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EliasWindrider

PBP Alt Univ: Clone Wars: OOC

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 @Bellona @MrTInce @ShockHelix Roll for initiative against (currently) 

Initiative: 1eA 1 success
a-s.png

Initiative: 1eA 1 success
a-s.png

Initiative: 1eA 0 successes, 1 advantage
a-a.png

Initiative: 1eA 1 success
a-s.png

Initiative: 1eA 0 successes
a--.png

Initiative: 1eP 0 successes
p--.png

Initiative: 1eP 0 successes, 2 advantage
p-a-a.png

 

@AnomalousAuthor roll for initiative against

Initiative: 1eA 0 successes, 1 advantage
a-a.png

Initiative: 1eA 0 successes, 1 advantage
a-a.png

Initiative: 1eA 0 successes, 2 advantage
a-a-a.png

@AnomalousAuthor you conceivably get 4 initiative checks/attacks per round you your sergeant and your 2 minion groups.

Edited by EliasWindrider

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Wraith’s Initiative

Initiative: 2eA+2eP 2 successes, 4 advantage
a-a.pnga-s.pngp-s-a.pngp-a-a.png
 

Alpha Squad

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

Sgt. Scrap

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

Beta Squad

Initiative: 1eA 0 successes, 2 advantage
a-a-a.png
 

Initiative order looks like 4 PC slots and then 3 NPC slots.

What kind of ranges are we looking at for those baddies?

 

Edited by AnomalousAuthor

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37 minutes ago, AnomalousAuthor said:

Wraith’s Initiative

Initiative: 2eA+2eP 2 successes, 4 advantage
a-a.pnga-s.pngp-s-a.pngp-a-a.png
 

Alpha Squad

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

Sgt. Scrap

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

Beta Squad

Initiative: 1eA 0 successes, 2 advantage
a-a-a.png
 

Initiative order looks like 4 PC slots and then 3 NPC slots.

What kind of ranges are we looking at for those baddies?

 

Correct on the order.  I'll let you chose the ranges because the ship is mobile

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Just to get my part out of the way:

Mireska's Initiative, using Cool and Foresee power ...

Initiative w. Cool + Foresee power: 1eP+2eA+4eF 2 successes, 5 Light Side, 1 Dark Side
p-s.pnga-s.pnga--.pngf-ls.pngf-ds.pngf-ls-ls.pngf-ls-ls.png

Mireska uses 5 LS pips for extra successes.

Result: 7 Successes.

(If she should have used Vigilance instead, the result is really not that different - GGG+WWWW instead of Y+GG+WWWW.)

 

Mireska's CTs' Initiative, using Cool Vigilance ...

Mireska's CTs: Initiative w. Cool: 1eA 1 success, 1 advantage

(If they may use Vigilance instead, then they get to use YYY instead of G.)

Mireska's CTs: Initiative w. Vigilance instead: 3eP 1 success, 2 advantage
p-s-a.pngp--.pngp-a.png

(Okay, so not a huge difference in that result.)

Edited by Bellona
As per GM's post below, CTs changed to their best skill for initiative.

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1 hour ago, AnomalousAuthor said:

Cool is typically used by the side that initiates hostility/is the aggressor. Vigilance is typically used by the defender. 
 

In this situation I could see both sides rolling cool.

The way I'm running it is you usually get to pick vigilance or cool the exceptions being ambushes and double crosses where it's as you said.  In this case you get to choose.

Edited by EliasWindrider

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3 hours ago, EliasWindrider said:

The way I'm running it is you usually get to pick vigilance or cool the exceptions being ambushes and double crosses where it's as you said.  In this case you get to choose.

Thank you for the clarification. I've re-rolled Mireska's CTs' initiative result. (Not a huge change, just very slightly better.)

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Grenade launcher already out. True aim for maneuver plus quick strike boost.

Grenade launcher: 2eP+4eA+2eB+2eD 5 successes, 4 advantage
p-a-a.pngp--.pnga-s-s.pnga-s.pnga-a.pnga-s.pngb-a-a.pngb-s.pngd-th.pngd--.png

 

Spend two advantage for blast quality

 So 15 damage to group and blast to the rest in group. Guessing nothing else is engaged.

Recover 2 strain. Drop launcher as incidental and quick draw lightsabre.

I think that takes a group out. 

Edited by MrTInce

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On 11/9/2019 at 2:06 AM, EliasWindrider said:

It's very easy to find a very defensible position (it's where the droids are😈😝) but upgrading an attack or an initiative check would be fine.

When the turn comes round to Mireska's CTs, I plan on upgrading their attack. May I upgrade it twice, due to them having 2 Triumphs?

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8 hours ago, MrTInce said:

Grenade launcher already out. True aim for maneuver plus quick strike boost.

Grenade launcher: 2eP+4eA+2eB+2eD 5 successes, 4 advantage
p-a-a.pngp--.pnga-s-s.pnga-s.pnga-a.pnga-s.pngb-a-a.pngb-s.pngd-th.pngd--.png

 

Spend two advantage for blast quality

 So 15 damage to group and blast to the rest in group. Guessing nothing else is engaged.

Recover 2 strain. Drop launcher as incidental and quick draw lightsabre.

I think that takes a group out. 

I think you forgot to add the 2 setback the b1’s get from their defensive position, unless you canceled them out somehow.

Edited by ShockHelix

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