The Oncoming Storm IIC

By ColonelCommissar, in Star Wars: Age of Rebellion RPG

Two PC slots now:

NPC

PC

PC

PC

NPC

NPC

NPC

PC

NPC

PC

PC <--You are here

NPC

PC

NPC

Edited by ColonelCommissar

We are one farer- Dag had the last one, then I "skipped" the NPC and took the one the arrow is pointing- so wie are at PC 2 in that group.

Post edited. Oh Lord this is complicated. Next encounter is going to just be two nemeses. So much easier!

Anyway, next person please!

A small antenna extends from the head of T9-M4 as he activates his communications jammer, in the hopes of silencing this building from the rest of the Imperial military. He rolls over to the steps and then down them, looking at the reinforcements flooding in, "Jamming coms. Might be a little late." He beeps.

Two maneuvers, one to jam coms, the other to move to the lower floor.

Another team of troopers exits the room on the first floor, four in all. They open fire at TeeNine as he rolls down the steps.

Targeting TeeNine: 2eP+2eA+1eB+1eD 4 successes, 3 advantage
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9+4=13 damage minus soak.

The shot hits TeeNine's comms aerial, temporarily scrambling it.

You can't use jamming this turn, but you can next turn.

Initiative order:

NPC

PC

PC

PC

NPC

NPC

NPC

PC

NPC

PC

PC

NPC

PC <--You are here

NPC

Thus far you have one heavy trooper left on the ground floor, one light trooper group and the Intelligence Officer on the first floor and two groups of light troopers on the second floor.

Edited by ColonelCommissar

Can I aim at the Intelligence Officer?

On what floor am I?

Yes you can aim and fire at the Intelligence Officer. Vohr is on the Second Floor

How far from the troopers on my floor? Short?

Yep exactly. Short range.

There is still one PC slot left, right? Am I the only person who hasn't acted this round yet?

Can I try to stealthily approach the Intelligence Officer?

You are the last one left. Can we have a Hard Stealth of Perception check to see if you can sneak up/spot an opportunity?

Rion advances cautiously, looking for an opportunity to take down the Intelligence officer by surprise:

Stealth: 1eA+2eP+2eB+3eD 1 success, 2 advantage
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He sees an opportunity to strike amidst the chaos...

Rion spots a back stair inside the building, and makes his way towards it, dropping down the stairs and down to the first floor. He peers around the corner of a door, and spots the officer, only a few metres away from him and with his back to him, unaware of his presence.

Rion is at short range. It took one maneuver to sneak up on him, so the rest now depends on what you want to do. You can spend the advantage to give yourself a boost, or to take away the strain if you want a second maneuver. The choice is yours.

I'll use my maneuver to get behind him, and boost my melee attack against him.

Melee attack: 3eP+2eD 2 successes

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7 damage.

Rion's strike takes the Imperial by surprise, catching him unawares and leaving him injured. "Help!" he calls, and a group of troopers comes from the door he had emerged from. Seeing Rion, they turn and fire on him.

Targeting Rion: 2eP+2eA+1eD 1 success, 3 advantage
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9+1=10 damage minus soak with a crit

Crit Roll: 1d100 1

Minor Nick - Suffer 1 strain. You got lucky punk

The Imperials group together, and surge forward again. The Heavy Troopers at the base of the stairs take aim upwards, targeting Marcelus, and let loose a stream of fire.

I've flipped a Destiny point for this:

Targeting Marcelus: 3eP+1eA+1eB+2eD 3 successes, 1 advantage
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9+3=12 damage minus soak. The next Imp gets a Boost dice

Alright, we are back at the top of initiative. Here's a recap of everyone's relative location:

3rd Floor - Rast, Dag, Ash, Marcelus

2nd Floor - Vohr, T9, 2x Light Troopers

1st Floor - Rion, 1x Imperial Agent, 1x Heavy Troopers, 2x Light Troopers

Ground Floor - 1x Heavy Troopers

And initiative:

NPC - Heavy Troopers

PC <--You are here

PC

PC

NPC (Gets boost)

NPC

NPC

PC

NPC

PC

PC

NPC

PC

NPC

Marcelus takes a hit in the shoulder and buckles down. With a grin he straightens up.

"Blaster shots - how uncivilised. You cowards! Come here and fight me face to face! Forward, lads. Let's show these Imps some manners!"

With a cheer, he storms down towards the next group of Imperial troopers.

1 maneuver to move one floor down towards the next group of light troopers, 1 action Inspiring Rhetoric. I'll flip a destiny point to upgrade my dice.

Inspiring Rhetoric (with Destiny point flip): 3eP+1eA+2eD 3 successes, 1 advantage
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I'm now on the 2nd Floor, so everyone is in short distance to me.

Ashrym and Rion may recover 1 strain and get a Boost Die for their next 3 rounds.

T9-M4 may recover 2 strain (success + advantage) and gets a Boost Die for his next 3 rounds.

Colonel,Commissar: Can I use my Dodge talent on the next attack aimed at me?

Edit: I updated the wounds/strain chart

Edited by FeBommel

Dodge seems fair. I'll remember that. Initiative:

NPC - Heavy Troopers

PC - Marcelus

PC <--You are here

PC

NPC (Gets boost)

NPC

NPC

PC

NPC

PC

PC

NPC

PC

NPC

I'm engaged with the officer--how can they shoot at me without the risk of hitting him?

Second, how could a whole group of troopers be in close range without my hearing them as I was moving quietly?

Sparks fly out from Teenine as the blast penetrates his chassis. Internally he runs diagnostics, "Heavy damage sustained // Minimal loss in function"

In the middle of his diagnostic he hears Marcellus' words.

"Initiating Protocol - Self-defence"

Teenine extends his blaster once more and shoots off a pulse-wave towards the troopers.

Action to attack

Pew pew: 3eA+1eD+1eB 1 failure, 3 advantage
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Unfortunately it seems the damage he sustained de-calibrated his aiming algorithm and the wave goes right past them. Fortunately this proved an ample distraction for Teenine to initiate Protocol - Self-preservation. Fleeing from the troopers, Teenine takes cover behind a fixture in the building.

Maneuver to move into cover, as I already had 1 defense it likely doesn't provide an additional benefit, but I'll use the 3 Advantage from my attack to get +1 ranged defense.

Sorry, I forgot to factor that in. I should have upgraded the difficulty once to compensate. Would you like me to re-roll?

As for the troopers, don't worry there's a very good reason you couldn't hear them. Honestly!

Alright, we've got one PC slot left. Who wants it?

A few last steps- and the Chance to strike is there. With a humming noise, the blade of his lightsaber moves into the direction of the Troopers- a deadly, blue ray of deadly light, striking like a rancor on his worst day. And it will not be stopped by a single foe...

Making minced meat out of them: 1eP+3eA+1eD 3 successes
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I guess that might be more than one Minion that falls- I am ignoring 10 points of soak, because of sunder.

Maneuver: Move to short range

Action: Attack (6 Damage +3 Success = 9 damage)

Edited by Wulie

No, not necessary to re-roll. I just wanted to know if something unusual was at play here, and that seems to be the case.

Are Wulie and I on the same level? If I use the next PC action to run back up the stairs and toss a grenade down towards the troopers, am I going to catch a PC in the blast?

Edited by Korro Zal

One of the light troopers falls to Vohr's blade, but the others rally round. Attempting to find space to move, they open fire on him.

Targeting Vohr: 2eP+1eB+2eC 1 failure, 3 advantage, 1 Triumph, 1 Despair
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The troopers unload their blasters on full auto towards Vohr, riddling the wall behind him with shots. However, all they succeed in achieving before their power packs click dry is in grazing Vohr's hand. Not a major wound - until his lightsaber goes flying from his scorched hand.

Crit Roll: 1d100 29

Discouraging Wound - I flip a Destiny point to Dark

Vohr drops his lightsaber.

Edited by ColonelCommissar