Or use some stimpacks.
Heirs to the Legacy [Force and Destiny] OOC
Depending on how this next round goes, we might need to consider disengaging and falling back to the ship, wherever that might be.
You could, but if you were to run and escape at this point, the Anselmi leadership would almost certainly be chased down and caught.
Depending on how this next round goes, we might need to consider disengaging and falling back to the ship, wherever that might be.
You could, but if you were to run and escape at this point, the Anselmi leadership would almost certainly be chased down and caught.
I was picturing more of a "drawing them into a more favorable fight" type withdrawal rather than a straight up running away. I mean, I think we're doing pretty good for being ambushed.
Can we give tactical advice here?
Sure thing, that's what OOC is for.
Communicating things that your character couldn't possibly know (metagaming) is to be avoided, as is weighing options ad nauseum (and thus holding up the action). But yeah, reminding each other of how rules can work to their benefit, or telling them "hey remember you're engaged with that guy, you sure you wanna ignore him?"
So... I think maybe Tahiri should try to kill the troopers, as this will force them to maneuver AND his lightsaber doing Stun Damage won't matter. They're also an easier target than the droids.
If I lob a grenade with a destiny point is that the dice upgraded or just a boost dice? Do I have any other bonuses?
So... I think maybe Tahiri should try to kill the troopers, as this will force them to maneuver AND his lightsaber doing Stun Damage won't matter. They're also an easier target than the droids.
Where are they right now in relation to us? If I move to engage, we won't be able to attack with grenades any longer. I mean, we certainly cannot have me running forward if we are talking about retreating somewhat.
Well, I'll act now and chuck a grenade and then you can go rustle their jimmies.
Away said they are organized in groups of 3, so you could engage one group and the others throw grenades at the other groups. If we manage to destroy a pair of robots this turn and deal with a bunch of troopers, we can turn the tides...
Away said they are organized in groups of 3, so you could engage one group and the others throw grenades at the other groups. If we manage to destroy a pair of robots this turn and deal with a bunch of troopers, we can turn the tides...
Are any within short range?
According to what Away said, they're all at Medium. 7 on the roof, 9 on the ground, minus the ones killed by the recent grenade (probably 3).
Dev'rios is at -7 damage, -8 strain, next check at 1 difficulty upgrade + 1 black die.
Since Dev'rios oponent has already acted, he's in no hurry to counterstrike. You can make good use of the 4 slots we have right now, just leave the 4th to me.
Meanwhile, the Dark Knight inside with Marsten paused, and its blue-lit vocabulator blinked a few times as if communicating with something...or someone. Then, without warning, it ran at the Gank, smashing him against a wall with its large shield.
This is incorrect. I upgraded the check twice: Defensive Stance and Triumph.
See, I even wrote that down.
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That's what I get for not reading my own notes correctly.
Thanks, but perhaps we can change that despair to the Droid slamming into the wall without Marsten there; effectively disengaging them? ![]()
Or, can I get to my second blaster in a single maneuver?
Edited by ApocalypseZeroOr, can I get to my second blaster in a single maneuver?
Wait... can't you get to your second blaster in a single maneuver anyway?
Or, can I get to my second blaster in a single maneuver?
Wait... can't you get to your second blaster in a single maneuver anyway?
Yes, I believe I'd already said you could take two maneuvers to disengage & pick up the blaster. So that is definitely an option.
Well, I'd rather have the Despair used so that the Droid disengages me, so that I can move to blaster (maneuver), pick it up (maneuver), and then attack too (action).
Yes, I believe I'd already said you could take two maneuvers to disengage & pick up the blaster. So that is definitely an option.
The way I understand it:
-Dispair to reduce Droid's Defense.
-Maneuver to disengage.
-Maneuver to pick up the Blaster
-Action to blast it to pieces.
The other option is using the Dispair to disengage and 2 Maneuvers to pick the blaster. Either way, you'll use both Maneuvers, so I'd do the action (against Defense 1), and if Away has something to say, just add another Black later. That would speed up things a bit, imho.
Ah....I think I may have confused myself. I was thinking I'd have to move from short to engage with the blaster to pick it up. Instead, I'd just have to disengage and then pick it up. Let the actions stand. I'll post shortly.
Edited by ApocalypseZeroYeah, I agree with Jereru. I think it makes sense that minor damage removes one point of the shield's defense rating. So 1 Setback die from ranged defense is good.
Hey Away, if you want to see WFRP dice in motion, I've put a brief series of action up in the wfrp House rules thread, might give you an idea of how they work.
Hey Away, if you want to see WFRP dice in motion, I've put a brief series of action up in the wfrp House rules thread, might give you an idea of how they work.
?! They work like Star Wars, with Stain and Pauses added as symbols. ![]()
Nice!
Hey guys, I'm gonna be out for the next 24 hours, gotta deal with some stuff at home
Thanks, see ya soon









