Star Wars Clone Wars: Cyclone Squad OOC
19 hours ago, Rabobankrider said:you'd be doing about 8 for base damage
Assuming we’re talking personal scale, it’s probably not worth it, if it will screw up everyone else’s actions.
Fire Discipline
:
2eA+1eP+1eB+3eD
3 failures, 2 advantage, 1 Triumph
For the Advantages, I’ll recover 1 Strain and pass a Boost to the next PC.
For the Triumph, maybe I collapse a wall, staggering target and anyone engaged for 1 round (urban combat, FiB p89). Preferably not a target the Jedi is Engaged with...
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.
- @Edgehawk 4s1a
- @fluglichkeiten
- @Shlambate 2s2a
- Tank 1: Armour 4, HT 1/15, SS 8/8
- Tank 2: Armour 4, HT 8/15, SS 8/8
- @Petragor07 1s3a
- @pyciloo 1s2a
- @Von3679 1s2a
- Droid squad 2: Soak 4, 25/25 wounds, 5/5 men 1s1a
- Droid squad 3: Soak 4, 25/25 wounds, 5/5 men 1s
- @Xcapobl 0s2a
@Von3679 , we'll sort your intro when you're turn is up.
@fluglichkeiten , you're up! So you're on top of a tank at the moment, the commander is dead but there is still the rest of the crew. Alternatively you could try destroy the controls, take over the tank yourself, rush for the walker etc.
@Edgehawk , I'd stay the walker could smash into the wall as it comes through the gateway, and that would stagger one of the droid squads, unfortunately the tanks are far enough away it wouldn't really effect them.
Gotcha thanks!
I can say for certain akua is excited to see gunslinger again! XD
I decided to try to attack the tank hoping to Sunder the barrel...
Attack the tank with lightsaber (setback because of enviro suit)
:
3eP+2eA+2eD+1eS
5 successes
...but with no Advantages I guess that didn't happen. So 11 personal scale damage, ignoring 1 point of armor. But I'm guessing the tank has more than 1 point of armor.
Force Die for Force Leap
:
1eF
1 Dark Side
He then tried to leap off of the tank over to the walker as his Maneuver. I don't think it's worth flipping a Destiny Point for this so it fails.
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.
- @Edgehawk 4s1a
- @fluglichkeiten
- @Shlambate 2s2a
- Tank 1: Armour 4, HT 1/15, SS 8/8
- Tank 2: Armour 4, HT 8/15, SS 8/8
- @Petragor07 1s3a
- @pyciloo 1s2a
- @Von3679 1s2a
- Droid squad 2: Soak 4, 25/25 wounds, 5/5 men 1s1a
- Droid squad 3: Soak 4, 25/25 wounds, 5/5 men 1s
- @Xcapobl 0s2a
@fluglichkeiten , the tanks have 4 points of armour on their externals, but you may well faire better trying to destroy it from the inside. The walker is currently at medium range on there personal scale, so you can get part way there at any rate.
@Shlambate , you are up!
@Rabobankrider The gun is still on cool down I believe right?
@Shlambate , it is, yes.
I will aim and range find for the next player to take a shot.
What was the check again
I believe it was just an average gunnery check.
AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 2/40, 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.
- @Edgehawk 4s1a
- @fluglichkeiten
- @Shlambate 2s2a
- Tank 1: Armour 4, HT 1/15, SS 8/8
- Tank 2: Armour 4, HT 8/15, SS 8/8 Boost
- @Petragor07 1s3a
- @pyciloo 1s2a
- @Von3679 1s2a
- Droid squad 2: Soak 4, 25/25 wounds, 5/5 men 1s1a
- Droid squad 3: Soak 4, 25/25 wounds, 5/5 men 1s
- @Xcapobl 0s2a
@Shlambate when you are ready you can make the gunnery check.
In the meantime, @Petragor07 , you're up! The remaining droid squads are the only current target. To hit them is a hard gunnery check, however you may have a boost on that depending on @Shlambate .
Gunnery
:
1eP+3eA+2eD
3 successes
Maneuver to aim and fire at the droids once again
Firing at the Droids
:
2eA+3eD+2eB
1 failure, 2 advantage
Guess I will pass along a bonus with the advantage
15 hours ago, Petragor07 said:Maneuver to aim and fire at the droids once again
Firing at the Droids : 2eA+3eD+2eB 1 failure, 2 advantage
Guess I will pass along a bonus with the advantage
Did my 3 success only give one boost?
@Shlambate , for that check I think it's worth 2 boost, good point. @Petragor07 you can add a second boost dice to your check.
After that @pyciloo you are up. Your legs are still bound and you have some kind of medical droid in front of you.
As a quick not for everyone, I have let the 3 day rule slip, but to keep things moving during combat I intend to bring it back.
For the new players who I don't think were there when I instigated it, this effectively means that players have 3 days on their turn to sort a post, or I will try to make a turn for the character that fits with their actions. This usually means that combat doesn't lose momentum. I'll be bringing this back in after @pyciloo 's turn.
So is it @Von3679 's turn?
Do I have any of my gear? Knife on my belt, something like that.
Does it look like I could grab this droid and break him if it got close enough?
I think you said I only have like 1 Wound so if I have my gear gonna Stim
Edited by pyciloo@pyciloo , by starting with 1 wound, I mean you have suffered 1 point of injury, as opposed to only having 1 point of health left. It just shows you've been a bit roughed up during your capture.
I'll say an easy skulduggery check will show that you had a chance before your capture to hide a silhouette 1 or 0 item on your person, the rest of your weapons and gear have unfortunately been removed.
The droid is just out of reach, but an average athletics check should allow you to strain enough to reach it.
As a quick note I also don't think you have simtpacks in your equipment currently ( @Xcapobl I believe is the only one with medical equipment).
@Shlambate , not just yet, no. I will have their into sorted after @pyciloo is done.
AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 2/40, 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.
- @Edgehawk 4s1a
- @fluglichkeiten
- @Shlambate 2s2a
- Tank 1: Armour 4, HT 1/15, SS 8/8
- Tank 2: Armour 4, HT 8/15, SS 8/8 Boost
- @Petragor07 1s3a
- @pyciloo 1s2a
- @Von3679 1s2a
- Droid squad 2: Soak 4, 25/25 wounds, 5/5 men 1s1a
- Droid squad 3: Soak 4, 25/25 wounds, 5/5 men 1s
- @Xcapobl 0s2a
@pyciloo , can I get an average brawl check with a setback from you to try and damage the droid please.
@Von3679 , you're up! The sounds of the droid are coming from across the room, about long range equivalent. However there is a large gap running through the centre of the room meaning to get there you would have to go around the edge of the room using the narrow walkway.
Gotcha. Anything i can use to break free? And find my saber? @Rabobankrider
@Von3679 , a hard athletics with a setback will allow you to break your bonds. You can look for your lightsaber with an average perception with 2 setback (very dark), assuming it is in the area.
@Rabobankrider ; just to be certain as my turn is coming up real soon it seems. CT-4077 has valid targets, like droid minions groups, as seen through the barrels of the front gunnery well where he is?