3 Greens so I believe Slugger would be higher, however, you'll be able to deal much more damage to the droids than Jackpot.
Edited by SHADOWGUARD CHAMPIONSpelling.
3 Greens so I believe Slugger would be higher, however, you'll be able to deal much more damage to the droids than Jackpot.
Edited by SHADOWGUARD CHAMPION17 minutes ago, SHADOWGUARD CHAMPION said:3 Greens so I believe Slugger would be higher, however, you'll be able to deal much more damage to the droids than Jackpot.
Yeah definitely, so it's up to @Edgehawk he's the commander and that's the exercise anyway so let's have him make the decisions. So what will it be Gunslinger?
Do you guys have grenades, or just the thermal detonators we were issued? @Shlambate @SHADOWGUARD CHAMPION
Just the Thermal detonators, @Edgehawk
Are we "covered" enough to use the TDs as grenades, or will we probably all die if we try that (I assume my character would be able to make a reasonable judgement call on this)?
Thermal Dets are grenades. Just more damage.
Edited by ShlambateIf you can get it done in 1 turn you'd be fine probably If it cycles around the droidekas turn though he will try and kill you. The other squad isn't at an angle to attack you outside of the dome if you try.
@Rabobankrider
So how many hardpoints do I have to play with on the vehicles for modifications? Need to know for my IC post description
Each has a bass of 2, but if you take something like Rigger that that can always change.
K, when I'm home and able to look at the mod requirements I'll post up.
@satkaz , can you do a hard leadership check with 2 boost this time, but still 1 setback.
@Edgehawk Slugger can clear the droids with ease at close range if he rolls well, the droideka will take at minimum 2 success and 4 advantage for the Z-6 to kill it while for the droids it's 2 success 2 advantage.
Leadership [Here we go again]
:
2eA+2eB+3eD+1eS
2 failures, 3 advantage
Guess I don't quite get my point across, but at this point, hopefully the other trainee will back me up.
6 hours ago, Vergence said:Just realized I didn’t roll yet!
Short Range AT-RT + AIM + Autofire : 1eP+2eA+1eB+2eD 0 successes, 2 advantage
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@Rabobankrider Ugh, not sure if it will help but would the walkers pass their unused advantage to Mynock for a boost?
Should I just narrate my autofire miss @Rabobankrider or should I attempt the unused advantage with a boost towards the check first?
Edit:
Walker squad boost pass
:
1eB
0 successes
Miss it is
@Vergence , I'd say they can pass the boost across to you to work with.
32 minutes ago, Rabobankrider said:@Vergence , I'd say they can pass the boost across to you to work with.
It’s still a miss so I’ll apply the advantages as a setback to the remaining droids.
So does anyone have a preference in the type of modifications we get for the vehicles? 2 hardpoints limits it quite a bit. We can go for stuff that makes us harder to hit, stuff that makes us better at hitting things, or stuff that gives us more sensory capabilities. The defensive stuff (more armor or shields) each cost 2 HP, so it would be one or the other. Stuff like advanced targeting array, better engines are mostly 1 HP each, so we'd have more options. I personally have no really preference either way, as 2112's "true upgrades" are something else. These are the mechanical stuff.
Soooo. What's going on in the stick-fighting room? @Rabobankrider @dfn
@Kymrel , I'd say for now till @dfn is able to get his posts to me you can carry on with combat. It won't have a lasting impact on the story so it shouldn't be too bad. Ic it'd just be Tannen taking a breather for a moment.
Cool. So that would be the clone's turn?
1 hour ago, KungFuFerret said:So does anyone have a preference in the type of modifications we get for the vehicles? 2 hardpoints limits it quite a bit. We can go for stuff that makes us harder to hit, stuff that makes us better at hitting things, or stuff that gives us more sensory capabilities. The defensive stuff (more armor or shields) each cost 2 HP, so it would be one or the other. Stuff like advanced targeting array, better engines are mostly 1 HP each, so we'd have more options. I personally have no really preference either way, as 2112's "true upgrades" are something else. These are the mechanical stuff.
Do we have room for Sharks with Freaking Laser beams attached to their heads? If not I don't know what mod we would want.
Just now, Shlambate said:Do we have room for Sharks with Freaking Laser beams attached to their heads? If not I don't know what mod we would want.
As I said, the true upgrades 2112 has covered
I'm talking about the actual mechanical stuff that makes the vehicles better.
@Rabobankrider seeing as my orders are to roll the grenade, how many maneuvers would I need to get to Close range of the Droideka, if I'm not already in it.
@Rabobankrider sorry if you already answered this but what range are the droids at from where we are?
The droids are close the Droideka wasn't exactly clear to me where it was.