Star Wars: Revan's War OOC

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

Good point, in that case yeah, PC's are up.

Then I'll go and finish the troopers that are left, the only modification on Zoroku's roll would be an extra boost no?

@Rabobankrider

Edited by Shlambate

I think so yeah

21 hours ago, Vergence said:

Is there a check involved for Gaze and I @Rabobankrider ? Or is it simple enough drop to just narrate our way inside the shuttle hangar?

Not sure if this got buried @Rabobankrider

Sorry, it'll be a slow walk to the point by the hanger, and an easy coordination with a setback to jump in. If you 2 can pause befire the jump in your post though, because I habe some stuff planned before that.

7 minutes ago, Rabobankrider said:

Sorry, it'll be a slow walk to the point by the hanger, and an easy coordination with a setback to jump in. If you 2 can pause befire the jump in your post though, because I habe some stuff planned before that.

Easy Coordination + Move : 2eA+1eD+1eS+2eF 2 failures, 1 advantage, 2 Light Side
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Dude, :lol:

I'll hold the post. "Muu jumps and faceplants himself into the shuttle"

Edited by Vergence

Lightaber Check : 1eP+2eA+2eB+2eD 1 failure, 4 advantage
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Well then I guess he won't take out the last two in the squad. Instead he will heal all four strain unless, he can keep them in engaged range by spending all four of the Advantage @Rabobankrider I'll wait for your ruling to post.

Also don't forget he has sense up upgrading his defense.

Edited by Shlambate
1 hour ago, Vergence said:

Easy Coordination + Move : 2eA+1eD+1eS+2eF 2 failures, 1 advantage, 2 Light Side
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Dude, :lol:

I'll hold the post. "Muu jumps and faceplants himself into the shuttle"

....well now i just feel bad....

Jump Check : 1eD+1eS+2eA 4 successes, 1 threat
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1 hour ago, KungFuFerret said:

....well now i just feel bad....

Jump Check : 1eD+1eS+2eA 4 successes, 1 threat
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:D

"Ok, on three we take them by surprise... 1, 2, 3! Wheeeee!!!" Thunk ! Sith warriors question,"Did you hear something?" both look towards the hangar entrance. "Nahhh, you're just paranoid. Nobody would attempt that!".

Edited by Vergence

@Shlambate if you want to use your advantage to keep them engaged that's fine. Correct me if I'm wrong but this is what I have for the remaining troopers.

I think you guys still have the third PC slot whoever wants to take that one.

Also before I forget can everyone please specify which squad in combat you're attacking by the number? It just makes it easier to track so I don't make mistakes.

Hanger Combat Initiative:

  1. @SHADOWGUARD CHAMPION
  2. @SithArissa
  3. @Edgehawk
  4. Sith Trooper Squad 1: 5 soak, 7/25 wounds 2/5 men
  5. @Tramp Graphics
  6. Sith Trooper Squad: 5 soak, 25/25 wounds 5/5 men
  7. @Shlambate
  8. Republic Infantry Squad: 3 soak, 24/25 wounds, 5/5 men

@satkaz , these Aureks will all start at close range of you. The shuttles and enemy fighters are all close to each other, but at medium range of your squad. It's also worth noting that they are heading for the station, and are at medium range of being able to land in it. If you want to do a post moving to attack (assuming that is your plan) you'll need to roll cool for initiative and I'll sort the rest out for you. I'm hoping that it'll be a relatively even fight, still trying to gauge difficulty levels for combat at the minute.

Alright, will roll for initiative. After all, the defense of the station is the primary goal.

Cool [Initiative] : 1eP+2eA 2 successes, 3 advantage
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9 minutes ago, Rabobankrider said:

@Shlambate if you want to use your advantage to keep them engaged that's fine. Correct me if I'm wrong but this is what I have for the remaining troopers.

I think you guys still have the third PC slot whoever wants to take that one.

Also before I forget can everyone please specify which squad in combat you're attacking by the number? It just makes it easier to track so I don't make mistakes.

Hanger Combat Initiative:

  1. @SHADOWGUARD CHAMPION
  2. @SithArissa
  3. @Edgehawk
  4. Sith Trooper Squad 1: 5 soak, 7/25 wounds 2/5 men
  5. @Tramp Graphics
  6. Sith Trooper Squad: 5 soak, 25/25 wounds 5/5 men
  7. @Shlambate
  8. Republic Infantry Squad: 3 soak, 24/25 wounds, 5/5 men

@satkaz , these Aureks will all start at close range of you. The shuttles and enemy fighters are all close to each other, but at medium range of your squad. It's also worth noting that they are heading for the station, and are at medium range of being able to land in it. If you want to do a post moving to attack (assuming that is your plan) you'll need to roll cool for initiative and I'll sort the rest out for you. I'm hoping that it'll be a relatively even fight, still trying to gauge difficulty levels for combat at the minute.

I'll go for Sith Trooper Squad #6. the one woth 5 out of 5 men still in it. I presume that's the one Kataddik scared the crap out of.

I thought that was squad 1. If your attacking squad 6 don't forget they've moved towards the defensive line (at close range of it) for movement stuff. :)

5 minutes ago, Rabobankrider said:

I thought that was squad 1. If your attacking squad 6 don't forget they've moved towards the defensive line (at close range of it) for movement stuff. :)

OK, then I'll stick with Squad 1. Whichever one I've been engaged with. It doesn't matter to me. As long as Kataddik gets to bust some heads. :ph34r:

@Rabobankrider So how much Advantage must Zoroku spend to stay engaged? I would like to know if he could heal any strain?

Eh, I'd say only 2. They aren't making an active effort to move (Except squad 6 which has already moved in their last turn).

Are we keeping to the turn order now?

Do you guys think you can take down the troops before they shoot again?

4 hours ago, SithArissa said:

Are we keeping to the turn order now?

Do you guys think you can take down the troops before they shoot again?

Nope Turn order is Fluid.

Well I'm keeping my group busy they won't be able to leave engaged with Zoroku the other group is about to get clobbered by @Tramp Graphics and Kattadik and then we have one slot after that.

18 hours ago, Rabobankrider said:

Also before I forget can everyone please specify which squad in combat you're attacking by the number? It just makes it easier to track

I specified Sith Squad 5, in the IC spoiler window with K-1's attack.. but I don't think the current sitrep agrees with that?

I think Zoroku has been engaged with 1 since the beginning

Well if no one else is going first.

: 2eA+1eP+2eD+3eF 2 successes, 2 Light Side, 2 Dark Side
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Hmm only enough to activate the base power unless I flip a Destiny which I don't think I want to?

Yeah, the Troopers are protected for 6.

Alright guys I'm afraid I'm away for the weekend so may not be able to get the ic posts sorted till Monday, so I'm just quickly going to leave you guys with any stuff that is still needed:

@Vergence and @KungFuFerret , now I've sorted the bit with Svae's character you are free to grab his lightsaber (if you want) and to sort your post of jumping into the Interdictors hanger. If you planning to try and do it without being spotted it would be an average stealth with a boost. Disadvantage would be something along the lines of they might hear a noise but not necessarily see you if it happens to come up.

I think the Sith are next in the line so I'll sort that when I can around Monday time.

@satkaz I'll sort the initiatives for the others in your space combat at the same time.

@Edgehawk I'll go back over the sith trooper stats when I can as I'd put your attack on sith squad 2 I think which is why they're gone now. If you want to change it to 5 I'll do that when I'm back.

Have a good weekend you lot!

1 hour ago, Rabobankrider said:

I'll sort the initiatives for the others in your space combat at the same time.

Got it.

Stealth Check : 2eD+2eA+1eB 1 failure
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