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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
RandomLunatic
Can I still fire the guns while unbuttoned? Maybe without the INT bonus since we're not using the sensors?
Also, how tightly are the droids grouped? Enough that autofire and/or splash weapons can take out multiples at once?
They’re grouped like the b-1 army from phantom menace, very tight.
Firing from inside the tank, they have total concealment so you can only attack squares with auto fire.
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Re: OOC Rise of the Grand Admiral
I get that. That's why I'm wondering if I can fire with Skira's head sticking out of the hatch (that's what "unbuttoned" means in this context), so he can at least aim at the targets visually.
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
RandomLunatic
I get that. That's why I'm wondering if I can fire with Skira's head sticking out of the hatch (that's what "unbuttoned" means in this context), so he can at least aim at the targets visually.
You could do it if someone spotted for you. The clone is going to get a display jury-rigged, so it will shortly be a moot point.
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Re: OOC Rise of the Grand Admiral
Seeing Coralej has nothign better to do right this moment anyway, I'm hoping he'll do it. If you don't want to Thunder, drop a note here, otherwise I'll just post assuming he does.
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Re: OOC Rise of the Grand Admiral
I think sensors are working now anyway.
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Re: OOC Rise of the Grand Admiral
I wasn't expecting soon to be quite so, well, soon.
AATs don't normally have shields. Is this one modified or something? You say hasn't raised it's shields yet, but I keep thinking of Red Dwarf.
https://i.ytimg.com/vi/D67NVL8DGJo/h...VyBauxdghPEajQ
"One, we don't have any defensive shields; and two, we don't have any defensive shields. Now, I realize that, technically speaking, that's only one flaw, but I thought it was such a big one, it was worth mentioning twice."
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
RandomLunatic
I wasn't expecting soon to be quite so, well, soon.
AATs don't normally have shields. Is this one modified or something? You say hasn't raised it's shields yet, but I keep thinking of
Red Dwarf.
https://i.ytimg.com/vi/D67NVL8DGJo/h...VyBauxdghPEajQ
"One, we don't have any defensive shields; and two,
we don't have any defensive shields. Now, I realize that, technically speaking, that's only one flaw, but I thought it was such a big one, it was worth mentioning twice."
oh derp, i was looking at another vehicle that had shields, but you're right, no shields my bad.
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Re: OOC Rise of the Grand Admiral
Hey y’all, anyone waiting on me for anything?
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Re: OOC Rise of the Grand Admiral
Hmm, I'm not to sure who's turn it is to act, I think.
If it's Z, then continue to attack B2:s
(assuming no point-blank yet, if so, +1 to hit, +1 to damage)
[roll0] No reflex, no cover
[roll1] -1 track, -5 to check if an additional -1 on track.
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
Harmony
Hmm, I'm not to sure who's turn it is to act, I think.
If it's Z, then continue to attack B2:s
(assuming no point-blank yet, if so, +1 to hit, +1 to damage)
[roll0] No reflex, no cover
[roll1] -1 track, -5 to check if an additional -1 on track.
Ah ok, so the way we are doing combat is after the enemies go, players post in any order. Then enemies go again.
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Re: OOC Rise of the Grand Admiral
How far away are the droids now?
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
RandomLunatic
How far away are the droids now?
They started at 50 and it's been two rounds, so they're 38 squares away.
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Re: OOC Rise of the Grand Admiral
How far is that new tank?
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
Thunder999
How far is that new tank?
New tank is adjacent the central pillar, which is 50 squares away. Call it 55-60, roughly.
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Re: OOC Rise of the Grand Admiral
Drat, messed up the re-roll, which I need since I rolled so low.
[Init re-roll]1d20+15[/roll]
Also, a couple rules pointers.
1: All the core book vehicle stat blocks are missing the +2 bonus for being trained in pilot on their pilot weapons. The pilot weapons (repeaters and missiles) should therefore have an attack bonus of +6. This pushes the missile into a hit BUT
2: Because both the repeaters and missiles are pilot operated, normally you can only fire one per turn. Otherwise, I would've had Skira set the repeaters on auto and really cleaned up those droids. HINT: For anti-armor, you want the repeaters. For weapons that can supposedly level bunkers in canon, the missiles are shockingly weaksauce, and are only good for wiping out clusters of low-level mooks.
3: Starships of the Galaxy gave the Vehicular Combat feat to all generic crews of Skilled or better quality. Which they're going to need, holy cow...
Thunder999, I encourage you to get familiar with Move Light Object It doesn't do a lot of damage, but the range is only limited by line of sight, and it is technically better than doing literally nothing.
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Re: OOC Rise of the Grand Admiral
Is it the dashes?
[Init reroll]1d20+15[/roll]
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Re: OOC Rise of the Grand Admiral
No, it's my BB code.:smallredface:
[roll0]
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
RandomLunatic
No, it's my BB code.:smallredface:
[roll0]
Good point on the pilot operated weapons: initiative: [roll0]
Vehicular combat pilot: [roll1]
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
RandomLunatic
Thunder999, I encourage you to get familiar with
Move Light Object It doesn't do a lot of damage, but the range is only limited by line of sight, and it is technically better than doing literally nothing.
I thought it was limited to a range of 6 squares, but now I reread it I see what you mean, that's just how far it moves, so I can just target something within 6 squares of them. Thanks for pointing this out!
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Re: OOC Rise of the Grand Admiral
messed up the blaster cannon roll: [roll0]
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Re: OOC Rise of the Grand Admiral
The laser cannon is a splash weapon, so it'll do half damage to its target as long as you hit the basic Reflex 10. And with that damage roll, it's enough to push the enemy one step down the CT. Thanks to Skira's Evasion, the enemy laser ill do half damage on a hit an none when it misses.
The AAT's repeaters still have a +6 bonus to attack, now at +5 from the CT damage, so the total roll was 21.
Also, squads don't take double damage from area attacks, it's +2 dice of damage. This typically works out to about a %50 increase.
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Re: OOC Rise of the Grand Admiral
@Harmony not sure if I understand your note in the IC thread. The two droid squads are newly formed. The party's previous actions were to determine how many squads you face and of what droid type.
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Re: OOC Rise of the Grand Admiral
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
Harmony
Aha, then I understand!
Remember that the squads have damage reduction 10 and take +2 dice of damage from area attacks.
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Re: OOC Rise of the Grand Admiral
Player action.
Distances:
Enemy Tank: 55-60
Droid Squads: 28
Friendly Tank & CT-1453: 6
Rest of Party: 0
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
Thundercracker
Remember that the squads have damage reduction 10 and take +2 dice of damage from area attacks.
Isnt it +10 to damage threshold?
Regardless (don’t think it matters for the roll), the B2:s should be at -1 on their tracker due to Dastardly attack.
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Re: OOC Rise of the Grand Admiral
Technically, it's +15 threshold (+10 from the squad, and another +5 from the size category increase), but no DR.
IDK why none of the rolls took. The forums must not like my phone.
[roll0]
[roll=Re-roll <23]1d20+15]
[roll1]
[roll2]
[rollv=Damage]4d10+4*2[/roll]
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Re: OOC Rise of the Grand Admiral
:smallsigh: Just :smallsigh:
[roll0]
[roll1]+4
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Re: OOC Rise of the Grand Admiral
Quote:
Originally Posted by
RandomLunatic
Technically, it's +15 threshold (+10 from the squad, and another +5 from the size category increase), but no DR.
IDK why none of the rolls took. The forums must not like my phone.
[roll0]
[roll=Re-roll <23]1d20+15]
[roll1]
[roll2]
[rollv=Damage]4d10+4*2[/roll]
Ooh I misread it as dr not threshold. Ok that makes it easier on y’all.
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Re: OOC Rise of the Grand Admiral
You did
Code:
[roll]1d20[\roll] instead of [roll0]
[roll]1d20[\roll] [roll1]
OK, code doesn't stop dice from working, but yeah, you did a \ instead of a /