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  1. - Top - End - #511
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    afroakuma's Avatar

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    Apr 2008

    Default Re: Imperial Assault

    Fenn or Shyla, either of you interested in leading things off? You could go say hi to that friendly gent in the black suit...

  2. - Top - End - #512
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    HalflingRangerGuy

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    Default Re: Imperial Assault

    Tactical retreat!

    Shyla Varad
    Health 5/14
    Strain 1/4
    Injured? No
    Conditions None

    Removing Stun condition.
    Moving to D10.

    After action:
    Health 5/14
    Strain 1/4
    Injured? No
    Conditions None

    Shyla curses again and slips by an enemy as he swings at her, quickly running through a door which she immediately closes behind her.

  3. - Top - End - #513
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    afroakuma's Avatar

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    Default Re: Imperial Assault

    Probably gonna need both blasts on this one, but we'll see.

    Elite Stormtroopers activate; the Weakened one un-Stuns and fires at the door:

    (BG)(2d6)[3][6](9)
    (B)(1d6)[6](6)

    Worst case is this does nothing...

  4. - Top - End - #514
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    afroakuma's Avatar

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    Default Re: Imperial Assault

    ...orrrr that could happen. Door destroyed, then.

    The other Elite, who was Focused from Last Stand when Vinto killed his buddy last round, fires at Shyla.

    (BGG)(3d6)[2][5][6](13)
    (B)(1d6)[5](5)

  5. - Top - End - #515
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    afroakuma's Avatar

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    Apr 2008

    Default Re: Imperial Assault

    Well then, that was a very nice armor roll for you.

    Rebel Turn

  6. - Top - End - #516
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    Default Re: Imperial Assault

    Havoc shot at Royal guard
    BG (2d6)[4][4](8)
    (1d6)[6](6)
    Creativity is my weapon of choice!

  7. - Top - End - #517
    Dwarf in the Playground
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    Default Re: Imperial Assault

    Surge for blast 1
    That means - 2 damage to the guard and 2 to the elite stormie that dies!

    Single shot at guard
    BG (2d6)[3][1](4)
    (1d6)[4](4)
    Creativity is my weapon of choice!

  8. - Top - End - #518
    Dwarf in the Playground
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    Default Re: Imperial Assault

    Surge for eXtra damage.

    That's 1 more damage to the guard.

    I'll stand my ground still.
    Creativity is my weapon of choice!

  9. - Top - End - #519
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    afroakuma's Avatar

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    Default Re: Imperial Assault

    The ISB Infiltrator fires at Diala.

    (BG)(2d6)[6][2](8)
    (W)(1d6)[2](2)

  10. - Top - End - #520
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    Gralamin's Avatar

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    Default Re: Imperial Assault

    Foresight Reroll: W - (1d6)[2](2)
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    Quote Originally Posted by Mark Hall View Post
    "We always run the games we want to play in."

  11. - Top - End - #521
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    afroakuma's Avatar

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    Default Re: Imperial Assault

    Alright, so I'll surge for Pierce 1 and Hide.

    Hidden: +1 surge, -2 Accuracy to attacks against you. Discard after you attack.

    Annnnd then use Coordinated Raid to have the other ISB shoot Diala.

    (BG)(2d6)[5][3](8)
    (W)(1d6)[5](5)

  12. - Top - End - #522
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    Gralamin's Avatar

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    Default Re: Imperial Assault

    Don't want to become injured, so Foresight again!
    W - (1d6)[3](3) Come on dice!
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    Quote Originally Posted by Mark Hall View Post
    "We always run the games we want to play in."

  13. - Top - End - #523
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    afroakuma's Avatar

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    Default Re: Imperial Assault

    And so Diala became as the cheeses of Switzerland, thoroughly perforated through the actions of the Imperial Security Bureau.

    ...alright so maybe not a direct analogy but regardless muahaha.

    Vinto or Diala

  14. - Top - End - #524
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    Gralamin's Avatar

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    Default Re: Imperial Assault

    Diala Passil
    Health 12/12
    Strain 4/4
    Injured? Yes
    Conditions None

    Bacta heal 1 strain (down to 3)
    Strain move 1 down
    Attack hidden infiltrator
    Attack one of the two infiltrators, depending on first roll results

    Plasteel Staff GY - (2d6)[4][2](6)
    W - (1d6)[5](5)
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    Quote Originally Posted by Mark Hall View Post
    "We always run the games we want to play in."

  15. - Top - End - #525
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    Gralamin's Avatar

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    Default Re: Imperial Assault

    That is 3 surges, 2 damage vs block and evade
    So Surge for damage, surge for stun

    Second attack at the other infiltrator:

    Plasteel Staff: GY - (2d6)[1][5](6)
    W - (1d6)[6](6)
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    Quote Originally Posted by Mark Hall View Post
    "We always run the games we want to play in."

  16. - Top - End - #526
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    Gralamin's Avatar

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    Default Re: Imperial Assault

    Net: Stunned 1 and dealt net 2 damage to it.

    Well guys, the dice clearly work for Lord Vader now. We are screwed.

    Vinto, you need to be on C at the end of your turn so we don't just lose.
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    Quote Originally Posted by Mark Hall View Post
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  17. - Top - End - #527
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    afroakuma's Avatar

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    Default Re: Imperial Assault

    Riot Trooper hits Shyla with his stick and then hides from Vinto.

    (BR)(2d6)[4][1](5)
    (B)(1d6)[2](2)

  18. - Top - End - #528
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    afroakuma's Avatar

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    Default Re: Imperial Assault

    Rerolling the red die: (1d6)[2](2)

  19. - Top - End - #529
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    tigerusthegreat's Avatar

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    Default Re: Imperial Assault

    Quote Originally Posted by Gralamin View Post
    Net: Stunned 1 and dealt net 2 damage to it.

    Well guys, the dice clearly work for Lord Vader now. We are screwed.

    Vinto, you need to be on C at the end of your turn so we don't just lose.
    This will be close no matter what.
    The Chaotic Evil Dungeon Master

  20. - Top - End - #530
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    afroakuma's Avatar

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    Default Re: Imperial Assault

    Alright, that will conclude the mission. It is impossible for Vinto to prevent two tiles from falling to me this turn. Stand by for mission end. You did earn bonus rewards/stop me from getting what I wanted by holding out for 6 rounds, though.

  21. - Top - End - #531
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    afroakuma's Avatar

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    Default Re: Imperial Assault

    Imperial Victory
    Imperial forces charge into the compound, and you're unable to hold them back any longer. Hoping the time you bought the other strike team will be enough, you quickly disengage.

    Luck is on your side; after you're extracted, a transmission arrives from your commander. She makes no mention of your efforts and instead focuses entirely on the findings of the other team: |Weiss is developing a weapon," she tells you, "and High Command is very nervous about it. They're already clamoring for more information, so don't be surprised if you're called on soon."


    If 4 capture points were secured before the end of Round 6, the Imperial player receives 1 XP and 1 Influence.

    Otherwise, the Imperial player receives 1 Influence and each player receives 1 XP. Heroes receive 100 credits per hero.

    Additional Rewards

    Each player receives 1 XP in addition to any already received. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.

  22. - Top - End - #532
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    tigerusthegreat's Avatar

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    Default Re: Imperial Assault

    I am confused. Did we get 1 xp or 2?
    The Chaotic Evil Dungeon Master

  23. - Top - End - #533
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    afroakuma's Avatar

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    Default Re: Imperial Assault

    Two. Surviving until round 7 takes full Imperial victory off the table, almost as though deploying Vader to deal with you wastes his valuable time and diverts his attention from other concerns. While you didn't win, you did effectively achieve a tie game.

  24. - Top - End - #534
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    tigerusthegreat's Avatar

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    Default Re: Imperial Assault

    Quote Originally Posted by afroakuma View Post
    Two. Surviving until round 7 takes full Imperial victory off the table, almost as though deploying Vader to deal with you wastes his valuable time and diverts his attention from other concerns. While you didn't win, you did effectively achieve a tie game.
    I feel good about us killing a royal guard. Those guys are the cream of the crop.
    The Chaotic Evil Dungeon Master

  25. - Top - End - #535
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    Default Re: Imperial Assault

    Rebel spies were able to use your provocation to steal data from the ISB and the Imperial military. They've discovered a clandestine Outer Rim operation intended to starve the black market of critical tibanna gas supplies by infiltrating a small neutral mining facility. They've also discovered, to Fenn's dismay, that in response to the panic of the Onderon defenders after the destruction of Alderaan, Imperial forces have returned to the planet once liberated by Saw Gerrera's Partisans.

    The following side missions are available. Choose one; the other will be reshuffled into the side mission deck.

    Spoiler: Side Missions
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    Here are your item purchase options. The party has earned 800 credits from the mission, plus 150 for loot seized in the course of the mission, and had 50 at the start of the mission, for a total of 1000. Remember, you can sell unpriced items for 50 credits and all other items for half their face value, should it be relevant.

    Spoiler: Items
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    Last edited by afroakuma; 2017-11-11 at 05:03 PM.

  26. - Top - End - #536
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    Default Re: Imperial Assault

    Summary cards for the curious:

    Diala
    Spoiler: Diala's summary card
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    Abilities
    Force Adept

    Items
    Bacta Pump
    Plasteel Staff (starter)

    Rewards

    XP: 3


    Fenn
    Spoiler: Fenn's summary card
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    Abilities
    Tactical Movement

    Items
    Infantry Rifle (starter) with Under-Barrel HH-4

    Rewards

    XP: 3


    Shyla
    Spoiler: Shyla's summary card
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    Abilities
    All-Out Attack

    Items
    Duelist's Blade (starter)

    Rewards
    Mandalorian Heritage

    XP: 3


    Vinto
    Spoiler: Vinto's summary card
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    Abilities
    Pinpoint Shot

    Items
    Hair-Trigger Pistol (starter)
    Combat Coat

    Rewards

    XP: 3


    Tier II items will be added to the marketplace at the end of the next mission. Tier I items will continue to be available until the end of the next mission.
    Last edited by afroakuma; 2017-11-11 at 05:05 PM.

  27. - Top - End - #537
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    Gralamin's Avatar

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    Default Re: Imperial Assault

    So the mission hear seems like "do we need more concentrated damage from Fenn" or "Heal everyone each time someone is injured".

    Focus fire makes the second not as good, but it seems quite strong still, especially since its 1/round. I'll leave this up to the group, I see either option as being very valuable.

    Item wise, I wouldn't mind responsive armor, the extra 2 HP would be nice. I'm just not sure the surge effect is useful for me - I already have a lot of good uses for my surges.
    The Armored Gauntlets are an upgrade on my weapon (except I lose reach), and do increase my damage and options. If we feel we don't have enough group damage, Its not bad. Sadly the cleave / stun doesn't combine the way I would like.

    On the other hand, I don't have a ranged weapon at all, in which case, if we have spare credits, maybe we should grab me one.

    Don't feel any of these are greatly important, so feel free to grab something if you feel it helps you more.

    XP wise: Getting Battle meditation and Force throw. I'm going to be resting more often, but I will also be able to give others 'Focused' quite easily, and essentially have an extra action available to myself.
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    Quote Originally Posted by Mark Hall View Post
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  28. - Top - End - #538
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    Default Re: Imperial Assault

    I like the idea of tge hand cannon. If i got sharpshooter (+1 accuracy) i could have 2r with guaranteed 2 accuracy and 4 accuracy if i sacrificed a damage. That's cool, since i also have the option of my other blaster for range.

    That said i am ok with what i have atm. I jist feel like we need to be able to do more damage.

    Edit: gets crazier if you add the long barrel to it. 4 guaranteed accuracy for RR damage.
    Last edited by tigerusthegreat; 2017-11-11 at 05:30 PM.
    The Chaotic Evil Dungeon Master

  29. - Top - End - #539
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    afroakuma's Avatar

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    Default Re: Imperial Assault

    Just remember, you've already seen what happens when you engage in close quarters with me. And my ranged attackers tend to have a lot of range on big maps. Remember wasted actions to move up and fight?

    It's a useful tool, but make sure you're effective where you'll pack the most punch, otherwise 6 damage is as good as 0.

  30. - Top - End - #540
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    HalflingRangerGuy

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    Default Re: Imperial Assault

    I vote for Hostile Takeover and would like to spend 3 XP on Swords Dance. As for items, how about we get the E-11 and the Handcannon? This way, I believe everyone gets a ranged weapon, though I'm not sure who should get what. We can also get the emergency injectors.

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