PBP Alt Univ: Clone Wars: OOC

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

@Bellona @MrTInce @ShockHelix Roll for initiative against (currently)

Initiative: 1eA 1 success
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Initiative: 1eA 1 success
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Initiative: 1eA 0 successes, 1 advantage
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Initiative: 1eA 1 success
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Initiative: 1eA 0 successes
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Initiative: 1eP 0 successes
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Initiative: 1eP 0 successes, 2 advantage
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@AnomalousAuthor roll for initiative against

Initiative: 1eA 0 successes, 1 advantage
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Initiative: 1eA 0 successes, 1 advantage
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Initiative: 1eA 0 successes, 2 advantage
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@AnomalousAuthor you conceivably get 4 initiative checks/attacks per round you your sergeant and your 2 minion groups.

Edited by EliasWindrider

Initiative: 2eA+1eP+1eB 2 successes, 3 advantage
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Wraith’s Initiative

Initiative: 2eA+2eP 2 successes, 4 advantage
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Alpha Squad

Initiative: 1eA 2 successes
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Sgt. Scrap

Initiative: 2eA 0 successes, 2 advantage
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Beta Squad

Initiative: 1eA 0 successes, 2 advantage
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Initiative order looks like 4 PC slots and then 3 NPC slots.

What kind of ranges are we looking at for those baddies?

Edited by AnomalousAuthor
37 minutes ago, AnomalousAuthor said:

Wraith’s Initiative

Initiative: 2eA+2eP 2 successes, 4 advantage
a-a.pnga-s.pngp-s-a.pngp-a-a.png

Alpha Squad

Initiative: 1eA 2 successes
a-s-s.png

Sgt. Scrap

Initiative: 2eA 0 successes, 2 advantage
a--.pnga-a-a.png

Beta Squad

Initiative: 1eA 0 successes, 2 advantage
a-a-a.png

Initiative order looks like 4 PC slots and then 3 NPC slots.

What kind of ranges are we looking at for those baddies?

Correct on the order. I'll let you chose the ranges because the ship is mobile

1 minute ago, EliasWindrider said:

Correct on the order. I'll let you chose the ranges because the ship is mobile

Sounds good, I’ll start working on a post.

8 minutes ago, AnomalousAuthor said:

Sounds good, I’ll start working on a post.

At least one of the droids uses ranged light, if you're using ranged heavy it may be more advantageous to start at medium so they are also at 2 purple difficulty.

Is Initiative using Cool or Vigilance?

We're expecting to meet opposition (Cool?), but the CTs' expertise lies in Vigilance.

Just to get my part out of the way:

Mireska's Initiative, using Cool and Foresee power ...

Initiative w. Cool + Foresee power: 1eP+2eA+4eF 2 successes, 5 Light Side, 1 Dark Side
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Mireska uses 5 LS pips for extra successes.

Result: 7 Successes.

(If she should have used Vigilance instead, the result is really not that different - GGG+WWWW instead of Y+GG+WWWW.)

Mireska's CTs' Initiative, using Cool Vigilance ...

Mireska's CTs: Initiative w. Cool: 1eA 1 success, 1 advantage

(If they may use Vigilance instead, then they get to use YYY instead of G.)

Mireska's CTs: Initiative w. Vigilance instead: 3eP 1 success, 2 advantage
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(Okay, so not a huge difference in that result.)

Edited by Bellona
As per GM's post below, CTs changed to their best skill for initiative.

Cool is typically used by the side that initiates hostility/is the aggressor. Vigilance is typically used by the defender.

In this situation I could see both sides rolling cool.

Edited by AnomalousAuthor
1 hour ago, AnomalousAuthor said:

Cool is typically used by the side that initiates hostility/is the aggressor. Vigilance is typically used by the defender.

In this situation I could see both sides rolling cool.

The way I'm running it is you usually get to pick vigilance or cool the exceptions being ambushes and double crosses where it's as you said. In this case you get to choose.

Edited by EliasWindrider

And, just checking but it's just one minion dead per hit, right?

Edited by AnomalousAuthor

Cool for initiative:

Cool initiative check: 2eP+1eA 1 success, 3 advantage
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3 hours ago, EliasWindrider said:

The way I'm running it is you usually get to pick vigilance or cool the exceptions being ambushes and double crosses where it's as you said. In this case you get to choose.

Thank you for the clarification. I've re-rolled Mireska's CTs' initiative result. (Not a huge change, just very slightly better.)

1 hour ago, AnomalousAuthor said:

And, just checking but it's just one minion dead per hit, right?

If you're squaded up and you direct a hit to a minion yes. Otherwise by damage +1 for crit, and a grenade with blast deals it's damage to each minion in a group

@MrTInce

I suggest that Ker'see takes the first (Mireska's) initiative slot. That grenade launcher could do some serious damage to the B1s.

@EliasWindrider

It is just B1s here, right?

Edited by Bellona
Added question.

Happy to take first shot if no one else wants it.

Go for it

13 hours ago, Bellona said:

@MrTInce

I suggest that Ker'see takes the first (Mireska's) initiative slot. That grenade launcher could do some serious damage to the B1s.

@EliasWindrider

It is just B1s here, right?

*Currently* that is correct

Grenade launcher already out. True aim for maneuver plus quick strike boost.

Grenade launcher: 2eP+4eA+2eB+2eD 5 successes, 4 advantage
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Spend two advantage for blast quality

So 15 damage to group and blast to the rest in group. Guessing nothing else is engaged.

Recover 2 strain. Drop launcher as incidental and quick draw lightsabre.

I think that takes a group out.

Edited by MrTInce

@MrTInce

Nice!

And the IC post? :)

@ShockHelix

I suggest that the squadded up Condor and ARCs take the next slot, to be followed by Mireska's squad and then Mireska herself.

Sounds good to me

On 11/9/2019 at 2:06 AM, EliasWindrider said:

It's very easy to find a very defensible position (it's where the droids are😈😝) but upgrading an attack or an initiative check would be fine.

When the turn comes round to Mireska's CTs, I plan on upgrading their attack. May I upgrade it twice, due to them having 2 Triumphs?

@EliasWindrider

Does our slicer astromech have a name?

(I'm assuming that it's just moving quietly behind us, taking cover, and generally not attracting attention so that it stays out of the line of fire.)

Also, how many droids are there per minion group at the moment?

8 hours ago, MrTInce said:

Grenade launcher already out. True aim for maneuver plus quick strike boost.

Grenade launcher: 2eP+4eA+2eB+2eD 5 successes, 4 advantage
p-a-a.pngp--.pnga-s-s.pnga-s.pnga-a.pnga-s.pngb-a-a.pngb-s.pngd-th.pngd--.png

Spend two advantage for blast quality

So 15 damage to group and blast to the rest in group. Guessing nothing else is engaged.

Recover 2 strain. Drop launcher as incidental and quick draw lightsabre.

I think that takes a group out.

I think you forgot to add the 2 setback the b1’s get from their defensive position, unless you canceled them out somehow.

Edited by ShockHelix