How many shots do they still get to take?
Star Wars Clone Wars: Cyclone Squad OOC
Hm, @Rabobankrider , I have a question. Could we just close the door on our side so they have to spend a turn to try and unlock it? It seems like accessing the door from the outside was the hard part, but it seems like we can close the door easily in ours.
On 1/5/2018 at 7:12 PM, Rabobankrider said:Combat Initiative:
- PC
- Enemy squad 4: 25/25 strain
- PC
- Enemy Squad 2: 14/25 strain, 3/5 men
- Enemy Squad 3: 25/25 strain
- Banshee Squad: 10/10 strain
- Acklay Squad: 49/49 strain
- Enemy Squad 1: 0/25 strain, 0/5 men
- PC
- PC
- Enemy Squad 5: 25
- Banshee Support Squad: 25
- PC
- PC
- pc
You guys do not do well with initiative
I'll post all the rolls in the next post for the NPC's in the next post. It may seem like a lot of enemies, but I does balance I think fairly well when you look at the NPC allies.
36 minutes ago, Shlambate said:How many shots do they still get to take?
Looks like PC, then Enemy Squad 2, and Enemy Squad 3.
Looking at the initiative we should probably either take out squad 2 with someone who can do 16 or more damage.
I'm not sure how effective Closing the door will be though @satkaz if it doesn't cost them at least an action to open it, that could end very poorly for us with short range shotsand not much health left on the team to absorb that.
I think at minimum it would cost one enemy squad an initiative slot to reopen the command centre in ideal conditions.
14 minutes ago, Shlambate said:Looking at the initiative we should probably either take out squad 2 with someone who can do 16 or more damage.
I'm not sure how effective Closing the door will be though @satkaz if it doesn't cost them at least an action to open it, that could end very poorly for us with short range shotsand not much health left on the team to absorb that.
I was wondering about that, but the rest of us have carbines or rifles. Not enough damage at this point to take them out wholesale unless someone gets really lucky with rolling enough for a crit.
Again, gonna wait for @Rabobankrider 's answer. Was thinking about taking the slot.
You are welcome to close the door, it wouldn't need a check because it'd just be tapping a button. It would need a maneuver. It would cost them an action thanks to the device that shorted out the lock on the attackers side, so it may be worth it if you guys want. It also may distract them into attacking @Vergence 's lot.
So you could potentially fire off a shot then manuver to close the door.
23 minutes ago, Shlambate said:So you could potentially fire off a shot then manuver to close the door.
Maybe somebody other than Doc could shoot then maneuver to close the door inside the command centre. @SHADOWGUARD CHAMPION ?
That way Doc could perform a medicine check on one of the unconscious PC’s?
23 minutes ago, Vergence said:Maybe somebody other than Doc could shoot then maneuver to close the door inside the command centre. @SHADOWGUARD CHAMPION ?
That way Doc could perform a medicine check on one of the unconscious PC’s?
Well, Anler's down way too hard for that. Not sure about Gunslinger's wounds, but so far, it hasn't gone well for me in terms of actually getting people back up.
Anyway, if someone wants to close the door, I'll let them do it. Otherwise, I'll have Doc go at it.
Edited by satkaz7 minutes ago, satkaz said:Well, Anler's down way too hard for that. Not sure about Gunslinger's wounds, but so far, it hasn't gone well for me in terms of actually getting people back up.
Anyway, if someone wants to close the door, I'll let them do it. Otherwise, I'll have Doc go at it.
You could I don't know... Heal Slugger from the brink of death?
You don't always have to bring teammates back up!
11 minutes ago, Shlambate said:You could I don't know... Heal Slugger from the brink of death?
You don't always have to bring teammates back up!
Hmm...I could. But again, Doc seems to be better at killing things than healing people. I could get enough threat to just knock you out by strain alone.
Well, difficulty depends on how much you've already taken, so it could be easier. Think it would be an Average check right now, since I remember you taking more than half your wounds at this point.
Edited by satkaz@Vergence I was going to throw my stun grenade that I got from my triumph earlier and try to deal some splash damage to the enenemy squads.
15 hours ago, satkaz said:Hmm...I could. But again, Doc seems to be better at killing things than healing people. I could get enough threat to just knock you out by strain alone.
Well, difficulty depends on how much you've already taken, so it could be easier. Think it would be an Average check right now, since I remember you taking more than half your wounds at this point.
He's nowhere near knocking out from strain you have my permission to heal.
1 hour ago, SHADOWGUARD CHAMPION said:@Vergence I was going to throw my stun grenade that I got from my triumph earlier and try to deal some splash damage to the enenemy squads.
Awesome, I think only enemy squad 4 is in short range currently though.
Can you throw the bomb and close the door though? @SHADOWGUARD CHAMPION
Sorry for the delay
Grenade!
:
3eA+1eD
3 successes
That’s 11 damage to squad 4, maneuver to close the door
Edited by SHADOWGUARD CHAMPIONJust now, SHADOWGUARD CHAMPION said:Sorry for the delay
Grenade! : 3eA+1eD 3 successes
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Don't forget to maneuver to close the door!
Sorry for the delay, I'll be sorting posts tomorrow
@Rabobankrider will squad five be able to open the door or are they to far to get there and open?
Squad 5 are too far away currently.
Alright @Rabobankrider do we have an updated Turn order? I don't know how many of the squad are up as to account for how many slots we actually have to act in.
I was thinking someone could open the door on our terms and we could get a few shots in after Squad 5 has gone, this gives us initiative and they'd be at short range so unless my dice betray me the canon should take another 4-8 troopers out.
The next 2 turns are PC's followed by enemy squad 5. I'd personally recommend @Vergence takes one of those slots.
@Rabobankrider which squad is at the pad trying to open the door and distance from my character?
It'd be squad 4, and they'd be at long range, along with the others with the exception of squad 5, which is at medium range.