PBP Alt Univ: Clone Wars: OOC

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

31 minutes ago, P-47 Thunderbolt said:

The Under-Barrel Grenade Launcher is Ranged (Heavy), the CSPL-12 Projectile Launcher is Ranged (Light), and the Micro-Rocket Launcher Pistol and Armor Attachment are Ranged (Light) and Ranged (Heavy), respectively.

Those were interesting to look up. I didn't find plasma micro-rockets, but there were a host other possibilities/combinations.

On 5/3/2020 at 8:20 PM, EliasWindrider said:

After @MrTInce post Ker'see's actions, I'll do jango, then it should be @Bellona /Mireska then @RuusMarev can take a double turn then @MrTInce then jatngo and the droids then @Bellona /Mireska, then @jhh3 /Ethan can attempt to snipe jango, then @MrTInce /Ker'see then jango and the droids then @Bellona /Mireska and @RuusMarev /jorin in either order

Is it @Bellona first or second turn on this list?

6 minutes ago, jhh3 said:

Is it @Bellona first or second turn on this list?

I rolled for Mireska and described her actions because I wanted to get some sleep, and Mireska's actions wouldn't affect anyone else. Our GM can put her action anywhere in round 4's initiative order, according to what suits the rest of the group best.

4 hours ago, MrTInce said:

Sidestep only impacts range attacks.

The fall roll:

Falling : 2eP+4eA+2eD 3 successes, 3 advantage
p-s-a.png p-a.png a-s-a.png a-a.png a-s.png a-s.png d-f.png d-th.png

Reduces damage to 7 and 7, with soak that's 3 and 3.

Survival check:

Getting the Duchess to attack : 2eP+2eA+1eB+3eF+3eC+1eD+3eS 3 failures, 2 advantage, 3 Light Side, 1 Dark Side
p-s-s.png p-a-a.png a-a-a.png a-a.png b-a.png f-ls-ls.png f-ls.png f-ds.png c--.png c-th-th.png c-th-th.png d-f-f.png s-f.png s-f.png s-f.png

Will flip a Destiny point and use the darkside point to take the strain and conflict to generate 4 success and use the two advantage to recover two strain. So the Duchess can attack with the 7 boosts from my failed attack. The Duchess will move the engaged and use its bite.

Bite attack : 1eP+2eA+7eB+3eC+3eS 0 successes, 5 advantage
p-s-a.png a-a.png a-a-a.png b-a.png b-s.png b--.png b-a.png b-a.png b-s-a.png b-s-a.png c-f.png c-th-th.png c-f-f.png s-th.png s-th.png s-f.png

Sadly she misses and will use the 5 advantage to pass on boosts onto the next players.

Her fall roll:

Falling : 3eP+2eD 3 successes
p-s-a.png p-s-a.png p-s-a.png d-th-th.png d-th.png

Reduces it to 7 and then soak of 3 so 4 damage to The Duchess out of 20.

Was it maneuver to gesture because if not Ker'see will move into cover.

You don't take conflict and duchess doesn't fall because I believe you're unconscious.

The grenade you took dealt 12+3 successes -4 soak = 11 damage. +7 from the fall yields 18, and Ker'see's wound threshold is 17 which would render Ker'see unconscious.

Now the question on this is whether soak applies to falling or not and I think RAW says no.... so @Bellona could you check the RAW on that. If soak doesn't apply to falling, then everything that comes after that wouldn't happen which would save you some conflict and duchess some pain.

If soak does apply it plays out like you said and I'm going to say maneuver for this command.

4 minutes ago, EliasWindrider said:

Now the question on this is whether soak applies to falling or not and I think RAW says no.... so @Bellona could you check the RAW on that. If soak doesn't apply to falling, then everything that comes after that wouldn't happen which would save you some conflict and duchess some pain.

If soak does apply it plays out like you said and I'm going to say maneuver for this command.

Soak applies to damage but not to strain.

4 hours ago, Bellona said:

Collapse of the Republic pp. 29 and 43

The basic form of Side Step only works against incoming ranged (small "r") attacks, and requires a Side Step manoeuvre and Strain spent during the user's own turn. The effect lasts until the start of the user's next turn.

Improved Side Step is allowed only when the Side Step manoeuvre has been performed and then, as an OOT incidental "... until the start of their next turn, they may spend 3 Threats or 1 Despair from a combat check targeting them to inflict one hit on that attacker from a Ranged (Heavy) or a Ranged (Light) weapon the character is currently wielding. The hit deals its base damage plus any damage from applicable talents or abliities. This talent may not be used if the original attack incapacitates the character."

So it looks like any kind of attack* triggers Improved Side Step (with the right number of Threats/Despairs), but the weapon used must be already in hand and one rated for Ranged (Heavy) or Ranged (Light). All the grenade launchers that I've seen so far (Z50 and RLG-318) are only rated for Gunnery.

* Although one could argue that the spirit of the talent refers only to incoming ranged attacks (seeing as the basic form only works against ranged attacks).

The grenade launcher he is using is gunnery.

3 minutes ago, P-47 Thunderbolt said:

Soak applies to damage but not to strain.

Falling is a special case rule... I'm asking specifically about falling rather than regular damage and it's unclear to me whether your answer is a general case or special case answer.

1 minute ago, EliasWindrider said:

Falling is a special case rule... I'm asking specifically about falling rather than regular damage and it's unclear to me whether your answer is a general case or special case answer.

I'm specifically referring to the falling rules. Soak applies against strain in some general cases.

Edited by P-47 Thunderbolt
4 minutes ago, P-47 Thunderbolt said:

I'm specifically referring to the falling rules. Soak applies against strain in some general cases.

Thanks! Ok.... that means things proceed as @MrTInce said... so @MrTInce can post ic now.

@EliasWindrider What's up next on the docket for me and @P-47 Thunderbolt ? Could we try and take out any anti-air the CIS has setup as we come in?

6 minutes ago, ShockHelix said:

@EliasWindrider What's up next on the docket for me and @P-47 Thunderbolt ? Could we try and take out any anti-air the CIS has setup as we come in?

Sure, how about we have them launch missiles from short range, with guided 1, either @P-47 Thunderbolt can make an attack to shoot them down or you can barrel roll twice, and then hit the launcher on the next round. Or if you have short range missiles you can win initiative and shoot before they launch. Does that work for you?

9 hours ago, MrTInce said:

Sidestep only impacts range attacks.

The fall roll:

Falling : 2eP+4eA+2eD 3 successes, 3 advantage
p-s-a.png p-a.png a-s-a.png a-a.png a-s.png a-s.png d-f.png d-th.png

Reduces damage to 7 and 7, with soak that's 3 and 3.

Survival check:

Getting the Duchess to attack : 2eP+2eA+1eB+3eF+3eC+1eD+3eS 3 failures, 2 advantage, 3 Light Side, 1 Dark Side
p-s-s.png p-a-a.png a-a-a.png a-a.png b-a.png f-ls-ls.png f-ls.png f-ds.png c--.png c-th-th.png c-th-th.png d-f-f.png s-f.png s-f.png s-f.png

Will flip a Destiny point and use the darkside point to take the strain and conflict to generate 4 success and use the two advantage to recover two strain. So the Duchess can attack with the 7 boosts from my failed attack. The Duchess will move the engaged and use its bite.

Bite attack : 1eP+2eA+7eB+3eC+3eS 0 successes, 5 advantage
p-s-a.png a-a.png a-a-a.png b-a.png b-s.png b--.png b-a.png b-a.png b-s-a.png b-s-a.png c-f.png c-th-th.png c-f-f.png s-th.png s-th.png s-f.png

Sadly she misses and will use the 5 advantage to pass on boosts onto the next players.

Her fall roll:

Falling : 3eP+2eD 3 successes
p-s-a.png p-s-a.png p-s-a.png d-th-th.png d-th.png

Reduces it to 7 and then soak of 3 so 4 damage to The Duchess out of 20.

Was it maneuver to gesture because if not Ker'see will move into cover.

What's duchess' strain threshold, if she is a rival I believe that means the 10 strain is converted to wounds.

4 minutes ago, EliasWindrider said:

Sure, how about we have them launch missiles from short range, with guided 1, either @P-47 Thunderbolt can make an attack to shoot them down or you can barrel roll twice, and then hit the launcher on the next round. Or if you have short range missiles you can win initiative and shoot before they launch. Does that work for you?

Sounds good to me. the LAAT has the twin mass-driver missile launchers so let's go for an initiative attempt to see if we can deal with any before they fire.

Initiative : 1eP+2eA 2 successes, 2 advantage
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1 minute ago, EliasWindrider said:

What's duchess' strain threshold, if she is a rival I believe that means the 10 strain is converted to wounds.

It isn't specified, but I don't think you should stack the damage. I would recommend applying the greater of the damages, but applying both is overkill in my opinion. The way I rule it is just to ignore the strain if the character doesn't have a strain threshold (for falling specifically).

Initiative: Initiative : 2eP+1eA 1 success, 1 advantage
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Oof, that's unlucky.

53 minutes ago, P-47 Thunderbolt said:

It isn't specified, but I don't think you should stack the damage. I would recommend applying the greater of the damages, but applying both is overkill in my opinion. The way I rule it is just to ignore the strain if the character doesn't have a strain threshold (for falling specifically).

We'll do it your way.

1 hour ago, ShockHelix said:

Sounds good to me. the LAAT has the twin mass-driver missile launchers so let's go for an initiative attempt to see if we can deal with any before they fire.

Initiative : 1eP+2eA 2 successes, 2 advantage
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1 hour ago, P-47 Thunderbolt said:

Initiative: Initiative : 2eP+1eA 1 success, 1 advantage
p--.png p-a.png a-s.png

Oof, that's unlucky.

Initiative : 2eA 1 success, 1 advantage
a--.png a-s-a.png

Take the shot 2 purple

Missile Launchers : 6eA+2eD 2 successes, 2 advantage
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With the 2 advantage for Linked, that's 2 hits of 7 damage each.

Okay... next initiative check

Initiative : 2eA 0 successes, 2 advantage
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@P-47 Thunderbolt @ShockHelix this is for the next sam sight

Edited by EliasWindrider

@MrTInce , @RuusMarev , @jhh3 , @EliasWindrider :

If any word of the latest state of affairs reaches Mireska, she could ask Ethan to pick her up (presuming that one can squeeze a second person onto the back of a speeder bike in return for some trade-off in speed and/or handling) and bring her to Ker'see and Jorin. Mireska might even be able to heal some of Ethan's Strain/Wounds en route.

7 hours ago, Bellona said:

@MrTInce , @RuusMarev , @jhh3 , @EliasWindrider :

If any word of the latest state of affairs reaches Mireska, she could ask Ethan to pick her up (presuming that one can squeeze a second person onto the back of a speeder bike in return for some trade-off in speed and/or handling) and bring her to Ker'see and Jorin. Mireska might even be able to heal some of Ethan's Strain/Wounds en route.

Ethan doesn't have the speeder bike, he used force leap to travel to the enemy snipers nest. He's taken his round 5 action to commit force dice to enhance so he'll be able to shoot at jango with a sniper rifle in round 6. Jorin took Ethan's speeder bike back to Ker'see.

53 minutes ago, EliasWindrider said:

Ethan doesn't have the speeder bike, he used force leap to travel to the enemy snipers nest. He's taken his round 5 action to commit force dice to enhance so he'll be able to shoot at jango with a sniper rifle in round 6. Jorin took Ethan's speeder bike back to Ker'see.

Hmmm. Then scratch that previous idea.

I'm assuming that we didn't get all the way to the southern bridge before things went wrong, so it'll be less than 2½ km from the scene of the accident to Ker'see's sniper's nest. Would that be something like 5 Force Leaps (just going by the number of Move manoeuvres it would normally take to move from Short to Extreme) or less?

Alternatively, if requested, Mireska could go to Ethan first - 3 Force Leaps IIRC - and remove his Strain (and any Wounds).

3

5 hours ago, Bellona said:

Hmmm. Then scratch that previous idea.

I'm assuming that we didn't get all the way to the southern bridge before things went wrong, so it'll be less than 2½ km from the scene of the accident to Ker'see's sniper's nest. Would that be something like 5 Force Leaps (just going by the number of Move manoeuvres it would normally take to move from Short to Extreme) or less?

Alternatively, if requested, Mireska could go to Ethan first - 3 Force Leaps IIRC - and remove his Strain (and any Wounds).

3 medium range force leaps gets you anywhere in extreme range. So if you get 2 white pips each roll, if you get 1 white pip per roll (or don't have the range upgrade) it's 5 force leaps same as walking maneuvers.

Ethan had taken zero wounds but is maxed out on strain.

2 hours ago, EliasWindrider said:

3

3 medium range force leaps gets you anywhere in extreme range. So if you get 2 white pips each roll, if you get 1 white pip per roll (or don't have the range upgrade) it's 5 force leaps same as walking maneuvers.

Ethan had taken zero wounds but is maxed out on strain.

Then - barring other developments - that'll be my plan for Mireska in round 5. Assuming that Ethan, etc., let Mireska know that help is needed!

Jango is going to go up to medium range and shoot at Ker'see

Shooting at Ker'see : 4eP+1eA+3eB+2eD+2eS 2 successes, 2 advantage
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12+2-4+14=24 wounds which is 7 over Ker'see's threshold so Ker'see is unconscious and it triggers a crit. If there is a scar talent you want let me know, I hold off rolling the crit for now since it's no longer time sensitive.