So, @Rabobankrider , roll initiative? And which one: Cool or Vigilance?
Star Wars Clone Wars: Cyclone Squad OOC
Roll for initiative, everyone is on cool because you should all know what is about to go down
Regarding starting conditions, I think the attackers will be at medium range of you lot, and @Vergence and your lot will be at medium range of the attackers (long range of the command centre).
I am feeling cruel and for the despair I'm going to say that 1 of the squads in the attackers is going to get to go first (twigs onto the ruse fast ic). Sound good?
17 minutes ago, Rabobankrider said:Roll for initiative, everyone is on cool because you should all know what is about to go down
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Regarding starting conditions, I think the attackers will be at medium range of you lot, and @Vergence and your lot will be at medium range of the attackers (long range of the command centre).
I am feeling cruel and for the despair I'm going to say that 1 of the squads in the attackers is going to get to go first (twigs onto the ruse fast ic). Sound good?
Cool for Banshee as well?
You guys are on the hunt for enemies so I'd say so.
Initiative by Command Centre
:
2eA
1 success, 2 advantage
1 hour ago, Rabobankrider said:I am feeling cruel and for the despair I'm going to say that 1 of the squads in the attackers is going to get to go first (twigs onto the ruse fast ic). Sound good?
If by first you mean they get a free upgrade and have to roll like the rest of us then sure, but I think just giving them a free pass to take out Slugger is a bit much, that makes it so there is no possibility of us beating them. We roll a 6 they instantly get a 7 that seems a bit much for one despair.
Cool (initiative)
:
2eA
2 successes, 2 advantage
They weren't actually going to aim at Slugger, and it wouldn't be all of them, only 1 group of 5.
4 hours ago, Rabobankrider said:They weren't actually going to aim at Slugger, and it wouldn't be all of them, only 1 group of 5.
Still seems to be a bit much for just one despair. I say an upgrade to initiative is good enough. We are all pretty much on our last legs an unconditional First for the enemy likely means we are fighting with one less man.
| Description | Cool initiative |
| Results |
3eA
:
0 successes, 2 advantage
[3eA=A/A, -, -]
|
:
2eA
1 success, 1 advantage
Combat Initiative:
- @Shlambate
- Enemy squad 4: 16/25 strain, 4/5 men
- @Edgehawk
- Enemy Squad 2: 14/25 strain, 3/5 men
- Enemy Squad 3: 25/25 strain, 5/5 men
- Banshee Squad: 10/10 strain, 2/2 men
- Acklay Squad: 32/32 strain, 7/7 men
- Enemy Squad 1: 0/25 strain, 0/5 men
- @SHADOWGUARD CHAMPION
- @Vergence
- @satkaz
- Enemy Squad 5: 14/25 strain, 3/5 men
- Banshee Support Squad: 25/25 strain, 5/5 men
- PC
- pc
You guys do not do well with initiative
I'll post all the rolls in the next post for the NPC's in the next post. It may seem like a lot of enemies, but I does balance I think fairly well when you look at the NPC allies.
Banshee Support Squad
:
2eA
0 successes, 3 advantage
Enemy Squad 5
:
2eA
1 success, 3 advantage
Enemy Squad 4
:
2eA
2 successes, 2 advantage
Enemy Squad 3
:
2eA
2 successes, 1 advantage
Enemy Squad 2
:
2eA
1 success, 1 advantage
Enemy Squad 1
:
1eP+1eA
1 success, 3 advantage
Banshee Squad Initiative Check
:
2eA
2 successes
Acklay Squad Initiative Check
:
2eA
1 success, 3 advantage
Well then, looks like Slugger has the freedom to rain bullets upon his enemies. I guess he takes the first shot and hopes he takes out a squad. He took out four with one auto fire he could take out 6 or more with good luck.
Medium range right? @Rabobankrider
Indeed, but I am going to actually start using my destiny points, and flip one here to upgrade your check. But yeah, medium rang to the enemy from both sides of the corridor, and long range from @Vergence do the command centre. There's also no junctions and stuff here, it's just a straight line at this point.
I spend destiny in response and aim twice. This is where the Fun Begins!
Ranged Heavy (It's Clobbering Time!)
:
2eP+2eA+2eB+1eC+2eD
2 successes, 4 advantage
Slugger deals 42 damage and takes out 6 men and damages the 7th.
1 minute ago, Shlambate said:I spend destiny in response and aim twice. This is where the Fun Begins!
Ranged Heavy (It's Clobbering Time!) : 2eP+2eA+2eB+1eC+2eD 2 successes, 4 advantage
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Slugger deals 42 damage and takes out 6 men and damages the 7th.
Nice!
Does Banshee have any Drummer Poppers (stun grenades)?
I would like to say I called my shot right there.
36 minutes ago, Shlambate said:Well then, looks like Slugger has the freedom to rain bullets upon his enemies. I guess he takes the first shot and hopes he takes out a squad. He took out four with one auto fire he could take out 6 or more with good luck.
Medium range right? @Rabobankrider
Initiative (Cool)
:
2eA
1 success, 1 advantage
Well at least I manage to beat one enemy squad on initiative.
@Vergence , I would say that they don't have stun grenades, only a small amount were issued to start with.
Also @Shlambate does your damage take into account the 2 soak from the enemies?
Edited by Rabobankrider1 minute ago, Rabobankrider said:@Vergence , I would say that they don't have stun grenades, only a small amount were issued to start with.
Also @Shlambate does your damage take into account the 2 soak from the enemies?
If it's only 2 slugger took down even more. They only have five health thus assuming 3 soak the total damage done is 33. Which is 6 down one on his last legs. If it's only 2 soak it's 36 which is 7 down one scratched.
I'm going to sort posts out tomorrow when I've got more time.
Sorry
@Edgehawk
, but you did impersonate their commander