The Oncoming Storm IIC

By ColonelCommissar, in Star Wars: Age of Rebellion RPG

The light troopers on the first floor open fire upwards, one group towards Dag and the other towards Rast.

Targeting Dag: 2eP+2eA+1eB+2eD 4 successes, 3 advantage
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9+4=13 damage minus soak, with a crit

Crit Roll: 1d100 71

Hamstrung - Dag loses his free maneuver until the end of the encounter

Targeting Rast: 2eP+2eA+1eB+2eD+1eS 1 success, 2 advantage
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9+1=10 damage minus soak

Rast gets a setback to his next check

Initiative as it stands:

NPC - Heavy Troopers

PC - Marcelus

PC - T9

PC - Vohr

NPC - Light Troopers

NPC - Light Troopers

NPC - Light Troopers

PC <--You are here

NPC (Gets two boosts)

PC

PC

NPC

PC

NPC

Sorry for the multiple posts - image limits!

Edited by ColonelCommissar

My plan is to use one maneuver to go back up the steps, an action to throw a grenade at the officer and troopers on my level, and a second maneuver (spending two strain) if necessary to move farther still to escape the blast radius. However, before I do that, given my character's Saboteur training, does it seem like using a grenade here would endanger other party members? (For example, weakening the structure and sending the second floor crashing on top of the first.)

Edited by Korro Zal

That depends. What sort of grenade? It's unlikely it would be harmful unless it had some fairly major destructive power (we're talking thermal detonator/demolition charge sort of firepower)

I think I'll throw the frag grenade. What's the difficulty?

The difficulty is Medium for shooting/throwing between floors

Rion, startled by the sudden influx of forces he had not detected as he had stealthily approached the officer, decided to fall back onto his usual backup plan--when things go wrong, blow something up.

One maneuver to race up the steps and I'll use my action to throw the grenade:

Grenade (light ranged): 1eA+2eP+2eD 1 success

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9 damage to all of them.

A trooper from each of the two fire teams drops dead, bodies saturated with shrapnel, while the officer, heavily injured, ducks behind a nearby pillar and opens fire.

Maneuver - Take cover

Action - Targeting Rion

Targeting Rion: 2eP+2eA+3eB+2eD 4 successes, 5 advantage
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5+4=9 damage minus soak

Rion has a setback next turn and the agent gets +1 defence (in addition to being in cover)

Initiative:

NPC - Heavy Troopers

PC - Marcelus

PC - T9

PC - Vohr

NPC - Light Troopers

NPC - Light Troopers

NPC - Light Troopers

PC - Rion

NPC

PC <--You are here

PC

NPC

PC

NPC

Edited by ColonelCommissar

Cursing the trigger-happy Imperial troopers below, Rast quickly nocked another arrow. "Let's thin the crowd a little," he muttered before letting another arrow fly with a satisfying twang.

His aim was slightly off, but the shot was still good.

Incidental: Quick Draw (arrow)

Maneuver: Aim (True Aim 1)

Action (second boost from previous Leadership check, setback from previous combat check):

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Rast deals 8 damage, Pierce 1.

One trooper collapses, an arrow protruding from his eye.

And another PC. Either Dag or Ash can take it.

Ashrym gives an appreciative, "Nice work," as Rast's arrow finds it's mark. He's still by his fellow soldier and so Rast becomes the beneficiary of another stimpack application. In order to do this, Ashrym lets go of his rifle, letting it hang from its sling. The squad is spread across multiple floors, with enemies similarly spread. He re-grips his weapon and then concentrates his fire down where Rast's went, at the troopers not engaged with Vohr.

Incidental: Pull out remaining stimpack from his belt pouch.

Manuever: Administer stimpack to Rast. This is the 2nd stimpack use for Rast, I believe, so he recovers 6 wounds from this application (Base of 4 + 2 from Ashrym's Stimpack II talent).

Maneuver 2 (taking 2 strain): Ready his weapon again.

Action: Fire at the unengaged troopers (Boost die from Marcelus's Inspiring Rhetoric).

Firing at troopers not engaged by Vohr: 1eA+2eP+1eB+2eD 2 successes, 1 advantage
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Damage: 10 base + 2 success = 12 (2 pierce)

I will use the advantage to pass a Boost die to the next PC to act.

Can we also get another summary of how many enemies are left (both the types and where they are, I know we have light and heavy troopers and an officer as well)? The last overview was really helpful to get a sense of the encounter.

Edited by Khesh

Ash's spray of fire cuts down two troopers with ease. He pauses to survey the battlefield, before passing what he sees on to the squad:

Second Floor - Light Troopers (1 man), Light Troopers (3 men - engaged with Vohr)

First Floor - Imperial Agent (in cover behind pillar), Heavy Troopers (1 man), Light Troopers (3 men), Light Troopers (3 men)

Ground Floor - Heavy Troopers (3 men)

The last trooper from one team returns fire on Ash, before taking cover under the stairway wall.

Targeting Ash: 2eA+2eD 1 failure
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Edited by ColonelCommissar

Alright, last slot. That's you Revanchist. After this we can move on to a new turn and get things going again!

Initiative:

NPC - Heavy Troopers

PC - Marcelus

PC - T9

PC - Vohr

NPC - Light Troopers

NPC - Light Troopers

NPC - Light Troopers

PC - Rion

NPC - Intelligence Agent

PC - Rast

PC - Ash

NPC - Light Troopers

PC <--You are here

NPC

Edited by ColonelCommissar

Alright, I'm back. We need to have Dag's turn before we can go on. Allenowen, I'll give you 24 hours before I auto-pilot you so that everyone else can have the story moved on.

Dag takes aim at the last of the heavy troopers, before letting loose a stream of shots.

Taking the shot: 3eP+1eA+1eB+2eD 5 successes
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The last trooper in that team drops dead, shots from Dag's rifle burning through his armour.

In response to Dag's shot, the agent darts out of cover and returns fire on him.

Targeting Dag: 2eP+1eA+1eB+2eD 4 successes
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5+4=9 damage

Alright, let's get this show on the road. Initiative:

NPC - Intelligence Agent

PC <--You are here

PC

PC

NPC

NPC

NPC

PC

NPC

PC

PC

NPC

PC

Oh, I just realised that Dag exceeded his wound limit with that shot: 9 + (9-4) = 14 > 13.

Marcelus rushes forward, shouting "En garde, messieurs!" and attacks the Imperial goons with his vibrorapier.

1 maneuver to close from short range to engaged to the three light troopers engaged with Vohr. 1 additional maneuver to aim, suffering 2 strain. 1 incidental to activate Frenzied attack (rank 1) to upgrade my dice pool once suffering 1 strain. 1 action to attack the troopers.

Stick them with the pointy end: 3eP+1eB+2eD 5 successes, 2 threat
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6 + 5 = 11 Damage (Pierce 5)

By the way, is the attack more difficult because Vohr is engaged with the enemy or not? I thought that only applies to ranged attacks, but I'm not sure anymore.

In a flurry of blows, all three troopers fall under the cuts of Marcelus' terrible blade. The group is gone, slain to a man. In fear at this, the last trooper on that floor drops into cover, desperate to protect himself.

There's one light trooper left on the second floor, and two groups of three along with the agent on the first floor. Two more PC actions please!

Rast took aim carefully at the Imperial Agent, who had now exposed himself and had downed Dag. He wouldn't get another shot off, not if Rast could help it.
Incidental: Quick Draw another arrow.
Maneuver: Aim
Maneuver: Using Sniper Shot to increase range (-1 Difficulty for long range from Telescopic Optical Sight)
Spending a Destiny point to upgrade the check:
Attacking the Imperial Agent: 3eP+1eA+1eB+1eC+1eD 4 successes, 1 advantage
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That's 11 damage, Pierce 1 with the bow.
I'd like the 1 advantage to recover 1 of my strain, please :)
Edited by awayputurwpn

The Agent falls to the ground, an arrow protruding from his chest, very very dead.

Initiative:

NPC - Intelligence Agent

PC - Marcelus

PC - Rast

PC <--You are here

NPC

NPC

NPC

PC

NPC

PC

PC

PC

So no foes remain?

There is still a single trooper on the second floor, two groups of three light troopers on the first floor and one of three heavy troopers on the first floor.

Edited by ColonelCommissar

Ashrym cursed as he saw, and possibly even heard, Dag go down. He couldn't do anything at the moment for him and the team was still under heavy fire from a handful of enemies. He moved quickly over to get to Dag and then leaned over the stairwell to fire off a few bolts at some of the light troopers. He then pulled out a stimpack from the webbing criss-crossing his chest (e.g., load-bearing gear).

Maneuver: To move from short to engaged range with Dag (I am assuming here because I am not entirely certain how far Dag is). If he is medium range, then I move from medium to short.

Action: Fire his DH-X at the light troopers (medium range, 2nd round of boost die from .Marcelus's inspiring rhetoric).

Maneuver: Takes 2 strain to then pull out a stimpack.

Firing his DH-X at some light troopers.: 2eP+1eA+1eB+2eD 3 successes, 1 advantage
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Damage = 10 + 3 (from successes) = 13 (Pierce 2)

I will use the 1 advantage to recover 1 strain.

Edit: forgot to properly color my maneuver/action/maneuver info.

Edited by Khesh

The storm of fire slays two more troopers. They really are dropping like flies now! In all this though, they now return fire.

Targeting Ash: 1eP+1eA+1eD+2eD 1 success, 2 threat
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9+1=10 damage minus soak

The shots focus Ash on the task at hand - helping his squadmates.

You get a Boost next turn

The last trooper on the second floor takes his shot, then drops back into cover:

Targeting Vohr: 2eA+2eD 2 successes, 2 threat
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9+2=11 damage minus soak

Vohr, feeling the shots strike him, is able now to locate his enemy. He could move towards them now, or take a more measured approach and strike with greater accuracy.

You can have a free maneuver or a boost dice - your choice.

Edited by ColonelCommissar