Star Wars: Revan's War OOC

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

Pretty much engaged, you've basically bumped into each other.

At this point would it be faster for Zoroku to just attack the troops so that Kattadik doesn't attract all the fire. How far is he from engaging them?

Just now, Rabobankrider said:

Pretty much engaged, you've basically bumped into each other.

Ok, I'll post up my setback action and then things can get rolling.

@Shlambate , you are at short range of sith Kataddik is fighting, and protect lasts till the start of the users next turn, so I've edited the injuries he suffers to be cosmetic.

Ok @Vergence , post your move whenever you're ready.

1 minute ago, Rabobankrider said:

@Shlambate , you are at short range of sith Kataddik is fighting, and protect lasts till the start of the users next turn, so I've edited the injuries he suffers to be cosmetic.

So that would be one maneuver to move into engage? Could he use the Advantage from his last Athletics Check to be able to get a boost on his attack?

2 minutes ago, Rabobankrider said:

Ok @Vergence , post your move whenever you're ready.

Lightsaber Combat : 1eP+3eA+2eD 3 successes, 1 advantage
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I’ll activate a crit and deal 9 straight damage using breach.

@Shlambate for 1 advantage you're options are limited. You could pass a boost to another player 's combat check or recover strain. If you wanted you could maybe disorientate an enemy by destroying some cables or a terminal or something. From here if you're not in the duct above it'd be 1 maneuver yeah.

Ok Zoroku will disorient the group he will engage, Using both Maneuvers he will engage and Aim.

Lightsaber Check : 1eP+2eA+1eB+2eD 0 successes, 1 advantage, 1 Triumph
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Well no damage but he will pass a boost to Kattadik and ensure that the squad he is engaged with cannot back up from him with the triumph, since it is more powerful than when he did it with just 2 advantage can the triumph also pass a setback or two while keeping them in engaged range?

@Rabobankrider also your turn to attack with the remaining squad which Zoroku decided to engage.

Edited by Shlambate

@Edgehawk Let's see if we can bash those riot troopers with the crane?

I'm going to sort post stuff tomorrow I'm hoping.

Ok, @satkaz and @Edgehawk , to operate the cranes it's an average mechanical check for using the controls, and the work in the same way regular movements. So pocking up containers, moving the arm etc would be maneuver while trying to bat a soldier or drop a crate would be an action. Please also roll cool for the combat initiative which I'll list below. Because of the number of npc's involved I'll be increased the group sizes to 10, so force powers to effect a whole group will require a magnitude check. I think that seems fair. Sith troops are at short range and republic soldier are at medium. The entrance to the main station is at long range. It's gonna be a tough fight so think creative! :)

Drydock Combat:

  1. Republic Squad 1: Soak 3, 25/25 5/5 men 2s 2a
  2. Sith Squad 1: Soak 5, 50/50, 10/10 men 2s 1a
  3. Republic Squad 2: Soak 3, 50/50 wounds, 10/10 men 1s
  4. Sith Squad 2: Soak 5, 50/50, 10/10 men 2a
  5. Sith Squad 3: Soak 5, 50/50, 10/10 men 2a
  6. Sith Squad 4: Soak 5, 50/50, 10/10 men 1a
  7. @Edgehawk
  8. -

@Shlambate , you can add a setback dice to the squad yeah.

Corridor Combat

  1. @SithArissa
  2. Republic Squad: 3 soak 34/50 wounds, 7/10 men
  3. Sith Squad 1 (Ahead): 5 soak, 20/25 wounds, 4/5 men
  4. Sith Squad 2 (Ahead): 5 soak, 25/25 wounds, 5/5 men
  5. @Shlambate
  6. Sith Squad 1 (Right): 5 soak, 17/25 wounds, 4/5 men
  7. @Tramp Graphics
  8. Sith Squad 2 (Right): 5 soak, 25/25 wounds, 5/5 men

Interdictor Combat:

  1. @Vergence
  2. Sith Squad: Soak 5, 11/25 3/5 men
  3. @KungFuFerret 

Edited by Rabobankrider

@Rabobankrider I specifically sent Zoroku to engage the squad which would be going next after him to avoid any shenanigans of grenade tossing?

I thought you engaged the same squad as the one Kataddik was with?

5 minutes ago, Rabobankrider said:

I thought you engaged the same squad as the one Kataddik was with?

Nope Zoroku would engage the one next to act, he simply passes a boost to Kattadik since he is in the same room. He is Stacking Disorients on this Grenade Squad.

Lightsaber (Int) : 3eA+1eP+2eD 4 successes, 1 threat, 1 Triumph
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Sooo....10 damage, and I guess I'll use the crit to drop another minion of this group, assuming any are left at this point. Which I think would be 3 minions with their soak value total.

@Shlambate ok, I am going to ask that you show ic how you're passing the boost. I'll change my post when I have time.

@SithArissa , as that squad is staggered you may as well take your turn now as they will be unable to move this turn.

@KungFuFerret , with the crit, everyone is down, for the disadvantage I'd say just take a strain.

Edited by Rabobankrider
Just now, Rabobankrider said:

@KungFuFerret , with the crit, everyone is down, for the disadvantage I'd say just take a strain.

Can you make it be a conflict? Gaze just killed people for the first time, 3 at once in fact, so this isn't the best of days for him.

Sure, that works fine for me.

Roller Edgehawk
Character Kai-wan
Campaign Revan's War
Description Cool initiative
Results 1eA : 0 successes [1eA=-]
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Description Avg Mechanics
Results 3eA+2eD : 0 successes, 1 advantage [3eA=S/A, -, A/A] [2eD=Th, F/Th]
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I'll pass a Boost to @satkaz

@Edgehawk , cool, it'd probably be along the lines of Kai-Wan learning the controls this round.

Fine @Rabobankrider I'll do that with Zoroku's response over the comm.

: 2eP+1eA+2eD+3eF 2 successes, 4 Light Side, 1 Dark Side
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Spending 2 Lightside to activate Protect on the Pub troops for a base of 5, 1 On magnitude to include myself and 1 on Strength to increase the protection up to 8 on both targets. Also I will use my Sense advantage on any of the Sith troops who throw a grenade to add 2 setback dice to the roll,

Rolling Cool.

Cool [Initiative] : 1eP+2eA 3 successes, 2 advantage
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Hmm, guess I'm first then.

Edit: Going for the crane on the left, average mechanics check with a boost.

Mechanics [Crane Game start] : 3eA+2eD+1eB 1 failure, 2 advantage
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Blast. Guess I miss with the crane, but I'll use the two advantage to give the 1st Republic Squad cover and give them a setback to anyone trying to hit them.

Edited by satkaz
Edit: Going for the cranes.