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Rabobankrider

Star Wars Clone Wars: Cyclone Squad OOC

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  1. @Edgehawk
  2. @satkaz
  3. @KungFuFerret
  4. @Kymrel
  5. @Vergence
  6. @Shlambate
  7. B1 Battle Droid Squad, soak 4, 4/20 wounds, 1/5 men 
  8. B1 Battle Droid Squad, soak 4, 20/20 wounds, 5/5 men
  9. B1 Battle Droid Squad, soak 4, 20/20 wounds, 5/5 men
  10. Auto-Turrets, soak 2, 24/24 wounds, 12/12 turrets
  11. B1-Battle Droid Squad, soak 4, 12/12 wounds, 3/3 men

As a heads up, if you guys get to the top of the tower before all the enemies are dead the scenario will be classed as a success. Just in case speed is a factor you want to consider. 

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Also guys, I think as we're near the end of the session now (unless you mess up big style :p) I'll go over the stuff I'd planned for session 0 now, just so there's not too big a wait for the new players. 

Session wrap up: You will all (including @player3333902 and @Quigonjinnandjuice) get 15 xp at the end of the session. 

You will also be getting your official clone trooper equipment now as well, following the guidelines below:

  • 1 main weapon. This is your rifles, carbines, cannons etc. @Edgehawk this would be one of your primary pistol with the second one being classed as your sidearm. If you're choosing something a bit more out of the box, let me know beforehand so I can check how likely it is the republic would issue it. 
  • 1 sidearm. This will be a heavy pistol or vibroblade. You may all also take 1 thermal detonator each. @Quigonjinnandjuice if you are going with a grenade launcher you may also for now take 6 grenades of your choice (1 full launcher) in addition to the thermal detonator. 
  • Laminate armour. This has the same stats as your usual gear, but is now proper phase 1 clone trooper armour instead of training armour. The one main thing of note is that these suits of armour only have 2 hp instead of 3, as they all automatically come with vacuum sealed as an attachment. 
  • Specialist gear. This varies per character as one main item of equipment. This is stuff like Doc's med kit and 2180's toolkit. If your a standard soldier you may want to grab a spare clip or something. You will all get more gear later, this is just for starting. 

@player3333902, for your jedi character you will start with the same gear as @Kymrel

In addition you get to build your lightsaber before starting with the creation rules. You'll need to do an average mechanics or lore check. Because time isn't a factor for this I'll skip that side of things. Success means you can build any hilt. With a hard perception you may also add an attatchment valued under 1,000 credits. Advantages can be spent to customize the appearance (purely cosmetic), 3 advantage may decrease encumbrance by 1, while 3 disadvantage increases it by 1. Crit success or failure adds or removes 1 hard point depending on which it is. 

Campaign Theme: So the idea for the campaign was that it would be a mix of missions and campaigns I'd create for you, as well as opportunities for you to interact with events from the clone wars series ad stuff, for example the battle of Utapau or the second battle of Geonosis. I think it will be a fairly equal split between the two thanks to the amount of material out there. 

In terms of the actually play style, I was thinking the majority of missions would be you guys working as a squad in surgical strikes, specialist missions etc. Think delta squad type stuff. Having said that, I also want to include some mass combat stuff where you guys get to take part in large battles. I'm also going to include non military events, such as investigations, dealing with civilians in other capacities and jedi related material. 

Character Deaths: Something I hadn't considered till after I started the campaign was that in a military campaign, character deaths are going to be more likely, and possibly more frequent than a standard campaign. In the clone wars sacrifice and death is a big part of the show, and I think it makes sense for it to be included in the campaign. I don't expect (or want) to lose a clone every session, but there will be the occasional time when sacrifices may be necessary. I just wanted to brig this up because I know a lot of players (myself included) get attached to characters, and I didn't want any nasty surprises. 

On that note, I want to bring up a new idea I recently thought of thanks to buying X-Com. 

Back up soldiers: There will be times during long campaigns or particularly difficult missions where characters may be badly injured or incapacitated, and poor Doc isn't able to keep everyone at fighting fitness. In those cases they'd probably have to be airlifted out or something to recover. Using bacta rules that could potentially leave a player out for a few days. The result of that is the squad would be short a man and the player would be bored. For this reason I was thinking that you guys should roll up secondary characters who can be used if their primary becomes badly hurt. This also has the nice benefit that the squad can be better specialized to certain missions. Eg. for the sake of argument, @KungFuFerret may want to swap his mechanic for a scout if the mission is on a wilderness planet. I think this addition may add a nice dynamic to a military style campaign, and could be a lot of fun. 

As a quick reminder for character creation, the character begins with the universal skill recruit (or force sensitive emergent) to spend starting xp on. They also get the free ranks of their career and specialization after spending the starting xp. After that spending xp just goes as usual.  

Feedback will be appreciated!

 

@Edgehawk, 1 maneuver would move you to the base so the last squad of droids and the turrets can't hit you, but the other droids can. @Kymrel is already there. You can start ascending as you described. 

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35 minutes ago, Rabobankrider said:

@player3333902, for your jedi character you will start with the same gear as @Kymrel

In addition you get to build your lightsaber before starting with the creation rules. You'll need to do an average mechanics or lore check. Because time isn't a factor for this I'll skip that side of things. Success means you can build any hilt. With a hard perception you may also add an attatchment valued under 1,000 credits. Advantages can be spent to customize the appearance (purely cosmetic), 3 advantage may decrease encumbrance by 1, while 3 disadvantage increases it by 1. Crit success or failure adds or removes 1 hard point depending on which it is. 

Ok sure! Just to check, that means 165 xp right? Since kymrel has 150 now. 

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8 minutes ago, player3333902 said:

Ok sure! Just to check, that means 165 xp right? Since kymrel has 150 now. 

Depends on a character to character basis. Slugger has 135. Depends on choices in Chatacter Creation.

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4 minutes ago, Rabobankrider said:

I'm struggling to find starting stats for a miraluka, so any help with that would be appreciated. If we can't find anything good, I'll have to think something up for it. 

I have stats for a miraluka from the unofficial species menegarie which includes the legends. Its 2 for all, except 3 for will and 1 for prescence. They have blind as a talent, unless u use 15xp(which i did) to get force vision, which removes blind

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10 minutes ago, satkaz said:

I just copied @Vergence. I'm not sure if it's an actual under-barrel attachment or a pistol.

 

14 minutes ago, Shlambate said:

Wait we can ascend the tower with our guns? So I roll a ranged heavy?

I think both (attachment & pistol) are a Light-range check

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Here is my jedi padawan, she's not fully finished, i have yet to fill in her gear and stuff. All her xp is used up(145 if im supposed to add 40xp). May I know the starting amount of creds for this game? 

http://swsheets.com/c/zbflk2ty7-akua-serendine-

 

 

So since im new to rpg games in general, hopefully someone can help me with lightsaber creation? Here is the knowledge lore roll i made

Lightsaber making: 2eA+2eP+2eD 3 successes, 1 Triumph
a-s.pnga-s.pngp-s-a.pngp-tr.pngd-th.pngd-f.png

 

 

Edited by player3333902

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