PBP Alt Univ: Clone Wars: OOC

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

6 minutes ago, ShockHelix said:

@EliasWindrider How far away am I from the front lines of the CIS Forces, are there any further checks I need to make to get in position, and is there anything I can make an attack on before the turn that we actually reach the transport in question I’ll be unloading @P-47 Thunderbolt on?

Would you like to dogfight with a pair of vulture droids?

7 minutes ago, EliasWindrider said:

Would you like to dogfight with a pair of vulture droids?

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11 minutes ago, EliasWindrider said:

Would you like to dogfight with a pair of vulture droids?

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18 minutes ago, ShockHelix said:

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Roll cool for initiative.

Cool for initiative : 1eA 1 success
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Cool for initiative : 1eA 1 success, 1 advantage
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You they are at long range, coming down from orbit on an intercept course

3 hours ago, EliasWindrider said:

@RuusMarev you need to narrate the speeder bike ride to Ker'see's sniper nest... you get in view of the of the building in time to see droids enter the door, you pull into the parking area and "leap off your bike." Can be before it completely stops moving, you can embellish with a flip roll and comes up out of the roll sprinting for the door (if you want to) maybe that wasn't such a great idea after all since despite the healing you received your leg starts to throb and pain you where you were shot.

@jhh3 you need your ic post (see my previous post for suggested narration, the point was to take into the account the dice rolls, anything else you might come up with that does the same is acceptable.

@MrTInce you're up (you might want to narrate feeling a crosshair on the back of your head momentarily but then it's gone, someone must have dealt with the third sniper and not a moment too soon.) You've got battle droids emerging from the stairwell as available targets

Ok... to avoid holding up the game I'm going to narrate @jhh3 's two turns (he's already posted once ic so it won't cost him xp, and he's made the rolls in this ooc thread)

@RuusMarev I know you're currently online, please post your speeder bike turn in the ic thread

Edited by EliasWindrider

Initiative : 2eA+1eP 0 successes, 3 advantage
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Usually I’d complain, but considering how far out of range they are I suppose I don’t mind the poor roll all that much.

Heads up, when they do eventually make an attack on the LAAT, it counts as one silhouette lower.

Edited by ShockHelix
1 minute ago, ShockHelix said:

Initiative : 2eA+1eP 0 successes, 3 advantage
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Usually I’d complain, but considering how far out of range they are I suppose I don’t mind all that much.

Heads up, when they do eventually make an attack on the LAAT, it counts as one silhouette lower.

I didn't see that coming.

How exactly is this going to function with Balyeg in the gunner seats? Do they each have to make individual attacks for their weapons, or do they count as a group and can make the attack as a group? Personally I would expect they would count as a group for the attacks, but I’d be unable to make them into a “squadron” since all incoming attacks would be on the LAAT anyway.

Edited by ShockHelix
29 minutes ago, ShockHelix said:

How exactly is this going to function with Balyeg in the gunner seats? Do they each have to make individual attacks for their weapons, or do they count as a group and can make the attack as a group? Personally I would expect they would count as a group for the attacks, but I’d be unable to make them into a “squadron” since all incoming attacks would be on the LAAT anyway.

Count them as a group and the get 1 attack, pick the weapon you want to make the actual attack, other weapons narratively box the target it in to make the shot the counts easier.

1 minute ago, EliasWindrider said:

Count them as a group and the get 1 attack, pick the weapon you want to make the actual attack, other weapons narratively box the target it in to make the shot the counts easier.

Sounds good

Because the vultures have speed 5, they can get from long to short in one maneuver. Their blasters have short range. So they'll be spending their actions to shoot at the laat

Shooting at Laat : 1eP+2eA+2eD+1eS 2 successes, 2 threat
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Shooting at the Laat : 1eP+2eA+2eD+1eS 1 success
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One hit does 7 damage, the other 6, you have 3 armor, no breach, so 4 and 3 damage would get through,

The last has 20 hull trauma threshold and 15 system strain threshold.

@ShockHelix you're up.

@P-47 Thunderbolt do you want Camouflage to man one of the guns.... probably a better shot t by an the minions.

Edited by EliasWindrider
15 minutes ago, EliasWindrider said:

Because the vultures have speed 5, they can get from long to short in one maneuver. Their blasters have short range. So they'll be spending their actions to shoot at the laat

Shooting at Laat : 1eP+2eA+2eD+1eS 2 successes, 2 threat
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Shooting at the Laat : 1eP+2eA+2eD+1eS 1 success
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One hit does 7 damage, the other 6, you have 3 armor, no breach, so 4 and 3 damage would get through,

The last has 20 hull trauma threshold and 15 system strain threshold.

@ShockHelix you're up.

@P-47 Thunderbolt do you want Camouflage to man one of the guns.... probably a better shot t by an the minions.

Sure, but don't the Vultures need to get to Close? They have Heavy Blaster Cannons.

Initiative: Initiative : 3eP 3 successes, 2 advantage
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I rolled Vigilance, but it doesn't really matter. You could drop the last die entirely and I'd still have won initiative.
2 Maneuvers to get into the ball turret, action to fire: Vultures! : 4eA+2eD 1 failure, 1 advantage
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I'll recover a strain.

14 minutes ago, P-47 Thunderbolt said:

Sure, but don't the Vultures need to get to Close? They have Heavy Blaster Cannons.

Initiative: Initiative : 3eP 3 successes, 2 advantage
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I rolled Vigilance, but it doesn't really matter. You could drop the last die entirely and I'd still have won initiative.
2 Maneuvers to get into the ball turret, action to fire: Vultures! : 4eA+2eD 1 failure, 1 advantage
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I'll recover a strain.

Missiles are short range, blasters are close, so they each take 2 strain for a 2nd maneuver (it's been a long time, over 3 years since I ran a dogfight/starship combat but I'll assume that's legal.

55 minutes ago, EliasWindrider said:

Missiles are short range, blasters are close, so they each take 2 strain for a 2nd maneuver (it's been a long time, over 3 years since I ran a dogfight/starship combat but I'll assume that's legal.

Yeah, that's legal. Sil 4 and less can take 2 SS for a second Pilot-Only Maneuver.

9 minutes ago, P-47 Thunderbolt said:

Yeah, that's legal. Sil 4 and less can take 2 SS for a second Pilot-Only Maneuver.

That's what I bvb thought, good to know my memory isn't completely faulty, I don't think I've been at peak mental state since my son was born july 2017. My daughter was born July 2019. I took another hit to cognitive processing with her birth. I've been getting more sleep since the covid pandemic hit (still working from home but saving 1.5 hours daily on the commute.

@ShockHelix @P-47 Thunderbolt which of you wants to narrate the 2 vultures' openingopening of the laat?

@ShockHelix probably should since Condor's the pilot and the one who'd tell '65 to get his butt in a turret, but I'll do it if necessary timing-wise.

@MrTInce you are short range to the b1's, one of the 3 minion groups is at the stairwell entrance, they are a BBC laid target. The other 2 minion group are on the stairs.

Edited by EliasWindrider
59 minutes ago, EliasWindrider said:

@ShockHelix @P-47 Thunderbolt which of you wants to narrate the 2 vultures' openingopening of the laat?

Yeah, I definitely need too since I’m going to be doing some tricks.

@EliasWindrider , Alright here’s what I’m up to. First, on the 7 damage attack I’d like to take the Barrel Roll Incidental, to reduce the damage from 7 to 2, so the 3 armor absorbs it all. That’ll require 3 System Strain (1 to Condor for High-G, 2 to the LAAT) to bring me to 3/20 HT and 2/15 SS (With Condor on 3/18 Strain).

For the turn, I’d like to start with a Full Throttle action. It’s a Hard Piloting check to increase the LAAT’s speed by 1 for 3 rounds (Condor’s Cunning).
Full Throttle : 5eP+1eA+3eD 3 successes, 1 threat
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Well, pretty poor result, but a success nonetheless. Regardless of where the Strain would normally apply to I’ll have Condor take it (4/18).

Then, I’ll take the Accelerate Maneuver, and suffer 2 system strain (1 Ship, 1 Condor) for second Maneuver to take Evasive Maneuvers and Upgrade the difficulty on any incoming or outgoing attacks until Condor’s next turn, for a total of 5/18 Strain on Condor and 3/15 SS on the LAAT. If the Vulture Droids want to negate they’ll have to take the Gain the Advantage action with an Average difficulty check now that the speed is even.

For Balyeg’s turn (who since we didn’t roll initiative for I guess would just go immediately after Condor,) since we’ve already made use of our only short range weapon for the round, I’ll have them use the Copilot action.

Copilot : 3eP+1eA+2eD 0 successes, 3 advantage
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Well ****. With the advantage I’ll add a boost to the next allied character’s check (I believe that’d be you @P-47 Thunderbolt ,) and one to any allied character’s next check (Condor’s.)


24 minutes ago, ShockHelix said:

Yeah, I definitely need too since I’m going to be doing some tricks.

@EliasWindrider , Alright here’s what I’m up to. First, on the 7 damage attack I’d like to take the Barrel Roll Incidental, to reduce the damage from 7 to 2, so the 3 armor absorbs it all. That’ll require 3 System Strain (1 to Condor for High-G, 2 to the LAAT) to bring me to 3/20 HT and 2/15 SS (With Condor on 3/18 Strain).

For the turn, I’d like to start with a Full Throttle action. It’s a Hard Piloting check to increase the LAAT’s speed by 1 for 3 rounds (Condor’s Cunning).
Full Throttle : 5eP+1eA+3eD 3 successes, 1 threat
p-s-a.png p-s-s.png p--.png p-s.png p-s-a.png a--.png d-th-th.png d-f-f.png d-th.png

Well, pretty poor result, but a success nonetheless. Regardless of where the Strain would normally apply to I’ll have Condor take it (4/18).

Then, I’ll take the Accelerate Maneuver, and suffer 2 system strain (1 Ship, 1 Condor) for second Maneuver to take Evasive Maneuvers and Upgrade the difficulty on any incoming or outgoing attacks until Condor’s next turn, for a total of 5/18 Strain on Condor and 3/15 SS on the LAAT. If the Vulture Droids want to negate they’ll have to take the Gain the Advantage action with an Average difficulty check now that the speed is even.

For Balyeg’s turn (who since we didn’t roll initiative for I guess would just go immediately after Condor,) since we’ve already made use of our only short range weapon for the round, I’ll have them use the Copilot action.

Copilot : 3eP+1eA+2eD 0 successes, 3 advantage
p-a-a.png p-s.png p-s-a.png a-s.png d-f-f.png d-f.png

Well ****. With the advantage I’ll add a boost to the next allied character’s check (I believe that’d be you @P-47 Thunderbolt ,) and one to any allied character’s next check (Condor’s.)


I had them take strain to get to close.... so close range weapons can be used.

3 minutes ago, EliasWindrider said:

I had them take strain to get to close.... so close range weapons can be used.

Ah, missed that. Regardless I’ll stick with what I rolled, so the droids are up. . Or wait. Since @P-47 Thunderbolt rolled highest, I think he’s technically up?

Edited by ShockHelix
6 minutes ago, ShockHelix said:

Ah, missed that. Regardless I’ll stick with what I rolled, so the droids are up. . Or wait. Since @P-47 Thunderbolt rolled highest, I think he’s technically up?

Yes, @P-47 Thunderbolt is up but i rolled for the vultures (assuming neither was destroyed by @P-47 Thunderbolt ) so you don't have to wait on me.

As they are at short range I will take the hawk bat swoop action to cover the distance but will take the saber swarm.

Hawk bat swoop : 4eP+2eA+2eD+3eF 7 successes, 1 advantage, 2 Triumph, 2 Light Side, 1 Dark Side
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Will use one light side pip to activate ability and the other to add advantage. So as standard that is 17 damage but with linked activated with two advantage for a total of 34 damage all with breach I believe that is a lot of dead droids. With the two triumph...

@EliasWindrider Can I spend the triumphs saying with the devastation caused by Ker'see's attack that it pushed back the defeated droids into the stairwell so they all fell onto the other droids knocking them over like dominoes and now they are a tangle of mess delaying the movement?

Also close the door with second maneuver and as incidental tell The Duchess to hide.

Edited by MrTInce
10 hours ago, MrTInce said:

As they are at short range I will take the hawk bat swoop action to cover the distance but will take the saber swarm.

Hawk bat swoop : 4eP+2eA+2eD+3eF 7 successes, 1 advantage, 2 Triumph, 2 Light Side, 1 Dark Side
p-tr.png p-s-a.png p-tr.png p-a-a.png a-s-s.png a-s-s.png d-th.png d-th.png f-ls.png f-ds.png f-ls.png

Will use one light side pip to activate ability and the other to add advantage. So as standard that is 17 damage but with linked activated with two advantage for a total of 34 damage all with breach I believe that is a lot of dead droids. With the two triumph...

@EliasWindrider Can I spend the triumphs saying with the devastation caused by Ker'see's attack that it pushed back the defeated droids into the stairwell so they all fell onto the other droids knocking them over like dominoes and now they are a tangle of mess delaying the movement?

Also close the door with second maneuver and as incidental tell The Duchess to hide.

At first glance it looks like you took out one minion group, and I'm not going to bother doing the math. FYI deadly accuracy only applies to the first hit of an attack, so it would quite be 2x.

That is a highly appropriate use of two triumphs (yes).

Btw I'm only counting 1 maneuver that you used.

Also jango fett is now flying outside the window at short range

Going to use his maneuver to activate 1 rank of sidestep at cost of 1 strain

and shooting at Ker'see with a grenade launcher

Shooting at Ker'see with grenade launcher : 4eP+1eA+1eD+2eS 2 successes, 2 advantage
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I forgot the boost dice

Forgotten boost dice : 3eB 1 success, 2 advantage
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The grenade launcher is loaded with plasma grenades so 12 base damage and crit 3, and he's going to crit you

Crit on Ker'see : 1d100+20 45

Bowled over, knocked prone +1 strain

And recover 1 strain with the advantage.

so yeah this is how Jango settles a grudge (I was thinking about shaped thermal grenades but as a GM I didn't want to kill your character, so went plasma instead)

As a reminder jango is currently statted as a bounty hunter:gadgeteer/martial artist/deathwatch warrior/gunslinger

Edited by EliasWindrider