid Nexu.

Vash and the other members of team Rabid Nexu won't have to wait too long even if each space between heartbeats with the 501st Legion's Blasters trained on the gathered Rebel Strike Team now seems like an eternity.

First from a clearing Imperial forces and Rebel prisoners alike hear a commotion. Commander Skywalker's Droids, what the hell were they doing.

Then as a Corellian Scoundrel's Luck would have it, this happens. (link)

First there is the sound of horns, that covers the entire region.

Next there are yelps, a whoops, and battle cries.

That is quickly followed by a enveloping hail of primitive spears, child sized arrows, and hurled rocks.

Then hundreds, possibly thousands of those miniature warrior furballs storm in from every possible direction.

Treskan pay attention to minute 3:40 in the clip, you will see a Rebel soldier in a Biker Scout uniform. I was very tempted to make you that guy after you rolled a 1 on that Wild die. But one of the writers at West End Games already had a backstory for that character and this is YOUR story so your complication will have to wait just a little ...


Vashh Lorimar wrote:
Ah well.

Maybe don't aim at a Biker Scout?


Treskan Orask wrote:
is there a chance Trescan could, if he drops (without them noticing) a heat pod and yells 'grenade', jump for cover and reach the forest before the Stormtroopers at his side stop just reacting and start thinking again? When in cover, he might use a real grenade to get the the whole kaboom started.

Oh man, how I would love to see that!


Treskan Orask wrote:

DI almost wan't to meet the mastermind behind it

How far from the treeline am I?

Be careful what you wish for.

Treskan is not in the treeline, I would say 3d6 + 1 ⇒ (4, 6, 4) + 1 = 15 meters from the treeline, double that distance to thicker foliage.

He is about 12 meters in front of the main body of soldiers, 3 meters to his left are two Stormtroopers facing the captured Rebels. And directly behind him he Scout Walker now at guard position.


Manji Roye wrote:
Just as it may become relevant - would it be brawling for trying to shove past a stormtrooper?

Yes Brawling, or Melee Combat if you have a weapon.


Baronsquee wrote:
Sweet roll there, Jer! Fortune obviously DOES favour the bold!

Indeed!


Vashh Lorimar wrote:
No, I have to wait. Something will present itself, and even if it doesn't, I'll still be able to keep an eye on things, maybe follow the prisoners without being seen.

But what about the Rebel fleet?


Players, you are in a key scene in the movie. Please take a few rounds to roleplay your character, make comments as your characters, or have thought bubbles, or hey start shooting!

Something something favors the Bold! Something something Blaze of glory! Or not.


Vashh Lorimar wrote:
he starts to wonder what else might be available for his one shot, that might just break up this party. That old faithful - explosive fuel drums?

Link to my thoughts on this

:)


Major Derlin and elements of the two other Rebel Squads are already surrounded by three rings of Imperial troops and two AT-STs.

Current disposition of members of Rabid Nexu Squad

---

Jer Koroban, taken by a full squad and is in the front of the Imperial Bunker

"Monica" panic cowering under brush, hidden, about 50 meters to the left form the Bunker. Can not act but Dodge for 4 more rounds from this point.

Treskan Orask in a Biker Scout uniform, fears that he may be detected, directly in front of the circle of Imperials surrounding the gathered Rebels, about 12 meters in front of the main body of soldiers but 3 meters to his left are two Stormtroopers. And directly behind him he can hear the approach of another Scout Walker.

Vashh Lorimar well hidden position, 30 meters to right and 65 meters to the front of the Bunker. You can try to pick a target at this range. Please see range rules.

Manji Roye taken by four Stormtroopers and is in the front of the Imperial Bunker

Nara Vix taken by two Stormtroopers and is in the front of the Imperial Bunker

M1-DA5 some 100+ meters away, almost directly diagonal opposite from two other Droids, C-3PO and R2-D2.

Mona up perched on a tree above it all.

Race

Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None

Classes/Levels

| Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Special Abilities

Whisper is his faithful animal companion - a large female wolf he has raised since she was a pup.

About Horek Varshot

Character Name: Horek Varshot
Character Race: Human
Character Class: Ranger (Skirmisher Archetype)
Character Level: 7
Alignment: Neutral Good
Deity: Respects Mielikki

Gender: Male
Age: 21
Height: 6’5”
Weight: 235 lb.
Eyes: Black
Hair: Black

Known Languages: Common, Orcish, Goblin, Elven, Gnomish

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Ability Scores

Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 13 (+1)
Charisma: 8 (-1)

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Defense

Hit Points: 74

Armor Class: 21 [BASE (10) + ARMOR (8) + DEX (2) + NATURAL (1)]
Flatfooted Armor Class: 19
Touch Armor Class: 12

Combat Maneuver Defense: 23 [BASE (10) + BAB (7) + STR (4) + DEX (2)]

Armor Type: Magical Mithral Breastplate Armor +2

Special Armor Class Notes: None

Fortitude: +9 [BASE (5) + CON (3) + RESISTANCE (1)]
Reflex: +8 [BASE (5) + DEX (2) + RESISTANCE (1)]
Will: +6 [BASE (2) + WIS (1) + FEAT (2) + RESISTANCE (1)]

Special Save Notes: Gains a +2 bonus to Will saves (Iron Will feat); gain +1 resistance bonus to all saves (Cloak of Resistance +1)

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Offense

Initiative Modifier: +2 [DEX (2)]

Base Attack Bonus: +7/+2

Melee Attack Bonus: +11/+6 [BAB (7/2) + STR (4)]

Ranged Attack Bonus: +9/+4 [BAB (7/2) + DEX (2)]

Combat Maneuver Bonus: +11 [BAB (7) + STR (4)]

Magical ‘Swift Obsidian’ Greataxe +1 (M) \ +13/+8 melee attack \ 1d12 +7 damage \ 19-20 [x3] critical \ slashing damage
Two-handed weapon [x1.5 STR bonus to damage]; grants +10’ movement when taking a ‘charge’ action; 1x/day grants +10’ movement for 1 round to all allies within 30’

Masterwork Composite [+4 STR] Longbow (M) \ +10/+5 ranged attack \ 1d8 +4 damage \ [x3] critical \ 110’ range / piercing damage
20 Standard Arrows

Dagger (M) \ +11/+6 melee attack \ +9/+4 ranged attack \ 1d4 +4 damage \ 19-20 [x2] critical \ 10’ range \ piercing or slashing damage

Special Combat Notes: +4 bonus to attack/damage rolls against Orcs and +2 against Humanoids [Goblinoid] (Favored Enemy ability); +1 to attack rolls when wielding a greataxe (Weapon Focus); may take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus [+6 for two-handed weapons] on all melee damage rolls (Power Attack feat); when using the Power Attack feat, the first attack roll is not penalized, though all subsequent attacks in that same round are penalized as usual (Furious Focus feat); may make a standard attack against a single foe at full BAB, on a successful hit may attempt further attacks against multiple foes adjacent to the previous target, taking a -2 penalty to AC (Great Cleave feat)

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Skills

Skill Points: 49 (+14 Background)

Acrobatics = +13* (DEX) 7 Ranks +3 [Class Skill] +1 [Trait]
Appraise = +0 (INT)
Bluff = -1 (CHA)
Climb = +14* (STR) 7 Ranks +3 [Class Skill] (penalty of -2 [instead of -5] when attempting an accelerated climb)
Diplomacy = -1 (CHA)
Disguise = -1 (CHA)
Escape Artist = +2* (DEX)
Fly = +2* (DEX)
Handle Animal = +9 (CHA) 7 BG Ranks +3 [Class Skill]
Heal = +3 (WIS) 4 Ranks +3 [Class Skill]
Intimidate = -1 (CHA)
Knowledge (Geography) = +6 (INT) 3 BG Ranks +3 [Class Skill]
Knowledge (Nature) = +8 (INT) 5 Ranks +3 [Class Skill]
Linguistics = +4 (INT) 4 BG Ranks
Perception = +11 (WIS) 7 Ranks +3 [Class Skill]
Ride = +2* (DEX)
Sense Motive = +1 (WIS)
Stealth = +12* (DEX) 7 Ranks +3 [Class Skill]
Survival = +11 (WIS) 7 Ranks +3 [Class Skill] (additional +3 to identify/follow tracks)
Swim = +12* (STR) 5 Ranks +3 [Class Skill]

* Armor Check Penalty Applies

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Feats

Iron Will
You get a +2 bonus on all Will saving throws. (Racial Bonus feat)

Power Attack
Can choose to take a -1 penalty to all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls (increased by 50% [+3] for two-handed weapons). At BAB +4 and every four thereafter, the penalty increases by -1 and the bonus to damage increases by +2. (1st Level feat)

Cleave
As a standard action, you can make a single attack at your full BAB against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full BAB) against a foe that is adjacent to the first and also within reach. You can only make on additional attack per round with this feat, and you take a -2 penalty to your AC until your next turn. (Combat Style feat)

Endurance
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; CON checks made to avoid nonlethal damage from a forced march; CON checks made to hold your breath; CON checks made to avoid nonlethal damage from starvation or thirst; Fort saves made to avoid nonlethal damage from hot or cold environments; and Fort saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. (Ranger Bonus feat)

Weapon Focus (Greataxe)
Gain a +1 bonus on all attack rolls when wielding this weapon. (3rd Level feat)

Great Cleave
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a -2 penalty to your Armor Class until your next turn. (5th Level feat)

Furious Focus
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. (Combat Style feat)

Boon Companion
The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature. (7th Level feat)

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Traits

Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Acrobat: You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.

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Racial Features and Class Abilities

Racial Features: +2 to One Ability Score - Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans speak Common, with high INT scores allowing them to choose any additional languages they want.

Favored Class (Ranger): Whenever a character gains a level in his favored class, he receives either +1 hit point or +1 skill rank. (Levels 1, 2, 3, 4, 5, 6 & 7 - Extra hit point)

Weapon and Armor Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor and shields (except tower shields).

Favored Enemy (Ex) [Orcs +4; Humanoid (Goblinoid) +2]: A ranger gains a bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against his favored enemies. Likewise, he gets a bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter, the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy increases by +2.

Track (Ex): A ranger adds half his level to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex) [+6]: A ranger can improve the initial attitude of an animal with this ability, which functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his CHA bonus to determine the result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, though might take more or less time. The ranger can also use this ability to influence a magical beast with an INT score of 1 or 2, but takes a -4 penalty on the check.

Combat Style Feat (Ex) [Two-Handed Weapon]: The ranger can select feats from the following list, even if he does not have the normal prerequisites: Cleave, Power Attack, Pushing Assault, and Shield of Swings. At 6th level, he adds Furious Focus and Great Cleave to the list. At 10th level, he adds Dreadful Carnage and Improved Sunder to the list. The benefits of the ranger’s chosen style feats apply only when he wears light, medium or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Favored Terrain (Ex) [Forest +2]: Gains a bonus on initiative checks and Knowledge (Geography), Perception, Stealth and Survival skill checks when he travels through this terrain, as well as leaving no trail and he cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Hunter’s Bond (Ex) [Wolf]: The ranger forms a close bond with an animal companion. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level -3. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Hunter’s Trick [4x/day]: At 5th level, a skirmisher ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
Bolster Companion (Ex) - The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the ranger to benefit from this trick.
Chameleon Step (Ex) - The ranger can move up to twice his speed as a move action. The ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

Woodland Strike (Ex): A ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed without taking damage or suffering any other impairment. Areas that are enchanted or magically manipulated to impede motion, however, still affect him.

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Horek’s Animal Companion [as 7th Level Druid]

Female Grey Wolf - “Whisper”
Size / Type: Large Animal
Senses: Lowlight vision, scent
Hit Dice: 6
Hit Points: 63
Initiative: +2
Speed: 50’
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
BAB: +4
CMB: +12 (includes +1 for Weapon Focus [Bite])
CMD: 23 (27 vs trip)
Attack: Bite +10 (1d8 +9 plus grab)
Full Attack: Bite +10 (1d8 +9 plus trip)
Special Attack: Trip
Space/Reach: 10 ft. / 5 ft.
Saves: Fort +10, Ref +7 (Evasion), Will +5
Abilities: Str 23, Dex 15, Con 20, Int 2, Wis 12, Cha 6
Skills: Perception +6, Stealth +7, Survival +6 (+10 scent tracking - Racial Modifier)
Feats: Weapon Focus (Bite), Power Attack (-2/+4), Iron Will

Animal Companion Bonuses and Base Statistics [as 7th Level Druid]: Hit Dice (6); Natural Armor Bonus (+4); STR/DEX bonus (+2); Bonus Tricks (3); BAB (+5); Fort (+5); Ref (+5); Will (+2); Skill Ranks (6 gained – Perception [2], Stealth [2], Survival; Feats (3). 7th Level Advancement - Size: Large; AC: +2 natural armor; Attack: Bite (1d8 + trip); Ability Scores: Str +8, Dex -2, Con +4.
Known Tricks: Attack, Attack (All), Flank, Defend, Down, Guard, Come, Stay, Track.
Link (Ex): A ranger can handle his animal companion as a free action, or push it as a move action, even if he doesn't have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The ranger may cast a spell with a target of “You” on his animal companion (as a spell with a range of touch) instead of on himself. A ranger may cast spells on his animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores (CON).
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

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Equipment & Gear

Traveler’s Outfit (0.0 lb.)

Magical Mithral Breastplate Armor +2 (15.0 lb.)

Magical Cloak of Resistance +1 (1.0 lb.)

Magical Amulet of Natural Armor +1 (0.0 lb.)

Magical ‘Swift Obsidian’ Greataxe +1 (12.0 lb.)

Masterwork Composite [+4 STR] Longbow (3.0 lb.)
20 Standard Arrows (3.0 lb.)

Dagger (1.0 lb.)

Belt pouch (0.5 lb.)
--Flint and Steel (0.0 lb.)
--Whetstone (0.0 lb.)
--2 Sunrods (2.0 lb.)
--Vial of antitoxin (0.0 lb.)
--Cloth bandages (0.0 lb.)
--Coins [13gp, 7sp, 3cp] (0.5 lb.)

Masterwork Backpack (4.0 lb.)
--Bedroll (5.0 lb.)
--Waterskin (4.0 lb.)
--5 Days of Rations (5.0 lb.)
--100’ of Silk Rope (10.0 lb.)
--Grappling Hook (4.0 lb.)
--20 Standard Arrows (3.0 lb.)
--5 Torches (5.0 lb.)
--Hooded Lantern (2.0 lb.)
--4 Flasks of Oil (4.0 lb.)

Total Weight Carried: 74.0 lb.

Total Encumbrance: Light Load (Maximum 116 lb.)

Overall AC Penalty: None
Overall Maximum DEX bonus: +5 (Armor)

Movement: 30’/round

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Character Appearance & History

A dusky-skinned man of fierce countenance, with dark black hair he wears long and dark bands tattooed across his eyes and nose. His favored weapon is a magical, obsidian greataxe he carries with a few other assorted weapons. His animal companion, 'Whisper' is a large grey wolf he has raised since she was a mere pup, and together they make a formidable team.

Born in the Dalelands, Horek's village, located in the foothills of the Thunder Peaks, fought for their survival against various tribes of orcs and goblinoids throughout his young life. Growing up in the mountains carved the young man into a fierce warrior over the years, and eventually he offered his services to the Dalelands as a scout for patrols that ranged across the kingdom to keep the townsfolk safe from the monstrous humanoids he had spent a lifetime fighting, as well as the marauding bandits of Zhentil Keep.

Recently, Horek has joined with the forces of Cormyr, as their patrols have fought against incursions at Tilver's Gap and Daggerdale. Having made a name for himself among the Lord High Marshal's army for his skill and fighting prowess, Horek has found himself in Eveningstar, after hearing of an opportunity in that region to do battle against evil forces gathering there...