So what does the first NPC group do?
Welcome to Onderon OOC thread.
3eP+2eD+2eS: 0 successes, 1 advantage [3eP=S/A, A, S] [2eD=Th, F] [2eS=F, -]






Range is medium for every one. and the first player to act gets one setback. First Pc is up.
If anybody is rushing into melee, could I suggest that the shooters get a crack at them first. Barada is a pretty good shot with that rifle of his and could damage the second group before they can fire. Anybody else have a brilliant use of our first slot?
Edited by KymrelGiven that we all seem to be on at separate times, I think you should just go ahead and not wait for permission, unless there is some tactical advantage. So IMHO, go ahead Barada. If I'm still alive after their second round I shall mock them for their lack of vigilance (Scathing Tirade), hopefully making them easier to take down with real weapons.
Edited by whafrogGuess you're right. It makes sense to have a heavily armed sharpshooter go first here.
Remember guys, the next PC to take action gets a Boost Die
as the Imperials are distracted. They get a setback as well.
Tush is looking to knock the last of that minion group out, once the other minion group has acted. I can be on for hours if we want to get through a few rounds.
Tush is looking to knock the last of that minion group out, once the other minion group has acted. I can be on for hours if we want to get through a few rounds.
Note that I targeted the group that is yet to act, cutting down their numbers before they get to shoot.
Nice job! I guess we're waiting for the damaged group.
"Rrwaarhoah", (Great shot sir.)
Droo is close combat so I can wait till after anyone else shoots. Plan to pin down one group to stop them from raising the alarm unless anyone has a better call.
Like I said - I have no pips in combat skills. Can I use either computer or mechanical skill to block/jam comm signals from either group from getting out of the hanger?
The Second group will now fire.(Just one guy.) Results: 3eA+2eD+1eB+1eS: 3 successes, 2 threat [3eA=S/S, -, S] [2eD=Th, -] [1eB=-] [1eS=Th]






9 Damage to Tush (5 Wound Suffered.).3rd Pc gets + 1 Boost die. Initiative order:
Npc
Pc1
Npc
Pc2<= You are Here.
Pc3
Pc4
Pc5
Pc6
Edited by SHADOWGUARD CHAMPIONLike I said - I have no pips in combat skills. Can I use either computer or mechanical skill to block/jam comm signals from either group from getting out of the hanger?
You can spend 1 maunevuer to get to the walker and another to climb up a mechanics or computers check to open the walker and you could use that...
Tush double moves to engage the lone Imp, suffering 2 strain to do so. then he will attempt to knock the guy out.
Its just not Tush's day!
2eA+1eP+1eB+2eD: 2 failures, 3 advantage [2eA=A, A] [1eP=A/A] [1eB=-] [2eD=F/F, Th]






extra boost for fear:
1eB: 0 successes, 1 advantage [1eB=A]
so Failure with 4 Advantage:
Can i use 3 of the Advantage to disarm the soldier and recover a strain?
Otherwise ill recover 2 strain and pass 2 boost to the next PC
Edited by RichardbuxtonTush double moves to engage the lone Imp, suffering 2 strain to do so. then he will attempt to knock the guy out.
Ok, Make a Brawl check w/ 2 boost 1 for fear, 1 for pass the advantage.
Actually i just had a better idea. For all 4 advantage can i notice these guys are not using com links, they don't have any on them at all?
Like I said - I have no pips in combat skills. Can I use either computer or mechanical skill to block/jam comm signals from either group from getting out of the hanger?
You can spend 1 maunevuer to get to the walker and another to climb up a mechanics or computers check to open the walker and you could use that...
Age of Rebellion p 263 - 74Z speederbike has a short range comm jammer on it. (it's the standard Imperial scout/courier/fast combat bike.)
Can I use either the comm unit on the bike or the jammer if it's on these bikes? (It's unlikely that I will be able to get into the walker & block comms before they call for help.)
Fenris will jump in and Scathing Tirade the lone NPC:
Screaming Togruta: 1eP+3eA+2eD 3 successes, 1 advantage
OOC: you killed three and the fourth has 1 Wound left.
Wow. Edited the IC post to reflect this.
Droo dashes to Tushs aid, 2 strain, forgetting to draw his knife in the urgency of protecting the brave youngster. The furry paw of doom lands truly though.
2 threat remaining GM. Happy to take strain or an exposed penalty for the remaining troopers shooting next round?
Like I said - I have no pips in combat skills. Can I use either computer or mechanical skill to block/jam comm signals from either group from getting out of the hanger?
You can spend 1 maunevuer to get to the walker and another to climb up a mechanics or computers check to open the walker and you could use that...
Age of Rebellion p 263 - 74Z speederbike has a short range comm jammer on it. (it's the standard Imperial scout/courier/fast combat bike.)
Can I use either the comm unit on the bike or the jammer if it's on these bikes? (It's unlikely that I will be able to get into the walker & block comms before they call for help.)
You may. I meant use the walkers weapons by the way.
OOC: you killed three and the fourth has 1 Wound left.
Wow. Edited the IC post to reflect this.
I know, they aren't very good.
So 1 squad down, the other has just one left after Kavar's shot
Droo dashes to Tushs aid, 2 strain, forgetting to draw his knife in the urgency of protecting the brave youngster. The furry paw of doom lands truly though.
2 threat remaining GM. Happy to take strain or an exposed penalty for the remaining troopers shooting next round?
Ferris had just scared the pants off of that last minion and sent it packing (or laying down its arms), so you could do something else if you want, to the other minion group to take it out
Edit: 2 PC's took out the same minion ![]()
And Mek'nik has a chance to act before the round ends
Edited by RichardbuxtonShooting would be pointless - no gunnery either. - Jamming comms in the hanger:
Jam local comms - contested roll (Computer or Mechanic): 2eA+2eP 3 successes, 3 advantage



Posting IC - both computers and mechanics are both 2A+2P so it works out either way.
Tinker, you might want to wait for a difficulty...then again I guess it could be subtracted later).
Tinker, you might want to wait for a difficulty...then again I guess it could be subtracted later).
If I understand, that should be an opposed roll - my jamming vs their comm skills when they try to comm out. In essence I just set their difficulty. If you want me to post in ooc & wait for the difficulty next round, I can do that.
Admittedly, the mechanical roll before the fight should have had a difficulty.
Tinker, you might want to wait for a difficulty...then again I guess it could be subtracted later).
If I understand, that should be an opposed roll - my jamming vs their comm skills when they try to comm out. In essence I just set their difficulty. If you want me to post in ooc & wait for the difficulty next round, I can do that.
Admittedly, the mechanical roll before the fight should have had a difficulty.
That may be true, but an opposed roll means they're rolling against your skill, not the results of a roll. They would need to roll against 2C 2D to break through your jamming, not overcome your 3 successes and 3 advantage. I think you might be confusing an "opposed check" with a "competitive check."
Edited by ImperialSpy