Kandosii Beroya'se OOC

By P-47 Thunderbolt, in Star Wars: Edge of the Empire Beginner Game

@RuusMarev, you need to narrate Kara's turn IC and then we're up to the top of the order.

1st DW commando's turn:

Maneuver: Accelerate
Maneuver (2 strain): Move to engage Falmok
Action: Chekar Vhalmok: Chekar Vhalmok: 2eP+1eA+2eD+1eS 0 successes, 2 advantage
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Forgot the Boost from Light Gravity: forgot a die: 2eB 1 success, 1 advantage
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He stabs Falmok Dealing 5 damage with Pierce 2 (1 damage past Soak) and causes him to drop his carbine (damaging it 2 steps).

Incidental: Hit and Run: After completing an attack on an opponent they are engaged with, may immediately use his Jetpack to disengage as an Incidental. (Now at Short range personal scale).

Kara's turn. Average difficulty without a Setback if she wants to fire at the fighters again.

Kara gunnery: : 1eA+2eP+2eD 1 success, 1 advantage
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<_<

You hit, dealing 6 damage (before armor). What do you want to do with the Advantage? You also have maneuvers remaining (which can include aiming for next turn).

Setback for next DW, I'll aim for next turn...

Okay.

Death Watch Pilot:

Maneuver: run out to the engine
Action: Attempt repair (Average): Repairing Critical Hit: 1eP+2eA+2eD 1 success, 1 threat, 1 Triumph
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The engine springs back to life, but he takes 1 strain for it doing so in his face. With the Triumph, he'll add a Boost to the next Piloting check.

Death Watch Commando:

Maneuver: Accelerate
Maneuver (2 Strain): Fly up to Mesh'la Solus
Action: Plant something on the hull

Death Watch Commando:

Maneuver: Accelerate
Maneuver (2 Strain): Fly out above and behind Darien, putting Darien between him (Medium range) and the Kom'rk.
Action: Shoot at Darien (GALAAR): Shooting at Darien: 2eP+1eA+2eD+1eS 0 successes
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Forgot a die for Accurate: forgot a die: 1eB 1 success
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Oof. Just enough. 10 Damage before Soak.

Vhal's turn!

ranges?

wait.. I said medium-ish, right?

well if they can do it... Falmok, accelerate, Flame Project the Pilot. Use Hit and run... which he doesn't have.... ummm... move to short range, flame the pilot... hopefully able to make a move to the carbine..

He is already going at max speed, but he can move with a free maneuver. Short range is Easy if he wants to use hi flame projector on the pilot. A second move to the carbine would take a second maneuver (2 strain for him and the jetpack, putting it at its threshold) and then a 3rd maneuver (next turn) to pick it up.

Easy with 1 Setback to use the flame projector from Short range.

Falmok, flyby Flamethrower. : 2eA+1eP+1eS+1eD 3 successes
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(Let's have him orbiting the Kom'rk, swooping down to attack DW.)

By the way, I was working on fleshing out some of the details of Darien and Falmok's personalities (and histories), so I've added a little bit to their backstories on SWsheets.

Okay! Nice! You do decent damage, but he's largely weathered it.

Please go ahead and post IC, and then it is Maysh'la's turn.

@P-47 Thunderbolt

Two questions - Are there any other ships currently in the air,and do I need to do anything to maintain jamming the comm tower?

There are no ships (other than Mesh'la Solus) that air currently airborne. You do not have to do anything to maintain jamming.

Edited by P-47 Thunderbolt

Is there a ship in the hangar trying to get airborne?

2 Cloakshapes.

@P-47 Thunderbolt

injured my neck at work today, sorry for the slow replies. Could I try to make a computer check to disable a system, prevent them from getting into the air?

1 minute ago, ShockHelix said:

@P-47 Thunderbolt

injured my neck at work today, sorry for the slow replies. Could I try to make a computer check to disable a system, prevent them from getting into the air?

We attempted to do that in the last session... didnt go exactly the way we wanted... but you have a superior pool :D

Ooo. Sorry to hear that. Neck pain is never fun.

I'd treat it as a slicing encounter, rather than just the basic "Slice Enemy Systems" action, so your first check would be to gain access and then subsequent checks to attempt to disable their systems.

The difficulty to access one of the starfighter's systems is Average, if you want to try to access both simultaneously, I'll treat it like dual-wielding, increasing the difficulty by 1. If you succeed, you'd be able to spend 2 Advantage to hack the second.

Well, might as well give it a shot then!

Ship Hack: 1eP+4eA+3eD 1 failure, 5 advantage
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..... Wow.

Hmm. With Advantage I'll say that you decrease the difficulty of the next attempt by 1 (unless you'd rather use them for something else, like a free maneuver).

You've got your maneuvers still, what do you want to do?

I don’t believe there’s much I could use a maneuver for, being on board the ship and all. Any suggestions?

Well, there is a guy who just clamped something to the hatch of the ship...