Thanks for the reminder. I just added the strain on my sheet. I was not sure where to put the ship strain, so I added Del Taxi in the notes section.
Shadows and Dust OOC
If you want, we can assign the ship strain to one of your wing ships instead.
Strain isn't that much of an issue in this fight, because none of the enemy are using ion weapons
So last night, my local group briefly discussed the sentinel sourcebook coming out soon
Edited by ProphytThe concern arose about "Racer" being a Jedi specialization tree, mostly because Podracing, in terms of a galactic entertainment, ceased to exist after the clone wars, according to various Canon tidbits. So why would it be a specialization tree at all?
And as a specialization tree, it seems an incredible waste to make it a Jedi tree. The only film that contains Podracing makes a point to state that many alien species can race, but Anakin is the only human racer due to the Force. Why not include the tree in an EotE or AoR supplement instead then and make something more useful for a Jedi tree.
Also, it appears the Sentry specialization tree would be a quick route to the Dark Side
I will keep the strain on Sonya's ship.
Regarding the racer spec, I assumed more swoop bike racing, but legends has other examples like Anakin's weird races on Corrusant in the begining of Rogue Planet.
Bah
It may just be 'the Jedi Piloting (Planetary) spec', but I too don't really understand how it contributes to the spec, or what's it's meant to do. Sentry appears to be a cheap attempt at creating a Lightsaber-wielding Batman. Perhaps all will become clear when the book is open in front of us.
Ah yeah
As one of the folks who playtested that book and the Racer, you'll find it has plenty to offer.
I'm preparing a big OOC post for the actions of the Jedi cruiser, Micc'm, and the next two enemies. So, bear with me while I prepare it
Well, I say"big", but it's really just 4 slots of actions and maneuvers
The Jedi cruiser remains where it is, preparing for the Sith cruiser to get in firing range.
Sith Squadron 2 fires at Kellen.
Initiative sheet is updated, including a column for who's gone this round
I feel like I've been a big ball of excuses recently.
Our campaign's finale is tomorrow so I've been prepping all week. It goes double for tonight.
So in short, I may not get to an IC post until Monday. (The same for Richardbuxton's game).
I'm sorry all.
Fine here. Per sonovabith's suggestion, I believe, we're doing a couple rounds of dogfighting in before we get back to the boarding party, so you're good here
I'll redirect that hit on Kellen to one of the minions in his squadron.
I think that means he's lost 2. How many does he have left?
3 remaining Jedi starfighters in Kellen's wing
Rin will take this opportunity to fire upon SS4 before they have a chance to react.
Aiming twice and suffering 2 strain then shooting:
Dakka Dakka Dakka : 2eA+1eP+3eB+2eD+1eS 1 success, 2 advantage
That's 2 hits of 6 damage each. Let me know how many go down and I'll craft an IC
Well...you down one
Cool. Every ones one less.
Squadron 4 fire then evasive maneuvers
Who to hit : 1d5 5 that's Micc'm
Kill the Je'daii master (part 2) : 2eA+1eP+2eD+1eS 0 successes, 1 threat
Squadron 5 fire them evasive maneuvers
Who to hit : 1d5 2 that's Ren-Do who I think is flying evasively
Shoot down the Je'Daii : 1eA+2eP+1eD+1eC+1eS 0 successes, 2 advantage, 1 Despair
Spend the advantage to give the next PC a setback
How do you all want to spend the threat and that Despair?
PC slot now
Kellen will go next.
Maneuver for Stay on Target.
Flip a Destiny Point.
Action: Attack Sith Squadron 2
Gunnery : 2eP+1eB+2eC+1eS 1 success, 1 threat
Forgot an upgrade to gunnery : 1eA 1 success
Edited by Jedi Ronin