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Rabobankrider

Star Wars Clone Wars: Cyclone Squad OOC

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3 hours ago, fluglichkeiten said:

Dang. Really should have attacked the other one then and you could possibly have taken out this one. My bad.

Don't feel so bad it's all in good fun, I just need to know what happens if I fire on the same tank and if I need to change targets.

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AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 5/40, 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. @fluglichkeiten
  3. @Shlambate 2s2a
  4. Tank 1: Armour 4, HT 1/15, SS 8/8
  5. Tank 2: Armour 4, HT 15/15, SS 8/8 
  6. @Petragor07 1s3a
  7. Droid squad 1: Soak 4, 25/25 wounds, 5/5 men 1s1a
  8. Droid squad 2: Soak 4, 25/25 wounds, 5/5 men 1s1a
  9. Droid squad 3: Soak 4, 25/25 wounds, 5/5 men 1s
  10. @Xcapobl 0s2a
  11. Droid squad 4: Soak 4, 25/25 wounds, 5/5 men 1a

@fluglichkeiten, there is a tank commander, however he wasn't out of the hatch currently. Fortunately (for whatever reason) droids never seem to lock those hatches, so it is just 2 strain to open the hatch and dissect the target. 

To be fair neither Vos or Slugger knew each other were there/what they were doing so this still works pretty well ic. 

@pyciloo, unfortunately you have not entered the game as lucky. You begin with 1 wound unfortunately. I will also need a cool check from you for initiative. 

@Petragor07, you are up! The only target in front of you is the droid squads, due to their size the check is a hard gunnery check to hit them. Alternatively you can take the turn (action and 2 manoeuvres with 2 strain unless you have something like 'let's ride') to move to the rear guns so you can target the remaining tanks. 

 

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Ah my bad! I see the mistake I made, I went to introduce the new combatants and carries on with the tanks after.@Shlambate, the gun doesn't have blast so you could hit the tank without damaging the commander, but the check will be pgraded and a despair would possibly mean you have hit them. 

@pyciloo you situation in the ic has been put up now. When you have your initiative roll sorted you can try escape/find out what's going on etc. I know you're not int he combat at the moment, but it will just make it easier for me to track.  

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And subsequently downgraded with a DP as I will spend one.

Aiming once more for two boosts

Gunnery: 1eP+3eA+2eB+2eD 4 successes, 2 advantage
p--.pnga-s.pnga-s-s.pnga-a-a.pngb-a-a.pngb-s.pngd-th.pngd-th.png
 

9 Damage too the undamaged Tank.

2 Advantage to be spent as a setback on the next tank shot and a boost out next shot 

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@Rabobankrider I think the last round of Tank fire is where we took damage, I would have given one of the tanks the Setback before then, so I would like to have that first roll suffer the setback Since Slugger would have acted before both and have been able to apply that setback to the tank.

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AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 5/40, 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. @fluglichkeiten
  3. @Shlambate 2s2a
  4. Tank 1: Armour 4, HT 1/15, SS 8/8
  5. Tank 2: Armour 4, HT 8/15, SS 8/8 
  6. @Petragor07 1s3a
  7. @pyciloo 1s2a
  8. Droid squad 2: Soak 4, 25/25 wounds, 5/5 men 1s1a
  9. Droid squad 3: Soak 4, 25/25 wounds, 5/5 men 1s
  10. @Xcapobl 0s2a
  11. Droid squad 4: Soak 4, 25/25 wounds, 5/5 men 1a

@Shlambate, no problem: Missed Setback Dice: 1eS 0 successes
s--.pngUnfortunately it hasn't helped this time around. On the plus side you have almost killed half a tank in one shot, so there's that. 

@Petragor07, that completely wipes out one of the squads (vehicle weapons are lethal against infantry if they hit). 

@pyciloo, you are already up!

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AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 5/40, 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. @fluglichkeiten
  3. @Shlambate 2s2a
  4. Tank 1: Armour 4, HT 1/15, SS 8/8
  5. Tank 2: Armour 4, HT 8/15, SS 8/8 
  6. @Petragor07 1s3a
  7. @pyciloo 1s2a
  8. Droid squad 2: Soak 4, 25/25 wounds, 5/5 men 1s1a
  9. Droid squad 3: Soak 4, 25/25 wounds, 5/5 men 1s
  10. @Xcapobl 0s2a
  11. Droid squad 4: Soak 4, 25/25 wounds, 5/5 men 1a

@pyciloo, I am going to say that with the disadvantage means you have broken free your arms, but not your legs this turn. 

@Edgehawk, I'm going to need a hard piloting (planetary) check from you, if it fails a mechanics check will be needed to give the walker mobility. 

@Xcapobl, you're up!

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I’m so sorry everyone! 

 

I just got my account back! A lot of stuff happened to me last year I’m so sorry for suddenly disappearing! 

My phone’s mother board died, so i had to replace my entire phone, losing all my data including the details for this account, school became terrible, staying up till 2am and waking up at 6am for about a month due to a national group exam i had, so i only managed to get my account back now. I’m so so so so so so sorry for the disappearing! 😓 

 

if you would allow me to, i would be really glad to be able to return to play!

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AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 5/40, 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. @fluglichkeiten
  3. @Shlambate 2s2a
  4. Tank 1: Armour 4, HT 1/15, SS 8/8
  5. Tank 2: Armour 4, HT 8/15, SS 8/8 
  6. @Petragor07 1s3a
  7. @pyciloo 1s2a
  8. Droid squad 2: Soak 4, 25/25 wounds, 5/5 men 1s1a
  9. Droid squad 3: Soak 4, 25/25 wounds, 5/5 men 1s
  10. @Xcapobl 0s2a
  11. Droid squad 4: Soak 4, 25/25 wounds, 5/5 men 1a

@Xcapobl, are you targeting squad 4 or squads 2 or 3? Bear in mind squad 4 if left alive will only have @Edgehawk as their target. 

@Von3679, you are welcome to re-join if you want. You can either start a new character or bring your character back in. Having a second jedi may be a major benefit to the party, and ic would make sense that a pair of padawans would be responsible for a whole battalion instead of a singular. However you may have some larger threats to deal with. 

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I think squad 4. It seems that has been the most dangerous towards our pilot and his controls anyways. Even though 4077 might say he's a medic, not a strategist, he still is a trained clone soldier as well, so he should be able to handle some threat assessment.

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@Xcapobl, that's fine yeah. 

@Von3679, when ready I'll need a cool initiative check from you please. 

AT-TE: silhouette 4, speed 1, handling -2, armour 4, HT threshold 5/40, 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. @fluglichkeiten
  3. @Shlambate 2s2a
  4. Tank 1: Armour 4, HT 1/15, SS 8/8
  5. Tank 2: Armour 4, HT 8/15, SS 8/8 
  6. @Petragor07 1s3a
  7. @pyciloo 1s2a
  8. Droid squad 2: Soak 4, 25/25 wounds, 5/5 men 1s1a
  9. Droid squad 3: Soak 4, 25/25 wounds, 5/5 men 1s
  10. @Xcapobl 0s2a

Ok, after a good save from @Xcapobl, @Edgehawk you are up!

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As vehicle speed 1 lets you still go further than anyone on foot in a turn, yes. Bear in mind though that you will leave a space for the other tanks to move into the courtyard (currently the walkers back end is blocking them out). Also it may be a bit harder for the front gunners to shoot them. At speed 1 and silhouette 4, you'd be doing about 8 for base damage, but an average piloting check may increase it. 

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