Last chapter. The Heaven's Wing

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Apr 19, 2025 4:58 pm
Explosives ruling
Explosives pose a significant risk of collateral damage. When used, we will roll 2d6 to see if they will affect the lab/station or not.

2d6 Will they?
2 No, and will instantly kill at least one Ryan
3-4 No
5-6 No, but that was your group's last explosive for this combat
7 Irrelevant. Something unrelated happens
8 - 9 Yes, but the station will repair itself in 1d6 rounds
10 - 11 Yes, these squares will be impassable but collateral damage will be relatively contained to this area
12 Yes, with a large decompression and related issues

Activating the explosives takes your action. Roll 2d6 instead of the D20. Only one explosive is allowed per round.
Apr 19, 2025 5:37 pm
OOC:
Not feeling the luck right now so eone else want to roll?
Apr 19, 2025 6:39 pm
OOC:
Have they entered the room yet? Do we have a shot on them? We were trying to barricade the doors. Did the Ryans already circumvent that?
Apr 19, 2025 6:55 pm
OOC:
You’re free to choose where the explosives are, whenever you activate them (use the grid coordinates in the map above)
They opened the doors but didn't enter (yet). You can shoot them.
Apr 20, 2025 12:43 pm
Corbin hears the excitement in the others voices as the 'Ryans' have returned. Feeling that he's close, he focuses on bringing down the power.

Rolls

[SWN] Corbin McRogers: Fix - (4d6h2+4)

(5653) + 4 = 15

Apr 20, 2025 7:14 pm
Hank will trigger an explosive that is well placed to hit the three Ryans at the top of the map, from within the corridor. This will hopefully take at least some of them out. This also means he won't be able to fire on one of ones closest to him, unfortunately. (I have to go for the bigger number to start with.)

EDIT: It was a well-placed explosive with no collateral damage, but it was apparently the only one we had. Bummer.
Last edited April 20, 2025 7:15 pm

Rolls

Triggering the explosives - (2d6)

(32) = 5

Apr 20, 2025 11:41 pm
OOC:
If any of the three are still standing after the detonation, Douklan will shoot them.
Otherwise, he'll wait with plasma projector aimed at the other doorway, ready to take a shot as soon as he detects enemy movement through that door.

Rolls

Plasma Projector, damage on a hit - (1d20+8, 2d8+2)

1d20+8 : (20) + 8 = 28

2d8+2 : (21) + 2 = 5

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