Star Wars Clone Wars: Cyclone Squad OOC

By Rabobankrider, in Star Wars: Force and Destiny Beginner Game

Recovery : 1eP+1eA 1 success, 2 advantage
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I fully recover.

Alright, heading down to the vents.

So, if we're gonna try hacking enemy comms through Oss' helmet, what would be the difficulty for that, @Rabobankrider ?

I'd say only an average check, as you'd only be really listening in to him. I should say though comms are on those arm bits on armour, but you can detach them easily enough.

4 minutes ago, Rabobankrider said:

I'd say only an average check, as you'd only be really listening in to him. I should say though comms are on those arm bits on armour, but you can detach them easily enough.

Alright.

Mechanics [Getting a Comlink up] : 3eA+2eD 1 failure
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@Sterf , your turn.

Edited by satkaz

Hacking Comms : 3eA+2eD 3 successes, 1 threat
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Seems like I got in.

@Rabobankrider Any ideas for the threat?

Edited by Sterf

I do actually (mwahahaha), I'm going to make my posts tomorrow after work, but I've got an interesting idea. It won't activate till after you've gotten the comm though so you can post as if nothing is wrong. I'll post a description of the vents at the same time. :)

@Rabobankrider Can Anler attempt some sort of a temporary field-fix for his lightsaber? Doing the rest of this mission with an additional setback to everything he does sounds like a rather painful experience. He does have a jedi multitool designed for work in the field? Perhaps he can try this as Data tries to work the comms?

Sure, sounds good to me. :) It'd probably be an average mechanics check as you don't want to spend too long working on it. Because credits isn't a key factor in this campaign, for this I'm going to leave that part out for this one.

Okay, at least that gives me a 50/50 roughly...

Field repairs on lightsaber : 2eA+2eD 3 successes, 3 threat
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The tools give me one extra advantage, so it's only 2 threats. With 3 successes this should be fairly quick.

So I take it the field repairs will hold for now. How will you spend the 2 threat @Rabobankrider ?

I'll habe a think and let you know later today.

Cool. I've edited the IC post to account for the quick field repairs. I'll edit it again if you use the threat in any obvious manner.

As 3 setback is quite sinificant and you've had to do a rush job without much in terms of spare parts, I might say till you can do a proper repair it carries the 'inferior' quality. So it's not as bad as a set back, just 1 disadvantage for lightsaber checks. Sound ok? I am tempted to say futre field repairs wothout parts take the same penalty.

First of all, it's 2 threats, as I noted in the post. Second, changing the condition from damaged to inferior can be worse in many cases. This feels very excessive for a check that succeeded with 2 threats.

Damaged just means a chance at a bad outcome since your rolling a die, inferior just straight up takes the die out of the equation and gives our Jedi a permanent debuff. I agree with @Kymrel that the inferior is worse almost 100% of the time. The two threat could easily be that it takes longer than Anler thought, or he rushes it causing the next instance of damage to scale up past the first stage, or it could come apart next time he rolls a despair and only when he rolls a despair or the most boring of all Anler gets a headache.

Alright, well this time I'll just go with the job takes longer, I'll think of a way to circumnavigate not having spare parts to hand for future damage checks.

One way could be to use the two threats to have the lightsaber function as if it is undamaged but still have it damaged one step. Which means that any further damage would get it straight to the second level of damage.

No strain for me! So no need to roll.

Ok, so I read up on the mechanic side of things, and it recommends for disadvantage that the item may fail later on, so I might throw a temporary failure of the weapon for a single round at you, sort of it flickers out for a second before coming back perfectly fine. Could add a little tension during a fight which could be interesting. :P

Data's disadvantage has activated in Drummer calling them, thought it'd be a little different :P

So, who wishes to make with the deception? And what difficulty would that be?

Edited by satkaz

Sounds to me like Clipper has the best chance of the clones, and it makes no sense for our specialist to try this. You want to grab this ball @SHADOWGUARD CHAMPION ?

Actually, the fact that they are all clones will hopefully work in our favor. After all, they all sound very similar and use the same military lingo. That should be worth a boost or three when one of them tries to bluff the enemy Major, right?

Perhaps, although clones do seem to have the uncanny ability to identify each other, at least in person. @SHADOWGUARD CHAMPION , if you post your attempt to trick him first, I'll probably award a boost dice if it sounds convincing as Oss for the dice roll.

Maybe a boost and an Upgrade to the Deception since all clones have the same voice box.

But what would the difficulty be?