@Tramp Graphics , who are you targeting?
Star Wars: Revan's War OOC
Just now, Rabobankrider said:@Tramp Graphics , who are you targeting?
The troopers right in front of me.
Ok that's fine, that'll be squad 1.
Just now, Rabobankrider said:Ok that's fine, that'll be squad 1.
Yeah, I think they're dead.
2 hours ago, Rabobankrider said:Fighter Combat:
- @satkaz
- Shuttle Pilots: 2 defence on fore and aft, 5 soak, 45/45 HT 3/3 shuttles
- Republic Fighter Squad: 1 defence on fore, 2 soak, 24/30 HT, 4/5 fighters
- Sith Fighter Squad: 2 soak, 14/30 HT 3/5 fighters
- Sith Fighter Squad: 29/30 HT 5/5 fighters
Also @satkaz before I forget Gunda isn't with you guys at the moment, he's closer to the attacking Interdictor.
On a different note how does a player normally survive dog fighting, because it seems that 1 good shot would pretty much kill them.
Okay, will change my posts to reflect Gunda not being there.
As for survival: evasive tactics and angling deflector shields help, as well as forcing enemies to take actions to avoid getting shot. In space, there's a lot of debris and stuff flying around, so you could grant setback on both sides to Gunnery checks due to all the debris. Talents like Tricky Target and Defensive Driving help with making the check harder by either making the check more difficult or giving setback. And if worst comes to worst, you could use the squadron rules on the AoR GM kit to have squadronmates be a sort of ablative armor with them taking the hit.
But yeah, a lot of weapons are designed to be likely to severely damage snubfighters, if not one-shot them all together.
So, let's see here:
-The shuttles have went evasive, but Gain the Advantage doesn't make that happen. However, since there's fighters on me, it'd be best to ditch them.
For the maneuver, I'll go evasive myself. That'll make it harder for me to hit them and them to hit me. But since they have Stay on Target, my Gunnery check's been upgraded anyway, so that helps.
For the action, I'll have Walden fire on the Sith Fighter Squadron on me. Normally, if the opposing side hasn't either Gained the Advantage or succeeded on an opposing Piloting check to determine which arc they're firing, the defender chooses which arc the attacker has to hit. Since the Sith fighters have no shields, defender can't call any spots that would benefit him. For this check, I'm assuming it's a head-on, so Walden's coming in from the front of them.
I'll also be spending a DP to upgrade my attack.
Gunnery [Guns, Guns, Guns!] w/DP
:
3eP+1eC+1eA
3 successes, 2 advantage, 1 Triumph
Yeah, boy. So, I'll use the advantage to link my shots, which should be 8 and 8. Soak reduces both shots to 6 and 6, which is 12. But I'll use the Triumph to have the debris of the other two fighters immediately take out the last guy. And that should be it. Posting on IC now.
Edit: And I just realized I screwed up. That Green should have been a Purple.
You want me to reroll the entire roll or just roll the purple die?
Edited by satkazWhoops.
I'd say just roll a purple and remove the green, that should be fine.
Wow those guys couldn't shoot straight, That's what Sense is for! Where are we in the initiative order so I can tell when the next round begins.
2 minutes ago, Shlambate said:Wow those guys couldn't shoot straight, That's what Sense is for! Where are we in the initiative order so I can tell when the next round begins.
Well, I'm prety sure Kataddik just slaughtered two bad guys. @Rabobankrider , please confirm . Did I make them dedd?
4 minutes ago, Shlambate said:Wow those guys couldn't shoot straight, That's what Sense is for! Where are we in the initiative order so I can tell when the next round begins.
Remaining Sith squad
Last PC slot
Republic Squad
Reroll [Difficulty]
:
1eD
1 failure
Alright, with that roll, It's 2 Success, 2 Advantage, 1 Triumph. Still enough to blow that squadron sky high.
I have not acted yet, this turn, so the PC slot is mine? Where are the remaining Sith troopers, in relation to me? @Rabobankrider
@Tramp Graphics , they would indeed be dead.
Hanger Combat:
- @SHADOWGUARD CHAMPION
- @SithArissa
- @Edgehawk
- @Tramp Graphics
- Sith Trooper Squad: 5 soak, 25/25 wounds 5/5 men
- @Shlambate
- Republic Infantry Squad: 3 soak, 24/25 wounds, 5/5 men
Interdictor Combat:
- @Vergence :
- Dark Jedi: 3 soak, 14/14 wounds, adversary 1
- @KungFuFerret
- Sith Trooper Squad: 5 soak, 10/10 wounds, 2/2 men
@KungFuFerret when you get a chance if you can roll for vigilance (as well as getting your free maneuver.
@Edgehawk after the sith it will be your turn yeah.
- @satkaz
- Shuttle Pilots: 2 defence on fore and aft, 5 soak, 45/45 HT 3/3 shuttles
- Republic Fighter Squad: 1 defence on fore, 2 soak, 15/30 HT, 3/5 fighters
- Sith Fighter Squad: 2 soak 17/30 HT 3/5 fighters
1 minute ago, Rabobankrider said:
@KungFuFerret when you get a chance if you can roll for vigilance (as well as getting your free maneuver.
Np,
Vigilance
:
2eA
2 successes
Ok lovely, I'll add you to the initiative, and you still have your free maneuver before things kick off.
Not really anything I want to do with that maneuver right now, so I'll just forgo using it. Don't want to be engaged with these guys, and I already stated gaze drew his saber, so no need to do that.
Ok, @Vergence if you want you can start combat, or if you want to keep the peacekeeping thing going the sith will be more than happy to go first.
@Rabobankrider there are seven left right the two engaged with Zoroku and 5 shooting at Oola.
The other two got knackered by @Tramp Graphics , now there's only 5
23 minutes ago, Rabobankrider said:The other two got knackered by @Tramp Graphics , now there's only 5
Oh well Tramp didn't post in the IC so I thought they were alive.
Also guys,
@BeingofMortis
will be joining us after this session is completed, so everyone say hi!
I've added his sheet to the list with the rest of you.
2 hours ago, Rabobankrider said:Ok, @Vergence if you want you can start combat, or if you want to keep the peacekeeping thing going the sith will be more than happy to go first.
If I wanted to do a coercion or negotiation check to force the npc to surrender (Sith), what would be the difficulty?
Hmm, I'll go after the shuttles then. Think I'm at short range to them. So I'll at them in close range and try to Gain the Advantage on them.
Piloting [Gaining the Advantage]
:
2eP+1eA+2eD
1 failure, 3 advantage
Shuttles too close to hangar, could I use that 3 advantage to delay them from landing, since I'm zipping in and flying near them?
2 hours ago, Rabobankrider said:
Daunting negotiations + Congenial Upgrade + Savvy negotiations= 1 setback left
:
3eP+4eD+1eS
1 failure, 2 advantage
No go. Will use the advantages as setback to throw the guy off by my action attempt and use my last post as the speech to the check. If melee occurs, I only have 2 defense since the spacesuit probably neglects my armor.
Edited by VergenceOn 4/28/2018 at 10:52 AM, Shlambate said:Oh well Tramp didn't post in the IC so I thought they were alive.
I had to wait for confirmation from
@Rabobankrider
for confirmation of the kill before i posted. I'll be posting my IC post
presently
. Oh, I just double checked something I forgot. Kataddik did even more damage than I originally thought. His
Wookiee Rage
kicked in once he took that Critical injury, granting him an additional
+2 to damage on all Brawl or Melee attacks he makes.
That would make his damage
11 for each hit
not 9.
EDIT:
I sent a question to Sam Stewart regarding Wookiee Rage and the Lightsaber skill and this is the resonse I got:
Hi Michael,
Message from:
Michael J. Trampert
E-mail:
[email protected]
Rules Question:
I have a quick question regarding the Wookiee Rage species ability. In the EotE core rules, it says, " Wookiee Rage: When a Wookiee has suffered any wounds, he deals + 1 damage to Brawl and Melee attacks. When a Wookiee is Critically Injured, he instead deals + 2 damage to Brawl and Melee attacks." Now, here's the question. Eote doesn't have the Lightsaber skill as a native skill, but F&D does. If I am playing a Wookie Jedi would the Wookiee Rage ability also apply to the Lightsaber skill in F&D?