ARC Troopers OOC
Re: ARC Troopers OOC
Ill remain in reserve for repairs or Warfare checks during the battle.
Doc; Scouts of the Republic ; Initiative :
2 Successes, 2 Advantages
Doc; Scouts of the Republic ; Initiative :
2 Successes, 2 Advantages
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk
- crazybirdman
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- DeepSpacer
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Re: ARC Troopers OOC
Sorry, I must have pasted this post but not have hit 'Submit' a few days ago.
Big Ten; SotR; Initiative:
1 Success, 3 Advantages
0 Success(es) added from talents or equipment
0 Advantage(s) added From talents or equipment
Big Ten; SotR; Initiative:
1 Success, 3 Advantages
0 Success(es) added from talents or equipment
0 Advantage(s) added From talents or equipment
Re: ARC Troopers OOC
Allied Fleet; Scouts of the Republic; Intiative:
2 Successes, 2 Advantages
Everyone goes before the enemy ships. They are at long range to you.
Explanation of the above rolls. Both rolls for each fleet were 2. The enemy got a boost due to prior preperations and a setback because of the changes you made.
The allied fleet got an upgrade, because of your efforts. They also have numerous fighter/bomber squadrons already deployed and fully armed which puts them an initiative order or three ahead.
2 Successes, 2 Advantages
Everyone goes before the enemy ships. They are at long range to you.
Explanation of the above rolls. Both rolls for each fleet were 2. The enemy got a boost due to prior preperations and a setback because of the changes you made.
The allied fleet got an upgrade, because of your efforts. They also have numerous fighter/bomber squadrons already deployed and fully armed which puts them an initiative order or three ahead.
- ThreeBFour
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Re: ARC Troopers OOC
@Swrider you might need to reset the Initiative Tracker.
Re: ARC Troopers OOC
Thanks for the reminder I'll get it changed tomorrow.
Re: ARC Troopers OOC
Sorry for the delay guys. I was traveling most of the day today and will continue to be traveling untill friday. I will attempt to get a post up tommorow advancing the battle to medium range.
- ThreeBFour
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Re: ARC Troopers OOC
@Swrider Ice kinda went 1st a couple posts ago with a co-pilot check.
Re: ARC Troopers OOC
@ThreeBFour thanks for the honesty. However Ice was really the only one to take an action that round everyone else held until the enemies got closer. A co-pilot action affect the pilots next check. Since @DeepSpacer has not made a check yet your roll is still valid. And you can still take an action this turn.
- DeepSpacer
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Re: ARC Troopers OOC
Yes, catching up this evening. I was waiting for (maybe) an obvious threat to advance on, but in lieu of an immediate threat, I think that going forward and targeting some Vulture droids looks like a good idea. I'll put something together by tomorrow morning.
- ThreeBFour
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Re: ARC Troopers OOC
Well you have Ice's co-pilot check from before and his Scanner check from this round depending on what @Swrider may or may not decide was seen on the scanners.DeepSpacer wrote: ↑Sat Jan 26, 2019 1:36 amYes, catching up this evening. I was waiting for (maybe) an obvious threat to advance on, but in lieu of an immediate threat, I think that going forward and targeting some Vulture droids looks like a good idea. I'll put something together by tomorrow morning.
Re: ARC Troopers OOC
I just want to doublecheck, what I am rolling against to target the vulture droids?
Re: ARC Troopers OOC
Vulture Droids are sil 3 you are sil 4 targeting a ship of plus or minus one sil is average difficulty. Don't forget about the upgrades from the shops weapons. In addition to those you get another upgrade because all of the enemy ships have taken the stay on target action. That upgrades their attacks and attacks against them once.
- crazybirdman
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Re: ARC Troopers OOC
I just want to double check, the ship has two blaster turrets. Blast in one & Fuse in the other right? And someone else can still fire the forward mounted cannons?
Re: ARC Troopers OOC
Okay, question though. I have agility 3 and Gunnery 3 so I’m already rolling three yellow and no green. I’ve never heard a definitive answer as to what to do with upgrades past that point.swrider wrote: ↑Sat Jan 26, 2019 4:53 amVulture Droids are sil 3 you are sil 4 targeting a ship of plus or minus one sil is average difficulty. Don't forget about the upgrades from the shops weapons. In addition to those you get another upgrade because all of the enemy ships have taken the stay on target action. That upgrades their attacks and attacks against them once.
Re: ARC Troopers OOC
Would add more green.
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk
Re: ARC Troopers OOC
If you roll yyy an upgrade adds g a second makes that g a y and so on. No more than six dice total.
Re: ARC Troopers OOC
Okay, that was one version of how I heard it done. Then this should be the proper roll:
Blast; Scouts of the Republic; Gunnery, ships turret, aim:
0 Success, 3 Advantages
Wow, I don't know what to say.....
- ThreeBFour
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Re: ARC Troopers OOC
Welcome to my world. You think you should have an awesome chance at making the roll and BAM!!! nothing.....lolSpiritbw wrote: ↑Sat Jan 26, 2019 4:36 pmOkay, that was one version of how I heard it done. Then this should be the proper roll:
Blast; Scouts of the Republic; Gunnery, ships turret, aim:
0 Success, 3 Advantages
Wow, I don't know what to say.....
Re: ARC Troopers OOC
Ships weapons give you two upgrades one automatic a second for aiming which it looks like you did. In addition to the boost for aiming. Stay in target gives from them gives you another. You should add one more green die... However they are at medium range and yours weapon range is short.
Normally I would say to keep the roll and we will use it next turn but... You can tee roll. Also you aim this round and next so that would be a total of 4 upgrades and two boosts. So your pool should be yyyyybb including you skill and ability.
Normally I would say to keep the roll and we will use it next turn but... You can tee roll. Also you aim this round and next so that would be a total of 4 upgrades and two boosts. So your pool should be yyyyybb including you skill and ability.
Re: ARC Troopers OOC
Okay, will do. Thanks for the advice swrider.swrider wrote: ↑Sat Jan 26, 2019 4:59 pmShips weapons give you two upgrades one automatic a second for aiming which it looks like you did. In addition to the boost for aiming. Stay in target gives from them gives you another. You should add one more green die... However they are at medium range and yours weapon range is short.
Normally I would say to keep the roll and we will use it next turn but... You can tee roll. Also you aim this round and next so that would be a total of 4 upgrades and two boosts. So your pool should be yyyyybb including you skill and ability.
- DeepSpacer
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Re: ARC Troopers OOC
89.0% chance for at least ONE net success. Rolled a '1' on a 1d10, I suppose.ThreeBFour wrote: ↑Sat Jan 26, 2019 4:38 pmWelcome to my world. You think you should have an awesome chance at making the roll and BAM!!! nothing.....lolSpiritbw wrote: ↑Sat Jan 26, 2019 4:36 pmOkay, that was one version of how I heard it done. Then this should be the proper roll:
Blast; Scouts of the Republic; Gunnery, ships turret, aim:
0 Success, 3 Advantages
Wow, I don't know what to say.....
- DeepSpacer
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Re: ARC Troopers OOC
Our weapon range is 'close'. We're not close, yet, unless they moved in to close the distance. BT was going to move to close next round and engage the enemy and use some tactical maneuvers.
But, FFG is narrative in nature. It's not all about the mechanics.
So, with Doc's check & maneuver, we're putting THREE points of Defense on the forward shields PLUS ONE point from BT's talent. +4 Defense if we're shot at from the front next round!
But, FFG is narrative in nature. It's not all about the mechanics.
So, with Doc's check & maneuver, we're putting THREE points of Defense on the forward shields PLUS ONE point from BT's talent. +4 Defense if we're shot at from the front next round!
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