As I don't know what I can shoot and who I can see, I'll leave rolls to you, as for what I'm doing.
Argyle will be making a DMR shot as described in game, using thermal vision to shoot through any thin walls should no targets present themselves through normal vision.(say, plasterboard, but he isn't going to try through concrete.) (Not deploying cover at the moment.)
Iaoch will use flare on the same target (if possible), or on another target if present. As normal Argyle is monitoring vitals and helping coordinate using Tac points and such (Argyle’s Wrist slots). I’ll let you decide how tactics works. (Remember, Gnomere helps)
But, as I don’t know what I can target and so forth, you get to roll.
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
So Im sitting in a class called info, not understanding a word the teacher is saying. So I get on here, and find the shooting has already started. Maybe I should have explained in my plan that the idea was to MINIMIZE shooting with the presence of a BAMF, a translator, and the team leader.
__________________
Happiness is the most insidious prison of all.
-Alan Moore
Vemrya, The Knight
Ognya, The Mage, Wielder of Fire
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Whoa... let's not start calling our fellow posters and players names, there's no need for that. This is a game, gentlemen and let's keep it exactly that - a game between gentlemen. Keep all the violence and insults in character, please. Decisions are made in the game just like die rolls, good and bad, but sometimes you don't know which it will be until you commit. I promise you, the game will move on.
Now...
Erik: You have two potential targets at the moment - You can spot the toe of the boot of the person stacked up inside the left of the gate doorway from where you are at; and you see one more person coming out of a building through the gate doorway (a long shot). You could also ready an action and fire on the sentry in the tower, if he pops back up again. Most, if not all of the buildings that you can currently see seem to be made of rock, concrete, or steel. This place nearly has the look of a fortress (check the picture again to see what I am talking about).
Q: You see a shadow move through the slit in the bunker (far left) and see a gun barrel stick out of it... it seems to be pointed in the direction of Valen and Tristan.
Vixsor: In order to reach the guys with the 50 cal, you will have to go through the gate opening and to a staircase that you see them ascending on the right just inside. You also currently see the individual stacked up inside the righthand side (just below the staircase) with a shotgun.
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Hmmm in that case, I should deal with the shotgun guy first..... what would the DC be to swing my hammer through the wall into him? If I go out of my way a bit, I could put the wall between us and get close enough to attack. The attack is where I'm having difficulties. So would it be possible to swing through the wall into the guy?
If not ill just throw an inferno grenade while I'm running up
The grenade rules that I am using (if anyone is interested). It is from a table-top game that I run involving the modern day zombie apocalypse, so ignore some of the specifics in that regard.
Spoiler
Grenade attacks are handled a little differently, since the damage that they do is not a direct result of the attack, but rather a secondary effect. The attack is made, with no countering defensive roll, to determine the accuracy of placement. An attack roll of 15 or higher hits directly where the character was aiming. Otherwise, the grenade lands away from the targeted area at a distance of 5 ft. per every one point the attack roll was below 15. Then roll 1d8 to determine the direction of the miss randomly. For example, Hector lobs a frag grenade into a crowd of zombie baseball fans. He rolls a total attack roll of 8; 7 points shy of 15… so he missed his mark by 35 feet (7x5=35). Hector then rolls a d8 and comes up with a result of 1… he overthrew it, and it lands on the opposite side of the crowd from Hector. Poor Hector.
Any targets within the area of the grenade’s effect then roll Reflex saves. If they score a result of 15 or higher, that target manages to “bunker down” or dive for cover in such a way as to avoid the direct explosion. On this same save, if they score a result of 20 or higher, that target has the option of picking the grenade up and throwing it away (possibly even back at the original attacker). However… if a 1 is rolled on the returning throw, the grenade detonates in the target’s hand (and no further saving throw is required). After the first save is resolved, there is a second save to be made as listed on the Weapons Chart. If the target is “bunkered down” or has full cover between themselves and the blast and passes this save… they completely ignore the effects of the explosion. If they fail the secondary save, however, they take half damage but may ignore any other effects of the grenade. Someone who fails the first save, but passes their second takes half damage and any other effects’ durations are halved as well. And of course… anyone who fails both of these saves takes the explosion full-on. Boom, baby!
Valen's throw was accurate, so... they both need additional saves:
Vixsor: Sorry... I may not be giving enough details or something that you guys can get a good idea of the layout. I usually have the battle mat and miniatures for combat. The DC for swinging you hammer through the concrete wall would be 25 (impossible for a normal human, difficult for you); however, you get 1.5 on your Strength check for it being two-handed and if you use the Charged Burst on it, you would get a +6 to the check as well.
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Okay, gun carrier failed both saves and takes full damage (17 points, killing him). The tripod carrier passed his first and failed his second, so he takes half damage (8 points, seriously wounding him).
Maybe this will help!
Spoiler
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
that picture helps alot haha. im gonna switch from the shotgun guy to the assault rifle guy, since V21 is already against that wall. i did the math, and with all my strength bonus and expending a charge i have a 50/50 shot at swinging through the wall. my only question before i roll is this: can i power attack and do even more damage? im not going to attack for full, since i would like to his the guy behind the wall but if i could nudge those odds over even 1% ill be happy. as of now i need to roll a 10 or better.
Ok then.
Ioach will flare the long shot to keep him away, I will be tossing a grenage (Inferno, less damage but a larger radius) in the room he's hiding in.
My attack roll: (1d20+10)[21], DC 15 (I'm aiming in at the guy's foot, since it's a sticky)
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Vixsor: Good... I'm glad! Of course you can Power Attack (up to a +5 bonus to damage), but that same bonus becomes a penalty to your attack. Not the check to get through the wall, but the following attack on the guy behind it.
Erik: I'm not sure what the "flare" ability you are trying to do with Ioach. If you are talking about the Carried Equipment of the same name... then that's actually a physically thrown item (like from Halo 3). And for Carried Equipment I have you down as having a Portable Cover... but that could be wrong.
Your target's save: (1d20+4)[5] {Initial} (1d20+4)[14] {Secondary}
Okay, that makes good sense. He rolled a 1 on his initial save, so the grenade hit his foot directly. And he will take full damage from that grenade!
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Ohhh, he is very very dead. Nice and roasted, along with anyone else (yay for larger radius)
Ioach is using the flare spell, Arcane Cantrip (You told me to build him as a sorcerer, his known spells are on the second page, with the rest of everyone's character sheets.), not using flare.
Now, since Vix has gotton through the wall, I'm going to have to join him, which means some use of jump, my jet pack or both, would you either tell me what I need to work through, or letting me know not to worry (in which case, just put me near Vix's charactor, and I'll draw my spiker and maybe deploy cover.
Also, the spiker (in reach) has a knife on the end, I take it that the spiker also counts as having a combat knife attached.
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Oh, right, right... I gotcha now, sorry. And excellent! For future reference (since he is now roasting alive), what is the range of the 'spell' and the DC for the saving throw to go up against?
"Reinforcement's" Fortitude save: (1d20+3)[21]
As for the action at the wall. The gate is open (it has been since the beginning) so you would have no problems getting to the other side, if you so wish. Tristan pretty much just put a beach-ball-sized hole in the concrete. You can still jet pack over if you'd like (which is a simple Move Action on your part), or maybe up to the tower where the sentry is still posted up. The Spiker does yes (I called it a "razorback attack"):
Picture (showing the current dead and my understanding of current positions):
Spoiler
Okay... now it is their turns!
Tristan needs four defense rolls (1d20+AC), the last at a +4... he apparently called more than just a little attention to himself! The first three defenses are against the attacks from the guy in the bunker (battle rifle, semi-auto fire). The last is versus the guy opposite Valen (shotgun works in a cone effect, see below)... to which he gets partial cover from the wall.
Argyle needs three as well, from the sentry in the tower (at a +8 for partial cover and the "pop-up-and-shoot-then-duck-back-down" method of attack).
Bunker Dude: (1d20+4)[12] (damage, if hit... (4d4)[11]) (1d20+2)[16] (damage, if hit... (4d4)[12]) (1d20)[4] (damage, if hit... (4d4)[10])
Shotgun Dude: (1d20+4)[18] (damage, if hit... (3d6)[11] (normally 4d6, but you are out of the initial 20 ft range, just barely))
Sentry: (1d20+4)[14] (damage, if hit... (3d6)[16]) (1d20+4)[14] (damage, if hit... (3d6)[12]) (1d20+4)[6] (damage, if hit... (3d6)[9])
Shotgun Rules
Spoiler
A shotgun deals damage differently than a normal weapon. It sends out a cone of lead goodness to its maximum distance to everything within that cone. One attack is rolled and every target makes its defensive roll separately. The damage dealt decreases by one die per 20 ft. increment (and the cone increases by 10 ft. of width) it is away from the point of origin.
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
AC rolls: (1d20+8)[25] (DC 14, Dam 16) (1d20+8)[16] (DC 14, Dam 12) (1d20+8)[11] (DC 6, Dam 9)
That should be right... Rolling.
Hah, no damage!
Flare: 25feet (You said I was within jump pack range, so I'm within 20feet, so I'm in) Fortitude save negates, but otherwise the person is dazzled. (Unsure what this meens of the top of my head, pretty sure it's -1 to attack rolls (basing off NWN though, so *Shrug)
Also, taking to movement means I can't attack right? (I'f I can, I'll just perform an attack on the sentry with the weapons blade. Non-Lethal if I can (Will look for)
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Last edited by Erik Vale : 06-13-2012 at 06:20 PM.
Ok my saves are coming up! I know the gate was open, but if had gone around to attack, id be on the same side of the wall as everyone else, which seemed like a bad idea
(1d20+7)[12] (1d20+7)[17] (1d20+7)[11] ok so this one hit. (1d20+13)[16]
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Erik: The sentry's shots all miss you! And yes, two Move Equivalent Actions means that you cannot take an Attack Action this round. However you will be in the tower with him at the end of the round.
Sentry's Fort Save: (1d20+3)[16]
Vixsor: The first attack of the sentry hit (the 12 tied, and a tie always goes to the aggressor), well as the shotgun blast (I think your Defense Roll for that should've been a +11, not a +13... your normal 7+4 (partial cover)... but with an 18, he hit regardless). So your Shield Points are depleted by a total of 22 points (11 from each). So you have 3 Shield Points remaining, until we have to go into Wound Points (which is where DR will cone in)!
You just need to declare that you are intending in inflicting "subdual damage" with an attack before it is made.
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Oops sorry, ok, ill go post with that kind of damage in mind. And there's no penalty or anything for subdual damage??? Sweet haha, that makes this much easier
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Last edited by Erik Vale : 06-13-2012 at 07:01 PM.
Vixsor: There is usually a penalty for attempting a subdual strike, but you guys have received all kinds of special training that minimizes (or negates) a lot of those little penalties.
Erik: I am assuming that those rolls from your AIs are to assist you in your Intimidate. If so, then the breakdown on the bonuses (based on those rolls) works like this:
Ioach's base roll: 15
Ioach's skill bonus: +3
Ioach's total: 18 (which generates a +4 for you)
Gnomere's base roll: 9
Gnomere's skill bonus: +4
Gnomere's total: 13 (which generates a +1 for you)
Your base roll: 19
Your skill bonus: +6
Ioach's bonus: +4 Gnomere's bonus: +1
Total Intimidate Check: 30
So you got the right total, and you may have generated it in the exact same way, but I was confused by some of the breakdown in your post (namely the "modifier given" parts), so I went ahead and showed you guys how I calculate this stuff out!
I haven't seen any of the other guys around since combat started (Doc posted once or twice at the beginning). I would like to have them post some input on the battle, but I don't want to "kill the mood" by waiting on them for too long either.
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
On a nearly unrelated note... I do still play quite a bit of Reach online, if any of you guys would be interested. My gamertag is o Erasmas o and I am on in the evenings (Central Time Zone) and on the weekends.
If you don't mind:
A lot of communication during the game, such as, "Two guys coming in the front of the base, one has rockets!" (but which also, unfortunately leads to some cursing and screaming into the mic on my part)
Hardcore teamwork
A preference of Objective over Slayer (at the expense of K/D Spread at many times)
And you don't partake in:
Tea bagging
Spawn camping
Team killing (or fighting over specific weapons or vehicles)
Racist/hateful language
Then me and my buddies would love to have you on our team! If you send me a friend invite, just be sure to include a note saying who you are!
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."