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Rabobankrider

Star Wars Clone Wars: Cyclone Squad OOC

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Alright, you guys are heading towards the zigarot, I am going to need everyone to roll vigilance for initiative please. 

Also @Petragor07 and @Xcapobl, if you guys want to move from aft to forward guns you can do. I'll also remind everyone that the walkers main gun is currently not manned. If anyone wants to change position before the shooting begins this is your chance. 

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13 hours ago, Rabobankrider said:

Alright, you guys are heading towards the zigarot, I am going to need everyone to roll vigilance for initiative please. 

Also @Petragor07 and @Xcapobl, if you guys want to move from aft to forward guns you can do. I'll also remind everyone that the walkers main gun is currently not manned. If anyone wants to change position before the shooting begins this is your chance. 

We need a pilot right? I can't just man the big gun and not have someone piloting?

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I'm slightly advantageous. 😉

Vigilance for Initiative: 2eA 0 successes, 2 advantage
a--.pnga-a-a.png

Also, with 3 Ability dice (no Gunnery ranks, assuming that skill for the main gun), might I take up that top slot? Seems like we were faster than whatever was following us and we are going to need the main gun... 😉

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17 hours ago, Shlambate said:

We need a pilot right? I can't just man the big gun and not have someone piloting?

 

2 hours ago, Xcapobl said:

Also, with 3 Ability dice (no Gunnery ranks, assuming that skill for the main gun), might I take up that top slot? Seems like we were faster than whatever was following us and we are going to need the main gun... 

If Slugger wants the main cannon, it’s all his! I’ll swap with him, taking the pilot position, unless 4077 wants to pilot? Slugger really is our gunnery guy, and should man the cannon. I was just jumping up because it was unmanned.

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2 hours ago, Edgehawk said:

 

If Slugger wants the main cannon, it’s all his! I’ll swap with him, taking the pilot position, unless 4077 wants to pilot? Slugger really is our gunnery guy, and should man the cannon. I was just jumping up because it was unmanned.

Yeah I was thinking how much manuvering can you do in an AT-TE to get around shots, using the big gun however.

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7 hours ago, Edgehawk said:

If Slugger wants the main cannon, it’s all his! I’ll swap with him, taking the pilot position, unless 4077 wants to pilot? Slugger really is our gunnery guy, and should man the cannon. I was just jumping up because it was unmanned.

Gunnery at three Greens or piloting at three Greens, it's all the same to me and CT-4077. Up against three of those Sep-Tanks I agree the best gunner takes the biggest gun. Where do you want CT-4077?

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15 minutes ago, Xcapobl said:

Gunnery at three Greens or piloting at three Greens, it's all the same to me and CT-4077. Up against three of those Sep-Tanks I agree the best gunner takes the biggest gun. Where do you want CT-4077?

I’ve got those same dice pools, so mechanically, it doesn’t matter. I suppose I’ll pilot, since I already posted to reflect that.

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Posted (edited)

Tank Combat:

AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 30/40, SS Threshold 25/35, sensor range short. 

1 pilot, 1 co-pilot/spotter, 1 vehicle commander, 5 gunners (1 on the top, 2 on the front, 2 on the back). 

  • Turret-mounted mass driver cannon: Fire arc all, damage 7, critical 3, range short, breach 2, slow-firing 1.
  • Two front-mounted twin light blaster cannons: Fire arc forward, damage 4, critical 3, range close, linked. 
  • Two aft-mounted light blaster cannons: Fire arc rear, damage 4, critical 3, range close. 

The walker also has dynamic actuator pistons, allowing the walker to ram targets and reduce the critical hit of a collision by 30 to a minimum of 1. 

  1. @Edgehawk 4s1a
  2. @Shlambate 2s2a
  3. Tank 1: Armour 4, HT 15/15, SS 8/8
  4. Tank 2: Armour 4, HT 15/15, SS 8/8 
  5. @Petragor07 1s3a
  6. Tank 3: Armour 4, HT 15/15, SS 8/8
  7. @Xcapobl 0s2a

Tank Initiative Check 1: 1eA 2 successes
a-s-s.png

Tank Initiative Check 2: 1eA 2 successes
a-s-s.png

Tank Initiative Check 3: 1eA 1 success
a-s.png

Ok, @Edgehawk, you are up! The enemy is entering at close range, and as a silhouette 3 enemy the gunnery checks against all tanks (for all players) is an average gunnery check. 

Edited by Rabobankrider

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Tank Combat:

AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 30/40, SS Threshold 25/35, sensor range short. 

1 pilot, 1 co-pilot/spotter, 1 vehicle commander, 5 gunners (1 on the top, 2 on the front, 2 on the back). 

  • Turret-mounted mass driver cannon: Fire arc all, damage 7, critical 3, range short, breach 2, slow-firing 1.
  • Two front-mounted twin light blaster cannons: Fire arc forward, damage 4, critical 3, range close, linked. 
  • Two aft-mounted light blaster cannons: Fire arc rear, damage 4, critical 3, range close. 

The walker also has dynamic actuator pistons, allowing the walker to ram targets and reduce the critical hit of a collision by 30 to a minimum of 1. 

  1. @Edgehawk 4s1a
  2. @Shlambate 2s2a
  3. Tank 1: Armour 4, HT 15/15, SS 8/8
  4. Tank 2: Armour 4, HT 15/15, SS 8/8 
  5. @Petragor07 1s3a
  6. Tank 3: Armour 4, HT 15/15, SS 8/8
  7. @Xcapobl 0s2a

Ok @Shlambate, you are up!

Also all attacks gain a boost thanks to @Edgehawk's squad check.

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