Star Wars Clone Wars: Cyclone Squad OOC

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

@btmaja I still need your ic post.

Ranged Light : 2eA+1eP+1eD+1eS 2 successes
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The target was the Cortosis droid, so I'm pretty sure that drops it.

4 hours ago, KungFuFerret said:

Ranged Light : 2eA+1eP+1eD+1eS 2 successes
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The target was the Cortosis droid, so I'm pretty sure that drops it.

The one on Blindfold has 1 hp so probably what's your damage?

37 minutes ago, Shlambate said:

The one on Blindfold has 1 hp so probably what's your damage?

8 damage with the pistol, which is more than enough beyond the soak for a droid with 1 hp

Ooops : 1eC 1 failure, 1 threat
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Still enough to hit with the failure, and enough to do damage. 1 threat though uncanceled. Or, well wait, if we're substituing the purple for the red, then I guess I ended up with an advantage actually? Someone check my work on that. I'm fighting off a major sinus infection right now, so my brain feels like it's swimming in a sea of warm pudding.

Edited by KungFuFerret

Yeah you are good then, though it needs challenge die unless you spend destiny.

Nice one! :D

i’ll concentrate akua on the other b2, hopefully wiping them out.

Maybe trapper can go for the probes?

goof job everyone! We just survived a tough encounter! :D

@KungFuFerret Yes 1S 1A

Temple Initiative:

  1. @Edgehawk
  2. @btmaja +1 defence
  3. @Shlambate
  4. @KungFuFerret
  5. Trapper: 4 soak, 8/13 wounds, 12/12 strain
  6. @player3333902
  7. B2 Super Battle Droid Squad 2: armour 1, soak 5, 13/50 wounds, 3/10 men ((short range))

@KungFuFerret , that's enough to kill the last cortosis droid. This leaves the few remaining B2's, and the probes.

@player3333902 , you are up next. You've got the remaining B2's left at engaged range of you to finish of. With breach you'd need 13 damage to kill them this turn.

: 3eP 4 successes, 2 advantage
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will activate crit with the 2 advantage. Using the vaapad control to reduce the difficulty to none. How much dmg does adding a success do? If it adds 1dmg each, I’ll use my embrace the hatred talent to flip a ls pip to ds and add dmg equal to ds pips. That shd be enuf to kill.

Just clarified abit, so each success adds +1 to dmg, making it 10 dmg atm. Is that enuf dmg to kill the remaining 2? Or do i still need to flip that dp? @Rabobankrider

Edited by player3333902

Just realised, i can use linked to get an extra hit. So how wld the dmg be like?

Using the crit that would be 15 damage and would kill them, using linked you'd have 20 damage and that would also do it. So either way you can finish off the B2's and end the fight!

Everyone can roll discipline to recover strain.

Alright! So i don’t needa flip that dp aft all then XD. Will use my talent to help wif strain recovery too. Did i suffer any conflict?

: 1eA+2eP+1eF 4 successes, 2 advantage, 2 Light Side
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oooh. Will use the 2ls pips to recover 2 more strain. Can’t rlly rmb how strain recovery works though, srry

Discipline : 2eA 0 successes, 2 advantage
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Looking to get a spec for defense, as my defense is really bad :P. Looking between shien expert and soresu defender(as i think juyo berserker can let me deal a ton of dmg), but not sure which us better. Ik shien seems more well-rounded? But if focusing solely on defense, soresu seems better?

It’s either that... or i take the colossus spec and say that windu’s training made my lil girl a human tank.

Edited by player3333902

Discipline : 2eA 1 success, 1 advantage
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Wasn't suffering from strain but oh well, got the roll anyway.

Strain recovery : 1eA+2eP 1 success, 3 advantage
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Gunslinger recovers 1 Strain.

Does the party wish fr akua to take any specific spec to help out?

@player3333902 you recover 6 strain for this turn (2 from the force plus 1 per success). In terms of a third spec colossus is the best for tanking, but soresu is good for reflection and also protecting allies.

I don't remember if I said already, but you can take 2 duty and 20xp! You may also recover a total of 7 wounds and al your strain at this point. If there is anything you guys want to do with your down time, this is the time to do it.

You will also be getting some equipment as a reward for your mission (and sticking around this long). These items are selected with individuals in mind but as a squad you can chop and change as you see fit. At this point you guys probably won't be able to carry everything with you at the same time, so you'll probably have to select items at the start of a mission and leave some stuff in your ship in between missions.

In terms of travel, as a squad in a larger company, travel is a little different. Your travel will vary between star destroyers (for large engagements with the rest of the company), shuttles (for solo missions) and various walkers (for land travel and battles). You can assume that you will always use the same shuttle etc for travel so if you want to upgrade them you can do.

So, the items you guys get are as follows:

  • A strange set of puzzle rings (1 encumbrance (specific to @player3333902 )).
  • Collection of military combat manuals on naval, mass and urban combat, a well as a manual on working behind enemy lines (add a boost on relevant checks, 1 encumbrance each, 4 encumbrance total).
  • Engineer's Hammer (2 encumbrance, adds 2 boost to building or destructive checks, can be used to do melee damage with +3 damage, critical of 5, cumbersome 3, disorient 1 and knockdown).
  • Missile Tube and 6 missiles (20 damage, critical 2, extreme range, 7 encumbrance, 4 hard points, blast `10, cumbersome 3, guided 3, breach 1, prepare 1, limited ammo 6).
  • Riot shield (6 critical, 5 encumbrance, cumbersome 3, defensive 2, deflection 2, disorient 1, has mag-lock to allow range heavy weapons to be used with it, but adds a setback dice to checks with both items) and stun baton (melee damage with +2 damage, critical 6, encumbrance 2, hard points 2, disorient 2 and stun damage).
  • You also have a collective 1,000 credits of parts that can be used to upgrade weapons and/or armour.

Additionally, you have full access to the sidearms now, so if you chose to take a combat knife you know can also choose a heavy blaster pistol, and vice versa. @Edgehawk at the end of this you should access to 2 pistols and the knife.

Now I did mention way back that if you guys wanted to swap characters in and out to cover different specializations, this would be the time to do it for the next session. If not that's fine, but this is the chance to do so.

Just to check, if i wanna get soresu defender, i need 30xp? Or 40xp?

And how does the rings work? They sound interesting XD.

You can do a hard lore check to investigate them if you want. And for Soresu you're looking at 40xp.

I forgot, you also all get rappel gear (works the same a grapnel launcher), 0 encumbrance and can be attached temporarily to a weapon (I should have given you after Kamino but didn't think about it).