Some were fitted to be space worthy:
PBP Alt Univ: Clone Wars: OOC
On 11/4/2020 at 4:29 PM, MrTInce said:Shall we get this mission going?
@EliasWindrider , should I go ahead and narrate the drop team into position?
Will we need to make any checks, or is it a given, just roll initiative?
12 minutes ago, P-47 Thunderbolt said:@EliasWindrider , should I go ahead and narrate the drop team into position?
Will we need to make any checks, or is it a given, just roll initiative?
Just narrate into position and roll initiative (with 2 upgrades for PC and allied npcs dropping in)
Camouflage:
Initiative (Cool)
:
3eP+1eA
4 successes, 2 advantage
Varactyl Squad:
Initiative (Cool)
:
3eP+1eA
3 successes, 3 advantage, 1 Triumph
I'll post IC ASAP.
Mireska's Initiative ...
Teth: Initiative/Vigilance, upgraded x2, plus Foresee power
:
2eP+2eA+4eF
5 successes, 2 advantage, 3 Light Side, 2 Dark Side
Final Result (using 3 LS pips for 3 Successes) : 8 Successes, 2 Advantages.
Edited by Bellona
Correction re LS pip use. (d'oh!)
Who's responsible for the clones?
I'm gonna go ahead and roll Initiative for them, including the two upgrades.
Sergeant Poe:
Initiative
:
2eP
3 successes, 1 advantage
Sergeant Raven:
Initiative
:
2eP
3 successes, 1 advantage
Wow. That's a surprising result.
Clone Minion group 1 (6):
Initiative
:
1eP+1eA
2 successes, 1 advantage
Clone Minion group 2 (5):
Initiative
:
1eP+1eA
2 successes
Clone Minion group 3 (5):
Initiative
:
1eP+1eA
1 success, 2 advantage
Funny how that works out. Gradually decreasing in strength as it goes on.
Current initiatives:
1) Mireska 8s2a
2) Camouflage 4s2a
3) Varactyl Squad 3s3a1T
4) Sergeant Poe 3s1a
5) Sergeant Raven 3s1a
6) Clone Minion group 1 (6) 2s1a
7) Clone Minion group 2 (5) 2s
8. Clone Minion group 3 (5) 1s2a
(For the record, I would have gone with "Usher" for the second sergeant, but it just didn't sound as good. And "Annabel" was off the table.)
@MrTInce , I'd suggest that Ker'see be in the gunship "Bad Kitty" since the noseart is a Nexu riding a missile. Couldn't find a way to work it into my post, though.
Jorin initiative
:
2eP
1 success, 2 advantage, 1 Triumph
How does the "upgrade" work?
ok...
Jorin initiative (bonus)
:
1eP
0 successes, 2 advantage
1 Success, 4 Advantages, 1 Triumph.
Edited by RuusMarevfixed dice
Just now, RuusMarev said:
Since you don't have any Ability dice, you add an Ability die for your first upgrade. Since you now have an Ability die, you upgrade it to a Proficiency with your second upgrade, leaving you with a pool of 3eP.
Just roll another Proficiency to add to your result.
Initiative
:
4eA
4 successes, 1 advantage
The song in question, for those of you interested in some gallows humor:
1 hour ago, P-47 Thunderbolt said:Who's responsible for the clones?
I'm gonna go ahead and roll Initiative for them, including the two upgrades.
Sergeant Poe: Initiative : 2eP 3 successes, 1 advantage
Sergeant Raven: Initiative : 2eP 3 successes, 1 advantage
Wow. That's a surprising result.
Clone Minion group 1 (6): Initiative : 1eP+1eA 2 successes, 1 advantage
Clone Minion group 2 (5): Initiative : 1eP+1eA 2 successes
Clone Minion group 3 (5): Initiative : 1eP+1eA 1 success, 2 advantage
Funny how that works out. Gradually decreasing in strength as it goes on.
Current initiatives:
1) Mireska 8s2a
2) Camouflage 4s2a
3) Varactyl Squad 3s3a1T
4) Sergeant Poe 3s1a
5) Sergeant Raven 3s1a
6) Clone Minion group 1 (6) 2s1a
7) Clone Minion group 2 (5) 2s
8. Clone Minion group 3 (5) 1s2a
(For the record, I would have gone with "Usher" for the second sergeant, but it just didn't sound as good. And "Annabel" was off the table.)
Do clones have 1 presence? Otherwise the double upgrade would mean 2 yellow?
1 minute ago, EliasWindrider said:Do clones have 1 presence? Otherwise the double upgrade would mean 2 yellow?
Clone Troopers, like Stormtroopers, have 1 Presence. Clone Trooper Sergeants, unlike Stormtrooper Sergeants, have 2 Presence.
1 minute ago, P-47 Thunderbolt said:Clone Troopers, like Stormtroopers, have 1 Presence. Clone Trooper Sergeants, unlike Stormtrooper Sergeants, have 2 Presence.
Ok.
Initiative roll!
Initiative
:
2eP+1eA
2 successes, 1 advantage
I was so focused on figuring out how to roll, that I forgot to upgrade. Can I just stick with the 4 success and 1 advantage from natural roll?
The upgrades were only for the PCs/allied NPCs dropping in .
So @MrTInce /Ker'see and @SuperWookie /Chee'Okee don't get the upgrades.
12 minutes ago, P-47 Thunderbolt said:The upgrades were only for the PCs/allied NPCs dropping in .
So @MrTInce /Ker'see and @SuperWookie /Chee'Okee don't get the upgrades.
I didn't, that's Ker'see's normal roll.
7 minutes ago, MrTInce said:I didn't, that's Ker'see's normal roll.
Yeah, I was just stating for the record. I wasn't correcting your roll.
20 minutes ago, P-47 Thunderbolt said:Yeah, I was just stating for the record. I wasn't correcting your roll.
I didn't even notice you were upgrading. I take it that's a clone ability?
Just now, MrTInce said:I didn't even notice you were upgrading. I take it that's a clone ability?
No, @EliasWindrider gave it as a "surprise bonus" since we're falling out of the sky.
Here are the initiative dies of 10 b1 minion groups of 6 each
Count each initiative die separately
:
10eA
2 successes, 10 advantage
One got 2 success, the rest at the end.
Here are the initiative dies for 4 droideekas
Count each initiative die separately
:
4eA
4 successes
One got 2 successes the rest go at the end
Here are the initiative dies for 2 b1 supervisor droids
Count each initiative die separately
:
2eP
1 success, 2 advantage
Both go at the end
Here are 4 minion groups of 6 b2's each
Count each initiative die separately
:
4eA
0 successes, 6 advantage
They all go at the end.
I might add some b1's on staps later. There are a few SAM sights you have to clear before the reinforcements arrive on laats
Stats are on page 20 of the misc thread and GO.
Edited by EliasWindrider12 hours ago, EliasWindrider said:Stats are on page 20 of the misc thread and GO.
I just need a bit of clarification about timing and location(s).
Is the entire drop team (Camouflage, Jorin, Mireska, certain number of clones) considered to be on the ground when this combat starts? (And the rest of the group some rounds behind, basically waiting for the drop team to clear the landing zone?)
If "yes" to starting on the ground, then are we within Short or Medium range of each other?
How far away are the various enemy Minion groups (B1s and B2s) and Rivals (Droidekas and B1 Supervisors)? (I'm pretty sure that they're not conveniently clumped together in one place. )
Do the Droidekas start with their shields up, or will that be their first maneouvre on their turns?
Wouldn't the Droidekas and the B1 Supervisors take the enemy's earliest available slots?
Do you want to run the clone groups, or split them between the players?
Do you have any talents which require you to go first?
(I was going to use the first slot for the Forewarning talent from the Master tree, until I realised that only one clone group and maybe Jorin would get any real benefit from it.)
Current initiatives (unless the Droidekas and the B1 Supervisors take the earliest enemy slots):
- Varactyl Squad - bonus manoeuvre (Triumph), first round only
- Jorin - bonus manoeuvre (Triumph), first round only
- Mireska - 8s2a
- Camouflage - 4s2a
- ( When the LAATs land: Chee'Okee - 4s1a)
- Varactyl Squad - 3s3a1T
- Sgt. Poe - 3s1a
- Sgt. Raven - 3s1a
- ( When the LAATs land: Ker'see - 2s1a)
- Clone minion group 1 (6) - 2s1a
- Clone minion group 2 (5) - 2s
- Droideka A - 2s
- B1 minion group A (6) - 2s
- Jorin - 1s4a1T
- Clone miníon group 3 (5) - 1s2a
- B1 Supervisor A - 1s1a
- Droideka B - 1s
- Droideka C - 1s
- B2 minion group A (6) - 2a
- B2 minion group B (6) - 2a
- B1 minion group B (6) - 2a
- B1 minion group C (6) - 2a
- B1 minion group D (6) - 2a
- B1 Supervisor B - 1a
- B2 minion group C (6) - 1a
- B2 minion group D (6) - 1a
- B1 minion group E (6) - 1a
- B1 minion group F (6) - 1a
- B1 minion group G (6) - 1a
- B1 minion group H (6) - 1a
- Droideka D - 0s
- B1 minion group I (6) - 0s
- B1 minion group J (6) - 0s
Edited by Bellona
Added Chee'Okee and Ker'see for completeness' sake, even though they don't join in until the LZ is clear (and no one can use their slots until then).
Everyone gets to choose where they drop in, and they drop in on their turn in the initiative order and can't be attacked before their first turn.
The others are waiting for you to clear the landing zone/take out some SAMs/anti air.
Remember a droid popper can take out a whole minion group of droids with blast (I believe that was the house rule).