WOIN: Sand Holo runs afoul of some Stormtroopers...

 


 That deal could have gone better thought Sand as he quickly ducked behind a vendor's stall as two troopers move towards him with their blaster rifles at the ready.

"Throw out your blaster and come out with your hands up Rebel Scum!" the lead trooper demands.

Not today...

 

 

Sand is armed with a BlasTech DL-44 Heavy Blaster Pistol Damage: (2d6+2 Heat) Range:7

The Stormtroopers have SoroSuub Stormtroopcr One Blaster Rifes Damage: (2d6+2 Heat) Range: 30. They are also wearing armor that gives SOAK 6 for Physical and SOAK 3 for Energy. Troopers will have 15 Health, Blaster Rifle skill 1d6 and AGI 2d6.  Defenses are at 11

 

Initiative:

After rolling, the order is Trooper 1, and, Trooper 2

The troopers are range 20.

Turn 1

Trooper 1 declares Covering fire for Trooper 2 to allow him to advance to cover.

Sand is going to shoot the trooper lying down the covering fire, as he neglected to move to cover. His blaster has a range increment of 7, so he takes -1d6 per increment beyond that, giving him a -2d6 penalty. He chooses to spend one of his two actions using his AIM exploit.

His dice pool is AGI 4d6 + Pistol skill 1d6 (5d6) He is going to take one of these die to add to damage instead, so -1d6 + 1d6 for AIM, -2d6 for Range... Sand will roll 3d6 and he gets an 11, just enough to hit.

His Heavy Blaster does 2d6+2, +1d6 for the die he converted to damage, and he is going to spend 1d6 of his Luck pool to make it hurt even more: 18 points base damage, -3 for SOAK drops the trooper providing covering fire.

Trooper 2 takes an action to move to cover, and fires on Sand. Trooper 2 has an AGI  of 2d6 and Blaster Rifle of 1d6 with no gear bonus. He is shooting within range, so no penalties, but Sand is in cover which drops 2d6. He rolls 1d6 and has no chance to hit. However this can start the Pinning process where the Trooper will get an 1ncrease of 1d6 each turn to hit while Sand remains in the same spot.

Turn 2

Sand bolts from cover, moves to 7 away from the Trooper and uses his last action to go for cover.

Trooper 2 sees where this is going and breaks cover moving to a spot to void Sand's cover at the cost of his own and fires with his full 3d6. Sand is going to spend a Luck die to drop that to 2d6, and even with a roll of 12, the trooper misses.

Turn 3

Sand AIMS and fires his blaster at the trooper. Neither of them have cover, so he is going to convert two of his dice to damage, leaving him with 3d6 to hit, so he spends his last Luck dice to bring that to 4d6, getting all sixes (24) which hits. Additionally, since he rolled 3d6 that means a critical hit, which for Heat weapons would move the trooper to Singed and then to Charred due to the 4th 6. In addition to him being at -1d6 to all actions, he takes an additional point of damage due to his armor not radiating the heat away from his body.

He will roll 2d6+2, plus 2d6 for the dice he converted getting a 16 (-3 for armor) +1 for Heat damage. The Trooper is down to 1 health and severely injured.

 The Trooper, being the brainwashed minion that he is, will fire back, but his dice pool is insufficient to hit Sand, so Sand will end him quickly in Turn 4 before making a run for his ship.





 



Comments