Shadows and Dust OOC

By Prophyt, in Star Wars: Force and Destiny RPG

An important addition to the squadron rules, you do not need the maneuver and leadership check to form up outside of combat.

Edited by Ulric dOrien

So to clarify - after Kymrel's IC post, we've got one enemy turn, a Sith cruiser, and then two PC slots? I'd like to claim one, as I've written out my IC post for that last roll and I'd like to be able to get it out of my save slot.

Durrr what? I was waiting for you to post IC. Am I to post first now? This whole space-thing is getting freaky, just tell me when to post and I'll do that. I've given up trying to figure out who is supposed to do what and when.

So GM, do you want an IC post from Ren-Do now or later?

Did I mess things up and go twice in the same round? I thought we were in a new round....

We're in the third round. Thus far Xaramis has moved away from the cruiser, and then accelerated two bands. I haven't taken a third turn; nor apparently has Ren-Do.

Someone has blundered...

Now is good

If it would ease the confusion, I'm OK with letting the space battle rage on for a bit before continuing the boarding party's shenanigans. Maybe do a couple rounds of space battle, then a couple rounds of boarding party stuff. Just a thought.

If we're using Squad/Squadron rules I could have spent that Triumph to give the minions in the squadron a free immediate attack action...we can keep this in mind for next time (I think someone used the upgrade I provided with the Triumph?)

But with the squadron rules one of the squadron minions took the hit instead of Kellen.

Also, an attack on a squadron can spend 3 advantage to cause one of the minions out of the squadron.

I can post IC in 3 hours or so.

I have no idea how the sqadron rules work, neither do most of the others from what I can tell. This is a problem. If we are going to use the rules we need to have access to them or have a clear summary somewhere.

I can try to post a summary of the rules sometime today.

That would really help. I would owe you one.

FFG Squad/Squadron Rules

PC or NPC “leader” can create a squad or squadron out of Minions.

These Minions no longer have an initiative or take any actions.

A squad or squadron’s Silhouette is 1 higher than the largest member.

While leading a squad/squadron a leader may redirect any hit to himself or vessel to a minion instead (destroys minion or GM discretion).

A squad/squadron remains in operation until the leader is destroyed or disabled or all the minions are destroyed/disabled.

The squad/squadron can be disbanded by the leader as an Incidental or as the result of Threat, Despair or a failed Fear check.

Once disbanded Minions are again formed into Minion groups, going after the leader’s initiative slot.

Minions can rejoin a squad/squadron by spending 2 Maneuvers on their turn.

Maneuver: Easy Leadership check to form a squad or squadron from up to 11 Engaged Minions.

A leader can order the squad/squadron into a formation.

Maneuver: Average Leadership check (Simple or Easy out of combat) to order the squad/squadron into a formation (add a Boost to this check if Minions have Discipline). Failure means that the new formation is not formed and benefits of the previous formation are lost.

Squadron Formations

Attack Formation: Add Boost to any attack made by the squadron

Evasive Maneuvers: Add Boost to attempts to Gain the Advantage and add Setback to enemy attempts to Gain the Advantage.

Enemies must also spend an additional Advantage to activate Autp-fire or Blast weapon qualities against this squadron.

Running Dark: Downgrade difficulty of Stealth checks and upgrade difficulty of all Leadership checks

Sensor Swee: Add Boost to any Vigilance by the squadron to determine Initiative and to Computers and Perception checks.

Skilled Navigator: Leader can substitute Leadership for a single Astrogation, Computers, Mechanics or any Knowledge check. Can be used a number of times per session equal to ranks in Leadership.

Screen Formation: Add 1 to ship defense for all zones. If squadron does not have shields or lost them upgrade the difficultly of this check by one.

Spending Advantage/Triumph During Squadron Combat

2 Advantage: If spent after a successful Leadership check to enter a formation, may enter formation as an incidental action instead of maneuver

3 Advantage: If attacking a squad/squadron force on minion out of the squad/squadron

Triumph: If targeting a squad or squadron may eliminate one minion in it.

Triumph: If leading a squad/squadron, minions in squadron may make an immediate attack, minions have a max skill rank of 5 on the attack

Spending Threat and Despair During Squadron Combat

1 Threat: If leading, one minion leaves the squadron and is at Close range

2 Threat: If leading, cannot redirect next successful attack to a minion

3 Threat/Despair: If leading, formation is broken

Despair: Minor collision between two squadron mates (see collision rules), also they drop out of the squadron at Close range; Note since minions are incapacitated with a Crit, both minions are lost unless they roll a 0 on the Crit

2 Despair: If leading, squadron is disbanded.

Thanks Jedi Ronin.

The next two Sith Squadrons move into the next range increment and open fire on Rin's wing.

Destroy the Je'daii (part 1): 1eA+2eP+2eD+1eS 1 success, 1 advantage

a-s.pngp-a-a.pngp-s-a.pngd-th.pngd-th.pngs-f.png

Destroy the Je'daii (part 2): 1eA+2eP+2eD+1eS 3 successes, 1 advantage

a-s.pngp-s-s.pngp-a-a.pngd-th.pngd--.pngs--.png

That's 6 damage from the first attack, 8 from the second.

That would be 2 minions removed from Rin's Squadron.

Gotcha

So, in that case I'll have to revise what I'll spend those advantages and Triumph on.

2 Advantages for a second maneuver - Evasive maneuvers

3 Advantages allow my droid to perform an action with basic success - He'll use mechanics to recover 1 system strain

1 Triumph allows my squadron of 5 to fire on the enemy.

The last part requires additional information from the GM: What is the Agility of the squadron's pilots? I'll assume they have gunnery as a skill, unless you say otherwise.

Agility is 3 for Jedi pilots

Squadron's pilots fire thanks to Triumph: 1eA+3eP+1eB+2eD+1eS 2 successes, 1 advantage

a-s.pngp-s.pngp-s-a.pngp-s-a.pngb-s-a.pngd-f-th.pngd-f-f.pngs-th.png


Well, we finally hit something. 7 damage to a sith fighter.


And a boost to the next friendly roll.

Edited by Kymrel

Which Sith Squadron did you fire upon?

Which Sith Squadron did you fire upon?

Same as Rin.

The remaining ship explodes

OK, cool, I'll edit the IC post slightly.

Gotcha~

The final Sith squadron moves in and attacks...

Who to shoot: 1d3 3

Ren-Do's wing

Destroy the Je'daii (part 4): 1eA+2eP+2eD+1eS 1 failure, 3 advantage
a-a-a.pngp-a-a.pngp-s-a.pngd-th.pngd-f-th.pngs-f.png
They miss. But they spend their advantage to perform a free maneuver, Evasive Maneuvers.
Top of the next round. Sith Cruiser moves closer. PC slot

As there are two slots, I took one, using the result rolled on p.97.

That was a lucky break. I'm not asking for a re-roll, but my squadron was on Evasive Maneuvers so one of the difficulty dice should have been a challenge die.

Sonya's squadron is using two fly maneuvers to get to close range and

shooting at a Sith fighter that is not doing evasive maneuvers...

Shooting Sith in a Barrel: 4eA+2eD+1eS 3 successes, 2 threat

a-a.pnga-s.pnga-s.pnga-s-a.pngd-th.pngd-th-th.pngs-th.png

Got one!

I will post IC after CC, making sure everyone is on the same page.

Edited by Ulric dOrien

Ulric, don't forget that double move gives the ship system strain and the character strain.