Thevshi Posted February 8 Author Posted February 8 @Fox @Gizmo Could I please get notice checks for each of you
Thevshi Posted February 11 Author Posted February 11 @Fox @Gizmo Thanks! And sorry, should have asked for this at the same time, could I also get Kn: Galactic Lore rolls GM post incoming.
Fox Posted February 11 Posted February 11 Eclipse Knowledge (Galactic Lore) Check: 1d20+10: 28 [1d20=18] Yay for enhanced skills.
Thevshi Posted February 11 Author Posted February 11 @Fox Very useful Okay, Eclipse clearly knows the about Kinan Khan/Star Khan and the Stellar Khanate. And of course that Kinan Khan was grievously injured by the Communion during the Incursion (and defeated by Rock, Paradigm and Galvanic toward the end of the Incursion), but managed to survive and was freed from Lor custody. You have heard a rumor that he recently died, but nothing that confirmed that rumor. You know he had several children, but many were killed during the Incursion. You recall hearing of a youngest son, Kinarr Khan, who survived the Incursion.
Thevshi Posted February 12 Author Posted February 12 @Gizmo Thanks Gizmo, Rock of course knows about the Khanate and was there for the defeat of Star Khan. He has heard that there has been some unrest within the Khante late, but not sure what it is exactly related to (as there has been problems in the Khnate since the end of the Incursion)
Thevshi Posted February 17 Author Posted February 17 @Fox @Gizmo Time for initiative now that shoot has started
Thevshi Posted February 17 Author Posted February 17 Okay, time to get started. Round One 21 Thuarian Guards (12 unharmed) 19 Eclipse 2 HP (unharmed) 18 Justicar Gor'an (unharmed) 14 Star Khan (unharmed) 14 Rock 1 HP (unharmed) 13 Dropship Pilot (unharmed) 13 Dropship gunner (unharmed) 9 Rogue Khanate Hunters (unharmed) 8 Rogue Khanate Troopers (unharmed) Okay, the guards is just a placeholder (not planning on them really playing a role, but might be important depending what happens with the opponents), so for start we will just say they move the leaders they are protecting towards a building near the main plaza to get some cover and get ready to defend themselves. So @Fox Eclipse is up!
Fox Posted February 17 Posted February 17 Eclipse is going to circle away from where the guards and leaders are going, to try to draw some attention off of them while getting a little closer to the Justicar and his rogue friends. At 100' a round (yay Speed!), though, I'm hoping she can get just within 70' of them to fire a shot. If not, apply necessary range penalties! Standard action: pew pew. Ranged Attack Roll vs. Khanate Hunters Troopers: 1d20+13: 19 [1d20=6] Assuming that hits, it's a DC22 Toughness save vs. Damage.
Thevshi Posted February 17 Author Posted February 17 Okay, moving towards them is the opposite direction of where the friendlies are going for cover. That will get you close enough that next round you will be within range of the cone. The trooper amazingly gets a 23 on his toughness save, so just makes it (they are minions, you can shift some attack to damage and still hit them). The Hunters and the Justicar are heroic though.
Thevshi Posted February 17 Author Posted February 17 Okay, the Justicar is attacking Star Khan with his power staff, getting a 32 to hit! (ouch) But Star Khan takes the Critical Hit (DC30 save) like a boss, getting a 33 on his toughness save! So he is fine. Star Khan is going to fly up and power attack the Dropship (-5 atk/+5 dam), getting a 13, just enough to hit. DC 34 toughness save for the Dropship, which gets a 29, so picks up an Injured condition.
Gizmo Posted February 26 Posted February 26 Rock Assuming that Rock needs to use his move action and Charge to close the distance (no yay Speed here) but he'll take a swing at the Justicar! Unarmed Attack vs Justicar; Charge: 1d20+9 27 That's a DC 32 Toughness Save if it hits and Rock is a -2 Defence from the Charge.
Thevshi Posted February 26 Author Posted February 26 The Justicar just misses his save with a 31, so takes a bruise.
Thevshi Posted February 26 Author Posted February 26 Okay, the transport gunner will fire at Star Khan, and rolls a nat 20 for a 24 but as a minion can't crit Star Khan, so it bounces off his Impervious. The transport drops off the two hunters and flies over the town to the south and loops back around. The two hunters start moving forward, both firing on Star Khan missing with 18 and 9 The troopers around the Justicar start spreading out some. Two will fire at Eclipse, 22 and 7 so both miss. Three will fire on Rock, 13, 11, 10 somehow they ALL Miss! The other 5 troopers with the Justicar are firing at the building the other side went into, just covering fire to keep their heads down for now. Round Two 21 Thuarian Guards (12 unharmed) 19 Eclipse 2 HP (unharmed) 18 Justicar Gor'an (bruised) 14 Star Khan (unharmed) 14 Rock 1 HP (unharmed) 13 Dropship Pilot (unharmed) 13 Dropship gunner (unharmed) 9 Rogue Khanate Hunters (unharmed) 8 Rogue Khanate Troopers (unharmed) @Fox Eclipse is up!
Fox Posted February 27 Posted February 27 This time, this time I remember that they are minions. And how minion combat works! Eclipse is going to take a full-round action to put as many of the troopers in a 70' cone as possible - if the troopers firing at the delegation are within that range she'll prioritize them, but otherwise she's just going to try to put down as many minions as she can. It's a targeted, selective cone AoE and she'll make a full power attack. Taking 10, that's an 18 on the attack roll and DC27 Toughness for anyone hit.
Thevshi Posted February 27 Author Posted February 27 As they spread out, she cannot get all of the shooting at the delegation but she can get some of them, plus some that were shooting at her. They cannot beat that toughness save, so she takes down six of the troopers.
Thevshi Posted February 27 Author Posted February 27 Justicar Gor'an will try to stab Rock, hitting with a 26, that is a DC 25 toughness save @Gizmo Meanwhile, Star Khan will blast one of the Hunters, hitting with a 29, a DC 29 toughness save for the Hunter, which gets a 24, bruised and dazed. So, depending on the Toughness save, it will be back to Rock!
Gizmo Posted February 27 Posted February 27 Rock Toughness Save vs DC 25: 1d20+17 31 Move Action: Startle Justicar: 1d20+15-5 15 Standard Action: Unarmed Attack vs Justicar: 1d20+7 25 Improved Grab: Opposed Grapple Check: 1d20+32 39 Assuming that hits it’s a DC 32 Toughness Save followed by the opposed Grapple check.
Thevshi Posted February 27 Author Posted February 27 He can beat the startle without even rolling, but you still hit. He gets a 22 on his toughness save, I will give you a HP for a reroll: and 22 still (after the +10), so, staggered and dazed. Only a 31 on the grapple as well, so bound and helpless.
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