Star Wars Clone Wars: Cyclone Squad OOC

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

Hi folks! Looking forward to joining, this looks a lot of fun.

Ready to slag some klankers!

Welcome

Since my Big Gun can only fire every other round I think I will start it on a fresh tank and hope that @Petragor07 can take down the 2 ht tank.

I have the aim from the last round @Edgehawk 's boost and I will take a maneuver to Aim as well and finally a Dp to boost my dice pool firing on tank 1

Gunnery : 2eP+2eA+3eB+2eD 9 successes, 2 threat
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16 damage -2 for two armor on the tank that isn't being breached, and now @Petragor07 you have two easy to kill targets

AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 26/40, SS Threshold 25/35, sensor range short.

1 pilot, 1 co-pilot/spotter, 1 vehicle commander, 5 gunners (1 on the top, 2 on the front, 2 on the back).

  • Turret-mounted mass driver cannon: Fire arc all, damage 7, critical 3, range short, breach 2, slow-firing 1.
  • Two front-mounted twin light blaster cannons: Fire arc forward, damage 4, critical 3, range close, linked.
  • Two aft-mounted light blaster cannons: Fire arc rear, damage 4, critical 3, range close.

The walker also has dynamic actuator pistons, allowing the walker to ram targets and reduce the critical hit of a collision by 30 to a minimum of 1.

  1. @Edgehawk 4s1a
  2. @Shlambate 2s2a
  3. Tank 1: Armour 4, HT 1/15, SS 8/8
  4. Tank 2: Armour 4, HT 15/15, SS 8/8
  5. @Petragor07 1s3a Boost, setback
  6. Tank 3: Armour 4, HT 2/15, SS 4/8
  7. @Xcapobl 0s2a

Man droid tanks are awful shots, I was hoping this would be more of a challenge but that's what you get for B1 pilots I suppose.

Ok, @Petragor07 , you are up! The front guns have sights on tank 3, but tank 2 is in view of the rear guns. If anyone wants to move to the rear guns, it would take the turn (dismount, move and remount), but if you have any relevant talents you may be able to move faster.

@pyciloo and @fluglichkeiten , I will get you two added in after this combat.

Spending strain to aim twice again, and then firing on Tank 3, if that is the only one in view.

Firing at the tank : 2eA+2eD+2eB 3 successes, 1 threat
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That should be Tank 3 Dead! I will post in IC

Edited by Petragor07

AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 26/40, SS Threshold 25/35, sensor range short.

1 pilot, 1 co-pilot/spotter, 1 vehicle commander, 5 gunners (1 on the top, 2 on the front, 2 on the back).

  • Turret-mounted mass driver cannon: Fire arc all, damage 7, critical 3, range short, breach 2, slow-firing 1.
  • Two front-mounted twin light blaster cannons: Fire arc forward, damage 4, critical 3, range close, linked.
  • Two aft-mounted light blaster cannons: Fire arc rear, damage 4, critical 3, range close.

The walker also has dynamic actuator pistons, allowing the walker to ram targets and reduce the critical hit of a collision by 30 to a minimum of 1.

  1. @Edgehawk 4s1a
  2. @Shlambate 2s2a
  3. Tank 1: Armour 4, HT 1/15, SS 8/8
  4. Tank 2: Armour 4, HT 15/15, SS 8/8
  5. @Petragor07 1s3a Boost, setback
  6. @Xcapobl 0s2a

@Xcapobl , you are up next! Currently there is no target in the sight of the front guns, but you can move to the rear guns to attack the other tanks next turn if you want, or wait till @Edgehawk can turn and do something else with this turn.

I think CT-407 will wait. There might be more targets of opportunity, and it is likely that Gunslinger will turn the AT-TE around as the front guns are slightly better due to their Linked item quality anyways.

@Xcapobl , sure thing.

On that note, @Edgehawk you are up! The wreck of tank 3 is blocking the gate, but it may be possible to shove it to one side, alternatively the other two tanks are behind.

Difficulty/ potential consequences for shoving it aside? @Rabobankrider

Edited by Edgehawk

Average piloting check with a setback, and you would suffer a collision as well.

Instead of waiting it out, could I just open up another salvo at the wreckage to downsize it a bit, perhaps taking away setbacks, or minimizing collisions? Seeing as to how we would continue forwards anyways?

Yeah.. I’m not going to damage our tank versus one that’s already been taken out of the fight, unless there is no other way, but if someone can blast our way partially clear..?

@Xcapobl , sure thing, go for it! A standard gunnery check would allow you to level the wreck well enough to move over in the walker.

@pyciloo and @fluglichkeiten , you may actually be able to get stuck into the action now. I will need a daunting stealth check from both of you from to see what situation you're in.

One standard Gunnery check coming up.

Maneuver to Aim.

Action to fire away...

Attack wreckage : 3eA+1eB+2eD 4 successes
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Nothing to link the forward guns, but a nice set of successes to clear the way a little. 8 damage (minus an amount of Soak from the wreckage?) to clear our path.

Gunnery (Aiming for Party.) : 1eP+3eA+2eD 1 success
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Aim for the team like last time the gun couldn't fire

And Aim for himself

Stealth check : 5eA+4eD 5 successes, 4 threat

@fluglichkeiten , ok cool, with the threat you have suffered two wounds (for reasons I will reveal ic). I'll sort the ic post for the tanks and the intro tomorrow. @fluglichkeiten , please can you roll a cool initiative check (no difficulty dice) we can get you stuck in.

@pyciloo , when you have your roll done I'll see where your character has ended up. :)

Cool initiative : 1eP+1eA 3 successes
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Edited by fluglichkeiten

AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 5/40, SS Threshold 25/35, sensor range short.

1 pilot, 1 co-pilot/spotter, 1 vehicle commander, 5 gunners (1 on the top, 2 on the front, 2 on the back).

  • Turret-mounted mass driver cannon: Fire arc all, damage 7, critical 3, range short, breach 2, slow-firing 1.
  • Two front-mounted twin light blaster cannons: Fire arc forward, damage 4, critical 3, range close, linked.
  • Two aft-mounted light blaster cannons: Fire arc rear, damage 4, critical 3, range close.

The walker also has dynamic actuator pistons, allowing the walker to ram targets and reduce the critical hit of a collision by 30 to a minimum of 1.

  1. @Edgehawk 4s1a
  2. @fluglichkeiten
  3. @Shlambate 2s2a
  4. Tank 1: Armour 4, HT 1/15, SS 8/8
  5. Tank 2: Armour 4, HT 15/15, SS 8/8
  6. @Petragor07 1s3a
  7. Droid squad 1: Soak 4, 25/25 wounds, 5/5 men 1s1a
  8. Droid squad 2: Soak 4, 25/25 wounds, 5/5 men 1s1a
  9. Droid squad 3: Soak 4, 25/25 wounds, 5/5 men 1s
  10. @Xcapobl 0s2a
  11. Droid squad 4: Soak 4, 25/25 wounds, 5/5 men 1a

@fluglichkeiten , you can take your turn now, you are entering at long range.

Droid Initaitve Check : 1eA 0 successes, 1 advantage


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Tank Combat Check : 1eA 1 success, 1 advantage
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Tank Combat Check : 1eA 1 success
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Tank Combat Check : 1eA 0 successes, 1 advantage
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As a quick point, @fluglichkeiten , @Petragor07 , @Xcapobl and @pyciloo , you all have met previously while acting as security of the Ithorians and Gungans trying to terraform the planet.

Also @fluglichkeiten you can add the enviro-suit to your inventory. For this mission it can replace your robes if you want. It is 2 soak, 2 encumbrance with 1 hardpoint. However it does add 1 setback to any agility or perception checks.

@pyciloo , you may add a military modular backpack to your inventory. It comes fitted with an oxygen pack that give you 12 hours of oxygen, and had 3 encumbrance. It also comes with a storage unit slot, giving you a +3 to encumbrance capacity. It will replace the republic military backpack you currently have for this mission. If you wish to keep the pack and store it between missions, then you are welcome to (same to all other clones).

Also before I forget, everyone can add 10 xp to their character sheet. I was meant to give it out after you all found the walker.

Maneuver: Force Leap to close the range to the undamaged tank to Short. Force Die for Force Leap : 1eF 1 Light Side
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Incidental: Draw lightsaber

Action: Hawkbat swoop against the droid in the tank turret (Setback because of enviro-suit) : 1eF+3eP+2eA+2eD+1eS 4 successes, 1 threat, 1 Light Side
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Vos is going for the un- (or less-) damaged tank.

I'll assume for now that the Threat is 1 Strain and add it to my sheet, let me know if I should change that. I have also assumed in my post that the tank commander exists, and was killed by the above attack. Again, correct me if I'm wrong and I'll adjust accordingly.

Edited by fluglichkeiten

Now there is a Jedi in the way of my Gun, @Rabobankrider I can't just fire at the tank without hitting the kid?

Sorry, I thought it would be better to hit the bigger threat.

8 minutes ago, fluglichkeiten said:

Sorry, I thought it would be better to hit the bigger threat.

It's ok, Just my gun does big damage and only fires every other round. Hitting the 1hp tank might be over kill as I almost 1 shot it 2 rounds ago.

Dang. Really should have attacked the other one then and you could possibly have taken out this one. My bad.