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kanila
- Jedi Initiate
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#126
Post
by kanila » Mon Jan 14, 2019 5:37 pm
Ill remain in reserve for repairs or Warfare checks during the battle.
Doc; Scouts of the Republic ; Initiative :
2 Successes, 2 Advantages
![Image](http://friendsandnemesis.000webhostapp.com/gaming/ability/a-s-s.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/proficiency/p-a-a.png)
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk
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DeepSpacer
- Jedi Initiate
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- Location: Virginia
#129
Post
by DeepSpacer » Thu Jan 17, 2019 1:55 am
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
![Image](http://friendsandnemesis.000webhostapp.com/gaming/ability/a-s.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/proficiency/p-a-a.png)
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swrider
- ISB Deputy Director
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- Location: Phoenix, AZ
#130
Post
by swrider » Thu Jan 17, 2019 3:27 pm
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swrider
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#131
Post
by swrider » Thu Jan 17, 2019 3:30 pm
Allied Fleet; Scouts of the Republic; Intiative:
2 Successes, 2 Advantages
![Image](http://friendsandnemesis.000webhostapp.com/gaming/ability/a-s.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/ability/a-s.png)
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.
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ThreeBFour
- Jedi Initiate
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#132
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by ThreeBFour » Fri Jan 18, 2019 12:46 am
@Swrider you might need to reset the Initiative Tracker.
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swrider
- ISB Deputy Director
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- Location: Phoenix, AZ
#133
Post
by swrider » Fri Jan 18, 2019 3:21 am
Thanks for the reminder I'll get it changed tomorrow.
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swrider
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#134
Post
by swrider » Tue Jan 22, 2019 4:17 am
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.
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ThreeBFour
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#135
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by ThreeBFour » Fri Jan 25, 2019 4:57 pm
@Swrider Ice kinda went 1st a couple posts ago with a co-pilot check.
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swrider
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#136
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by swrider » Fri Jan 25, 2019 5:08 pm
@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.
![Wink ;)](./images/smilies/icon_e_wink.gif)
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DeepSpacer
- Jedi Initiate
- Posts: 4962
- Joined: Wed Aug 16, 2017 12:30 am
- Location: Virginia
#137
Post
by DeepSpacer » Sat Jan 26, 2019 1:36 am
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.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
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ThreeBFour
- Jedi Initiate
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- Joined: Wed Jan 03, 2018 2:11 am
- Location: Gulf Coast, FL
#138
Post
by ThreeBFour » Sat Jan 26, 2019 2:39 am
DeepSpacer wrote: ↑Sat Jan 26, 2019 1:36 am
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.
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.
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Spiritbw
- Flyboy
- Posts: 610
- Joined: Sat Sep 22, 2018 3:04 am
#139
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by Spiritbw » Sat Jan 26, 2019 4:00 am
I just want to doublecheck, what I am rolling against to target the vulture droids?
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swrider
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#140
Post
by swrider » Sat Jan 26, 2019 4:53 am
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.
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crazybirdman
- Flyboy
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#141
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by crazybirdman » Sat Jan 26, 2019 5:54 am
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?
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Spiritbw
- Flyboy
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#142
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by Spiritbw » Sat Jan 26, 2019 1:50 pm
swrider wrote: ↑Sat Jan 26, 2019 4:53 am
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.
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.
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kanila
- Jedi Initiate
- Posts: 4260
- Joined: Fri Sep 22, 2017 4:34 pm
#143
Post
by kanila » Sat Jan 26, 2019 2:58 pm
Would add more green.
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk
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swrider
- ISB Deputy Director
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#144
Post
by swrider » Sat Jan 26, 2019 3:13 pm
If you roll yyy an upgrade adds g a second makes that g a y and so on. No more than six dice total.
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ThreeBFour
- Jedi Initiate
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- Joined: Wed Jan 03, 2018 2:11 am
- Location: Gulf Coast, FL
#146
Post
by ThreeBFour » Sat Jan 26, 2019 4:38 pm
Spiritbw wrote: ↑Sat Jan 26, 2019 4:36 pm
swrider wrote: ↑Sat Jan 26, 2019 3:13 pm
If you roll yyy an upgrade adds g a second makes that g a y and so on. No more than six dice total.
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
![Image](http://friendsandnemesis.000webhostapp.com/gaming/proficiency/p-s.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/proficiency/p-s-a.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/proficiency/p-a-a.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/proficiency/p-s-a.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/boost/b--.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/difficulty/d-f-f.png)
Wow, I don't know what to say.....
Welcome to my world. You think you should have an awesome chance at making the roll and BAM!!! nothing.....lol
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swrider
- ISB Deputy Director
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- Joined: Thu Aug 10, 2017 2:36 am
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#147
Post
by swrider » Sat Jan 26, 2019 4:59 pm
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.
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Spiritbw
- Flyboy
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- Joined: Sat Sep 22, 2018 3:04 am
#148
Post
by Spiritbw » Sat Jan 26, 2019 5:23 pm
swrider wrote: ↑Sat Jan 26, 2019 4:59 pm
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.
Okay, will do. Thanks for the advice swrider.
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DeepSpacer
- Jedi Initiate
- Posts: 4962
- Joined: Wed Aug 16, 2017 12:30 am
- Location: Virginia
#149
Post
by DeepSpacer » Sat Jan 26, 2019 8:23 pm
ThreeBFour wrote: ↑Sat Jan 26, 2019 4:38 pm
Spiritbw wrote: ↑Sat Jan 26, 2019 4:36 pm
swrider wrote: ↑Sat Jan 26, 2019 3:13 pm
If you roll yyy an upgrade adds g a second makes that g a y and so on. No more than six dice total.
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
![Image](http://friendsandnemesis.000webhostapp.com/gaming/proficiency/p-s.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/proficiency/p-s-a.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/proficiency/p-a-a.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/proficiency/p-s-a.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/boost/b--.png)
![Image](http://friendsandnemesis.000webhostapp.com/gaming/difficulty/d-f-f.png)
Wow, I don't know what to say.....
Welcome to my world. You think you should have an awesome chance at making the roll and BAM!!! nothing.....lol
89.0% chance for at least ONE net success. Rolled a '1' on a 1d10, I suppose.
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DeepSpacer
- Jedi Initiate
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- Joined: Wed Aug 16, 2017 12:30 am
- Location: Virginia
#150
Post
by DeepSpacer » Sat Jan 26, 2019 8:28 pm
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!
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