Fear Check - Vigilance
:
2eA+4eD
0 successes, 4 threat
Star Wars: Revan's War OOC
Hmm, fighters are on me, huh? Will switch to Speed 5 at this point, then flip it against them by using Gain the Advantage.
Going much faster than them, so that means it's normally Easy, but since they used Gain the Advantage on me, I have to increase the difficulty to Average. I'm also putting the Handling die that I forgot to place the last time I used Gain the Advantage. Which means they should be able to do so, too.
Piloting [Gain the Advantage]
:
1eP+2eA+2eD+3eB
2 successes, 2 advantage
Gonna spend the 2 Advantages to Tuck and Roll from Stay on Target: All Gunnery checks targeting the craft are upgraded once until the end of my next turn.
Unfortunately, I don't think I'll be able to take the shuttles down in time, everyone. They got too much fighter cover and are hardy little ships, themselves.
Edited by satkaz
So.. the security sweep is somewhat of a bluff. It seems I equipped Kai-wan with the security sweeper.. which detects surveillance, and has nothing to do with weapons detection.. oops.
6 hours ago, Rabobankrider said:Everyone in the station hanger, unless you're planning to attack these guys you can roll discipline to recover.
@KungFuFerret it does yeah, and you guys have the first slot in the initiative. I just wasn't sure if you guys wanted to initiate combat, but you do have the option to.
- @satkaz (3 missiles)
- 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 (4 missiles)
- Sith Fighter Squad: 2 soak 9/30 HT 2/5 fighters
So the three remaining Sith troopers are surrendering?
4 minutes ago, Tramp Graphics said:So the three remaining Sith troopers are surrendering?
Yes they are. Go ahead and roll discipline to recover strain.
32 minutes ago, Shlambate said:Yes they are. Go ahead and roll discipline to recover strain.
No need. Kataddik didn't suffer any Strain, just a couple of Wounds and a Crit .
Edit: Never mind, I did use Reflect, so that did cost 3 Strain.
Strain Recovery (Discipline)
:
4eA
1 success, 1 advantage
Force Suppress
:
1eF
1 Dark Side
Activating Suppress, been a while since I played a Force User that used dark pips, but I have to flip a DP, and take 1 strain for each pip, as well as the Conflict right?
Also, after activating it, I will be committing that force die to sustain the effect, which is to reduce his force pips by 1 in this case, any time he tries to use the Force.
@Vergence you take 1 strain from the surprise of facing a dark side user. Also do you want to make another check to try and make them surrender? Just so you know it isn't too likely to work given the circumstances :p
@KungFuFerret as you've already put your move you can choose to either take 4 strain or be staggered for your next turn. Also you're correct in your understanding of the dark side, I'll add the conflict to the starting page.
@SithArissa I'm not sure it can be used fr anything at this stage unless you can think of an interesting use.
Fighter Combat:
- @satkaz (3 missiles)
- Shuttle Pilots: 2 defence on fore and aft, 5 soak, 44/45 HT 3/3 shuttles
- Republic Fighter Squad: 1 defence on fore, 2 soak, 15/30 HT, 3/5 fighters (4 missiles)
- Sith Fighter Squad: 2 soak 8/30 HT 2/5 fighters
How far is the Interdictor? I'll need to get on it, then, as there's too many fighters to take out the shuttles.
Edited by satkazI'm going to say it's at long range.
12 minutes ago, Rabobankrider said:I'm going to say it's at long range.
Alright, spending the maneuver to head from close to medium, and the action to go evasive maneuvers, just in case the Interdictor wants to try and snipe us when we're approaching it.
Gonna be interesting trying to take out a capital ship.
Edited by satkaz31 minutes ago, Rabobankrider said:
@KungFuFerret as you've already put your move you can choose to either take 4 strain or be staggered for your next turn. Also you're correct in your understanding of the dark side, I'll add the conflict to the starting page.
I don't understand what you mean with "put your move". What move? I was in range from the start to attack the Sith with Suppress, so what move action are you referring to?
@KungFuFerret I should have said turn instead of move, got board game terms stuck in my head today.
3 minutes ago, Rabobankrider said:@KungFuFerret I should have said turn instead of move, got board game terms stuck in my head today.
I'll take 4 strain then.
2 hours ago, Rabobankrider said:@Vergence you take 1 strain from the surprise of facing a dark side user. Also do you want to make another check to try and make them surrender? Just so you know it isn't too likely to work given the circumstances ?
Docking the strain now. Is it Muu’s turn again?
Because you didn't make an action on your last post I'd say you can take that one now, and then it will be the sith soldiers turn.
@Rabobankrider I’ll perform a lightsaber check since combat has already begun.
Sith lightsaber comat + aim
:
1eP+3eA+2eD+1eB
3 successes
9 damage and not sure if it’s considered dueling engaged because of the troopers (hadn’t acted nor claimed a target yet). If so, my curved hilt grants an advantage and I’ll activate a crit.
Edit:
adversary
:
1eC
2 failures
edited my post. 7 damage, crit and new advantage is tossing a setback to the next attack against Muu
Edited by VergenceBecause of the troopers planned target next round I'd say it is, so you can roll the dice for that.
3 minutes ago, Rabobankrider said:Because of the troopers planned target next round I'd say it is, so you can roll the dice for that.
Crit roll : 1d100 52
Fearsome Wound: Increase difficulty of all Presence and WIllpower checks by 1 until end of encounter
@Rabobankrider Uh can I just use it to clear my 3 other strain? Or the book says I can spend it so others get a boost on their Discipline checks. So up to you I clear all my strain or the others can add a Boost dice to what they roll/rolled.
Because it's a triumph and it's only 3 strain that'd be fine.
Anyone got any stim packs or the heal skill thats in the hanger with us?
@Edgehawk @SithArissa remember that all organics are starting with 5 stims, I guess the droid would get 5 repair packs
@Edgehawk If you want to pick pocket Zoroku you'll need to beat his perception which as difficulty is CDD.