is there more damage to repair?
Yaimpar be te Bes'uliik OOC
Yes, but you can only attempt the Damage Control action to repair HT once per encounter. She can use it to repair SS, though.
Easy difficulty to repair SS.
Okay, that's one SS.
Once you post IC, it's Naz's turn, @ShockHelix . Here is the revised initiative order:
1) Kebiin
2) TIE group
3) Tam
4) Naz
5) TIE group
6) Arde
I cut out the capital ships because they didn't do anything and are out of range. The other TIE group was destroyed.
The shield generator is destroyed, there is nothing you can do to get it operational without facilities, time, and parts, none of which you currently possess.
How much more HT can we take?
Your HTT is 24, you are at 18: http://swsheets.com/v/rhgnmwpp7-jurir-gotabor-e
Hmm. I know he isn't an astromech, but since I had him boost the shields and they got taken out, could I try to have him make a check to 'Increase Power' like an astromech would? It's from Stay on Target, p72
"When an astromech performs Increase Power, the ship takes 2 system strain, and increases the ship’s top speed by 1 for a number of rounds equal to the astromech’s Intellect. The drawback is that this reduces the craft’s handling by 2, and the astromech may not perform a Boost Shields action in the same turn."
Okay, but because it is not an Astromech, I'm going to make it a Hard Mechanics check. That puts it more on par with the other vehicle actions.
http://fractalsponge.net/?p=4678
Basilisk
Increase Power
:
4eA+3eD
3 successes
Nailed it.
Nice! That puts Jurir 's top speed up to 5, though Kebiin will have to take an acceleration maneuver to gain the benefits of that. I'm not going to change the Handling value on the ship sheet, we'll just have to remember (if it even comes up) that handling is currently -1 (not +1).
3rd TIE group:
Maneuver: Move
Action: Shoot at Jurir:
Shooting at Jurir Gotabor'e
:
3eP+2eD
1 failure, 3 advantage, 1 Triumph
Add 2 Boost to the other TIE group and upgrade the difficulty of the next enemy check.
Well then, let's Accelerate/Move and see if we can clear this Interdiction field.
Okay, that'll move you two tiles (you take another 2 SS) and you are now out of the Interdiction field and can begin hyperspace calculations (it'll take 1 round to charge up the hyperdrive, Advantage can be spent to decrease that by one initiative slot per Advantage).
If you try the Astrogation check this turn, Kebiin has to take 2 Strain for the second Maneuver. Hard difficulty with a Setback (Base Easy+1 Lightly* Damaged+1 Under Duress+Setback off the beaten path).
*I say lightly because you don't have any crits. It isn't specified anywhere as to what "Heavily Damaged" is, so my interpretation is above half HTT and critically hit.
Okay, that'll mean it won't be until Tam's turn.
Once @ShockHelix posts IC, I'll post the TIEs and you'll be up.
I accidentally skipped Arde, so @ShockHelix , you are up now.
Same as before. Fire at a group of TIE's (and probably miss)
Average difficulty. Are you targeting the damaged one?
Edited by P-47 ThunderboltSure am.
And you know what, I'm going to have Arde suffer two strain to aim a second time.
Fire at Damaged TIE
:
4eA+2eB+2eD
3 successes, 1 advantage
Still not enough advantage for anything, so I'll pass on a boost.
With that you take out 2 TIEs through straight damage.
The TIE group (2 TIEs):
Maneuver: Catch up
Action: Shoot at Jurir:
Shooting at Jurir Gotabor'e
:
1eP+2eA+2eB+2eD
2 successes, 1 advantage
7 damage before armor, and they'll pass on a Boost.
Tam is up, @RuusMarev .
What are my options?
Aside from the usual, you could take over the frontal laser cannons since Kebiin didn't use them.