Stray Dogs Episode I - The Station of Death

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Oct 9, 2015 11:09 am
"Something tells me a rescue attempt is likely to end with a score of Stray Dogs: 0, gun turret: 5, unless somebody talks that human female down."
Oct 9, 2015 11:58 am
"Is there any option to remotelly connect to the gun turret to deactivate it? or is it standalone?" "...or maybe Kalerik could try to seduce it..."
Oct 9, 2015 1:22 pm
Hotwire and S'skaar know that it cannot be wirelessly accessed
Oct 9, 2015 2:00 pm
"I also suggest we do not let chuck do the talking lest his "misunderstanding" with her backfires on us... Anyways let's open the door and have a peek, more likely, this turret will be in the corridor."
Oct 9, 2015 2:52 pm
As you approach the door, it opens.

A tripod mounted assault rifle whirs around toward you and open fires.

Everyone make a MOB+AG roll (Plus acrobatics if you have them) to avoid being shot at before combat begins. If you have the Rolling talent, you may use it but then you may not use it in the upcoming combat.
Oct 9, 2015 2:59 pm
Kalerik, dodges out of the way...
Last edited October 10, 2015 12:06 am

Rolls

Jumping (CTN:12) - (1d20)

(6) = 6

Oct 9, 2015 3:01 pm
Jumping, ouch
Last edited October 9, 2015 3:11 pm

Rolls

MOV+AG=8 - (1d20)

(17) = 17

Oct 9, 2015 3:14 pm
"Tip it so it won't fire anymore! I'd like to bring this back to the Ronin for added protection..."
Last edited October 9, 2015 3:15 pm

Rolls

S'skaar attempts to jump out of the way (MOB+AG, CTN 8) - (1d20)

(19) = 19

Oct 9, 2015 3:20 pm
Chuck tries to dodge the incoming fire...

Rolls

MOB+AG CTN 11 - (1d20)

(18) = 18

Oct 9, 2015 5:58 pm
"FRAKKK!!!" Hotwire hits the deck and starts crawling towards the turret.
Last edited October 9, 2015 5:59 pm

Rolls

MOB+AG: CTN 7 - (1d20)

(7) = 7

Oct 9, 2015 10:58 pm
The sentry gun open fires on Saru

Rolls

Sentry Gun Attack CTN 12+4+4=18 - (1d20)

(10) = 10

Saru DEF 18-4=14 - (1d20)

(12) = 12

Oct 9, 2015 11:05 pm
ROUND 1

Initiative
12 S'skaar DEF: 10, HP: 16/16, SP: 0
11 Kalerik DEF: 8, HP:12/18, SP: 0
11 Chuck DEF: 8, HP: 13/14, SP: 0
11 Hotwire DEF: 9, HP: 16/16, SP: 0
10 Saru DEF: 18, HP: 22/22, SP: 0
09 Sentry Gun HP: 100% DEF: 15 Ammo: 80%

Conditional Modifiers

COMBAT MAP
MAP
Oct 10, 2015 1:49 am
S'skaar will move to cover while overloading his hold out laser just in case...

"You know guys, if we fell back, and went through the greenhouse instead, we'd be right next to the turret and it would be a lot easier to tackle it then..."
Last edited October 10, 2015 1:49 am
Oct 11, 2015 1:07 am
Kalerik will attempt to charge the turret while dodging bullets, he'll attempt this by bounding his way to the turret. He will try to catapult his way beside the turret...
(OOC: this might take two turns for Kalerik to reach the turret correct?)
Last edited October 11, 2015 1:07 am

Rolls

Jumping (CTN:12) - (1d20)

(16) = 16

Oct 11, 2015 2:27 am
You could do a double move and be close enough for an attack NEXT round...
Oct 11, 2015 2:54 am
Dextolen says:
You could do a double move and be close enough for an attack NEXT round...
That is what I would like to do.
Oct 11, 2015 4:13 am
OOC: That's been Hotwire's plan - make a run for it. He'll shut that thing down eithout damaging it (or get shot to bits trying). S'skaar has a good point though - it would be safer going at it from the greenhouse - but this is more fun! :-D
Oct 13, 2015 1:06 am
Chuck will dive for cover with S'skaar. Letting the superior non-humans deal with the turret at the moment.
Grendelthebrave sent a note to Dextolen
Oct 13, 2015 1:38 am
Dextolen sent a note to Grendelthebrave
Secret note passed to player
Oct 13, 2015 6:02 am
Hotwire scrambles forward, trying to stay low. "Somebody give that thing a target so I can get to it!!!"
Last edited October 13, 2015 6:03 am
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