Star Wars Clone Wars: Cyclone Squad OOC

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

6 hours ago, KungFuFerret said:

So does anyone have a preference in the type of modifications we get for the vehicles? 2 hardpoints limits it quite a bit. We can go for stuff that makes us harder to hit, stuff that makes us better at hitting things, or stuff that gives us more sensory capabilities. The defensive stuff (more armor or shields) each cost 2 HP, so it would be one or the other. Stuff like advanced targeting array, better engines are mostly 1 HP each, so we'd have more options. I personally have no really preference either way, as 2112's "true upgrades" are something else. These are the mechanical stuff.

What type of vehicles again? As the driver I’m for attachments which boost the handling on anything with a negaitive handling rating (specially since vehicles are one of the few ways you can die in this game. Sorry advance :P ).

Edited by Vergence

We have one of the clone war era walkers (precursors to the AT AT), and a LAAT/i the dropships they used in Clone Wars without the side panels.

I didn't notice any attachments which could boost handling only inflict on those vehicles Sil. We could just go to the add setbacks/upgrade enemies attacking us route. Pseudo Cloaking Device HP 1(Special Mods) and Overcharged Shields HP1 (Fully Operational).

@SHADOWGUARD CHAMPION take my turn to shoot, I need clarification from Rabo before Throw the Detonator anyway.

@Shlambate as the droid is at medium range of you (close range of the domes entrance) it'd be 2 maneuvers if you want to roll the grenade in the same round.

Combat Round for @Vergence :

  1. Clone Walker Squad: 20/20 HT, 5/5 walkers
  2. @Vergence
  3. Enemy Squad 1: 4 soak, 21/40 wounds, 6/10 men

@Vergence you can roll discipline for recovering strain if you want.

Combat round for @dfn and @Kymrel :

  1. @Kymrel
  2. @dfn
  3. Buzzard: Soak 2, wounds 7/15
  4. Splat: Soak 2, wounds 15/15

Alright then, why is the roll Coordination and not Ranged Light? Both use Agility so either can be seen as finessing the Detonator into place, plus Ranged Light is normally the grenade tossing skill anyway @Rabobankrider . Also is there Cover in two maneuvers of Slugger if so he will run into that.

@SHADOWGUARD CHAMPION Yeah since I have to Double maneuver can you go first and pass a boost if possible

@Shlambate , I was thinking coordination as its not just lobbing the grenade, instead you have to roll it at a very specific speed to pass through the shield while not falling short. And I'm afraid the only cover is in the centre of the dome. There is no other features currently in the room.

This is the last I'll speak on it as to not bog down the OOC in rules lawyering, however isn't rolling the Detonator a way of using it that is still covered under it being a ranged light weapon?

Well the droideka is at medium range, and a grenades range is of you, and a grenades range is short, so you could run to close range, throw the grenade and spend 2 strain to make a dash back into cover, all before it can fire on its round. Either that or you could try and force the droid to move to close range somehow and then you can throw it from cover, but it's not likely to move at this moment.

What's the difficulty on both checks?

On 4/15/2018 at 4:26 PM, satkaz said:

Well, this is gonna be painful. Flipping a DP to try and get a better deal.

Leadership [Here Goes...] : 1eP+1eA+3eD+1eB+2eS 5 failures
p--.png a--.png d-f-f.png d--.png d-f.png b--.png s-f.png s-f.png

...

My ? Over your roll was strictly empathetic, and had nothing to do with the context, of course. Just an awful roll. Laughing with you- we've all been there.

Just now, Edgehawk said:

My ? Over your roll was strictly empathetic, and had nothing to do with the context, of course. Just an awful roll. Laughing with you- we've all been there.

I know, I was expecting to fail. But I didn't expect it to be that much. :D

Strain recovery : 1eP+2eA 2 successes, 2 advantage
p-s-a.png a-s.png a-a.png

2xStrain healed!

I'll spend the advantages by passing them to the Walkers next check.

Edited by Vergence
8 hours ago, Vergence said:

I didn't notice any attachments which could boost handling only inflict on those vehicles Sil. We could just go to the add setbacks/upgrade enemies attacking us route. Pseudo Cloaking Device HP 1(Special Mods) and Overcharged Shields HP1 (Fully Operational).

There is the high output ion turbine, which gives the vehicle +1`speed, which to me at least feels like improved performance, as faster usually means harder to hit with this system.

And a cloaking device would....be contrary to 2112's plans for the vehicles :D Silent and stealthy, at least while in a vehicle, isn't really his bag. Would you like the +1 speed and the shields then? faster and harder to actually puncture?

*edit* I'm picking shields and the speed mod, need to wrap up his scene.

Edited by KungFuFerret
1 hour ago, KungFuFerret said:

There is the high output ion turbine, which gives the vehicle +1`speed, which to me at least feels like improved performance, as faster usually means harder to hit with this system.

And a cloaking device would....be contrary to 2112's plans for the vehicles :D Silent and stealthy, at least while in a vehicle, isn't really his bag. Would you like the +1 speed and the shields then? faster and harder to actually puncture?

*edit* I'm picking shields and the speed mod, need to wrap up his scene.

Long as the speed increase mod doesn't reduce the handling further (since both vehicles are already negative) I'm cool. I'm probably at least 3 sessions xp wise away from any ranks in Skilled Jockey.

Nope, writeup says it gives +1 speed, and -1 Strain threshold.

: 2eP+1eA+2eD 2 failures, 2 advantage, 1 Triumph
p-s-a.png p-tr.png a-a.png d-f-f.png d-f-f.png

So, that happened. @Shlambate , I'll see your boost and raise you an upgrade.

Thanks, Too bad you didn't KO a droid that's gonna hurt next turn.

If you want the triumph can knock out the droids shield.

Up to you @Shlambate , it affects(effects?) you more than me.

@Rabobankrider how will that affect the roll on both checks? The Coordination and the ranged light.

I've just realized that @SHADOWGUARD CHAMPION was attakcing the squad and not the droideka, so what I said for hte triumph doesn't really work. Sorry guys, that's my mistake there.

Also guys I'm afraid I'm away for the weekend so may not be able to get the ic posts sorted till Monday, so I'm just quickly going to leave you guys with any stuff that is still needed:

@Vergence if you want to put something up for after the end of the droid combat I'll get your next piece sorted when I get back.

I think that's the only bit that was left over for you guys actually, so I'll get my ic post put up when I get back and have a chance. Have a good weekend guys!

@Rabobankrider what's the difference between the difficulties of the Ranged light and Coordination!

@Shlambate I think I said the coordination was hard in a previous post, but ranged light is going to be daunting with 2 setback due to the shield. This is due to the different techniques being used.

Coordination it is then, Using Destiny to upgrade it further.

Coordination (Detonator Throw) : 2eP+2eA+1eB+3eD 1 success
p-a-a.png p-s-s.png a-s-s.png a-a.png b--.png d-f-f.png d-th-th.png d-f-th.png

Well we got the grenade under it, what's the damage on a Thermal Det?