The Oncoming Storm IIC

By ColonelCommissar, in Star Wars: Age of Rebellion RPG

The trooper behind the one who has just fallen takes a hit and drops back with a grunt, only to swing his blaster up and return fire. Meanwhile from the floor below can be heard the sounds of other troopers preparing for action.

Aim + Fire with the Imperial heavy troopers at Rast

Combat check: 1eP+2eA+1eB+1eD 3 successes, 1 advantage
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Attacking Rast supplement: 1eS 1 failure
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Rast takes 9+2=11 damage minus soak.

All three NPC slots have acted (some off-screen) so this is how we're looking:

NPC

PC

PC

PC

NPC

NPC

NPC

PC<--You are here

NPC

PC

PC

NPC

PC

NPC

NPC

GMs, can I have some help? When an enemy dies do you remove an NPC slot from the Initiative order?

Edited by ColonelCommissar

Dag takes a maneuver to move to the door, and takes position at the edge of the door, looking in.

Edit: Dag posted before I finished mine, please save my stuff for the next PC slot. I can delete everything and re-post at that point if desired.

GM: Regarding initiative, that is what I've done when running a face-to-face game.

Hearing a squadmate take a heavy hit, Ashrym moves quickly up toward his squadmate. "Coming up on your flank," he tells Rast so there's no surprise when the man feels the stimpack injection. As he approaches, he pulls out one of the stimpacks he has stored for easy access and expertly administers it to Rast. Left hand free once more, he uses it to steady his rifle as he fires at the Imperial.

1 maneuver (move to Rast). Incidental (draw stimpack from military belt pouch). 1 maneuver for 2 strainb to use the stimpack of Rast (Heal 7, 5 normal +2 for Stimpack Specialization II). Action to return fire at the imperial trooper. If it would take an additional maneuver to re-grab his rifle with both hands (I am not positive), then ignore the action listed. His action would then be to take a maneuver instead to administer the stimpack instead (and not take the strain).

Shooting at a trooper: 2eP+1eA+1eD 4 successes

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10 base damage + 4 = 14 wounds (edit: forgot 2 pierce)

Edited by Khesh

Rion takes a maneuver to move up, but I assume it's too crowded for me to get a clear shot or move into melee, so I'll wait and monitor communications to see if an alert has been raised.

Khesh, you didn't let me fit in an NPC slot. But again they've acted off-screen so that's ok. However I would rule (by RAW) that you're trying to do two maneuvers to ready the rifle so I'm not allowing that.

Rion's turn also skipped an NPC slot, but a lot of these are acting off-screen. In fact, once we've had Vohr's turn it's back up to the top (and waiting for the NPC slot - I appreciate the enthusiasm but skipping slots in the initiative order is really confusing - and there is something to correspond to each one)

With a grim smile, the jedi draws his weapon from the belt. With a satisfying sound, the blade awakens from his sleep- over a metre of dark blue, deadly plasma. Then he prepares for the battle- follows his squad to darkness.

First maneuver is ready weapon, the action I trade in for a second maneuver- and move as far into the action as I can

Vohr charges down the stairs, emerging on the landing - which is becoming increasingly crowded. As he glances over the banister, he spots a group of Imperials charging up from below. Seeing him, they open fire.

Targeting Vohr: 2eP+1eA+2eD 0 successes, 2 advantage
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The shot is ineffective, but it does help the troopers get their eye in.

Boost dice on the next attack on a PC. Here's initiative:

NPC

PC <--You are here

PC

PC

NPC

NPC

NPC

PC

NPC

PC

PC

NPC

PC

NPC

NPC

Edited by ColonelCommissar

With a smile on his face, Marcelus charges at the two troopers next to him and attacks with his Vibrorapier.

"Hah, Blaster fire, how uncivilized. En garde, messieurs!"

I take 1 maneuver to move to Engaged Range, spend 2 strain to aim and attack with my Vibrorapier.

Stick them with the pointy end: 1eA+2eP+1eB+2eD 1 success, 2 advantage
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Can I use 1 advantage to give a boost die to the next players check and 1 advantage to recover 1 strain?

5 Base Damage + 1 for Feral Strength + 1 for Success = 7 Damage (Pierce 5)

The troopers are spitted upon your vibroblade like hogs at a roast, both falling in seconds.

Next player's action gets a boost

Edited by ColonelCommissar

For the GM:

GMs, can I have some help? When an enemy dies do you remove an NPC slot from the Initiative order?

The "official" dev answer is that it doesn't actually go away; you just keep using NPC slots until you run out of NPCs :) So, the rest of the initiative slots get skipped if there's no one to fill them. So that's what I do. Once all my NPCs have acted, any remaining NPC slots are unusable.

I'll take the next slot—Marcelus killed the other two troopers from the first group, yes? And so he isn't engaged with any anymore? What's the range/difficulty to the next group of troopers? May I assume medium range given the difficulty they were shooting at?

Edited by awayputurwpn

The enemy troopers are two floors below you, firing up from the stairwell.

Yeah, they're at medium range

Marcellus took the first PC slot and Rast is in the second. Ashrym will go in the third. I am not sure if I should just post this and wait for Rast to go, then post, or post and let ColonelCommissar sort the order of events out once Rast has posted his action. (Edit: Ignore my saying I will go third, whoever is on and can post soonest when the third slot is available should take it to help move things along as best we can)

Last time, I took so long posting that someone else posted in the interim and I had to edit since I wasn't sure what to do. I think deleting my post, in retrospect would have been the thing to do and then wait for a chance when I checked the forums and it was paused at a PC slot and then re-post. ColonelCommissar if you have any preferences for how to handle these sorts of things related to posts and timings that will happen on a forum, the guidance would be much appreciated.

Edited by Khesh

If there are two PC slots and you don't have an order-sensitive plan, go in any order you like. However I would prefer if you exercised patience as otherwise it becomes a major headache trying to sort out several different oddly-ordered posts like last turn. Let patience (if it's not your go) and punctuality (if it is) be your watchwords.

Incidental to draw the compound bow & arrow, taking two maneuvers to aim:

Attacking the folks two floors down: 3eP+3eB+2eD 7 successes, 1 threat
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That's 14 damage (Pierce 1)...

"Thanks, my friend," Rast told Dag as he felt the stims working their wonders. "Over your head, watch out!" He yelled to Marcelus as he drew his bow and arrow in one smooth motion, taking a moment to line up his shot and then letting the arrow fly down the stair well...

A second arrow, knocked as quickly as the first, flies free. However, in launching it a spasm of pain in your muscles - for it is a painful draw - knocks the arrow off target, reducing its effectiveness.

Rast takes one Strain

"No problem," Ashrym told Rast after administering the stimpack. He gripped his rifle with both hands and lined up a shot down the stairwell at the troopers, letting a small flurry of blaster bolts follow in the wake of Rast's arrows.

1 maneuver: readying his weapon

1 maneuver (2 strain): aim

1 action: firing the rifle, target at medium range

Firing his rifle at a trooper: 2eP+1eA+1eB+2eD 2 successes, 2 advantage, 1 Triumph
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10 wounds + 2 (from successes) = 12 wounds (2 pierce)

I'd like to use 1 advantage to boost the next PC's check and the 2nd advantage to recover 1 strain.

I'd like to use the Triumph to boost the PC who goes second after me (i.e., after the next PC; so the next two PCs will each get a boost).

Edited by Khesh

Seemingly, his squad has the battle here under control- so Vohr charges down, preparing to face any opponent who is dumb enough to fight. His place is on the frontline- where his deadly weapon can reap a bloody harvest. Hoping his squad will pin down the opposition, he advances without hesitation.

Maneuver 1: Move

Maneuver 2: Move (gained for trading the action)

Incidental: Cursing the short range of a lightsaber.

Ash's shots streak down the stairs, lighting up the shadows as they burn past. One of the soldiers is hit and collapses, dead, while another is injured.

You can take an Average Coordination check to stick the landing. You would land on the floor below (unless it goes badly). You could take a Hard check to drop two levels or a Daunting check to drop three.

At the moment you can see just one remaining trooper below you, but you can also hear the sounds of other getting rapidly kitted up.

Suddenly the halls below you are a hive of activity. On the second floor there are suddenly teams of light troopers flooding in and firing up, while on the ground floor another group of heavy troopers enters the fray. The light troopers open up a heavy fire towards Rast and Ash, while Vohr becomes the target of the heavy troopers' attentions.

Just to clarify it is short range/one maneuver from one floor to another and medium range across two or more floors.

Targeting Rast: 2eP+1eD+1eS 2 successes, 1 threat
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9+2=11 damage minus soak

Edited by ColonelCommissar

Targeting Ash: 2eP+1eD+1eS 0 successes
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Targeting Vohr: 2eP+1eA+2eD 0 successes
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Here's what initiative looks like atm:

NPC

PC

PC

PC

NPC

NPC

NPC

PC <--You are here

NPC

PC

PC

NPC

PC

NPC

Edited by ColonelCommissar

Dag leans around the edge of the doorway and Aims at the nearest Imperial trooper.

I am very sorry, but I would not have the chance to post today otherwise- so I prepone my post, although there is a NPC turn first.

Running the stairs takes to long for the Knight- and he already can hear the enemy reinforcements assaulting their position. So he decides to take a shortcut- over the banister into the deep.

I flipped a destiny point to upgrade my pool once.
Coordination: 2eA+1eP+2eD 2 successes
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Edit: I just saw, I got a boost from Khesh: Boost Die: 1eB 0 successes
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Not helpful, but thanks anyway.

With wafting robes, he lands one floor deeper- ready to engage any enemy that comes his way, to demonstrate why the jedi were feared as the elite of the Republic.

Using:
Maneuver to move (before or after my jump- I just try to get as near to the trooper as possible).

Action: Coordination Check to jump.

Edited by Wulie

Is Dag taking any other action beyond aiming?

Yes. Aim for a turn, shoot next time around. "One shot, One kill"

Alright, cool, just working out where we are.

From the first floor, a door opens and a single figure emerges. Wearing the uniform of an officer in Imperial Intelligence he hefts a blaster pistol and opens fire at Vohr.

Targeting Vohr: 2eP+1eA+1eD 1 success, 1 advantage, 1 Triumph
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5+1=6 damage (all soaked)

The next Imperial gets a Boost and you get critted:

Crit Roll: 1d100 47

Head Ringer - All Intellect and Cunning checks get +1 difficulty until the end of the encounter