Force Breach Dice

TWD26

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@Kestrel this is where we'll throw dice.

Throwing dice to see how successful the breach into the hull goes.

edit: So we can breach successfully, but we've lost our shuttle on the way in. We'll have no point to retreat.
 

TWD26

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Throwing to see how many pirates are on this hallway level that leads to the control station. Second dice determines if they're alert or not alert. If they are alert, take -5 off of any action roll next round.

11 Troops, unaware of our breach.
 

TWD26

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@Kestrel roll here for whatever action you plan on doing! There are 11 troops, and they aren't alert.
 

Kestrel

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Rolling to see how much cover there is in the hallway (5 or under- no cover; 6 to 10- a small crate or a chest; 11 to 15- a couple of crates or ledges; 16 to 20- adequate cover for about five people such as a few large boxes or a generator).

Rolling for Bast to shoot out any surveillance cameras/holorecorders nearby.

Rolling to see how many guards come to respond to the shot. (1- 2 guards; 2 and 3- 5 guards; 4- 6 to 7 guards; 5 and 6- all nine guards).

*IGNORE THE 12 PLEASE. I meant to throw a d100 for the next action but threw another d20.*
 
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TWD26

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With guards alert and some defenses, they are drawn to our position. Going to subtract -5 from my roll. But, I'm going to roll to see Orn and his squad's efficiency in handling the attack from the guards alerted.

We are able to meet a defense, catching ourselves in a stalemate, but now 9 of the guards are coming for a counter attack. Going to roll to see the efficiency of their attack.

With an 82, the pirate counterattack is pretty strong and we're pinned down severely.
 

Kestrel

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Rolling for Bast’s blaster attack at those behind them. Because they’re being fired upon, I’ll do a -5 for this round too. The second role is for their counterattack.

Edit: So Bast is able to successfully knock out two of the four soldiers behinds them. The others stop approaching to take cover. However, one gets a good shot at another of the guys on the team and while alive, he cannot move well and can barely shoot (maybe a -2 for the team roll?). They still remain pinned but halt the forward progress of the guards. Another good attack might move them forward.
 
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TWD26

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Rolling to see orn and team roll too see how their attack goes. 26, so we push them back, but they lose the rest of their squad and orn gets shot, dropping his rolls -5 for the rest of the thread.
 

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Roll to give medical aid to Orn. She is successful in relieving some pain and keeping him stable.

Roll for attack down hall. She takes out one soldier approaching them from behind.
 

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With the pirates retreating, and one critically injured NPC left on our side and two rangers left. They don't have much to rely on, the one thing they can't do is stay in the hallway. He suggests they try and get to a hangar. Moving towards it they find that it is:

1.) (even locked down, odds open) = The hangar doors are closed.
2.) (total amount of troops - all on alert) = 30 troops are in the hangar.
3.) Rolling for Orn and the three rangers to try and sneak away to find somewhere else to go. = (38) They are able to retreat out of the hangar, but were spotted as they exit. They'll need to find somewhere to hide, taking on this many people is a suicide mission.
 

Kestrel

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Like any good base, this base has secret passages (not secret to the pirates of course). After deciding to avoid the hanger, Bast and Orn make a run for it. They have been spotted so they should probably seek cover and an escape(ish) route to a safer location within the building.

Rolling for success of escape from troops. (Troops are unlikely to follow them as they are currently about to embark on another mission.) SUCCESS WITH NEGATIVE EFFECT

Rolling to see if door to passages is locked. Evens- locked, Odds-open. (If locked, we can try to break it down. Considering the entrance is surreptitious, I would assume it would not be strongly fortified- that would draw attention) LOCKED

Attempt to break down door (+5 for reason stated above). SUCCESS WITH NEGATIVE EFFECT

Rolling for success of locating a safe room. (If successful, another roll to determine what room) SUCCESS WITH NEGATIVE EFFECT

Safe Room (1 to 3- empty room, 4 to 5- room with a computer terminal, 6- specialty room like medbay of control center) ROOM WITH TERMINAL
 
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TWD26

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@Kestrel can you explain the negative consequences we're experiencing in the first roll?
 

Kestrel

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@TWD26 The third ranger got shot. we have less manpower now
 

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1.) Rolling to see if men are inside.
(0-25 = none) (26 - 50 = maintenance workers) (51-75 = regular guards) (76-100 = trap)

2.) Maintenance workers, Orn rolls to try and get them to lock down in the situation and to begin to lock down certain areas so they can escape.

So Orn is gonna get stabbed in the gut and bleed out, and Bast will be taken captured. With the thread ending. @Nefieslab gonna have to come rescue you.
 
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Kestrel

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Shoot I’m so sorry. That was a disaster
 
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