Thevshi Posted February 1, 2018 Author Posted February 1, 2018 Round One 24 Kurabanda (5 unharmed) 20 Starshot (unharmed, 4 HP) 20 Pirates (9 minons) 6 Pirate leader (unharmed) The Kurabanda resume fire on some of the pirates, with only two hitting when cover is factored in. The first pirate just makes his toughness save, the second easily does, so both are fine. Starshot’s action! (given current positions, none of the pirates have cover protecting them from him)
Supercape Posted February 1, 2018 Posted February 1, 2018 Standard Action: Charging the Pirate Leader! To make sure this hits (and thus gives a show), shifting this +2 Accuracy, -2 DC. That (I presume) stacks with the +2 Accuracy, -2 Defence from a charge action to make: Charges Pirate Leader: 1d20+16 27 so if that hits, a DC 21 Toughness Save. Move Action: Take whatever cover he can find.
Thevshi Posted February 1, 2018 Author Posted February 1, 2018 That hits. The leader only gets a 20 on his save, so is bruised. Also, a charge is a full round action.
Supercape Posted February 1, 2018 Posted February 1, 2018 House Rules! (Emphasis mine!)? Charge (Standard Action): Charging allows you to move and attack in a single Standard Action. You must move at least 10 feet and may move up to your normal speed. You must stop as soon as you are within striking range of your target (you can't run past the target and attack from another direction). After moving, you may make a single melee attack, with a +2 attack bonus. You suffer a –2 Defense penalty for 1 round (until your next action).
Thevshi Posted February 1, 2018 Author Posted February 1, 2018 Five of the pirates open fire on the Kurabanda, with only one hitting, although it is a Critical Hit! The Kurabanda only gets a 13, so is staggered, disabled and stunned. Two of the other pirates try to circle around behind the Kurbanda, while the other two charge into melee with Starshot, getting a 14 and 25 another critical hit! But as he is only using a knife, it is still only a DC 19 toughness save. The leader will also attack with a knife missing terribly with a 13. This brings up Round Two 24 Kurabanda (4 unharmed) 20 Starshot (unharmed, 4 HP) 20 Pirates (9 minions) 6 Pirate leader (bruised) The Kurabanda continue their attack, getting two hits again one a Crit! The pirates get 16 and 24 on their saves so one is down, the other makes the save. Starshot is up (after the toughness save)
Supercape Posted February 2, 2018 Posted February 2, 2018 (edited) Tough Save vs Knife: 1d20+10 11 too out and out dangerous to let that happen right now, so spending an HP to reroll (which automatically hits 21 and pass). So something a bit crazy, standard action to throw a Gas grenade at his feet - a DC 15 Fort Fatgiue effect (and Reflex etc). I guess that hits the Pirate Captain and the two fighting Starshot. If he can lob it a a few feet to get more Pirates in the gas cloud, he will do so! And anyone walking into the cloud (melee!) for a round gets a taste of it, so fingers crossed. Fort Save vs Gas Grenade: 1d20+12 22 Fort Save Edited February 2, 2018 by Supercape
Supercape Posted February 2, 2018 Posted February 2, 2018 NB: Todays episode of utility belt watch brings you.... Thermal Pellet - not used Flare Gun - UTILISED! Sedative Injector - UTILISED! Gas Grenade - UTILISED! Smoke Grenade - UTILISED! Blowpipe- not used
Thevshi Posted February 2, 2018 Author Posted February 2, 2018 I thought you used a thermal pellet to start a fire? Anyway more opportunity to use those last two to come! Okay, the two pirates make their saves: 12 and 17 one failed one succeeded. As they are minions, the one that missed his save will be out. The pirate leader easily makes his fort save with a 26 Both the pirate leader and the pirate that made his save will move out of the area of the gas grenade. Four of the other pirates keep shooting at the Kurabanda, getting: 6, 24, 19, 10 so two hits. The Kurabanda get a 24 and a 12, so one is fine, the other bruised and dazed. The other two pirates continue trying to flank the Kurabanda. Round Three 24 Kurabanda (3 unharmed, 1 bruised and dazed) 21 Laark (unharmed) 20 Starshot (unharmed, 3 HP) 20 Pirates (7 minions) 9 Soreen (unharmed) 6 Pirate leader (bruised) The Kurabanda fire another volley of arrows, but do poorly and all miss. Laark charges the two pirates trying to flank the Kurabanda, attack one with his club. He will Power Attack, shifting the +5 to hit to damage and Take 10 to hit the Pirate. That pirate bombs his save with a natural 1 so is down. With Takedown Attack, Laark attacks the other, who also goes down. Back to Starshot!
Supercape Posted February 2, 2018 Posted February 2, 2018 Move action: Run after the Pirate Captain Presuming that is quick enough with speed 1, will punch him! Straight Punch on Captain: 1d20+10 11
Thevshi Posted February 3, 2018 Author Posted February 3, 2018 The four pirates up in the trees keep shooting at the Kurabanda, but all miss The other pirate that had been fighting Starshot reorients himself and spots Laark, running over toward him and shooting, missing with a 12. Soreen takes a shot at the back of one of the pirates in the tree, taking 10 to hit him. The pirate misses his save so goes down. The pirate leader attacks Starshot once more with his knife, missing with a 19 Round Four 24 Kurabanda (3 unharmed, 1 bruised) 21 Laark (unharmed) 20 Starshot (unharmed, 3 HP) 20 Pirates (4 minions: 3 in trees, 1 on ground) 9 Soreen (unharmed) 6 Pirate leader (bruised) The Kurabanda shoot again (the one previously dazed now recovered): this time doing much better with three hits one a crit! All three pirates in the trees that had been shooting at the Kurabana miss their toughness saves, so they are down! Laark charges the pirate that shot at him, again power attacking (-5 atk/+5 dam), that pirate just misses his save, so he is down. It is down to Starshot and the Pirate leader now and Starshot is up!
Supercape Posted February 3, 2018 Posted February 3, 2018 Move Action: Startle Startle as Move: 1d20+10 16 Standard Action: Nothing to complex (again!) an unmodified attack: Punch pirate: 1d20+12 27
Thevshi Posted February 3, 2018 Author Posted February 3, 2018 Okay, clearly hits. The pirate leader will go down!
Supercape Posted February 3, 2018 Posted February 3, 2018 Taking 10 on medicine rolls (16) for the various diagnose treat and provide care actions of Medical skill, if appropriate.
Thevshi Posted February 13, 2018 Author Posted February 13, 2018 While your chatting with Kurabanda, give me a Notice check please.
Supercape Posted February 15, 2018 Posted February 15, 2018 If of any value, taking 20 on Knowledge (Tactics) to get a 26 result, to try and understand and captilise on the tribes tactics.
Thevshi Posted March 15, 2018 Author Posted March 15, 2018 Okay, let me know how you want to handle observing the pirate outpost. Just a Notice check? Or do you want to take time and Take 10 (or even 20) on some Notice checks?
Supercape Posted March 15, 2018 Posted March 15, 2018 I think it will be a take 20 on notice rolls. I could see Knowledge (Tactics) or Stealth come into play, feel free to roll these as you wish? (or not!)
Supercape Posted March 21, 2018 Posted March 21, 2018 Moving all out to the Camp. A few proactive rolls if / when needed: Initiative: 1d20+10 26 Initiative Notice: 1d20+10 13 Notice
Thevshi Posted March 21, 2018 Author Posted March 21, 2018 Yeah, had to do some math and draw a map for this one. So I figure it takes Starshot about three rounds all-out to get near the fence. The others are still four rounds of all-out movement behind him at that point. At the end of round two that Starshot is moving, the combat robot exits the building. So at the end of round three, it has moved south and Starshot has moved to where he is on the map. The black is building (what you can see of it). The blue is the fence. The grey object is the flyer. The orange on the building is the area damaged by the grenade. The black line in the upper left hand corner is for measuring distance, it equals 4 meters.
Thevshi Posted March 21, 2018 Author Posted March 21, 2018 Round One 26 Starshot (unharmed, 3 HP) 16 Combat Robot (unharmed) Others 4 rounds away
Supercape Posted March 21, 2018 Posted March 21, 2018 An unfortunate position! Move Action: Extra Effort double jumping distance and clear the fence, but burning the fatigue away with an HP straight away (bringing him to 2 HP) Standard Action: Charging the robot as per house rules...(+2 to attack roll, -2 to defence) MAking this count so shifting +2 to DC, -2 to attack ( a net +2 DC, -2 Defence) Charges Robot: 1d20+12 23 I hope that hits, if so a total Damage 10 (DC 25 Tough) effect.
Thevshi Posted March 21, 2018 Author Posted March 21, 2018 The robot only gets a 9, so it is scrap! So, Round Two 26 Starshot (unharmed, 2 HP) Others 3 rounds away What will Starshot do now?
Supercape Posted March 21, 2018 Posted March 21, 2018 Probably lob his Gas Grenade into the opening from the explosive? (Nauseate 5, Cloud, Ranged)? and take cover whilst doing so?
Thevshi Posted March 21, 2018 Author Posted March 21, 2018 Okay, can I get an attack roll to try to put the grenade through the small holes made by the other grenade?
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