ARC Troopers

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DeepSpacer
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Re: ARC Troopers

#76

Post by DeepSpacer » Sun Feb 03, 2019 7:26 pm

Time to stop those bombers!!! he thinks to himself. Do bombs drop in space? Oh, whatever....

"Get ready to take on those bombers, boys! They can be devastating to capital ships. Raise the shields! Stay on target!"
Spoiler:
Did not find any stats on the CIS Bombers, so I will assume the speed to be the same, for now (3).

Maneuver: Evasive Maneuvers
Action: Field Commander

> Improved Field Commander Action: 2Diff (YYYB vs DD) Leadership check. Allies = Double Presence (6) can take +1 Strain to perform 1 free Maneuver (Or, Spend Triumph to be an Action).


Big Ten; SotR; Improved Field Commander:
4 Successes, 0 Advantage, 1 Triumph,

ImageImageImageImageImageImage

All Players can take +1 Strain to perform ONE Action, per Improved Field Commander. I suspect that last Vulture will be toast before we attack the bombers, but the rest can get in a prepared Assist or Aim before the bombers come up.

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crazybirdman
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Re: ARC Troopers

#77

Post by crazybirdman » Tue Feb 05, 2019 6:42 am

Acting on his commanders orders, Fuse fires another shot at the remaining Vulture droid...
Spoiler:
Fuse; Arc troopers; Gunnery-:
1 Success, 1 Advantage

ImageImageImageImageImage

Just making sure this is correct: Free action from deepspacer. 2 upgrades to gunnery check due to weapon upgrade, no aiming, and upgrade the skill check because of evasive manuevers

kanila
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Re: ARC Troopers

#78

Post by kanila » Tue Feb 05, 2019 3:07 pm

”Pulling up hostiles in this sector now.” Doc starts plugging away at the scanners in an attempt to feed targets to the gunners for follow on shots.
Spoiler:
Doc; Scouts of the Republic ; Scanners - Computers check:
1 Success, 3 Advantages

ImageImageImageImageImageImageImage

Pass boosts to gunners or pilot due to enemy ship locations?
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk

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swrider
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Re: ARC Troopers

#79

Post by swrider » Fri Feb 08, 2019 6:25 pm

As the battle rages on the communication light comes on in the console. Six appears a few moments latter. "General Skywalker is ordering you to the plants surface. General Kenobi Reports that the debris from the destroyed Droid ships contained hidden aqua droids. The city will be under attack shortly.

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ThreeBFour
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Re: ARC Troopers

#80

Post by ThreeBFour » Sun Feb 10, 2019 9:22 pm

Ice looks to Big Ten "Shall we? Don't want to keep those tin cans waiting.

"Woo-hoo a solid surface under our feet. Wook shouts from where he's replacing the floor hatch in the main cabin. I'm in."

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DeepSpacer
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Re: ARC Troopers

#81

Post by DeepSpacer » Sun Feb 10, 2019 9:30 pm

"Down we go!" replies the pilot. "the big boys can handle the fight up here."

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swrider
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Re: ARC Troopers

#82

Post by swrider » Tue Feb 12, 2019 7:19 pm

The battle continues to rage as your ship turns towards the atmosphere. As you enter the scene is relatively calm besides the churning ocean and falling debris. No signs of droids can be seen at present. You fly past the numerous open landing zones to one of the large covered domes. A hangar bay can be seen there along. Upon landing you are greeted by Commander Cody and Captain Rex who instruct you to head to the balcony overlooking the bridge to the landing pads. You are to take up sniper positions and keep off the droids as long as possible.
Spoiler:
your characters were trained here. you have an intimate knowledge of the city and its operations. The area spoke about is quite familiar to you. Their is a railing on the bridge the bottom foot of which is solid affording some level of protections to a sniper laying prone.

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swrider
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Re: ARC Troopers

#83

Post by swrider » Wed Feb 27, 2019 4:03 pm

Making your way through the city you quickly find yourselves on the "Bridge" a walkway on the upper levels of one of the dome structures. The walk way looks down over the walkways and landing pads between the various domes. No sooner do you arrives than several aqua droid landing vessels land on the pads. Squadron after squadron of droid begins exiting the ship. Additionally some of the squid like penetration vehicles can be seen piercing in to the armor of the domes at various locations or shooting their vehicle weapons at ill defended clone troopers. A small ledge and a railing line the side of your walkway. They will provide little cover unless you lie prone, but your elevated position should give you the upper hand on the droids.
Spoiler:
Please feel free to start taking your turns. remember ten actions and ten free maneuvers each. You may also purchase another 10 maneuvers for 2 strain each. Please add two setback dice to any attacks you make. These represent the fire from the majority of the droids shooting up at you. Two threat generate a hit from a single blaster.

grenades get +1 range band due to elevation.
the droids start at extreme personal range, you may begin shooting at any distance you would like. Over the course of your "round" they will make it to short range. This can be represented by a drop in range for every three of your rounds. So if you start shooting at long range it would be. 1st-3rd shoots PPPSS 4th-6 shoot PPSS 7-10 Shoots PSS IIRC

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DeepSpacer
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BigTen: Round 1

#84

Post by DeepSpacer » Wed Feb 27, 2019 11:58 pm

BigTen keys in his telescopic sight (Long range reduced to Medium difficulty) and Aims in order to get the drop on them as they come off the landing craft. His spray of blaster rifle fire fails to connect with any bucketheads to do damage, but it does manage to knock two of them off the docks into the ocean, taking them out of play for a short bit (A Triumph and 3 Advs).
Spoiler:
Maneuver: Aim (+1 Boost)
Action: fire weapon
Quick Strike: +2 Boost vs those who have not acted. (For first rounds at long distance)
+1 Boost from higher elevation

DANG!!! Double-failures on two dice!!!

Big Ten; SotR; Ranged-Heavy Attack:
0 Success, 3 Advantages, 1 Triumph,

ImageImageImageImageImageImageImageImageImageImageImage

Taking the liberty of interpreting the scene and doing what a Triumph and 3 Adv WOULD have done on a hit by taking out two aqua droids, temporarily. I liked it better than being a bit meta-gamey in passing all the extras to myself.

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DeepSpacer
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Re: ARC Troopers

#85

Post by DeepSpacer » Thu Feb 28, 2019 12:03 am

BigTen keep up the tempo, firing his weapon repeatedly.
Spoiler:
R2: 11 Damage -7 Soak = 4 Damage (1hp left on minion WT 5)
R3: 13 Damage - 7 Soak = 6 Damage (minus one minion WT 5)

Big Ten; SotR; Ranged-Heavy Attack:
1 Success, 1 Advantage

ImageImageImageImageImageImageImageImageImageImageImage

Big Ten; SotR; Ranged-Heavy Attack:
3 Successes, 1 Advantage

ImageImageImageImageImageImageImageImageImageImageImage
:
0 Success, 0 Advantage
Image

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crazybirdman
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Re: ARC Troopers

#86

Post by crazybirdman » Fri Mar 01, 2019 8:13 pm

Fuse sidles up to the edge of the bridge and prepares to join the assault. (Round 1: 2 maneuvers) he loads an Ion grenade into his under barrel launcher and then takes aim at a large group of aqua droids, hoping to at least make a dent in a the wave. They are far away, but from this height he should just be able to hit them (Round 2: maneuver, action) Happy with the target he's found he focuses his aim even more and fires. . .
Spoiler:
Fuse; ARC Troopers; Ranged Heavy:
2 Successes, 1 Advantage

ImageImageImageImageImageImageImageImageImageImageImage
OOC: with Master Grenadier, that's enough to activate blast, but not sure how many droids are nearby. So 12 Ion damage to the main droid (enough to take it out), and 9 to those nearby (putting them at 2 Ion damage taken).
He smiles, "This may be more fun then I thought after all." and prepares to fire again. (Round 3: 2 maneuvers [2 strain], 1 action) he loads another Ion grenade and takes aim at another droid in the same group before firing again . .
Spoiler:
Fuse; ARC Troopers; Ranged Heavy:
1 Success, 3 Threats

ImageImageImageImageImageImageImageImageImageImage
OOC: that's one more droid down, 1 strain and a hit taken. Gonna stop here for now to give other troopers a turn, then take 3 turns at medium range later.
He frags another droid, but take a blaster bolt himself. "Ok, maybe not that much fun."

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ThreeBFour
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Re: ARC Troopers

#87

Post by ThreeBFour » Sat Mar 02, 2019 5:49 pm

"This ought to be as easy as shooting ichthyofuna in a rotund storage device." Wook says as he steps from the door way he was using as cover from the marching droids, and quickly throws the 3 ion grenades he was carrying, missing with all 3. One lands in front of one of the droids as they advance around an air intake vent. the other 2 fly off the platform from Wook over throwing them. "Guess I spoke too quickly. I don't know what it is, I did great in training last....umphff! He grunts as a blaster bolt takes him in the right shoulder spinning him slightly.
Spoiler:
Strong Arm Talent adds range band to throws (medium to long in this case). Damage from Ion Grenade 10 minus soak (Blast 7, Disorientate 5)
ImageImageImage[/thrt][/thrt] from the 3 rolls will cause 1 hit and a strain. (10 damage minus 6 soak for 4 wound)

Wook; 501st; Grenade Attacks:
0 Success, 1 Threat

ImageImageImageImageImageImageImageImage

Wook; 501st; Grenade Attacks:
1 Failure, 2 Threats

ImageImageImageImageImageImageImageImage

Wook; 501st; Grenade Attacks:
1 Success, 0 Advantage

ImageImageImageImageImageImageImageImage

Ice listens to Wook's bragging as he carefully aims at a droid before his 1st shot.
Spoiler:
Ice; 501st; Range Heavy :
1 Success, 0 Advantage

ImageImageImageImageImageImageImageImageImageImage

Damage: 8 before soak.
"No tactics with these droids, just en masse advance." He comments lining up for his next shot.
Spoiler:
Ice; 501st; Range Heavy :
0 Success, 4 Advantages

ImageImageImageImageImageImageImageImageImageImage

Ice; 501st; Range Heavy :
1 Failure, 0 Advantage

ImageImageImageImageImageImageImageImageImageImage

ImageImageImageImage[/adv][/adv][/adv] can be used by our next shooter
"Wook if you are done screwing around, use those foam grenades I gave you and see if you can't stick some of them to the decking."

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crazybirdman
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Re: ARC Troopers

#88

Post by crazybirdman » Mon Mar 04, 2019 3:01 pm

As the droid swarm surges forward, Fuse doesn't let up his attack. (Round 4: 2 maneuvers) He loads another Ion grenade and then takes aim, not bothering to try and find the droids he previously fired upon. (Round 5: maneuver, action) He lines up his shot and fires . . .
Spoiler:
Fuse; ARC Troopers; Ranged Heavy:
2 Successes, 2 Advantages

ImageImageImageImageImageImageImageImageImageImage

OOC: with Master Grenadier, that's enough to activate blast, So 12 Ion damage to the main droid (just enough to take it out), and 9 blast damage to those nearby (putting them at 2 Ion damage taken).
He doesn't pause, not wanting to lose sight of the same group of droids, (Round 6: 2 maneuvers [2 strain], 1 action) he loads another Ion grenade and takes aim at another droid in the same group before firing again . .
Spoiler:
Fuse; ARC Troopers; Ranged Heavy:
0 Success, 0 Advantage

ImageImageImageImageImageImageImageImageImage
. . . but doesn't hit his target.

He silently curses to himself for missing. As he reaches bag to grab another ion grenade, he realizes he is out. He curses again and prepares to fire his blaster. "Fine, well do this the hard way"

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DeepSpacer
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Re: ARC Troopers

#89

Post by DeepSpacer » Tue Mar 05, 2019 12:57 am

BigTen at medium range to targets....
Spoiler:
Three Criticals on Three Rolls!!!

Big Ten; SotR; Medium Range:
2 Successes, 3 Advantages

ImageImageImageImageImageImageImageImageImageImageImageImage
12 Damage - 7 Soak = 5 Wounds.
3 Adv for Critical (minus one target)


Big Ten; SotR; Medium Range:
4 Successes, 4 Advantages

ImageImageImageImageImageImageImageImageImageImageImage
14 Damage - 7 Soak = 7 Wounds.
3 Adv for Critical (minus one target)
1 Adv Boost to self


Big Ten; SotR; Medium Range:
2 Successes, 3(1+2) Advantage

ImageImageImageImageImageImageImageImageImageImageImage
PASSED BOOST
:
0 Success, 2 Advantages
Image
12 Damage - 7 Soak = 5 Wounds.
3 Adv for Critical (minus one target)

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ThreeBFour
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Re: ARC Troopers

#90

Post by ThreeBFour » Sun Mar 10, 2019 4:34 am

Wook steps up to the rail again throwing the two foam grenades Ice had given him before the battle started.
Spoiler:
Wook; 501st; Grenade Attacks:
0 Success, 1 Threat, 1 Triumph,

ImageImageImageImageImageImageImageImageImage

Wook; 501st; Grenade Attacks:
1 Failure, 0 Advantage

ImageImageImageImageImageImageImageImageImage

"I just don't understand how I missed with foam grenades. Ice these things suck." He says as he un-slings his rifle and drops prone on the decking into a firing position.
Spoiler:
Quick Draw Talent to draw rifle. Maneuver to get into the prone firing position. Using Triumph for extra Image
Wook; 501st; Grenade Attacks:
4 Successes, 0 Advantage

ImageImageImageImageImageImageImageImageImageImageImage

Damage 10 - Soak
"Guess I should have stuck with the rifle." He says to Doc next to him.

Ice tunes out the noise of the battle around him and aims at individual droids making their way towards them.
Spoiler:
Manuever = Aim
Ice; 501st; Range Heavy :
2 Successes, 3 Advantages

ImageImageImageImageImageImageImageImageImageImageImageImage

Damage 8-soak. Image added to his roll from ImageImageImage[/adv][/adv]
Manuever = Aim
Ice; 501st; Range Heavy :
0 Success, 4 Advantages

ImageImageImageImageImageImageImageImageImageImageImageImageImage

Adding ImageImage[/boost] to next roll from ImageImageImageImage[/adv][/adv][/adv]
Maneuver = Aim
Ice; 501st; Range Heavy :
3 Successes, 7 Advantages

ImageImageImageImageImageImageImageImageImageImageImageImageImageImage

Damage 8-soak + Crit from ImageImageImageImage[/adv][/adv][/adv]
Image to next player from ImageImageImage[/adv][/adv]
While his second shot missed, Ice was happy that the other two hit their marks, and the second shot did have the advantage of causing one of the droids to side-step directly into his sight for the third shot.

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crazybirdman
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Re: ARC Troopers

#91

Post by crazybirdman » Sun Mar 10, 2019 8:34 pm

As the droids continue to press forward, Fuse lets his instinct take over and starts firing at the any droids dumb enough to step into his sights. . .
Spoiler:
Fuse; Arc Troopers; Ranged heavy: blastin' droids:
5 Successes, 3 Advantages

ImageImageImageImageImageImageImageImage

Fuse; Arc Troopers; Ranged heavy: blastin' droids:
1 Success, 2 Advantages

ImageImageImageImageImageImageImageImage

Fuse; Arc Troopers; Ranged heavy: blastin' droids:
0 Success, 2 Advantages

ImageImageImageImageImageImageImageImage

OOC: forgot one, rounds 7-10 four rounds of aiming and firing
Spoiler:
Fuse; Arc Troopers; Ranged heavy: blastin' droids:
1 Success, 3 Advantages

ImageImageImageImageImageImageImageImage
OOC: The 1st shot takes out a Droid, the 2nd and 4th take out another. Will pass on a boost to Doc if he shoots any Droids. Use the 3 advantage to kill 2 more droidd

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DeepSpacer
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Re: ARC Troopers

#92

Post by DeepSpacer » Sun Mar 10, 2019 10:07 pm

Sensing the time to retreat is near (and being at 0 Strain), BigTen puts something extra into his last round of shots as they close to short range.
Spoiler:
Maneuver: Aim (x1)
Maneuver: Aim (x2) (+8 Strain)
Off Topic

R7: 14-7 Damage, Critical
R8: 14-7 Damage, Critical,
R9: 12-7 Damage, Critical,
R10: 15-7 Damage, Two Criticals,

Big Ten; SotR; Ranged-Heavy Attack:
4 Successes, 5 Advantages

ImageImageImageImageImageImageImageImageImageImage
Pass 2 boosts

Big Ten; SotR; Ranged-Heavy Attack:
2+2 Successes, 4+1 Advantages

ImageImageImageImageImageImageImageImageImageImage
:
2 Successes, 1 Advantage
ImageImage


Big Ten; SotR; Ranged-Heavy Attack:
1 Success, 3+2 Advantages

ImageImageImageImageImageImageImageImageImageImage
:
0 Success, 2 Advantages
ImageImage


Big Ten; SotR; Ranged-Heavy Attack:
5 Successes, 3+3 Advantages

ImageImageImageImageImageImageImageImageImageImage

:
0 Success, 3 Advantages
ImageImage

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ThreeBFour
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Re: ARC Troopers

#93

Post by ThreeBFour » Mon Mar 11, 2019 1:26 am

Wook always did better at shorter ranges and it was hard to miss.
Spoiler:
Wook; 501st; Range Heavy :
3 Successes, 2 Advantages

ImageImageImageImageImageImageImage
Wook; 501st; Range Heavy :
2 Failures, 1 Threat

ImageImageImage
Total: Image, Image
Damage: 10 - 7 Soak = 3

Wook; 501st; Range Heavy :
1 Success, 8 Advantages, 1 Triumph,

ImageImageImageImageImageImageImageImageImageImage
Damage: 10 - 7 soak = 3 + 2 Crits
Using ImageImage[/adv]Image to add ImageImage[/boost] to next roll.


Wook; 501st; Range Heavy :
6 Successes, 1 Advantage, 1 Triumph,

ImageImageImageImageImageImageImageImageImageImageImageImage
Damage: 10 + 5 (Point Blank Talent) - 7 Soak = 8
Using Image to add Image to next roll.


Wook; 501st; Range Heavy :
0 Success, 6 Advantages

ImageImageImageImageImageImageImageImageImageImageImage
Using ImageImageImageImageImageImage[/adv][/adv][/adv][/adv][/adv] as ImageImageImage[/boost][/boost]
to pass on to Doc (@kanila)
"Can't believe I miss that last shot, probably for got to breathe properly."

Ice just keeps aiming and firing at the droids. They were definitely more predicable than the wild animals he used to hunt.
Spoiler:
Ice; 501st; Range Heavy :
5 Successes, 4 Advantages

ImageImageImageImageImageImageImageImageImageImageImage
Damage: 8-7=1 + 1 Crit from ImageImageImageImage[/adv][/adv][/adv]

Ice; 501st; Range Heavy :
0 Success, 4 Advantages

ImageImageImageImageImageImageImageImageImageImageImage
Using ImageImageImageImage[/adv][/adv][/adv] for ImageImage[/boost] next shot

Ice; 501st; Range Heavy :
1 Success, 4 Advantages

ImageImageImageImageImageImageImageImageImageImageImageImageImage
Damage: 8-7=1 + 1 Crit from ImageImageImageImage[/adv][/adv][/adv]

Ice; 501st; Range Heavy :
5 Successes, 3 Advantages

ImageImageImageImageImageImageImageImageImageImageImage
Damage: 8-7=1
Using ImageImageImage[/adv][/adv] to heal 1 strain and add one more Imageto Doc (@kanila)
Hitting another droid Ice scoffs at the lack of penetrating power of his Sporting Blaster, "I think I need to upgrade this rifle after this." He says looking at the mass of marching droids beneath them, adding, "If we survive this."

kanila
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Re: ARC Troopers

#94

Post by kanila » Sun Mar 17, 2019 7:50 pm

Round 1 ~

Doc grabs his bag and begins to treat Fuse. The wounds are easily manageable while avoiding enemy fire.
Spoiler:
Doc; Scouts of the Republic ; Medicine check - Fuse:
4 Successes, 0 Advantage

ImageImageImageImageImageImageImageImage
Heals one additional wound thanks to talent. Recovers 5 WT
Round 2 ~

Seeing as Wook is being Wook, Doc has to provide aid to him as well.
Spoiler:
Doc; Scouts of the Republic ; Medicine check - Wook:
2 Successes, 2 Advantages

ImageImageImageImageImageImageImageImage
Again heals 1 additional wound thanks to talent. Recovers 3 WT and 2 ST
Round 3-6 ~

Seeing as there were no more injuries Doc started to return fire. The droids has already reached medium range at this point. Round 7-9 ~

Quickly transitioning to short range targets Doc tries to thin out the herd. Round 10 ~

As a last ditch effort he readied an ion grenade before they were completely overwhelmed.
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk

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swrider
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Re: ARC Troopers

#95

Post by swrider » Mon Mar 18, 2019 6:53 pm

Droid after droid falls under the onslaught of fire from your elevated position. Just as you feel you have stemmed the tide two additional transports land unloading additional troops. Heavy blaster fire erupts from the side of you. Multiple bolts strike Blast and Dusty who fall to the ground with large gaping holes in their armor where they lay lifeless.
Image
Turing towards the blaster fire you see 99 a defect clone turned maintenance clone from the earliest batch. A stable at the facility you all recognize him and feel a keen friendship with the clone from your time training at the facility. He caries a heavy looking backpack and is being pursued by six aqua droids as he limps towards you as quickly as he is able.

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ThreeBFour
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Re: ARC Troopers

#96

Post by ThreeBFour » Mon Mar 25, 2019 12:53 am

Seeing that there are still a few meters between the droids and the old clone, Ice takes a moment to aim before firing at the lead droid.
Spoiler:
Ice; 501st; Range Heavy :
5 Successes, 0 Advantage

ImageImageImageImageImageImageImage

Ice; 501st; Range Heavy :
2 Successes, 1 Advantage

ImageImage

Forgot to roll for the 2 Quick Strike Talents Ice has so added it with the extra ImageImage above. Pity the extra successes don't count for anything total of 7Image and a Image Damage is 8-7=1

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crazybirdman
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Re: ARC Troopers

#97

Post by crazybirdman » Thu Mar 28, 2019 3:58 pm

Fuse yells, "99, what are you doing here?!?!" Then follow's Ice's lead and attacks the droids chasing their old friend.
Spoiler:
Fuse; ARC Troopers; Ranged Heavy+aim:
3 Successes, 0 Advantage

ImageImageImageImageImageImage
12 damage

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DeepSpacer
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Re: ARC Troopers

#98

Post by DeepSpacer » Fri Mar 29, 2019 2:02 am

BigTen takes out two of the six droids with some keen shooting.
Spoiler:
Maneuver: Aim +1 Boost
Quick Strike: +2 Boosts
Action: Range-Heavy Attack

Big Ten; SotR; Ranged-Heavy Attack:
4 Successes, 2 Advantages, 1 Triumph,
ImageImageImageImageImageImageImageImage

14 Damage before soak. (14 - 7 Soak = 7 Damage)
2 Adv = take an Aim maneuver for self to ready for next round
Triumph = Critical on a Minion

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swrider
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Re: ARC Troopers

#99

Post by swrider » Tue Apr 02, 2019 8:20 pm

As the aqua droids fall to the ground 99 calls out. "Ive got reloads and grenades in the backpack. Come out lads! From further back hidden within a few boxes you see several young clones pop out and head towards your group. "I also found these lost lads and was trying to get them back to the barracks when the Aqua droids attacked. They are everywhere.

As 99 speaks more droids can be seen moving along the upper level where you are at. Your position will be overrun shortly.

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crazybirdman
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Re: ARC Troopers

#100

Post by crazybirdman » Sun Apr 07, 2019 6:08 pm

Fuse ask 99,"Are the barracks the safest place to be right now? If so, what's the quickest way there? "

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