3 minutes ago, jhh3 said:What pistols?
Dragoon cavalry blaster from stay on target, aor ace book.
https://star-wars-rpg-ffg.fandom.com/wiki/DR-45_"Dragoon"_Cavalry_Blaster
3 minutes ago, jhh3 said:What pistols?
Dragoon cavalry blaster from stay on target, aor ace book.
https://star-wars-rpg-ffg.fandom.com/wiki/DR-45_"Dragoon"_Cavalry_Blaster
Are we able to request an upgrade for our gear?
6 hours ago, MrTInce said:Are we able to request an upgrade for our gear?
What do you want?
7 hours ago, EliasWindrider said:What do you want?
https://star-wars-rpg-ffg.fandom.com/wiki/Droid_Targeting_System
For the dragoon pistol.
6 hours ago, MrTInce said:https://star-wars-rpg-ffg.fandom.com/wiki/Droid_Targeting_System
For the dragoon pistol.
You won't find it on christophsis before the blockade is lifted but if you have the credits it will be available for purchase after the christophsis mission & rescue of jabba's son is complete. I'm figuring on giving 2K credits at that point.
It would be easier to pur a custom grip and laser targetting sight on it granting 2 additional boosts and removing a black and you could do that now.
Edited by EliasWindriderDo we need to specify our special orders now, or can we do that after the Christophsis/Jabba sections?
I might also look into some attachments available now - just need to check what's available/affordable.
1 hour ago, Bellona said:Do we need to specify our special orders now, or can we do that after the Christophsis/Jabba sections?
I might also look into some attachments available now - just need to check what's available/affordable.
The prices are in the books, most things will but available in the between planet/mission cut scenes, if you want something reasonably common now and have the credits now you can get it now.
@EliasWindrider Sorry I'm slowing everything down on the other half of the mission. Where are we at in terms of the transport? Do we have another anti-air turret we need to take out first, or are we close to being to drop off Camo and his men?
7 hours ago, ShockHelix said:@EliasWindrider Sorry I'm slowing everything down on the other half of the mission. Where are we at in terms of the transport? Do we have another anti-air turret we need to take out first, or are we close to being to drop off Camo and his men?
You need to take a 2 purple missile shot, @P-47 Thunderbolt won initiative.
I will likely be mostly offline starting tomorrow until Monday, (full court press on potty training my son) but not all the supplies we ordered have arrived so maybe we'll wait a week.
Just now, EliasWindrider said:You need to take a 2 purple missile shot, @P-47 Thunderbolt won initiative.
I'll yield my slot to Condor, I don't have anything to do yet.
Missile Attack
:
6eA+2eD
2 successes, 4 advantage
Seems like it’s appropriate to crit again.
16 hours ago, ShockHelix said:Missile Attack : 6eA+2eD 2 successes, 4 advantage
Seems like it’s appropriate to crit again.
Ok.. are you and @P-47 Thunderbolt ready to assault the lander?
Just now, EliasWindrider said:Ok.. are you and @P-47 Thunderbolt ready to assault the lander?
I'm ready.
8 hours ago, EliasWindrider said:Ok.. are you and @P-47 Thunderbolt ready to assault the lander?
Let’s do it
Regarding re-supply of gear ...
Mireska's clone troopers need to re-fill their grenade inventory as necessary with both frag and EMP grenades (if it's not already done). They'll drop the Shaped Charges (since that's a special load-out for sabotage missions), but keep 1 charge of detonite tape each for "minor sabotage" purposes.
By this point all their DC-15As should have the Ascension Gun attachment. Any chance of getting that attachment modded?
I'd like to add M8 Combat Knives (RotSep) to all the CTs and Mireska. (She'll leave her old regular Combat Knife in her personal quarters.)
I'd also like to add one Mk II EMP grenade to Mireska's inventory.
Also, she'll probably order at least one extra set of Armour Inserts for later projects (using crafted Reinforced Clothing as the basis), such as more formal clothing, regular Jedi clothing (as opposed to her usual Healer clothing), and standard non-Jedi clothing (for disguise purposes).
Edited by Bellona4 hours ago, Bellona said:Regarding re-supply of gear ...
Mireska's clone troopers need to re-fill their grenade inventory as necessary with both frag and EMP grenades (if it's not already done). They'll drop the Shaped Charges (since that's a special load-out for sabotage missions), but keep 1 charge of detonite tape each for "minor sabotage" purposes.
By this point all their DC-15As should have the Ascension Gun attachment. Any chance of getting that attachment modded?
I'd like to add M8 Combat Knives (RotSep) to all the CTs and Mireska. (She'll leave her old regular Combat Knife in her personal quarters.)
I'd also like to add one Mk II EMP grenade to Mireska's inventory.
Also, she'll probably order at least one extra set of Armour Inserts for later projects (using crafted Reinforced Clothing as the basis), such as more formal clothing, regular Jedi clothing (as opposed to her usual Healer clothing), and standard non-Jedi clothing (for disguise purposes).
Ok on the troopers grenades.... what's the difference on the mk ii emp grenade?
What are the mods on the ascension gun attachment
What's the difference on the m8 combat knife
The armor inserts are easy enough to pick up back at the temple, we can hgv handle that in a cur scene.
6 minutes ago, EliasWindrider said:Ok on the troopers grenades.... what's the difference on the mk ii emp grenade?
What are the mods on the ascension gun attachment
What's the difference on the m8 combat knife
The armor inserts are easy enough to pick up back at the temple, we can hgv handle that in a cur scene.
The Mk II EMP Grenade (RotSep p. 53) does Ion damage. I'm not aware of any other grenades that do Ion damage (but then I don't have much knowledge of the non-lightsabre weapons in this system).
There are 2 Ascension Gun attachment mods: +1 Boost to fire the attachment (not the regular firearm), +1 range band speed. (Mireska's own AG attachment already has been fully modded.)
The M8 Combat Knife (RotSep p. 54) costs 125 credits more, has 1 hard point (the regular knife has none), and has the Accurate 1 and Pierce 1 qualities.
1 hour ago, Bellona said:The Mk II EMP Grenade (RotSep p. 53) does Ion damage. I'm not aware of any other grenades that do Ion damage (but then I don't have much knowledge of the non-lightsabre weapons in this system).
There are 2 Ascension Gun attachment mods: +1 Boost to fire the attachment (not the regular firearm), +1 range band speed. (Mireska's own AG attachment already has been fully modded.)
The M8 Combat Knife (RotSep p. 54) costs 125 credits more, has 1 hard point (the regular knife has none), and has the Accurate 1 and Pierce 1 qualities.
That all sounds reasonable.
1 minute ago, EliasWindrider said:That all sounds reasonable.
Since it's for the CT minion squad, should I roll for the Ascension Gun attachments' mods or not?
Edited by BellonaJust now, Bellona said:Since it's for the CT minion squad, should I roll for the Ascension Gun attachments' mods?
Spanner probably has a 4 yellow mechanics pool, not counting talents or tools.
2 minutes ago, EliasWindrider said:Spanner probably has a 4 yellow mechanics pool, not counting talents or tools.
Seeing as it's for a minion group, may I roll just once for each mod instead of six times?
1 hour ago, Bellona said:Seeing as it's for a minion group, may I roll just once for each mod instead of six times?
Sure.
Spanner mods the Ascension Gun attachment for Mireska's CTs ...
I'm assuming that he has at least a personally-crafted Tool Kit which gives him +1 Advantage when using for Mechanics checks.
Spanner mods CTs' AG (AG Boost)
:
4eP+3eD
4 failures, 5 advantage
Final result (including +1 Advantage from personally-crafted Tool Kit): 4 Failures, 6 Advantages.
Unless Spanner has the ability to re-roll that check, I'll consider it a failure and move on to the mod to increase the AG speed. 3x 2 Advantages used to add +3 Boost to the next mod check (which also gets +1 Advantage).
Spanner mods CTs' AG (AG speed)
:
4eP+3eB+4eD
1 success, 1 advantage, 1 Triumph
Final result (including +1 Advantage from personally-crafted Tool Kit): 1 Success, 2 Advantages, 1 Triumph.
So the AG attachments get the extra speed mod but not the AG accuracy Boost. I have no idea as to how Spanner would use that Triumph.
1 hour ago, Bellona said:Spanner mods the Ascension Gun attachment for Mireska's CTs ...
I'm assuming that he has at least a personally-crafted Tool Kit which gives him +1 Advantage when using for Mechanics checks.
Spanner mods CTs' AG (AG Boost) : 4eP+3eD 4 failures, 5 advantage
Final result (including +1 Advantage from personally-crafted Tool Kit): 4 Failures, 6 Advantages.
Unless Spanner has the ability to re-roll that check, I'll consider it a failure and move on to the mod to increase the AG speed. 3x 2 Advantages used to add +3 Boost to the next mod check (which also gets +1 Advantage).
Spanner mods CTs' AG (AG speed) : 4eP+3eB+4eD 1 success, 1 advantage, 1 Triumph
Final result (including +1 Advantage from personally-crafted Tool Kit): 1 Success, 2 Advantages, 1 Triumph.
So the AG attachments get the extra speed mod but not the AG accuracy Boost. I have no idea as to how Spanner would use that Triumph.
Difficulty only increases with successful mods.
4 hours ago, EliasWindrider said:Difficulty only increases with successful mods.
Thanks for the reminder, although it wouldn't really make a difference in this case.