Richardbuxton 7,287 Posted April 9, 2016 So it hasn't moved closer? Either way Khit is double moving up to engage with the turret. Quote Share this post Link to post Share on other sites
Kaigen 825 Posted April 9, 2016 Naught is going to use maneuver and action to move closer to the worm, putting her at medium range. Quote Share this post Link to post Share on other sites
sonovabith 936 Posted April 9, 2016 (edited) Back at the top? Which gets me to medium, I believe. Edited April 9, 2016 by sonovabith 1 Richardbuxton reacted to this Quote Share this post Link to post Share on other sites
Kaigen 825 Posted April 9, 2016 Oh, good catch, it takes extra maneuvers to cover the outer range bands, that means Naught is still at long range. I need to get to short range if I'm going to throw Bind on this sucker. Quote Share this post Link to post Share on other sites
sonovabith 936 Posted April 9, 2016 (edited) If you strain both rounds I think you can get to short in two rounds. Is that right? If so, you could be there at the end of the next round. EDIT: Also, badass plan to bind it! Nice thinking. Edited April 9, 2016 by sonovabith Quote Share this post Link to post Share on other sites
killakan 136 Posted April 9, 2016 If you strain both rounds I think you can get to short in two rounds. Is that right? If so, you could be there at the end of the next round. EDIT: Also, badass plan to bind it! Nice thinking. You get two maneuvers each round, you take strain when you take two maneuvers and an action. Quote Share this post Link to post Share on other sites
Kaigen 825 Posted April 9, 2016 Okay, so if we're at the top of the second round, the people who are actually going to be doing something (Khit, Wale) besides moving should probably take the first slots. Quote Share this post Link to post Share on other sites
sonovabith 936 Posted April 9, 2016 (edited) If you strain both rounds I think you can get to short in two rounds. Is that right? If so, you could be there at the end of the next round. EDIT: Also, badass plan to bind it! Nice thinking. You get two maneuvers each round, you take strain when you take two maneuvers and an action. So you can't use your action to run as well as two maneuvers also to run? Is that correct? EDIT: I guess it doesn't matter since the moving between range bands sections only refer to maneuvers. Nevermind. Edited April 9, 2016 by sonovabith Quote Share this post Link to post Share on other sites
Kaigen 825 Posted April 9, 2016 Correct, you can't take more than two maneuvers per round, regardless of how you get them. Quote Share this post Link to post Share on other sites
SHADOWGUARD CHAMPION 499 Posted April 9, 2016 Okay, so if we're at the top of the second round, the people who are actually going to be doing something (Khit, Wale) besides moving should probably take the first slots. Good idea. I agree. Quote Share this post Link to post Share on other sites
Richardbuxton 7,287 Posted April 9, 2016 Ok so Khit can't get there this round and fire, since the TD isn't actually in the launcher I'm assuming it's 2 maneuvers to swap the stun grenade for the TD? So she won't be any use again this round... Unless in moved itself last round toward us. Quote Share this post Link to post Share on other sites
killakan 136 Posted April 10, 2016 Blaster cannon again aiming twice, taking strain: 2eA+1eP+2eB+1eD 5 successes, 1 threat Well the cannon fell apart, leaving me trapped under it, it was a miracle it shot twice, but Quote Share this post Link to post Share on other sites
Richardbuxton 7,287 Posted April 10, 2016 Lol. that was easy glad it didn't land a hit though, could have been much worse. Does it break apart into like 1000 tiny snakes? Quote Share this post Link to post Share on other sites
killakan 136 Posted April 10, 2016 Lol. that was easy glad it didn't land a hit though, could have been much worse. Does it break apart into like 1000 tiny snakes? No, but I'm stuck under a 2 ton gun. I need some help. Quote Share this post Link to post Share on other sites
Richardbuxton 7,287 Posted April 10, 2016 Ahhh, you will be fine, just walk it off...!!! Quote Share this post Link to post Share on other sites
killakan 136 Posted April 10, 2016 Ahhh, you will be fine, just walk it off...!!! (Do you have the talent "It's not that bad?") 1 Richardbuxton reacted to this Quote Share this post Link to post Share on other sites
Kaigen 825 Posted April 11, 2016 Naught was about to use Move to help get the cannon off Wale, but she is still having difficulty centering herself after all the combat. Move the broken cannon: 2eF 2 Dark Side Quote Share this post Link to post Share on other sites
Richardbuxton 7,287 Posted April 11, 2016 (edited) If we have any xp coming up soon i would like to attempt the use of Enhance using the KtP "Learning as you go" sidebar. it gives 5 options for how a task could be harder due to the lack of training: upgrade 1 purple to a red Flip a Destiny to attempt the task, this is the once per check spend, so another cant be spent to upgrade the roll. PC gains double conflict and double strain for using DS pips. Suffer 2 strain for failing Flip a DP to commit a FD, then another DP at the end of each round GM is free to chose one of those, or any other suitable thing edit: personally i like option 4 for this particular situation. as Khit rushes to Wales aid. Edited April 11, 2016 by Richardbuxton Quote Share this post Link to post Share on other sites
Richardbuxton 7,287 Posted April 11, 2016 My normal pool is AAP, with a couple of boost from assistance it could be possible, depending on what your interpretation is of the difficulty Quote Share this post Link to post Share on other sites
Richardbuxton 7,287 Posted April 11, 2016 Ahhh, you will be fine, just walk it off...!!! (Do you have the talent "It's not that bad?") No but it would be an appropriate use of that talent wouldn't it! Quote Share this post Link to post Share on other sites
killakan 136 Posted April 11, 2016 (edited) My normal pool is AAP, with a couple of boost from assistance it could be possible, depending on what your interpretation is of the difficulty Well its a 2 ton thing, to lift it enough would require two people assisting, that would an Athletics check unmodified, everyone else passes boost dice to the check maker. And I'm OK with learning as we go as we get 45 XP from that series of encounters. Woo hoo, new specialization (Ataru Striker) and rank 5 Ranged Heavy. Edited April 11, 2016 by killakan 1 Richardbuxton reacted to this Quote Share this post Link to post Share on other sites
Richardbuxton 7,287 Posted April 11, 2016 Ok. whats the difficulty for the check? Quote Share this post Link to post Share on other sites
killakan 136 Posted April 11, 2016 Ok. whats the difficulty for the check? 4 purple, if you don't succeed I take 5 wounds. Quote Share this post Link to post Share on other sites
Kaigen 825 Posted April 11, 2016 Okay, well since Naught isn't having any luck drawing on the force, she'll help try to shift the cannon, adding a boost die to Khit's roll. Quote Share this post Link to post Share on other sites
Richardbuxton 7,287 Posted April 11, 2016 Ok here goes Athletics check: 2eA+1eP+2eB+1eF+4eD 4 successes, 1 Triumph, 2 Light Side I dont just move that thing, we toss it Quote Share this post Link to post Share on other sites