Star Wars Clone Wars: Cyclone Squad OOC

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

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.

  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 8/15, SS 8/8 Boost
  6. @Petragor07 1s3a
  7. @pyciloo 1s2a
  8. @Von3679 1s2a
  9. Droid squad 2: Soak 4, 25/25 wounds, 5/5 men 1s1a
  10. Droid squad 3: Soak 4, 25/25 wounds, 5/5 men 1s
  11. @Xcapobl 0s2a

@Xcapobl , both droid squad two and three and be seen by you and can be hit for a hard gunnery check.

@Von3679 , you can still call out across the room if you want to make your presence known (Ic you have seen some other survivors on the alcoves so disturbance you can see may be related).

@Edgehawk , unless I am mistaken, it looks like you have unfortunately been knocked unconscious in the cockpit. With the 2 disadvantage I'll say you can make a hard piloting check before passing out. If you succeed the walker will stay upright so the others can still shoot. If it fails the walker collapses and it may mean that the guns have trouble aiming at their targets. I will also need a d100 for the critical injury.

@fluglichkeiten , you're up!

Piloting : 3eA+3eD 2 successes, 1 threat
a--.png a-s.png a-s-a.png d-th.png d-th.png d--.png
Crit : 1d100 24 Off-Balance: Setback to next skill check.

Would I need to do a check to climb back up the tank to get at the gunner?

@Rabobankrider So do I get to act before or after fluglichkeiten (and Edgehawk)?

I mean, if I'm up after Von3679, I would probably shoot at some droids. I my turn is somehow delayed till after Edgehawk and fluglichkeiten, I would probably choose to try and drag Edgehawk deeper into the walker, out of sight from triggerhappy enemies.

@Xcapobl , sorry! I don't know why but I completely skipped over you there. Unfortunately you are after the @Edgehawk and the droids so cannot save the sergeant, but you are before @fluglichkeiten . It is a hard gunnery check to hit either squad you want there.

@fluglichkeiten , as the tank is a moving target I will say an average athletics with a setback or average coordination with a setback (depending on climbing style) will get you back up the tank. As neither @fluglichkeiten or @Xcapobl 's turns are affecting the other in this case, you can go in whichever order.

@Shlambate you will be up after, bear in mind if you destroy the tank the commander is hitting, they will suffer damage from the explosion.

Also, fun fact: @Edgehawk going down here is only the second pc to ever fall unconscious in the time I've run this pbp! I'll have to make things tougher 😛

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.

  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 8/15, SS 8/8 Boost
  6. @Petragor07 1s3a
  7. @pyciloo 1s2a
  8. @Von3679 1s2a
  9. Droid squad 2: Soak 4, 25/25 wounds, 5/5 men 1s1a
  10. Droid squad 3: Soak 4, 25/25 wounds, 5/5 men 1s
  11. @Xcapobl 0s2a

Is his initiative above Slugger's? If so I would request he get away from the tank.

Okay, I decided to protect the walker driver instead.

Force Die for Force Leap : 1eF 1 Dark Side
f-ds.png

I had to flip a destiny point and take strain and conflict to use Force Leap, I figure he's standing (or hanging on to) the front of the cockpit, trying to keep his own body (and lightsaber) in front of the driver to protect him.. Do I need to do any other rolls to achieve this?

Action: CT-4077 will first fire on Droid Squad 2

Gunnery check against Droid Squad 2 : 3eA+3eD 1 failure
a-a-a.png a-s-a.png a-a.png d-f-f.png d-th-th.png d-th-th.png

Maneuver 1: get down to the cockpit.

Maneuver 2 (2 Strain): drag Gunslinger into the relative safety of the compartment behind the cockpit if I can?

@Rabobankrider Is the IC strictly narrative, or is a Perception check possible?

@Xcapobl , that's fine yeah.

@Edgehawk , what is it you're looking for? That will determine the check for perception. Also as you are out of combat you can just post whenever for your section.

@fluglichkeiten , you won't be able to get into the cockpit with just force leap, however you can get on top of it. That would certainly get the attention of the droids.

@Shlambate , you're up!

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.

  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 8/15, SS 8/8 Boost
  6. @Petragor07 1s3a
  7. @pyciloo 1s2a
  8. @Von3679 1s2a
  9. Droid squad 2: Soak 4, 25/25 wounds, 5/5 men 1s1a
  10. Droid squad 3: Soak 4, 25/25 wounds, 5/5 men 1s
  11. @Xcapobl 0s2a

Great, I’ll post IC now.

I will fire at tank 2 while aiming twice to get 3 boosts on the roll and I will upgrade it with a destiny point.

Gunnery : 3eP+1eA+3eB+2eD 3 successes, 3 advantage
p-s-s.png p-s.png p-a-a.png a-a.png b-a.png b-s.png b-a.png d-th.png d-f-th.png

10 damage 2 breach - 4 armor = tank 2 destroyed

I will make the tank harder to hit for Tank 1 with my advantage. The night shot kicked up a ton of dust hiding the now sitting still AT-TE.

Edited by Shlambate

AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 0/40, 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. @Petragor07 1s3a
  6. @pyciloo 1s2a
  7. @Von3679 1s2a
  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

Yup, @Shlambate that is tank 2, definitely destroyed.

Ok, sadly the walker has just hit its HT threshold.

@Petragor07 , you're up! Unfortunately the gun is down now, but two manoeuvres would get you out of the walkers cockpit. This would bring you out in front of the squad of droids. Two manoeuvres and a daunting athletics would let you prize open either the top or side hatch. That would bring you out in cover of the enemy.

I will try the athletics check

Athletics : 3eA+1eP+4eD 1 failure, 1 threat
a-s.png a--.png a-a.png p-a-a.png d-th.png d-f-th.png d-f-th.png d-th.png

I don't need to fight out of the tank do I? Since I am at the top of the canon.

AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 0/40, 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. @Petragor07 1s3a
  6. @pyciloo 1s2a
  7. @Von3679 1s2a
  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

@Petragor07 , I'll say the threat causes your clone to suffer 1 strain from damage trying to force the hatch open. Just to check, were you going for the top or side hatch?

@Shlambate , you won't have to struggle, no. However you can try to open the roof hatch into the walker if you want.

@pyciloo , you're up!

I’m gonna try and get my saber and breakout again next turn. Hopefully i succeed this time lol.

Am I able to this turn or would I have to wait.

Plan is to break this droid and use its parts to cut myself free

@pyciloo , go for it! It will be an average brawl with a setback (partially restricted), I'll say three advantage will 'disarm' (weeeey) the droid. The check will also do damage as normal.

@Rabobankrider What would be the check to get the crew out of the wrecked AT-TE

And despite it meaning we walk out into the field of fire of two droid squads, is the cockpit still an easy and viable exit? It was blown to kingdom come before we found the AT-TE, and to my kowledge the doors from the cockpit to the aft compartment were never closed after CT-4077 retrieved Gunslinger from the pilot's seat.

Sorry for the delay all.

AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 0/40, 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. @Petragor07 1s3a
  6. @pyciloo 1s2a
  7. @Von3679 1s2a
  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. Medical Droid: Soak 3, 3/10 wounds 1s
  11. @Xcapobl 0s2a

@Edgehawk , I'll just need an average perception from you to learn more about where you've found yourself.

@Shlambate , a hard athletics will crack open the roof hatch you're by if you want to get the others out that way (you will need to dismount the gun with a manoeuvre to do so).

@Xcapobl , you guys can leave through the cockpit without a check required, just a manoeuvre to disembark through there (though it will be two manoeuvres if you're manning a gun).

@pyciloo , to save time I am going to make the roll for Brick to try and tear the droids arm off: Brick Combat Check : 1eP+3eA+2eD+1eS 6 successes, 3 threat
p-s-s.png a-s-s.png a-a.png a-s-s.png d-th-th.png d-th.png s-th.png Ok! So Brick hits with the equivalent strength of a blaster rifle here, so that's a thing now. The disadvantage means that the droid is able to break free of your grip however and moves back to short range. Feel free to post in the ic thread when ready.

@Von3679 , you're up!

Gonna try to breakout again and get my saber. Same difficulties?