Star Wars Clone Wars: Cyclone Squad OOC

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

Who is the: "They are approaching at Short range." ?

Seeing the robes I will definitely make getting to the Jedi the priority. I thought she was still trapped like I was? So attempting to free her will be my Action. Maybe we could make a combined check? So we hopefully don't spend the next IRL month getting her free, lol

1 hour ago, pyciloo said:

I thought she was still trapped like I was? So attempting to free her will be my Action. Maybe we could make a combined check? So we hopefully don't spend the next IRL month getting her free, lol

The player has withdrawn from the game, so Rabo acted for her (see the IC).

As a heads up, I will be away for a few days with family, so I may not be able to post .

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 1/13
  3. @Shlambate 2s2a
  4. Tank 1: Armour 4, HT -9/15, SS 8/8 1 boost
  5. @Petragor07 1s3a
  6. @pyciloo 1s2a
  7. @Von3679 1s2a
  8. Droid squad 3: Soak 4, 19/25 wounds, 4/5 men 1s
  9. Medical Droid: Soak 3, 3/10 wounds 1s
  10. @Xcapobl 0s2a

@pyciloo , the person running towards you is Akua, easily identifiable as a jedi commander/padawan. It appears that they have broken free of their bonds and has run to try and join you. Unfortunately they've had their turn so can't help with the attack, but with 2 strain you can still attack the droid as said previously.

Ok, I am back! It's pretty late here, so I'm hoping to have a post sorted for you all in a day or two, I'll keep you posted soon! :)

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 1/13
  3. @Shlambate 2s2a
  4. Tank 1: Armour 4, HT -9/15, SS 8/8 1 boost
  5. @Petragor07 1s3a
  6. @pyciloo 1s2a
  7. @Von3679 1s2a
  8. Droid squad 3: Soak 4, 19/25 wounds, 4/5 men 1s
  9. Medical Droid: Soak 3, 3/10 wounds 1s
  10. @Xcapobl 0s2a

@pyciloo , it's still your turn if you want to attack the medi-droid. It'll take 2 strain to get back to it and then it's just an average brawl check to try and knock it off of the ledge.

Sorry, yes I'll take the Strain and attempt the push.

(I have a Talent that gives me a Boost on Brawl and I'll take the Threat as Strain unless you'd like to spend it otherwise)

3eA+1eP+1eB+2eD : 3 successes, 1 threat [3eA=S, S, S] [1eP=S/A] [1eB=-] [2eD=F/Th, Th]
a-s.png a-s.png a-s.png p-s-a.png b--.png d-f-th.png d-th.png

Edited by pyciloo

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 1/13
  3. @Shlambate 2s2a
  4. Tank 1: Armour 4, HT -9/15, SS 8/8 1 boost
  5. @Petragor07 1s3a
  6. @pyciloo 1s2a
  7. @Von3679 1s2a
  8. Droid squad 3: Soak 4, 19/25 wounds, 4/5 men 1s
  9. @Xcapobl 0s2a

@Xcapobl , you're up! I messed up initiative with the npc's so I will normalise it on the top of the next round. You still have the droids at short range of you.

Maneuver: step out in the open.

Action: shoot at nearest droid squad.

Attack nearest droid squad : 1eA+2eP+1eD 0 successes, 2 advantage
a--.png p-a-a.png p-a.png d-th.png

Guess I'll wipe 2 Strain with the advantages.

Maneuver 2: suffer 2 Strain to get back out of sight.

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 1/13
  3. @Shlambate 2s2a
  4. Tank 1: Armour 4, HT -9/15, SS 8/8 1 boost
  5. @Petragor07 1s3a
  6. @pyciloo 1s2a
  7. @Von3679 1s2a
  8. Droid squad 3: Soak 4, 19/25 wounds, 4/5 men 1s
  9. @Xcapobl 0s2a

Ok @Edgehawk , you're up! You've still got one droid squad about to breach the walker (short range), and still have a tank just outside the wall (medium range) blocked by the downed walker. However they still have @Shlambate as their only target.

As a point for this and future events, if a player suffers damage double of their wound threshold, that is considered an instant kill. So the anti-infantry tank guns can one-shot even a pc, so be careful.

Ok @Shlambate , you're up and have a boost courtesy of @Edgehawk .

I’d like to attack at squad 4 then retreat to cover, what range are they? @Rabobankrider

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 1/13
  3. @Shlambate 2s2a
  4. Tank 1: Armour 4, HT -9/15, SS 8/8 1 boost
  5. @Petragor07 1s3a
  6. @pyciloo 1s2a
  7. @Von3679 1s2a
  8. Droid squad 3: Soak 4, 12/25 wounds, 3/5 men 1s
  9. @Xcapobl 0s2a

@Edgehawk , that takes down one of the droids, almost taking two of them.

@Shlambate , sure thing! The squad is at short range, so an easy (or with your gun average) combat check. If you want to climb down from the roof to join the others it'll be just a maneuver, and that will take you out of sight of the remaining tank.

On a separate note, I have some house keeping to do! @Ive Virdas and @Jedi Ronin are looking to join the party as jedi, so I am looking to try something a little different. Now currently the jedi commander starts off with a higher xp level (150 xp), but I was toying with the idea of the concept of running a jedi knight and padawan in the same team. Sort of an an Anakin/Ashoka or Obi-Wan/Anakin vibe. Now to make this work I would need to make the knight character higher in terms of xp again, probably 300-500 xp. The objective would be that the jedi characters would be taking on the larger enemies, and taking more of a leadership/support role while the clone are cleaning up the droids etc and being more straightforward damage dealers. As you guys are working together it's not necessarily an issue, but I don't want players to feel overshadowed by others due to xp differences etc. If you guys are ok with this idea, let me know, same again if you have issues with the idea.

The second part of house keeping is an update for all current characters. Since I have come into possession of the clone wars era books, I want to make use of them, and this is the best place to do that. I'm going to be listing the changes below so please be sure to read through them all.

  • Species: The clone species starts with 2 in all attributes, 11 + brawn for WT, 11 + willpower for ST, 100xp starting, with 1 rank in warfare and 1 rank in the physical training talent. If you prefer you may stick with the mandalorian species, but you can change this if you prefer.
  • Starting Specs: When I started the game, everyone started with a free rank in recruit. I have decided to represent your training that can be swapped out with the clone trooper talent. If you prefer you may instead take the pilot talent or in @Edgehawk 's case you can go with the officer spec. This talent won't cost xp but you will only get the specialisation skills as careers skills from this. If you nee access to the talent tree let me know.
  • For the jedi characters they will have access to the padawan talent, the knight will be able to take 'quick path to power'to be able to take the knight talent (this will be taken into account with xp).
  • Armour: Clones will have acces to phase 1 clone armour which comes with an integrated comlink. This has 2 soak, 4 encumbrance and 3 hard points.
  • Jedi will have access to either the reconnaissance armour ( 1 defence, 1 soak, 2 encumbrance and 2 hard points with a boost to stealth checks) or jedi commander armour ( 1 defence, 2 soak, 5 encumbrance and 3 hard points.
  • Weapons: If you took a blaster rifle as your weapon you now have the DC-15 rifle, damage 10, critical 3, long range, encumbrance 6, hard points 4, cumbersome 3, pierce 1 and stun setting.
  • If you took a carbine, you now have the DC-15S Blaster Carbine, damage 9, critical 3, medium range, encumbrance 3, hard points 4, auto-fire, pierce 1 and stun setting.
  • If you took a pistol you now have the DC-17 pistol. Damage 7, critical 3, medium range, encumbrance 2, hard points 3, accurate 1 and stun setting.
  • @Shlambate just in case, you cannon is damage 12, critical 4, long range, encumbrance 6, hard points 3, auto-fire only, cumbersome 3, prepare 1.
  • If you took a combat knife, you now have the M8 combat knife. Damage +1, critical 3, encumbrance 1, har points 1, accurate 1, pierce 1.
  • Every clone should also have a utility belt, a spare reload and frag grenade.
  • Jedi start with a utility belt, emergency med-kit, comlink, datapad, jedi-multi-tool, aquata breather and 3 food capsules.

Now these equipment changes will take place after this wound of combat, but as we will be getting some new players, so I wanted to do this before then. If you have any questions, let me know! Hopefully these changes will add to the game for you all.

Also, if you have taken one of the clone talents and want to change your second spec for something more specialised, you are welcome to do so.

@Rabobankrider Is there a way for us to simply re-spec from scratch, as opposed to disentangling and rebuilding from previous species and spec(s)? so long as we remain true to the original character concepts? Also, I’m interested in the ARC tree, if available.

@Edgehawk , good point. Below I'll go over the re-spec instructions to make life easier.

  1. Respec begins with 100xp (105 if you reduce your duty accordingly). This can be spent on standard character creation, and on the free clone spec (or jedi if that's your character) that you begin with.
  2. You also get the specialisation skills from this talent tree as your career skills.
  3. Duty begins at 5 for all characters, or 0 if you took the xp boost. @Edgehawk and @Shlambate you have both earned an additional 5 xp for your defence of Corouscant. Jedi will also use duty but have morality as well.
  4. Please let me know if you use the xp or keep the duty so that I can update the duty list accordingly.
  5. You can choose you 'proper' specialisation, the thing that represents your training on Kamino. This can be your current specialisation, or it can be a new one if you think it now fits the concept better. You get this spec for free and also get the career and specialisation skills for your career skills.
  6. This spec is also the one that gives you the free ranks for half the career and half the specialisation skills as per standard character creation.
  7. After this you get 45 xp to spend on your character as you see fit.
  8. Your equipment will be as you see above from my previous post.

Also @Edgehawk , in terms of specs such as arc trooper and stuff, my current plan to to hold the specs from Collapse of the Republic in reserve for the time being for if/when characters earn the ranks in special forces etc, the specs effectively being rewards for that new stage in their career. If people prefer though I can open then up for use now.

@Rabobankrider I know my Martha's stats TYVM. šŸ˜

I like Slugger the way he is and well figuring exp out all over again is not what I want to personally. So is that other free spec available to those who don't redo their whole exp layout?

Aim, Fire.

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

Heal a strain with one advantage, then deal 13 damage twice due to auto fire dealing 18 actual damage wiping Squad three. spending two more strain to Move to cover.

@Shlambate , sure thing. It's just a case of swapping the new spec out for the recruit that people begun with.

14 minutes ago, Rabobankrider said:

@Shlambate , sure thing. It's just a case of swapping the new spec out for the recruit that people begun with.

So wait I lose Heavy or do I keep all my progress in it or get a second recruit spec for free?

You keep heavy but would swap recruit for clone soldier. Progress in heavy would remain the same so you won't lose any of that.

Hi all! This is a long weekend so I *might* get my character created.

Though, there is the issue of who is playing what character XP-wise. I'm happy to let @Ive Virdas decide which Jedi to play - Knight or Padawan. I'm fine either way.

@Rabobankrider - another question about that, when you say commander (150XP) is that the Knight character in this game? Padawan's (as far as I've observed) were typically "commanders" and Knight's "generals" but I'm not sure if you were using the term this way. Thanks.

@Jedi Ronin , welcome! The 150xp; although titled 'knight level play', is actually for the padawan character. For the knight I am thinking between 300-500xp. It is a big step up certainly, but is most likely to capture the vibe of the knights from stuff like the show, films etc.

@Ive Virdas and @Jedi Ronin , I should also say, the padawan character will get the mentor bonus for force powers (thanks to having their teacher with them). The knight may take the mentor bonus during this creation but will not have access unless they are at one of the temples etc. I will also be using the lightsaber creation from 'Endless Vigil', if oyu need access to the rules, let me know. If the initial check for creation is failed then you can roll again until you get a pass (parts are not limited thanksto the temples). You will start with the standard crystal but can get different ones later on.

For force powers I am limiting them to 'basic' powers (bind, move, enhance, forsee, influence and sense). However characters can request up to 2 'unique' powers to start with to fit the character. Again, you may be able to get more later on.

@Rabobankrider do you have an online copy of all the clone trees we would be able to take as our second free spec I don't have that specific book which details all of them

@Shlambate , I do yes: https://drive.google.com/file/d/1J5FiLt1h-9eQQc1OjR_PBlpS6shZCImJ/view Having put further thought into it I am going to say that all clone classes are open for the free spec you guys get at the start. For jedi it will be limited still, but this is due to the force rating requirement. This means @pyciloo you can keep your spec as it, but can recoup the spending for the second talent tree, and @Petragor07 you may choose another spec to go alongside your current one.

@Ive Virdas and @Jedi Ronin , what I currently recommend is building your characters with 150 xp (plus the 45 earnt by the party), and then when you know which wants to play the knight character the additional xp can be added after. Just let me know when you have th sheets ready and I'll give them a look over.

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 1/13
  3. @Shlambate 2s2a
  4. Tank 1: Armour 4, HT -9/15, SS 8/8 1 boost
  5. @Petragor07 1s3a
  6. @pyciloo 1s2a
  7. @Von3679 1s2a
  8. Droid squad 3: Soak 4, 12/25 wounds, 3/5 men 1s
  9. @Xcapobl 0s2a

@Petragor07 , you're up! You guys are all still pinned in the walker currently, the tank is at medium range, as is the huge pyramid structure. You can see the doors to get inside, but they are currently shut. You can also move to the walls that surround the structure. They are at medium range and it would take an additional manoeuvre to scale the wall.