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

Ok to keep things moving, @Petragor07 I am going to take CT-2777's turn.

@pyciloo , you're up! I you want to try and run down to the ground level, it is four manoeuvres away. Alternatively you can try to drop from walkway to walkway with a hard athletics check with 2 setback. This would halve the amount of time to move to the ground floor. You can alternatively try to move further up, but in the dark it is difficult to say what is up there, if anything.

I feel pretty helpless w/o a weapon so I'm definitely on the lookout. Yes, I'll make my way to the ground floor, I need to check out that energy source thing.

@pyciloo are you going to try and drop your way down the ledges or run down the long way? Currently you've not seen your equipment (beyond the armour you're wearing, but you may well be able to grab one off the droids coming into the room when you reach them.

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

Just to check in, how is everyone doing with the respect stuff?

@pyciloo , I'm going to assume you're running on the way down to save time.

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. @Shlambate 2s2a
  3. Tank 1: Armour 4, HT -9/15, SS 8/8
  4. @Petragor07 1s3a
  5. @pyciloo 1s2a
  6. @Von3679 1s2a
  7. @Xcapobl 0s2a

@Xcapobl , you're up! The tank is at medium range currently. If you want to try and open the tank hatch this turn it will cost 2 strain, and will require a hard athletics check with 1 setback and a boost.

Vos went down and still lies unconscious against the hull of the walker, near or below the cockpit, right?

As CT-4077 intends to help the downed jedi first and foremost.

And the cockpit was as good as open, so CT-4077 should be able to exit the vehicle trhough the gapings holes at the front, near Vos?

Hi all,

I will be offline for the weekend (starting in about a couple of minutes). As I still haven't gotten answers from @Rabobankrider yet, I think he or someone else would have to make any rolls and/or place an IC part for my charafcter's pending turn now. You know, to keep things flowing.

As guessed, his intention will be to tend to the wounded, especially the Jedi (Vos) that stood on top of the wrecked cockpit.

See you back on monday-ish!

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. @Shlambate 2s2a
  3. Tank 1: Armour 4, HT -9/15, SS 8/8
  4. Vos: 3/13
  5. @Petragor07 1s3a
  6. @pyciloo 1s2a
  7. @Von3679 1s2a
  8. @Xcapobl 0s2a

@Xcapobl no worries and thanks for the update!

Medicine Check : 3eP+3eD 1 success, 1 advantage, 2 Triumph
p-tr.png p-tr.png p-a-a.png d--.png d--.png d-f-th.png Well if I want to make this game challenging for you guys I probably shouldn't do your rolls after this 😛 Vos is back on his feet, though still very badly injured due to the damage he took when he went down.

@Edgehawk , you're up! The tank is at medium range, and if you want to help prize open the hatch it's 2 for the extra move and a hard athletics check with a boost.

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. @Shlambate 2s2a
  3. Tank 1: Armour 4, HT -9/15, SS 8/8 Boost
  4. Vos: 3/13
  5. @Petragor07 1s3a
  6. @pyciloo 1s2a
  7. @Von3679 1s2a
  8. @Xcapobl 0s2a

@Edgehawk , I'll say that the setback pass a boost to the droids as they unfortunately don't fall for the ruse.

@Shlambate , you're up! The tank is at medium range if you want to follow @Edgehawk 's lead.

I believe I’m the one with the grenades, 6 of them on my sheet. How many yo blow up a tank? @Rabobankrider

From the inside, one would destroy the crew and cripple the controls. Easy ranged light check to do it but you will also have to take 2 strain to rush there.

He will rush to the Tank and throw a grenade inside then.

Spend a Destiny and

GRENADE!!! (Ranged Light) : 2eP+2eA+1eD 0 successes, 5 advantage
p-s-a.png p-s-a.png a-a.png a-a-a.png d-f-f.png

Ok 5 advantage? Usually on crafting 4 is one triumph? So could this work still as I didn’t fail, I simply rolled no Success.

@Shlambate , as that number of advantage would constitute the equivalent of a crit, I will allow that to count as a success. With a frag grenade and the enclosed space, that would be enough to wipe out the crew of the tank and wreck the controls. With that the combat for you guys is over! @Edgehawk , @Shlambate , @Petragor07 and @Xcapobl you can roll cool to recover strain, no difficulty. @Shlambate when your ready you can sort your ic post for the tank kill.

However for @pyciloo , you are still at risk along with your jedi companion. And you are up now! You are two range bands from the door to the room where Akua is currently, and the droids sound like they are about to enter, what do you want to do?

  1. @pyciloo 1s2a
  2. @Von3679 1s2a

Strain recovery (cool) : 3eA 1 success, 2 advantage
a-a-a.png a--.png a-s.png
1 Strain recovered.

Sorry for the delay, I will try have a post for you guys tomorrow/Monday.

@pyciloo , you're still up with your turn in the structure.

Yeah, you had said it would take me two turns to get to the bottom level just by running, right. I can't fight these droids w/o a weapon so move away from them if I'm not already doing that and find anything to defend myself. Not sure how to interact with the NPC Jedi, but in Cannon I'd be looking for her to lead, right?

@pyciloo , one manoeuvre will get you to the ground floor, a second will get you to the door that Akua is currently at. If you wanted to spend two strain you could try and attack the droids as they enter the room, try to wrestle away one of their guns etc. In the room you don't see your weapons anywhere, the only thing of note in this room is the large glowing orb in the centre of the room. Most of the green glowing veins seem to lead to the plinth the orb is on. Normally a clone would be excepted to take the lead, but as they are an npc I am narrating them as woozy from their imprisonment, so Brick is welcome to take charge.

Jeez, tense situation. OK. I'll join the Jedi in her ambush, but I only want to burn the Strain to Attack if she can join me. If not I'll wait with her to spring the ambush and probably attempt to disarm them.

@pyciloo , it's the risk a soldier faces 😛 The jedi goes immediately after you, so they will be able to act after you do. If you do want to try and disarm the droids it's just an average brawl check. I'll give you a boost as well due to the surprise of the attack.

Unfortunately I am going to have to declare @Petragor07 inactive, but so as to not put you guys at a disadvantage I will npc hem for this mission. However @P-47 Thunderbolt should in theory be joining you all soon as a fellow clone! @Jedi Ronin should also be ready to lead you guys as your resident knight, so expect some bigger enemies coming up! 😛

While everyone is out of combat, @Edgehawk , @Shlambate and @Xcapobl , have you had a chance to sort the changes I'd mentioned previously? I can copy them in again if needed. @pyciloo you don't need to worry about that till your encounter ends, so no rush.

11 hours ago, Rabobankrider said:

While everyone is out of combat, @Edgehawk , @Shlambate and @Xcapobl , have you had a chance to sort the changes I'd mentioned previously? I can copy them in again if needed. @pyciloo you don't need to worry about that till your encounter ends, so no rush.

I sort of worked out an Arc Trooper version of Gunslinger, but with the XP given for the re-spec, it is an inferior version, by far.

38 minutes ago, Edgehawk said:

I sort of worked out an Arc Trooper version of Gunslinger, but with the XP given for the re-spec, it is an inferior version, by far.

Having played one, I can say that Clone Officer has some really good talents for a non-com. Prime Positions and Tactical Advance stack very well.

I think it's better than Mercenary Soldier for the command role, though it lacks the self-affecting combat-focused talents of the latter.

I'd suggest matching Clone Officer with ARC Trooper, and maybe at some point (once you've gotten a way through the tree) Gunslinger gets promoted to ARC trooper?

Here's my character, by the way. Not quite finished yet as I still need to pick a Duty, but he's mostly there: https://swsheets.com/c/woatbfxyo-ct-8275--driz-

I added clone trooper and didn’t take any talents because I like the heavy ones I have.