D11 A Walk In The Park (Open - 4 players, combat)

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GM Nicha
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by GM Nicha » Sun Mar 19, 2023 5:03 am

War Droid 1 aims and shoots at Snowflake, also hitting him for 9 damage 0 pierce!
War Droid 1 at Snowflake, aiming, boost from his fellow droid!, autofire!
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Net Successes: 1; Net Advantages: -1

The second droid sets its ROF to 'obscenely high' and sprays Snowflake at point blank range! But most of the fire is wasted on the shield or dodged aside!
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GM Nicha
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by GM Nicha » Sun Mar 19, 2023 5:10 am

The Commander retrieves his weapon and moves to engaged with Othym (2 strain) and attacks him....but misses!

Commander at Othym. Accurate, Othym has sense and is spending player destiny
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Net Successes: 1; Net Advantages: -2

Forgot to increase difficulty from stinger, re-rolling purple as red
Image
Net Successes: -2; Net Advantages: 0
----------

The Commander grunts as Othym's lightsaber bites but he keeps up the pressure, not allowing the jedi a moment of respite. That being said, he isn't able to pierce the Togruta's defences!
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Othym
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by Othym » Sun Mar 19, 2023 6:57 am

Othym barely manages to avoid the commander's blade, his own swings going wide as he's flat footed by the onslaught. He glances back at the rest of the party, trying to use the force to gentle guide Vala's aim as she blasted one of the large droids, before pulling away from the flurry of Mandalorian swordwork.

+++++

Apply lightsaber to mandalorian
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Net Successes: -1; Net Advantages: 4

2 advantage to heal strain
2 to maneuver

Action: Lightsaber
Maneuver: Move to short
Maneuver w/ advantage: Assist Vala (for 2 boost dice)

Wounds: 6 | 11
Strain: 2 | 14
Defense 1
Soak 2
Holding force for sense. 2 upgrades, twice per round
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Vala Roke
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by Vala Roke » Sun Mar 19, 2023 7:35 am

With the Commander in sight, Vala was sure to take the opportunity to get in her shots! It seemed she managed to get a bit of showboating in, despite the sloppy aim. She quickly took a moment to swipe her stim for a quick boost to her system afterwards.

Move: Move to Short Range
Action: Fire with Guns Blazing (2 Strain)

Day 10, Combat 2, Round 2: Fire at Commander with Adversary 2 and Defense 2. Guns Blazing. 2 Boost from Othym. Flip on destiny. Move to Short!
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Net Successes: 1; Net Advantages: 6

14 damage with 1 pierce and 11 Damage on the Commander!

1 Advantage for Strain
1 Advantage for other gun
2 Advantage for other move (Stim!)
2 Advantage for Snowie! (1 Boost)

Wounds: 1/14
Strain: 9/14
Soak: 4
Corellian | Human | CorSec | Out of Her Jurisdiction | Out of Her Depth
Description

Typical Gear: Laminate Armour, BPEA-1A Cascader, C-10 "Dragoneye" Blaster Pistol, Heavy Blaster Pistol, Utility Belt, Binder, Commlink, Datapad, Extra Reload, Stimpacks, Thermal Cloak

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Snowflake
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by Snowflake » Sun Mar 19, 2023 7:21 pm

Snowie holds strong despite the incoming fire and tries to punch the droid closest to him again - but misses this time! He does manoeuvre the droid into a position that creates opporutunities for the others to hit, though.

---
Manoeuvre: aim
Action: Punch war droid 1 (which is still engaged with Snowie if I understand correctly

D11 WitP part 2, round 2. Punching War Droid 1 again (adversary 1). Enhance, boost from Aim.
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Net Successes: -1; Net Advantages: 4

Light pip becomes advantage. Still misses. Total 5 adv

2 advantage to get a free manoeuvre
2 advantage to pass one boost to Zeline
1 advantage to pass one boost to the next PC (should be Zeline too, so 2 boosts to Zeline)

Free Manoeuvre: Defensive Stance (1 strain): upgrade difficulty of melee attack vs him once

Wounds: 7/22 (1 damage taken from each droid)
Strain: 2/15
Defence 3/3
Soak: 8

As usual, will use threat/despair from melee attacks vs him to activate Shield Discharge Pack (2 threat, 3 strain no soak) or Armour Spikes (3 threat, 8 damage)
Local ⦁ Gigoran ⦁ Alpine homeclan ⦁ Obroan Militia ⦁ "Helper"
Big and Fluffy ⦁ Friendly ⦁ Likes berries ⦁ Questionable friendships?

Usually carrying: Heavy battle armor, riot shield (only?), commlink, belt pouch with stims, modular backpack w/ bunch of things.

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Zeline Koth
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by Zeline Koth » Sun Mar 19, 2023 9:51 pm

((Ghosted))

Zeline aims at and shoots at the Commander, hitting and taking him out! boost to next PC, boost to Vala, boost to Snowflake.

Zeline blasting the commander with aim and two boosts from Snowflake
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Net Successes: 3; Net Advantages: 5

------------

The exposed Commander is brought down by a hail of accurate fire from Zeline!
Human | Former Farmgirl | Mercurial Medic

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GM Nicha
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by GM Nicha » Sun Mar 19, 2023 9:55 pm

Round 3


Initiative

NPC
NPC
PC Slot
PC Slot
PC Slot
PC Slot


Destiny

8 light/ 5 dark


Player note:

Commander is adversary 2, defence 2 and is out
The war droids are adveersary 1
Co-GMAEDT Timezone • We do these things not because they are easy, but because they are hard.

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GM Nicha
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by GM Nicha » Sun Mar 19, 2023 9:58 pm

War Droid fires at Snowflake and hits him for 11 damage 0 pierce.

War droid 2 at engaged Snowflake, aim
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Net Successes: 2; Net Advantages: -1

----

The death of their commander appears to have no effect on the (perhaps not particularly intelligent) droids as they keep blasting, bolts ricocheting around the room!
Co-GMAEDT Timezone • We do these things not because they are easy, but because they are hard.

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GM Nicha
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by GM Nicha » Sun Mar 19, 2023 10:00 pm

War Droid 1 disengages from Snowflake and opens fire at Vala! Hitting her for 12 damage 0 pierce.

War droid 1 at Vala, autofire. Short range
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Net Successes: 3; Net Advantages: 0

---------

Seeing it's commander get blasted off his feet the heavily damaged war droid staggers back from Snowflake and fires full auto at the rest of the Hopers! The heavy barrage isn't particularly accurate but a powerful shot catches Vala in the shoulder as she dives for cover!
Co-GMAEDT Timezone • We do these things not because they are easy, but because they are hard.

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Zeline Koth
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by Zeline Koth » Sun Mar 19, 2023 10:59 pm

Zeline took a clear shot, gritting her teeth. "Got your back, space cop," she said, rushing in to her side. "I'll patch you up in a sec. Just keep ruining their day, okay?"

---

Maneuver: Aim
Action: Shoot

D11 Combat Round 3: Shoot War Droid 1 at Medium, Adversary 1, Accurate 4, Aim, Custom Grip, Scope
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Net Successes: 3; Net Advantages: 8
Base Damage 9 for 12 Damage before Soak. 2 Advantage to Crit. 1 Advantage to Next Roller. 2 Advantage to Vala. 1 Triumph to Upgrade Vala's Roll. 2 Advantage for Free Maneuver: Move to Engage with Vala.

WT: 5/17 (Prior Crits: 1)
ST: 0/13
Defenses: 0/0
Soak: 6
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Vala Roke
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by Vala Roke » Sun Mar 19, 2023 11:14 pm

It seemed that Vala had the foresight to know that she was going to be shot once again. They were so close to closing this that the rush could have gone to her head but this was not the case. If she hadn't, she might have been laying on the ground rather than seething in pain after getting shot!

Wounds: 9/14
Strain: 9/14
Soak: 4

Vala merely gave a nod to Zeline when made her way behind her. She wasn't expecting the doc to join her but she wasn't going to turn away help, especially after getting banged up. Plus it seemed she did a good job of messing up that droid and setting up her next shot.

"You don't need to tell me twice," she murmured in her grimace as she raised her blaster to let loose another killer volley. While she didn't have an automatic weapon on her, the droid wasn't going to be able to tell the difference. Set them up and knock them down!

Move: Move up to War Droid 2, now at Short
Action: Shoot!
7 light/ 6 dark Now

Day 10, Combat 2, Round 3: Fire at War Droid 2 with Adversary 1. Guns Blazing. Flip on destiny and Upgrade from Zeline. 2 Boost from Zeline. Move to Short!
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Net Successes: 5; Net Advantages: 2

18 Damage with 1 Pierce + 16 Damage
1 Advantage to recover Strain
1 Advantage for dual-wielding
1 Triumph to upgrade the next attack, Snowie?

Wounds: 9/14
Strain: 10/14
Soak: 4
Corellian | Human | CorSec | Out of Her Jurisdiction | Out of Her Depth
Description

Typical Gear: Laminate Armour, BPEA-1A Cascader, C-10 "Dragoneye" Blaster Pistol, Heavy Blaster Pistol, Utility Belt, Binder, Commlink, Datapad, Extra Reload, Stimpacks, Thermal Cloak

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Snowflake
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by Snowflake » Mon Mar 20, 2023 1:47 am

Seeing Zeline put down the commander, then Vala double-shoot the other droid into oblivion, Snowie focused all of his attention on the remaining threat. Flexing powerful legs and arms as if getting ready for a tackle, he launched himself head first into the droid, the sheer force of the hit forcing the already struggling metal legs to give way. The glasgow kiss is immediately followed by a powerful hammer fist, travelling all the way from above the Gigoran's head and down to the droid's metal snout.

"That's enough! This thing must stop now!"


Before the droid's lights go out, Snowie raises again, his burly arm drawn in a huge arc above this head before raining down on the droid's face again with all of the Gigoran's weight and power.


------
Incidental: Headbutt - War Droid 1 is prone and disoriented (1)
Manoeuvre: Aim
Manoeuvre (2 strain): Aim
Incidental: Bonus from Before the storm - one day more - Upgrade roll 5 times!

D11 WitP part 2. Round 3. Stop! Hammer time. Boost from Prone, two boosts from double aim, boost from Zeline (from last turn), upgrade from Vala, 5 upgrades from Before the Storm (6 upgrades total). Enhance.
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Net Successes: 7; Net Advantages: 2

13 damage, pierce 1 to War Droid 1.

2 advantage to crit. Triumph to... disable war droid but keep it useful for the Hopers? Not sure really. I'll let Nicha handle this one!

Crit:
Crit vs War Droid 1. Vicious 1 | 1d100+10 ⇒ 78
That'd be Overpowered: Attacker may immediately attempt another free attack, using same pool as original attack

... which it pretty much overkill. But let's do it, why not?

Second punch....
D11 WitP. Second punch with absurdly high dice pool due to Overpowered crit.
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Net Successes: 14; Net Advantages: 0

20 damage, pierce 1 to the poor War Droid.

EDIT: Completely forgot about the 1 pip with those 14 successes going on...
Let's make it 1 advantage to heal strain :p

I'll let Nicha handle the two Triumphs...

Wounds: 10/22 (3 damage taken from droid 1 last turn)
Strain: 1/15
Defence 3/3
Soak: 8

As usual, will use threat/despair from melee attacks vs him to activate Shield Discharge Pack (2 threat, 3 strain no soak) or Armour Spikes (3 threat, 8 damage)
Last edited by Snowflake on Mon Mar 20, 2023 1:57 am, edited 1 time in total.
Local ⦁ Gigoran ⦁ Alpine homeclan ⦁ Obroan Militia ⦁ "Helper"
Big and Fluffy ⦁ Friendly ⦁ Likes berries ⦁ Questionable friendships?

Usually carrying: Heavy battle armor, riot shield (only?), commlink, belt pouch with stims, modular backpack w/ bunch of things.

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GM Nicha
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by GM Nicha » Mon Mar 20, 2023 1:54 am

The droid simply disintegrates under Snowflake's assault, reduced to near atoms.

(2 triumph spend)

The only remaining piece of the droid of any significance is a small box with a blinking green light on it. Some kind of piloting or targeting matrix? Maybe that could come in handy?
Co-GMAEDT Timezone • We do these things not because they are easy, but because they are hard.

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GM Nicha
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by GM Nicha » Mon Mar 20, 2023 2:02 am

As the last droid falls the remaining Mandalorians put up their hands, clearly not keen on tangling with what you guys are packing. The command centre is yours!...


For about 5 seconds before you feel the walker lurch dramatically to the write, Neo-Crusaders spilling out of their seats at the sudden change.

"We're caught on something!"
"No limbs are responding!"
"We don't have the commander's emergency shutdown key, we're gonna crash!"

The gigantic walker is teetering, one limb caught in the unexpectedly collapsed subbasement of a building, only seconds away from falling, crushing who know what outside, and making for at best a bumpy ride for the crew.

But it doesn't have to. If you can make your way to the controls and work together, you can take control of the situation!

-----------------


Each Player may make one of the following rolls to stabilize one of the four limbs. Each successful roll will stabilize one limb.

Stabilizing no limbs means a catastrophic crash.
Stabilizing one or two limbs will see you hobble into a controlled but still bumpy descent.
Stabilizing three limbs means you can bring her down gently with barely a shudder
Stabilizing all four limbs means you have assumed direct control, the walker is yours!

The available skills are:


Piloting ground at average difficulty with two setback dice. (You take the controls and try to drive it normally)
Mechanics or computers at hard. (you enact emergency repairs or reset the system)
Perception or vigilance at hard with a setback. (You spot the best way to extract the walker before it falls)
Athletics at daunting with two setback dice. (you heroically use sheer strength to hold a vital piece of the walker together)

Snowflake, you have two upgrades and two boost dice to whichever roll you pick as the system recognises you from the war droid identifier you've yanked out of them.

You may transfer advantages to boost dice to the next PC roller at a ratio of 2:1. A triumph upgrades the next roller.
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Othym
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by Othym » Mon Mar 20, 2023 2:39 am

Othym watches the commander go down in a hail of fire, just in time. He wasn't sure if he would have been able to fend him off for much longer. He turns to the Droids only to see them fall in quick succession to his fellow Hoppers.

There's a few moments to savour their success before the walker lurches along with his stomach. Rushing to the controls he tries to pick a path, but the tall buildings are everywhere.

"They always say a captain goes down with his ship, but what about the other way? What if we brought the campaign down, does the ship have to go too?" he says, trying to grapple with the unfamiliar controls to little avail.

+++++


Control the walker! Perception
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Net Successes: -1; Net Advantages: 3
Failure!
2 advantage to boost next roller
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Vala Roke
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by Vala Roke » Mon Mar 20, 2023 3:21 am

While was always itching to get behind a sweet ride after her taste of tank driving, this wasn't quite what she was expecting. It was like being handed melting ice cream or a crying child, it was already disastrous and she had to clean up the mess! Was this something that the mechanics went through?

"Why are we tilting downwards? Why is that light flashing?...What am I doing here?!" Vala blurted out several questions as she got the sinking suspicion that she was at the helm of something that was already going very badly. She supposed it might have been too much to expect to be driving the thing on short notice without any practice or a permit but perhaps she could mitigate the damages. With some quick thinking and fast hands, she managed to keep the balance of one leg.

Hopefully, they could prevent the walker from rag dolling.

Day 11, Control that Walker with Piloting. Using 3 Event Upgrades!
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Net Successes: 1; Net Advantages: 2

From Launch Bay...
Day 11, Control that Walker with Piloting. Using 3 Event Upgrades!
Image
Net Successes: 1; Net Advantages: 0

2 Advantages for Boost to the next roller.
...And forgot to use Othym's Boost!
Corellian | Human | CorSec | Out of Her Jurisdiction | Out of Her Depth
Description

Typical Gear: Laminate Armour, BPEA-1A Cascader, C-10 "Dragoneye" Blaster Pistol, Heavy Blaster Pistol, Utility Belt, Binder, Commlink, Datapad, Extra Reload, Stimpacks, Thermal Cloak

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Zeline Koth
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by Zeline Koth » Mon Mar 20, 2023 3:29 am

"Just my luck," Zeline said as she ran up to the most obvious panel that had been absolutely destroyed in the chaos of battle. And unless she was horribly wrong, then at least some semblance of control should be returning to the walker...

---

D11 ASSUMING DIRECT CONTROL: Mechanics, Boost from Vala
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Net Successes: 3; Net Advantages: -1
Human | Former Farmgirl | Mercurial Medic

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Snowflake
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by Snowflake » Mon Mar 20, 2023 1:41 pm

"Uh! Uh? Why's this lurching that way? No, no, you should stop!", Snowie yells at... the walls? The Walker it self? It's hard to say - and it's hard to think with your four-legged ride deciding to dive into the ground.

Seeing the cruise-aiders who were still trying to hold some control over the walker struggling didn't help - but it seemed like at least Vala and Zeline had managed to recover some control, as the lurching seemed to reduce - or at least progress less dramatically.

A look outside the command centre, however, and it was clear some pieces tied to one of the forelimbs were exposed and bent in unseemly ways, as if ready to give way. Snowflake rushed and, without thinking too much, held onto one part of it and started pulling the loose parts back, as if trying to fit loose parts of a toy back onto their sockets.

Not the smartest move, maybe. But there was no time for smart!

"Oh, no! Nonononono, you ain't going anywhere, leg! Gotta keep together!"

For some reason something in the leg seemed to react to the box he had got, the green light blinking in tandem with moving parts, and apparently synchronising with multi-coloured lights in the control panel. Maybe that was a good sign?

Some more "aaaaargh" from the Gigoran and the joint he was pulling (or at least parts of it) seemed to come together with a loud "clang".

-----

D11 WitP - Holding pieces of the walker together! Athletics vs Daunting. Othym's boost went unused by Vala and Zeline so I'm taking it. Also 2 boosts and 2 upgrades from the war droid identifier and enhance.
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Net Successes: 2; Net Advantages: 0
Local ⦁ Gigoran ⦁ Alpine homeclan ⦁ Obroan Militia ⦁ "Helper"
Big and Fluffy ⦁ Friendly ⦁ Likes berries ⦁ Questionable friendships?

Usually carrying: Heavy battle armor, riot shield (only?), commlink, belt pouch with stims, modular backpack w/ bunch of things.

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GM Nicha
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Re: D11 A Walk In The Park (Open - 4 players, combat)

Post by GM Nicha » Mon Mar 20, 2023 8:33 pm

The huge walker sways, lurches forward, groans and then lurches again before it manages to get a front leg forward as the machine slowly, almost gracefully sinks to the ground.

There's quiet 'thunk' as it touches the dirt before the loud warning sirens cut off. Somehow you managed to bring it down in one piece with no casualties, another happy landing.
Co-GMAEDT Timezone • We do these things not because they are easy, but because they are hard.

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