1 minute ago, Kymrel said:That was close!
Also, oh, crap, Drummer's turn...
Well Slugger has Aggro so it's going his way again. Better take out one than two soldiers.
1 minute ago, Kymrel said:That was close!
Also, oh, crap, Drummer's turn...
Well Slugger has Aggro so it's going his way again. Better take out one than two soldiers.
Well, hopefully Drummer misses...
Edited by satkazAlso, I forgot to roll for Acklay so I'll add them here and update the initiative list:
Acklay Squad Initiative
:
2eA
4 successes
I'll let Acklay go now, and then I'll do Drummer.
1 minute ago, Rabobankrider said:Also, I forgot to roll for Acklay so I'll add them here and update the initiative list:
Acklay Squad Initiative : 2eA 4 successes
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- Acklay Squad
- PC
- Squad 2, 3s1a
- Drummer, 2s4a
- PC
- PC
- Squad 1, 2s1a
- PC
- PC
- PC
Wow, that's pretty good with 2 Presence.
So, between the two squads and Drummer, which ones got hit?
As far as I can tell, Squad 2 is hit, dunno which one Slugger hit. Drummer is fine.
Edited by satkazHopefully we focus fired on one squad leaving about one member on the first squad and possibly allowing Slugger to live given Drummer misses or shoots at Acklay.
@Rabobankrider I'm guessing Drummer has Adversary 1?
Drummer: 1/14 strain, 0/16 wounds
Squad 1: 25/30 strain, 2/5 men
Squad 2: 0/25 strain, 0/5 men
Acklay: 40/50, 9/10 men
Edited by RabobankriderAcklay went for squad 2, and Drummer is modeled of Alliance Commanders, so has adversary 2.
Alright, Doc will be moving to cover if he hasn't already, spending 2 maneuvers to aim (and taking the 2 Strain) and firing at Drummer. I'm guessing the range is Short.
I'm also assuming Drummer is taking some cover...and almost forgot the third boost die
Ranged Heavy [Firing at Drummer]
:
2eP+1eA+2eC+3eB+1eS
1 success, 4 advantage
Doc hit for 6 damage, since soak is 4.
Spending the 3 advantage to crit him, and 1 to give to the next PC.
Critical : 1d100 69
According to cheat sheets, that's Scattered Senses. Seems like Drummer can't get any Boosts until the end of the encounter.
Edited by satkaz6 hours ago, Rabobankrider said:Drummer: 1/14 strain, 16/16 wounds
Squad 1: 35/50 strain, 8/10 men
Squad 2: 39/50 strain, 8/10 men
Acklay: 40/50, 9/10 men
Wait, what? I thought you said there were twelve guys in there, not twenty? Is the second group further out, at medium range to the door?
Ah yeah, sorry, git mixed up on numbers, I'll edut it later
Edited by RabobankriderDoes this also mean the hit on Slugger is off because there would be less men in the squad that fired?
I don't think so, squad 1 went for you, and they were uninjured. They'd still get the full ranks I think with 5. To be honest I'm very tempted to keep it at 20, 10 seems too easy for you lot at this stage
And Drummer's soak is 4.
6 minutes ago, Rabobankrider said:And Drummer's soak is 4.
Okay, so he takes 6 damage from Doc.
Who's next PC's?
I'll take a slot, engage the two troopers.
I'll post tomorrow with my attack.
Edited by SHADOWGUARD CHAMPIONSorry @Kymrel , but a Jedi will always be a big target. After the end of this official session I will be doing a review of the thing we've been trying with starting with universal skills, to see if it's worth upgrading them for the next one.
I'm getting very confused here. I thought I was going for the squad that hadn't fired yet. Otherwise, risking going out in the open with enemies still with slots left would be stupid. Well. I should have made sure, I guess.
Squad 2 had fired, but was the one with 2 members, squad 1 hadn't fired, but had 3 people left.
:
2eP+1eA+1eB+2eC
1 success, 1 threat
Attacking Drummer for an additional 10 damage which reduces down to six. I think that drops him, please confirm @Rabobankrider
Edited by SHADOWGUARD CHAMPIONThat does yeah