I’m calling it a night and heading home. I’ll post tomorrow.
Star Wars: Revan's War OOC
Leadership [Get the Bridge]
:
1eP+1eA+1eC+2eD+1eB+1eS
2 successes, 2 threat
Well, 2 threat. But they've focused on the bridge.
16 hours ago, Rabobankrider said:
@KungFuFerret the hanger door would be quite big, similar size to the ones seen in the death star. If you want you can try throw something at the control panel using the force to short it out and shut the door, but you guys may struggle to get out after. Or if you have the control allowing you to do fine manipulations you could operate the console.
I guess Gaze will just double move towards whatever panel is nearby to shut the door, since they are sprawled. Is the panel in within Medium range of where we are currently?
Because it's a big hanger it's long range, but as the troopers are now running the opposite way it's not a massive issue.
6 minutes ago, Rabobankrider said:Because it's a big hanger it's long range, but as the troopers are now running the opposite way it's not a massive issue.
...so the panel i need to hit to close the door they are trying to escape through, is in the opposite direction of the way they are going?
@Rabobankrider Do we in the corridor roll initiative?
55 minutes ago, KungFuFerret said:...so the panel i need to hit to close the door they are trying to escape through, is in the opposite direction of the way they are going?
@Rabobankrider can correct me if I’m wrong but after the troopers fell, Muu stood in front of the hangar exit and attempted a coercion check to have them surrender. Failed the surrender attempt, the advantages of the check sent them running away from the exit, back towards you now lol.
Ah
2 hours ago, Shlambate said:@Rabobankrider Do we in the corridor roll initiative?
Yes, @Rabobankrider , I would like to know as well so I can post my Fear the Shadows roll.
So, that didn't exactly go according to plan. Can I do what Tiberius has suggested to Kai-wan, @Rabobankrider ?
So Gaze is going to use Move to lift up the 2 troopers who fell down, and basically just hold them up in the air significantly off the ground, where falling would really hurt. He doesn't really have any skills at intimidation, but I figure holding them at 10+ feet off the ground would unnerve most people.
Move Check
:
1eF
2 Light Side
Using 1 pip to activate, the other pip to trigger Strength upgrade to Sil 1. Since they are one target, I assume it will lift them both up as one action. Also Gaze will advance a range band to get them into Short range.
Edited by KungFuFerret@Shlambate and @SHADOWGUARD CHAMPION , the enemies straight ahead (the fastest way to the command centre) is at short range with 1`5 troops, the enemies to the right are also at short range and has 10 troops. All are in squads of 5. Initiative for this will be done with cool for you lot.
@SHADOWGUARD CHAMPION I can't find your check for the jump to see how you did getting to the hull, but yeah, your plan seems sound. The 2 threat however will add a black dice to the check.
@satkaz thanks to the kamikaze attack on the com tower and the now knackered bridge the enemy has 2 permanent blue dice. However I think I'm going to spend the 2 disadvantage to say that the commander just survived. That will add a temporary third blue dice to your next check.
@Rabobankrider why cool? Weren't we vigilant because we were surprised by the attackers?
These guys you'd have seen further down the corridor or at least heard the gunfire so it seemed that cool was the best option.
Bah Humbug, I need that Ever Vigilant talent.
Cool
:
1eP+1eA
0 successes, 3 advantage
Also I think you meant @Tramp Graphics and @SithArissa to roll cool initiative not Shadowguard, @Rabobankrider
9 minutes ago, Shlambate said:Bah Humbug, I need that Ever Vigilant talent.
Cool : 1eP+1eA 0 successes, 3 advantage
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Also I think you meant @Tramp Graphics and @SithArissa to roll cool initiative not Shadowguard, @Rabobankrider
You mean Constant Vigilance? Luckily, kataddik does have that talent. ?
Initiative
:
2eA+1eP
0 successes, 2 advantage
Yeah, anyone in the corridor who plans to fight can roll cool.
I would hope the sassy Twilek was Cool. @SithArissa
@Rabobankrider we need the three Sith Squads to roll initiative too.
Whats our plan of attack?
38 minutes ago, Shlambate said:@Rabobankrider we need the three Sith Squads to roll initiative too.
Whats our plan of attack?
I would argue we should get a free surprise attack round if we just sprung out from behind a corner but thats up to @Rabobankrider but you 2 bull rushing them, me shielding when necessary seems like it'll work. Unless you want to do perception to look for surprises.
I have a good perception of we want to try and look around, Would Oola go first then and shield us?
Technically I could have done that out of combat, but I suppose it should really be my first turn. I've got double yellow for perception if @Rabobankrider decides to let me have done that out of combat.
2 hours ago, Rabobankrider said:@Shlambate and @SHADOWGUARD CHAMPION , the enemies straight ahead (the fastest way to the command centre) is at short range with 1`5 troops, the enemies to the right are also at short range and has 10 troops. All are in squads of 5. Initiative for this will be done with cool for you lot.
@SHADOWGUARD CHAMPION I can't find your check for the jump to see how you did getting to the hull, but yeah, your plan seems sound. The 2 threat however will add a black dice to the check.
@satkaz thanks to the kamikaze attack on the com tower and the now knackered bridge the enemy has 2 permanent blue dice. However I think I'm going to spend the 2 disadvantage to say that the commander just survived. That will add a temporary third blue dice to your next check.
Wait, they have 2 permanent blue dice or do we?
11 minutes ago, SithArissa said:Technically I could have done that out of combat, but I suppose it should really be my first turn. I've got double yellow for perception if @Rabobankrider decides to let me have done that out of combat.
What's Oola's cunning? Zoroku's is a 3. His perception is 1.