1 hour ago, EliasWindrider said:Btw I'm only counting 1 maneuver that you used.
Sabre Swarm is a manoeuvre, as is closing the door.
1 hour ago, EliasWindrider said:Btw I'm only counting 1 maneuver that you used.
Sabre Swarm is a manoeuvre, as is closing the door.
Just now, Bellona said:Sabre Swarm is a manoeuvre, as is closing the door.
I forgot about saber swarm being a maneuver.
Do we have any more droid actions, or is it @jhh3 /Ethan's and Mireska's actions now?
Just so I know for when it comes to it, what will the upgrades by to attack Jango? Also can I try and reflect any of the damage form the grenade?
Edited by MrTInce12 minutes ago, MrTInce said:Just so I know for when it comes to it, what will the upgrades by to attack Jango?
4 upgrades against ranged, 3 against melee (the extra ranged upgrade is from the side step talent), 4 melee/ranged defense, and coordination dodge with 4 ranks. also he's flying outside your window so you'd need to use Hawkbat swoop to hit him with a melee attack and then you'd fall 3 stories for 10 damage.
On the plus side the b1's you sliced up have dropped blaster carbines within easy reach of you while prone.
Edited by EliasWindrider18 minutes ago, Bellona said:Do we have any more droid actions, or is it @jhh3 /Ethan's and Mireska's actions now?
Droids are using their action and maneuver to get up and walk back up.the stairs, ethan already took his turn for round 3. But @RuusMarev /jorin and @Bellona /Mireska haven't acted yet in round 3. The speader bike was round 2 for jorin.
Edited by EliasWindrider@RuusMarev Jorin's turn is up next after @MrTInce posts (before or after @Bellona /Mireska)
Edited by EliasWindriderJust now, EliasWindrider said:@RuusMarev Jorin's turn is up next after @MrTInce posts
Post is up.
Argh, I meant to write Jorin there, not Ethan.
Anyway, I'll roll Mireska's self-heal now (PC slots at bottom of round 3) ...
Heal power on 'self plus C.I. removal upgrade (while Compromised)
:
4eF+4eP+4eD
2 failures, 4 advantage, 5 Dark Side
... Absolutely no joy there, except that this must be the
Will of the Force
(convert one DS destiny point to LS)
... and 4 Advantages ... let's add +1 Boost to @MrTInce /Ker'see (seeing as she's going up against Jango) and +1 Boost to @jhh3 /Ethan (seeing as he's used a lot of strain)
(Sorry, @RuusMarev /Jorin, no help from Mireska against those droids!)
I'll wait with the IC post until this is okayed and Jango's attack is narrated.
ETA: IC post made.
Edited by Bellona9 minutes ago, Bellona said:Argh, I meant to write Jorin there, not Ethan.
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Anyway, I'll roll Mireska's self-heal now (PC slots at bottom of round 3) ...
Heal power on 'self plus C.I. removal upgrade (while Compromised) : 4eF+4eP+4eD 2 failures, 4 advantage, 5 Dark Side
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... Absolutely no joy there, except that this must be the Will of the Force (convert one DS destiny point to LS)
... and 4 Advantages ... let's add +1 Boost to @MrTInce /Ker'see (seeing as she's going up against Jango) and +1 Boost to @jhh3 /Ethan (seeing as he's used a lot of strain)
(Sorry, @RuusMarev /Jorin, no help from Mireska against those droids!)
I'll wait with the IC post until this is okayed and Jango's attack is narrated .
Done.
Will of force, Ker'see's damage & strain, and Jorin's strain updated
Edited by EliasWindrider@P-47 Thunderbolt have you taken your second turn as a gunner, if not you're up.
@jhh3 i'd suggest Ethan spends his remaining 10 banked xp to spontaneously develop the ebb/flow basic power to help with Ethan being very near his strain threshold, before taking his next turn, which I'd recommend to either be draw closer lightsabering one of them or using move to throw one both of them out the window
The lightsaber roll would be
3eP+3eA+2eB+2eD+5eF, 1 white pip needed to draw closer (or you could spend a maneuver to move next to one of them and not require draw closer but be able to use 1 white pip (assuming ebb/flow) and as much advantage as you roll to recover strain, white pips also add success to check if needed
The move check would be
3eP+3eA+1eB+2eC+5eF, if you get 3 white pips and succeed both of them are defeated before the get to act, you could flip a destiny point at take strain and conflict to ensure you have the pips you need. Success on the roll is almost guaranteed, extra white pips can recover strain (if you have the ebb/flow base power, advantage can be similarly spent)
I think your best course of action is to draw closer, if you fail you'll almost certainly have enough advantage to trigger your force assault talent which would let you mave the move attack as a maneuver... the exception is a roll with no white pips, a lot of succes and no triump or advantage which would require you to flip a dp and take 3 strain and conflict to make the move attack, which you'd need 3 white pips to end the fight, or you could take 1 strain and conflict to make draw closer, kill one of the spotters, and have 3 strain less to deflect the next guy's blaster shot which would put you at 17/17 strain and just shy of passing out.
@EliasWindrider and @jhh3 /Ethan: Mireska intends to make her way to join Ethan as soon as she finishes healing herself, but it will take at least one more Heal action before she can start moving again with Force Leap manoeuvres (round 4 at the earliest).
1 hour ago, Bellona said:@EliasWindrider and @jhh3 /Ethan: Mireska intends to make her way to join Ethan as soon as she finishes healing herself, but it will take at least one more Heal action before she can start moving again with Force Leap manoeuvres (round 4 at the earliest).
Based on the numbers, I expect the fight to be over by the time you get there, Ethan will probably be victorious with zero wounds and at or very close to his strain limit, however he could need to accept wounds to not go over his strain threshold, or he could be unconscious due to strain. If lucky with advantage on an attack and the use of balance on the end of the encounter strain recovery roll, he could be "ok" on strain but would likely not be at zero.
Edited by EliasWindrider39 minutes ago, EliasWindrider said:@P-47 Thunderbolt have you taken your second turn as a gunner, if not you're up.
Oh, I thought the Vultures were. Okay.
Maneuver: Aim
Action: Shoot them:
Vultures!
:
4eA+1eB+2eD
2 successes, 4 advantage
Ooo, just enough to crit. With 2 Success, I do 1 damage past armor and crit with 4 Advantage, taking down a Vulture. How many were there (and how many groups) before my turn?
I'll take 2 strain for Improved Scrap 'em!, and with my Leadership, I can affect every gunner on the LAAT. Adds 2 Boost to attacks against the target. I also get 2 Advantage from First Among Brothers, and I'll use that to add a Boost to Condor.
Edited by P-47 Thunderbolt6 minutes ago, P-47 Thunderbolt said:Oh, I thought the Vultures were. Okay.
Maneuver: Aim
Action: Shoot them: Vultures! : 4eA+1eB+2eD 2 successes, 4 advantage
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Ooo, just enough to crit. With 2 Success, I do 1 damage past armor and crit with 4 Advantage, taking down a Vulture. How many were there (and how many groups) before my turn?
I'll take 2 strain for Improved Scrap 'em!, and with my Leadership, I can affect every gunner on the LAAT. Adds 2 Boost to attacks against the target. I also get 2 Advantage from First Among Brothers, and I'll use that to add a Boost to Condor.
There are only 2 vultures, I previously rolled for both of the just in case, both would have succeeded on shooting the laat, please include the description of the surviving vulture shooting the laat in your ic post
1 minute ago, EliasWindrider said:There are only 2 vultures, I previously rolled for both of the just in case, both would have succeeded on shooting the laat, please include the description of the surviving vulture shooting the laat in your ic post
This is my understanding of the initiative: Vultures (done [movement only]), ShockHelix (done). Round 2: Camouflage (done), Vultures (done), ShockHelix/Balyeg (done). Round 3: Camouflage (going now). So both of the Vultures have made their attacks, haven't they? Narrated by ShockHelix?
Scrap 'em! wouldn't apply in this case since they're separate, so unless you're willing to extend it, I'll take back the strain.
14 hours ago, EliasWindrider said:Vulture droids
Shooting at the Laat : 1eP+2eA+1eC+1eD+1eS 2 successes, 1 threat
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Shooting at the Laat : 1eP+2eA+1eC+1eD+1eS 1 success
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7 and 6 damage again
Thanks, sorry I missed that.
5 minutes ago, P-47 Thunderbolt said:This is my understanding of the initiative: Vultures (done [movement only]), ShockHelix (done). Round 2: Camouflage (done), Vultures (done), ShockHelix/Balyeg (done). Round 3: Camouflage (going now). So both of the Vultures have made their attacks, haven't they? Narrated by ShockHelix?
Scrap 'em! wouldn't apply in this case since they're separate, so unless you're willing to extend it, I'll take back the strain.
Round 1,
Double move for 2 strain, attack both hit, but @ShockHelix negates one
You attack and miss,
@ShockHelix attacks and misses,
Round 2.
You attack and hit, destroying 1
The remaining one hits the laat (only count 1 roll of 2 I did premptively)
@ShockHelix is up next*
Round 3
You're up
Droid if survives
@ShockHelix again
Edited by EliasWindrider@EliasWindrider , confirmation that Scrap 'em! doesn't apply here?
29 minutes ago, P-47 Thunderbolt said:@EliasWindrider , confirmation that Scrap 'em! doesn't apply here?
Scrap'em applies
I believe scrap'em just adds a boost to an ally, am I correct?
Edited by EliasWindrider37 minutes ago, EliasWindrider said:Scrap'em applies
I believe scrap'em just adds a boost to an ally, am I correct?
Improved Scrap 'em! adds 2 Boost against [target] to allies up to twice Leadership. That's plenty of capacity for all of those with access to the guns (Balyeg, Condor).
I'm also adding a Boost to
@ShockHelix
with Advantage from First Among Brothers.
4 minutes ago, P-47 Thunderbolt said:Improved Scrap 'em! adds 2 Boost against [target] to allies up to twice Leadership. That's plenty of capacity for all of those with access to the guns (Balyeg, Condor).
I'm also adding a Boost to @ShockHelix with Advantage from First Among Brothers.
I'm not worried about boosts. Auto destruction without a roll is what I was worried about and thought you were claiming
3 hours ago, EliasWindrider said:@P-47 Thunderbolt have you taken your second turn as a gunner, if not you're up.
@jhh3 i'd suggest Ethan spends his remaining 10 banked xp to spontaneously develop the ebb/flow basic power to help with Ethan being very near his strain threshold, before taking his next turn, which I'd recommend to either be draw closer lightsabering one of them or using move to throw one both of them out the window
The lightsaber roll would be
3eP+3eA+2eB+2eD+5eF, 1 white pip needed to draw closer (or you could spend a maneuver to move next to one of them and not require draw closer but be able to use 1 white pip (assuming ebb/flow) and as much advantage as you roll to recover strain, white pips also add success to check if needed
The move check would be
3eP+3eA+1eB+2eC+5eF, if you get 3 white pips and succeed both of them are defeated before the get to act, you could flip a destiny point at take strain and conflict to ensure you have the pips you need. Success on the roll is almost guaranteed, extra white pips can recover strain (if you have the ebb/flow base power, advantage can be similarly spent)
I think your best course of action is to draw closer, if you fail you'll almost certainly have enough advantage to trigger your force assault talent which would let you mave the move attack as a maneuver... the exception is a roll with no white pips, a lot of succes and no triump or advantage which would require you to flip a dp and take 3 strain and conflict to make the move attack, which you'd need 3 white pips to end the fight, or you could take 1 strain and conflict to make draw closer, kill one of the spotters, and have 3 strain less to deflect the next guy's blaster shot which would put you at 17/17 strain and just shy of passing out.
That sounds good. I'll spend the XP and get it.
I'm going with saber.
Attack with Saber
:
3eP+3eA+2eB+2eD+5eF
9 successes, 4 Light Side, 3 Dark Side
That went good!
4 minutes ago, jhh3 said:I'm going with saber. Attack with Saber : 3eP+3eA+2eB+2eD+5eF 9 successes, 4 Light Side, 3 Dark Side
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That went good!
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I suggested you spend your 10 xp on ebb/flow. If you want to have ebb/flow apply to this attack (gain you back 1 strain).it can.
You would narrate this as yanking him towards you and cutting him down or something. I suggest that you spend 1 strain on dodge for the blaster attack from the last spotter
Edited by EliasWindrider