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Orran
2008-08-24, 12:27 PM
http://i331.photobucket.com/albums/l444/tacticalbattle/Tacticalbattletournamentbattlefield.png
Current round: Yet to begin
Dark gray is 30ft pits. They are lined with various sharp objects, and cost 10ft of movement to move through. Anyone jumping or falling into this area takes 1d8 piercing damage (no savings throw) in addition to their normal falling damage.
Tan is 10ft elevation.
Light gray are rope bridges. They are treated as normal ground, but can be destroyed. They have a hardness of 1 and a HP of 10. They take 1/2 damage from piercing weapons.
Shaded regions are starting positions, and colored regions are flag locations.
Low walls are gray lines. They provide cover.
The walls have a climb DC of 20.
There is a ramp, which is marked by a white area flanked by black lines. Treat this as normal ground.

The Teams:

Orran
Number 1
Strength: 8
Dexterity: 8
Constitution: 16
Weapons: Trident
Armor: Tower Shield, Splint Mail
Speed: 20ft.
AC: 19
Attacks: Trident +0 (1d8-1)
Skills: Intimidate +7(7 ranks), Spot+3 (3 ranks)
Feats: Toughness, Toughness, Toughness
HP: 34
Gold spent: 15/230

Number 2
Strength: 8
Dexterity: 8
Constitution: 16
Weapons: Trident
Armor: Tower Shield, Splint Mail
Speed: 20ft.
AC: 19
Attacks: Trident +0 (1d8-1)
Skills: Intimidate +7(7 ranks), Listen +3 (3 ranks)
Feats: Toughness, Toughness, Toughness
HP: 34
Gold spent: 15/230

Number 3
Strength: 8
Dexterity: 16
Constitution: 8
Weapons: Longbow, Arrows 40
Armor: Breastplate, Buckler
Speed: 20ft.
AC: 19
Attacks: Longbow +5/+5 or +7 (1d8-1)
Skills: Tumble +2 (3 dex, 3 ranks, -4 armor) Climb +2 (7 ranks, -1 str -4 Armor)
Feats: Point Blank Shot, Rapid Shot, Weapon Focus (Longbow)
HP: 13
Gold Spent: 77/215

Number 4
Strength: 8
Dexterity: 16
Constitution: 8
Weapons: Longbow, Arrows 40
Armor: Breastplate, Buckler
Speed: 20ft.
AC: 19
Attacks: Longbow +5/+5 or +7 (1d8-1)
Skills: Tumble +2 (3 dex, 3 ranks, -4 armor) Climb +2 (7 ranks, -1 str -4 Armor)
Feats: Point Blank Shot, Rapid Shot, Weapon Focus (Longbow)
HP: 13
Gold Spent: 77/215

Number 5
Strength:8
Dexterity:16
Constitution:8
Weapons: Heavy Repeater Crossbow, bolts 20, Greatsword
Armor: Leather, Buckler
Speed: 30ft
AC: 16
Attacks: Heavy crossbow +6 (1d10) Greatsword (2d6-1)
Skills: Move Silently +8 (3 ranks, 3 dex, 2 stealthy) Hide + 11 (3 ranks, 3 dex, 2 stealthy, 3 skill focus)
Feats: Skill Focus (Hide), Stealthy, Exotic Weapon Proficiency (repeater crossbow)
HP: 13
Gold spent: 454/35

Number 6
Strength:8
Dexterity:16
Constitution:8
Weapons: Heavy Crossbow, bolts 40, Greatsword
Armor: Leather, Buckler
Speed: 30ft
AC: 16
Attacks: Heavy crossbow +6 (1d10) Greatsword +1 (2d6-1)
Skills: Move Silently +8 (3 ranks, 3 dex, 2 stealthy) Hide + 11 (3 ranks, 3 dex, 2 stealthy, 3 skill focus)
Feats: Skill Focus (Hide), Stealthy, Rapid Reload
HP: 13
Gold spent: 102/35

Number 7
Strength: 14
Dexterity: 10
Constitution: 10
Weapons: Greataxe, Javelin x5
Armor: Halfplate
Speed: 20ft.
AC: 17
Attacks: Greataxe +6 (1d12+3), Javelin +3 (1d6+2)
Skills: Intimidate +7(ranks), Climb +2 (7 ranks, 2 str -7 armor)
Feats: Weapon Focus (Greataxe), Endurance, Diehard
HP:16
Gold Spent: 25/600

Number 8
Strength: 14
Dexterity: 10
Constitution: 10
Weapons: Greataxe, Javelin x5
Armor: Halfplate
Speed: 20ft.
AC: 17
Attacks: Greataxe +6 (1d12+3), Javelin+3 (1d6+2)
Skills: Intimidate +7(ranks), Climb +2 (7 ranks, 2 str -7 armor)
Feats: Weapon Focus (Greataxe), Endurance, Diehard
HP:16
Gold Spent: 25/600

Number 9
Strength: 10
Dexterity: 14
Constitution: 10
Weapons: Shortspear x 10
Armor: Chainmail, Towershield
Speed: 20ft.
AC: 21
Attacks: Shortspear +4 (1d6), Shortspear +2 (1d6)
Skills: Intimidate +7(ranks), Climb +2 (7 ranks, -5 armor)
Feats: Weapon Focus (Shortspear), Toughness, Point Blank Shot
HP:19
Gold Spent: 10/170

Number 10
Strength: 10
Dexterity: 14
Constitution: 10
Weapons: Shortspear x 10
Armor: Chainmail, Towershield
Speed: 20ft.
AC: 21
Attacks: Shortspear +4 (1d6), Shortspear +2 (1d6)
Skills: Intimidate +7(ranks), Climb +2 (7 ranks, -5 armor)
Feats: Weapon Focus (Shortspear), Toughness, Point Blank Shot
HP:19
Gold Spent: 10/170

Number 11
Strength: 16
Dexterity: 8
Constitution: 8
Weapons: Spiked Chain, Trident
Armor: Breastplate
Speed: 20ft.
AC: 14
Attacks: Spiked Chain +7 (2d4+4), Trident +6 (1d8+3), Trident +2 (1d8+3)
Skills: Intimidate +7(ranks), Climb +6 (7 ranks, 3 str, -4 armor)
Feats: Exotic Weapon Proficiency (Spiked Chain), Weapon Focus (Spiked chain), Toughness
HP:16
Gold Spent: 40/200

Number 12
Strength: 16
Dexterity: 8
Constitution: 8
Weapons: Spiked Chain, Trident
Armor: Breastplate
Speed: 20ft.
AC: 14
Attacks: Spiked Chain +7 (2d4+4), Trident +6 (1d8+3), Trident +2 (1d8+3)
Skills: Intimidate +7(ranks), Climb +6 (7 ranks, 3 str -4 armor)
Feats: Exotic Weapon Proficiency (Spiked Chain), Weapon Focus (spiked chain), Toughness
HP:16
Gold Spent: 40/200
Deepblue706
#1-3: Skirmishers
Strength: 12
Dexterity: 14
Constitution: 8
Weapons: Longbow (20 arrows), Greatclub, Dagger
Armor: Chain Shirt
Speed: 30ft
AC: 16
Attacks: +6 Longbow (1d8), +4 Greatclub (1d10+1), +4 Dagger (1d4+1)
Skills: Listen (+3), Spot (+3), Tumble (+4)
Feats: Point Blank Shot, Precise Shot, Weapon Focus: Longbow
HP: 13

#4-5: Guardians
Strength: 14
Dexterity: 8
Constitution: 12
Weapons: Longsword, Longsword, Sling (10 bullets)
Armor: Half-Plate, Heavy Wooden Shield
Speed: 20ft
AC: 19
Attacks: +5 Longsword (1d8+2), +2 Sling (1d4+2)
Skills: Balance (+2), Listen (+3), Spot (+3)
Feats: Diehard, Endurance, Improved Initiative
HP: 19

#6-8: Shock Troopers
Strength: 14
Dexterity: 10
Constitution: 10
Weapons: Greatsword, Longsword, Sling (10 bullets)
Armor: Chain Shirt
Speed: 30ft
AC: 14
Attacks: +6 Greatsword (2d6+3), +5 Longsword (1d8+2), +3 Sling (1d4+2)
Skills: Climb (+6), Jump (+6), Swim (+6)
Feats: Weapon Focus: Greatsword, Improved Overrun, Power Attack
HP: 16

#9-11: Sentinels
Strength: 14
Dexterity: 12
Constitution: 8
Weapons: Glaive, Morningstar, Heavy Crossbow (10 bolts)
Armor: Banded Mail
Speed: 20ft
AC: 17
Attacks: +6 Guisarme (2d4+3), +5 Morningstar (1d8+2), +4 Light Crossbow (1d8)
Skills: Listen (+3), Heal (+3), Spot (+3)
Feats: Combat Reflexes, Weapon Focus: Guisarme, Toughness
HP: 16

#12: The Sneakyman
Strength: 8
Dexterity: 16
Constitution: 8
Weapons: Rapier, Shortbow (20 arrows), Dagger
Armor: Leather Armor
Speed: 30ft
AC: 15
Attacks: +6 Rapier (1d6-1), +6 Shortbow (1d6-1), +6 Dagger (1d4-1)
Skills: Hide (+9), Move Silently (+9), Tumble (+6)
Feats: Skill Focus: Move Silently, Skill Focus: Hide, Weapon Finesse
HP: 13

Orran
2008-08-24, 12:28 PM
Reserved for updates pertaining to units and their status.

Initiative

Blue 3 -20
Red 1 -19
Red 3 -19
Red 2-13
Blue 1- 12
Blue 2- 5

Injuries
Red 5- 1 NL
Red 6- 4 NL
Red b - 11
Red a - 7
Blue b- 6
Blue 2- 7
Blue 1- 7

Deepblue706
2008-08-24, 05:40 PM
Good luck to you, sir.

Placement

Squad 1:
-Skirm1@Bc11
-Shock6@Bc12
-Sent9@Bc13
-Guard4@Bc14

Squad 2:
-Skirm3@Bc20
-Sent10@Bc19
-Sent11@Bd20
-Shock7@Bd19

Squad3:
-Guard5@Bc16
-Skirm2@Bc15
-Shock8@Bc17
-Sneak12@Bd11

Orran
2008-08-24, 06:05 PM
And good luck to you sir

My men will be split into the following groups:
Group 1: Numbers 3,4,5,6
Initiative:[roll0]
Will start in squares:
3-B15 - Holding bow
4-B16 - Holding bow
5-B13 - Holding loaded crossbow
6-B18 - Holding loaded crossbow

Group 2: Numbers 1,2,11,12
Initiative: [roll1]
Will start in squares:
1- A12 - Holding tower shield and trident
2- A19 - Holding tower shield and trident
11- B14 - Holding spiked chain
12- B17 - Holding spiked chain

Group 3: Numbers 7,8,9,10
Initiative: [roll2]
Will start in squares:
7- B12 - Holding greataxe
8- B19 - Holding greataxe
9- A11 - Holding tower shield and shortspear
10- A20 - Holding tower shield and shortspear

Deepblue706
2008-08-24, 09:43 PM
Ah yes, equipment. Skirmishers are armed with bows, Sentinels with their crossbows, others have best melee weapons ready (Guardian has Longsword, Shock Trooper a Greatsword, Sneakyman a Rapier).

Squad 1 Initiative: [roll0]
Squad 2 Initiative: [roll1]
Squad 3 Initiative: [roll2]

Orran
2008-08-25, 06:15 AM
Then it's your turn first, map will be up tomorrow as I'm away from my computer at the moment.

Deepblue706
2008-08-25, 03:53 PM
Squad 3:

-Guard5@Bc16 to Ba17

-Skirm2@Bc15 to Z14, ready standard action to fire longbow upon anyone to come into direct line-of-sight.

-Shock8@Bc17 double move to S16

-Sneak12@Bd11 moves to Bd6, then tries to climb down to Bd5 ([roll0])

Edit: Lol. Zero.

Orran
2008-08-26, 01:29 PM
Tumble check for blue 12:DC15 [roll0] [roll1]

http://i113.photobucket.com/albums/n227/superemo-orran/OvD.png
Current round: 1

By 'direct' I assumed you meant without cover.

Red group 1:
3- D16, shoots 2 [roll2] [roll3]
4- D17, shoots 2 [roll4] [roll5]
5- Double move to I6 Jump [roll6] Tumble [roll7] [roll8]
6- Double move to J24 Jump [roll9] Tumble [roll10] [roll11]
Red group 3:
7- Double moves to F15
8- Double moes to F16
9- Double moves to G15 Then takes full cover
0- 1st in the group, triggers 2's action [roll12] [roll13] Double moves to G16 Then takes full cover
Red group 2:
1- Double move to G14 Then takes full cover
2- Double move to G17 Then takes full cover
a- Double move to I15
b- Double move to I16

Deepblue706
2008-08-26, 04:04 PM
Oh, wait, I didn't see that gray walls were low. I didn't think you could fire over them.

Crap.

I'll get my next actions up soon.

Deepblue706
2008-08-26, 04:23 PM
Actually, before I continue, I need to ask: How do your #1 and #2 have full cover? I thought the blank lines represent the edge of the top of the platform...

Orran
2008-08-27, 03:27 AM
Sorry i should of been more clear, they are taking full cover behind their tower shields.

Deepblue706
2008-08-29, 02:06 PM
Squad 2:
-Skirm3@Bc20 double move to u16, take cover
-Sent10@Bc19 move to ba21, fire upon (b) Attack: [roll0](-2) Damage: [roll1](+1)
-Sent11@Bd20 move to ba22, fire upon (b) Attack: [roll2](-2) Damage: [roll3](+1)
-Shock7@Bd19 double move to t15, take cover

Squad 1:
-Skirm1@Bc11 move to y13, fire upon (a) Attack: [roll4] Damage: [roll5]
-Shock6@Bc12 double move to s16, take cover
-Sent9@Bc13 move to y14, fire upon (a) Attack: [roll6] Damage: [roll7]
-Guard4@Bc14 double move to v15

------------------------------------------------------------------
ROUND 2


Squad 3:

-Guard5@Ba17 double move to v18, take cover

-Skirm2@z14 fire upon (a) Attack: [roll8] Damage: [roll9], move to ba14, take cover

-Shock8@S16 double move to v25, take cover

-Sneak12@bd5 move to bb4, take cover. hide: [roll10]

Orran
2008-08-29, 02:59 PM
Rang increments affect attack rolls not damage but otherwise I think your turn is fine, I'll update the map soon. I'm going away for the weekend So my next post will be on monday.

Deepblue706
2008-08-29, 03:20 PM
Rang increments affect attack rolls not damage but otherwise I think your turn is fine, I'll update the map soon. I'm going away for the weekend So my next post will be on monday.

Oops! Yeah, I think it's -2 attack per increment. I editted my post.

Orran
2008-09-01, 10:08 AM
I'm not sure what you mean by 'taking cover', the only reason I said it is because with tower shields you have to declare that you're taking cover behind them. Also 6 can't move to S16 at the time you chose because 8 is in it. Since this might affect your turn I'll wait for confirmation to continue.

Deepblue706
2008-09-01, 12:00 PM
Low walls. Perhaps it was redundant to say.

As for S16, okay, then I suppose we'll make

Shock6@Bc12 move to v17

Orran
2008-09-05, 03:35 PM
Sorry, my subscription didn't show up for this, technically I should be disqualified, would you like to continue?

Deepblue706
2008-09-05, 03:49 PM
I do not accept wins by technicality. Plus, it'd be rude of me to say no - especially since this game is certainly yours.

Orran
2008-09-05, 04:54 PM
It's mine by inheritance only, I'd like silence to come back but lacking that I'll keep it running.

Orran
2008-09-09, 04:36 AM
Here's how hiding works, the hiding unit is removed from the map until someone succeeds their spot check against them, but to make the check they must have at least partial LOS. I'll leave it to you to let me know when I've seen you. Bear in mind that you must have at least partial cover relative to my units at all times and that every time you move I get another check, so I'll roll them every turn. Also, put your actual movement in spoilers.

Spot for 1
[roll0]

Spot for everyone else
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]

Heres the map after your turn:
http://i113.photobucket.com/albums/n227/superemo-orran/OvD-1.png

Deepblue706
2008-09-09, 01:40 PM
It's mine by inheritance only, I'd like silence to come back but lacking that I'll keep it running.

I meant you were going to win.

Orran
2008-09-13, 05:56 AM
Group 1: Numbers 3,4,5,6
Initiative:[19]
Will start in squares:
3- Rapid shots at at 1 1st:[roll0] 2nd:[roll1]
Damage 1:[roll]1d8-1[roll] 2:[roll2]
4- Rapid shots at at 1 1st:[roll3] 2nd:[roll4]
Damage 1:[roll]1d8-1[roll] 2:[roll5]
5- Double move to M3
6-B18 - Double move to M29

Group 2: Numbers 1,2,11,12
Initiative: [13]
Will start in squares:
1- Double move to M14, Takes cover behind tower shield
2- Double move to M17, Takes cover behind tower shield
11- Double move to L15
12- B17 - Double move to L16

Group 3: Numbers 7,8,9,10
Initiative: [19]
Will start in squares:
7- Double move to M15
8- Double move to M16
9- Double move to N15, takes cover behind tower shield
10- A20 - Double move to N16, takes cover behind tower shield

Map:
http://i113.photobucket.com/albums/n227/superemo-orran/OvD-2.png

Orran
2008-09-13, 05:57 AM
Needed to reroll the damage for an attack :[roll0]