Kellen:
Maneuver: Stay on Target
Action: Attack
Gunnery : 1eA+1eP+1eB+2eD+1eS 0 successes, 1 advantage
Pass a Boost
Kellen:
Maneuver: Stay on Target
Action: Attack
Gunnery : 1eA+1eP+1eB+2eD+1eS 0 successes, 1 advantage
Pass a Boost
What are you attacking?
All the baddies are spacedust now...
Oops. Sorry thought there were some left.
Or is this my sudden but inevitable betrayal?
That'll teach me not to keep up to date on the IC thread...
Edited by Jedi RoninOr is this my sudden but inevitable betrayal?
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Not another one...
Yeah you all will LOVE me in part 2d
What does the boarding party need to do to make the Sith cruiser go boom?
And is the space battle effectively over now? Can't see us do much to damage a cruiser with our BB-guns, so unless more enemy fighters show up we might as well land...
Believe it or not, it's not actually that hard for you guys to damage the cruiser. So, light blaster cannons work on planetary scale, right. While the cruiser shields may provide more setback to a gunnery check, you only have to punch through 5 armor to deal damage
That may be true, but given that we don't know the stats on it, unless it's like an ISD and has conveniently-placed shield generators to destroy it might be easier just to retreat and let the supernova do its thing.
And in dealing with ships and large monsters, you don't need to take out the hull/wounds, just crit it to death.
Believe it or not, it's not actually that hard for you guys to damage the cruiser. So, light blaster cannons work on planetary scale, right. While the cruiser shields may provide more setback to a gunnery check, you only have to punch through 5 armor to deal damage
Could we try some sort of a scanning-check to get some info on the cruiser? As in how many setbacks for shields, what sort of point-defense weaponry and approximate number of HT?
Without torpedoes it will really be an up-hill battle to do any real damage with the lousy gunnery skill we have.
What does the boarding party need to do to make the Sith cruiser go boom?
Could we try some sort of a scanning-check to get some info on the cruiser? As in how many setbacks for shields, what sort of point-defense weaponry and approximate number of HT?Believe it or not, it's not actually that hard for you guys to damage the cruiser. So, light blaster cannons work on planetary scale, right. While the cruiser shields may provide more setback to a gunnery check, you only have to punch through 5 armor to deal damage
Without torpedoes it will really be an up-hill battle to do any real damage with the lousy gunnery skill we have.
For the astromech? What is the ability and skill of the astromech? Or should I use Ren-Do's stats with a boost for the 'mech?
OK, rolling now:
Your droid inadvertently causes the weapons system to scramble its FoF settings (friend or foe) and the next round, it will fire upon the unprepared 2nd Sith cruiser.
it overloads some of the ship circuitry in the process, inflict 2 points of system strain for the threat
Oh. You forgot a difficulty die. Should have been DDC
Adding a boost each for assistance from the saboteur and Garon.
Placing explosives : 2eA+1eP+2eB+1eD+1eC+3eS 2 successes, 1 Triumph
Yahtzee!
I'd like to use the triumph to have done it in a quick enough fashion that we're able to get back to the ship's before the blast door was breached, if possible.
Adding a boost each for assistance from the saboteur and Garon. Placing explosives : 2eA+1eP+2eB+1eD+1eC+3eS 2 successes, 1 Triumph
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Yahtzee!
I'd like to use the triumph to have done it in a quick enough fashion that we're able to get back to the ship's before the blast door was breached, if possible.
I'm going to have to ask you to spend the Triumph on something elseAdding a boost each for assistance from the saboteur and Garon. Placing explosives : 2eA+1eP+2eB+1eD+1eC+3eS 2 successes, 1 Triumph
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Yahtzee!
I'd like to use the triumph to have done it in a quick enough fashion that we're able to get back to the ship's before the blast door was breached, if possible.
Then I would like the explosion to happen in such a way that the ship is pushed into a collision course with the other Sith Cruiser.
If that's not possible I'm open to suggestions.
I really would suggest we leave at this point. We can't do anything to that ship; instead we've helped the Jedi get clean away, and every moment we stick around baiting that cruiser the Jedi ship will take more damage. If we cut and run now we minimise our losses.
Unless we form our own boarding party
But Rin is up for running away.