14 minutes ago, P-47 Thunderbolt said:Nice! That's one down. If I remember correctly, the team now has 4 Jetpacks, right? 1 for Cade, Kara, and Falmok, and then Dar got one off of the DW.
Yeah.. I think that accounts for all of them...
14 minutes ago, P-47 Thunderbolt said:Nice! That's one down. If I remember correctly, the team now has 4 Jetpacks, right? 1 for Cade, Kara, and Falmok, and then Dar got one off of the DW.
Yeah.. I think that accounts for all of them...
ugh..
Don’t worry, I’m sure Maya won’t have any issues doing it for you
So that's three of the packs, and 2,000 credits. Another 500 credits to modify the one that failed.
@ShockHelix, any repairs/modifications you want to make?
Okay, that'll be 2,500 credits of expenditure total.
Well Ruus managed all of the Jetpacks and I believe the ship is at full HT, so I’m not sure there’s much for me to repair. Can I start working on the droid I disabled earlier?
1 minute ago, ShockHelix said:Well Ruus managed all of the Jetpacks and I believe the ship is at full HT, so I’m not sure there’s much for me to repair. Can I start working on the droid I disabled earlier?
Having a droid security force protecting the ship would allow Kara to resume kicking butt with the others
Vhal's carbine is still out (Average, 550). The ship is not at full HT, but you've done the max number of repairs until it takes more damage or is taken to a location with sufficient facilities.
The droids will need reprogramming, but you can repair them. Hard difficulty each.
Droid Repair 1: 4eP+1eA+3eD 1 success, 3 advantage







Droid Repair 2: 4eP+1eA+3eD 2 successes, 2 threat






Droid Repair 3: 4eP+1eA+3eD 2 successes, 1 threat







5 blank proficiency, come on.
As for the carbine there were plenty of weapons that would be left over from the fight. Can I break down some of those for salvage to use on the weapon repair to forgo the credit cost?
Edited by ShockHelixSure.
The droids are going to need some extensive repairs, except for the last one which wasn't actually damaged. Oops.
Carbine Repair: 4eP+1eA+2eD 2 successes, 2 advantage





Okay. @RuusMarev, @ShockHelix, do you want to RP Kara and Maya tinkering with stuff, just narrate it, or gloss over it?
I'd like to make reference to it IC, but mostly gloss over it.
Also, I was expecting to have a lot more things to put on the list, but there are so many attachments that either fall under restricted or don't make sense as a narratively 'purchasable' attachment that the only things I'm after are:
-Any available bits for the Mandalorian Vambraces
-2x "Bantha's Eye" Laser Sights (GaG 81)
-A WESTAR-35
You can retrieve a WESTAR-35 from where one of the commandos bought it (unfortunate pun) died.
The Bantha's Eye sights add automatic Advantage, right? You can find those.
Any Vambrace bits except for the Whistling Birds.
Restricted isn't necessarily a deal-breaker here though.
I'll go ahead and narrate IC.
For Darien, I picked up Conditioned (D2, 20XP) on the Death Watch Warrior tree.
For gear, he's going to get a Sorosuub True-Site System for each pistol*, a Telescopic Optical Sight for his Carbine, a flame projector for his left, a micro-rocket launcher for his right, and a portable plasma shield for his left. That'll put him full-up on Vambrace attachments.
That's ~4,500 creds of gear at market prices. I think we should probably compensate for price differences in gear acquired when divvying up the credits.
(Now all Dar needs is the Paired Weapons attachment)
*I don't need it for both pistols, but I think it makes sense if I keep parity between the two. Plus, it's free gear, so it doesn't matter that much.
I'd appreciate an accounting of gear acquired and XP spent.
@RuusMarev, do you want to spend/acquire for Falmok?
I adjusted the front page with the assumption that every Jetpack now has a rocket equipped, and Dar snagged one of the micro-rockets, so I reduced that by one as well.
If I put the Laser sights on both of the WESTAR’s, and then make an attack with both of them, will that count for you as generating 2 advantage?
No. Same as you don't stack Boost from Accurate. You only take the bonuses from the primary weapon.
In my opinion, you may as well have one on each since they are free and fluff-text wise, it makes sense. Plus, you don't have to worry about which one you dropped to decide what bonuses you get.
Dar and Vhal both used 2 Stimpacks, reducing their wounds by 9. Everyone heals all Strain and one wound from natural rest.
Alright, I’ll mount them on both the WESTAR’s. For now I’ll also switch the Jury Rigged to reduce the advantage cost to hit with the second one by 1 if allowed.
Still debating on what to go after for XP so I’ll leave that be.
I also want to pick up the Flame Projector, Whipcord, Micro-Rocket, and Repulsor Blast.
30 minutes ago, P-47 Thunderbolt said:I'd appreciate an accounting of gear acquired and XP spent.
@RuusMarev, do you want to spend/acquire for Falmok?
I'm considering Toughened (15xp) on Survivalist tree, and Conditioned (5xp) from Death Watch tree. Total of 20xp. and giving him a bit more survivability..
10 minutes ago, ShockHelix said:Alright, I’ll mount them on both the WESTAR’s. For now I’ll also switch the Jury Rigged to reduce the advantage cost to hit with the second one by 1 if allowed.
I'll allow it, but it'll be instead of something like Paired Weapons. Those who complain about 1 Advantage Auto-fire have yet to meet 0 Advantage Linked!
11 minutes ago, ShockHelix said:I also want to pick up the Flame Projector, Whipcord, Micro-Rocket, and Repulsor Blast.
That works.
5 minutes ago, RuusMarev said:I'm considering Toughened (15xp) on Survivalist tree, and Conditioned (5xp) from Death Watch tree. Total of 20xp. and giving him a bit more survivability..
Sounds good. should I go ahead and write it in, or are you still considering?
Falmok: Let's confirm those
Cade : 2nd Frenzied Attack - Marauder(15xp) -He'll also snag one of those Bantha Eyes for his pistol
Kara: Point Blank -DW (15xp, under JetPack) - Bantha Eye for Westar, Scope for her Carbine