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  1. - Top - End - #211
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    afroakuma's Avatar

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    Default Re: The Bespin Gambit Reloaded

    The Probe Droid floats over to say Howdy to Verena.

    (BYY)(3d6)[2][5][3](10)
    (B)(1d6)[4](4)
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  2. - Top - End - #212
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    afroakuma's Avatar

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    Default Re: The Bespin Gambit Reloaded

    2 damage. Nothing to write home about.

    MHD and Hera

    Spoiler: Mission Map
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  3. - Top - End - #213
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    Default Re: The Bespin Gambit Reloaded

    To reduce the risk of “wounding out”, MHD is going to rest twice.

  4. - Top - End - #214
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    Default Re: The Bespin Gambit Reloaded

    Just as a friendly reminder, while that door is unlocked, you still need to interact with it to open it.
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  5. - Top - End - #215
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    Default Re: The Bespin Gambit Reloaded

    Over 24 hours since last Rebel activation. Do I have something to do that I'm forgetting, or is it Hera now?
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  6. - Top - End - #216
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    Default Re: The Bespin Gambit Reloaded

    Hera’s Turn - hopefully I won’t mess it up too badly.

    Action 1 - move to G7
    Action 2 - attack probe droid - BGY - (3d6)[4][5][5](14)
    Defense - b - (1d6)[6](6)
    Results: Didn’t quite KO it, but 4 damage against that droid isn’t too shabby.
    Last edited by EarthenRite; 2018-02-13 at 04:25 PM.

  7. - Top - End - #217
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    afroakuma's Avatar

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    Default Re: The Bespin Gambit Reloaded

    Round End

    • Imperial player gains 2 Threat.
    • Declining optional deployment.

    Self-Destruct (R)(1d6)[6](6)

    Probe Droid go boom.
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  8. - Top - End - #218
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    Default Re: The Bespin Gambit Reloaded

    That'll kill my Hired Gun, who will fire a Parting Shot at Verena:

    (GY)(2d6)[6][2](8)
    (B)(1d6)[6](6)
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  9. - Top - End - #219
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    Default Re: The Bespin Gambit Reloaded

    ...and that's Verena Wounded.

    Round 4 Begins

    Spoiler: Mission Map
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  10. - Top - End - #220
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    Default Re: The Bespin Gambit Reloaded

    MHD-19’s Turn

    Action 1 - attack Trandoshan - BYG - (3d6)[5][2][4](11)
    Defense - b - (1d6)[4](4)
    Results: 2 damage, 3 surges (net); Surges for Stun, Pierce (3 damage now), and recover.
    Last edited by EarthenRite; 2018-02-14 at 08:47 PM.

  11. - Top - End - #221
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    Default Re: The Bespin Gambit Reloaded

    MHD-19

    Action 2 - since the Trandoshan should be gone, I will search for painkillers. Going to hold on to them. The way should be clear for the heavy hitters to not have to worry about the pesky lizard.
    Last edited by EarthenRite; 2018-02-14 at 08:51 PM.

  12. - Top - End - #222
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    Default Re: The Bespin Gambit Reloaded

    If the Dosh is gone Verena opens the door! And reserves her action for after what spawns.
    Creativity is my weapon of choice!

  13. - Top - End - #223
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    Default Re: The Bespin Gambit Reloaded

    The holding area is secured by a mechanism that deploys a probe to interrogate you.

    • Deploy the reserved Elite Probe Droid to the yellow deployment point.
    • Increase Threat by the Threat Level and resolve an optional deployment to the red deployment point.
    • Declining optional deployment.
    • The red deployment point is now active.
    • A hero may interact with the terminal (Tech) to open the door to the Cell. The first time a hero does this during his or her activation, it does not consume an action.
    The mission will progress when the door to the Cell opens.

    Verena's turn may continue.

    Spoiler: Mission Map
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  14. - Top - End - #224
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    Default Re: The Bespin Gambit Reloaded

    Strain move to E7
    free interact BR(2d6)[2][2](4)
    Creativity is my weapon of choice!

  15. - Top - End - #225
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    Default Re: The Bespin Gambit Reloaded

    Second Action: Interact with terminal BR (2d6)[4][1](5)
    Creativity is my weapon of choice!

  16. - Top - End - #226
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    Default Re: The Bespin Gambit Reloaded

    1 success (don't know if three are neede or just one)
    Creativity is my weapon of choice!

  17. - Top - End - #227
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    Default Re: The Bespin Gambit Reloaded

    An agitated, orange astromech droid bursts out of the makeshift prison cell buzzing and whirring, eager to punish his captors.

    "Nice work, team!" Hera calls to you. "Chop, take care of things out here. I'll bring the Ghost around."


    • Deploy C1-10P to the blue point. The heroes control C1-10P as an ally.
    • If Hera Syndulla is on the map, remove her from the map and C1-10P becomes Focused.
    • Deploy the reserved Stormtrooper group.
    • Increase Threat by twice the Threat Level and resolve an optional deployment.
    • At the end of this round, increase Threat by the Threat Level and resolve an optional deployment.
    • For the rest of this mission, the Imperial player does not increase Threat during the Status Phase.
    • When C1-10P uses System Shock, he may target a figure within 2 spaces of any terminal.
    The mission ends when all Imperial figures are defeated.

    The Stormtroopers waste no time in falling back and shooting MHD-19.

    (BG)(2d6)[4][3](7)
    (B)(1d6)[5](5)

    (BG)(2d6)[4][5](9)
    (B)(1d6)[3](3)

    (BG)(2d6)[1][3](4)
    (B)(1d6)[2](2)

    3rd blue: (1d6)[6](6)

    Spoiler: Rerolls
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    (1d6)[3](3)
    Last edited by afroakuma; 2018-02-16 at 07:56 AM.
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  18. - Top - End - #228
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    Default Re: The Bespin Gambit Reloaded

    MHD takes some damage, s'all good.

    Rebel Turn

    Spoiler: Mission Map
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    (Psst: hey Murne, the figure cost of Hired Guns and Stormtroopers is 2...)
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  19. - Top - End - #229
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    Default Re: The Bespin Gambit Reloaded

    Finally right? I've been waiting for some Storm Troopers all day.

    I'll Strain 1 for False Orders, the Storm Trooper at L6 will fire on the Storm Trooper at L8.

    BG - (2d6)[5][6](11) v B - (d6)[1](1)

    6 Accuracy and 4 Damage vs 1 Block for 3 total damage and a dead trooper.

    Spoiler: Reroll if I need it
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    BG - (2d6)[6][1](7)
    Last edited by Daffodil; 2018-02-16 at 08:06 AM.

  20. - Top - End - #230
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    Default Re: The Bespin Gambit Reloaded

    Second Action, Strain 1 past my Endurance for 1 Damage to False Orders the Storm Trooper at L6 to fire on the Trooper at L5.

    [rollv=BG]]2d6[/rollv] vs B - (d6)[1](1)

    Spoiler: Reroll if I need it
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    [rollv=BG]]2d6[/rollv]

  21. - Top - End - #231
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    Default Re: The Bespin Gambit Reloaded

    That's frustrating

    BG - (2d6)[4][3](7)

    extra die
    (d6)[2]

    4 Range, 3 Damage, 1 Surge for an additional Damage v 1 Block oughta do it as well, no need for the reroll.
    Last edited by Daffodil; 2018-02-16 at 08:10 AM.

  22. - Top - End - #232
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    Default Re: The Bespin Gambit Reloaded

    Daffodil: two problems with second action.

    1) You are not allowed to voluntarily Strain past your Endurance.
    2) Any given Special Action can only be used once per turn.

    You still have one action to resolve, if you or another Rebel would care to process it?
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  23. - Top - End - #233
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    Default Re: The Bespin Gambit Reloaded

    Then I guess I'll shoot him with my gun, which would be all the same rolls but on the one I can see at L6, swapping surge for damage to surge for pierce.

    Spoiler: Rerolls if you'd prefer
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    BG - (2d6)[6][1](7) v B - (d6)[1]

    1 Surge for Pierce, 1 Damage v 1 Block
    Last edited by Daffodil; 2018-02-16 at 06:02 PM.

  24. - Top - End - #234
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    Default Re: The Bespin Gambit Reloaded

    You can't see one at L6, I parked a Hired Gun and a droid in front of you. Your only valid shooting targets are Hired Guns, because I am a monster.
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  25. - Top - End - #235
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    Default Re: The Bespin Gambit Reloaded

    I was under the impression that allies don't block line of sight, I must've mixed that up with a different game, I guess just the guy right in front of me then.

    BG - (2d6)[5][5](10) v W - (d6)[4]

    6 Range, 4 Damage v Block and Evade = Dead
    Last edited by Daffodil; 2018-02-17 at 10:17 AM.

  26. - Top - End - #236
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    Default Re: The Bespin Gambit Reloaded

    Parting Shot to fire on MHD-19.

    (GY)(2d6)[1][6](7)
    (B)(1d6)[5](5)

    The Probe Droid flies away, hoping to avoid Chopper.

    Hmm... alright, weighing my chances here, I'm willing to offer surrender and give up 1 crate. Three votes to accept, or we continue.

    Spoiler: Mission Map
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    Last edited by afroakuma; 2018-02-17 at 03:05 PM.
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  27. - Top - End - #237
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    Default Re: The Bespin Gambit Reloaded

    Not taking the deal is my vote
    The Chaotic Evil Dungeon Master

  28. - Top - End - #238
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    Default Re: The Bespin Gambit Reloaded

    My action:

    Move to m4.

    Attack
    br - (2d6)[2][5](7)
    b - (1d6)[3](3)
    The Chaotic Evil Dungeon Master

  29. - Top - End - #239
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    Default Re: The Bespin Gambit Reloaded

    Looks like 2d
    The Chaotic Evil Dungeon Master

  30. - Top - End - #240
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    Default Re: The Bespin Gambit Reloaded

    Quote Originally Posted by tigerusthegreat View Post
    Not taking the deal is my vote
    ...were you planning to pick up more than one crate?

    Hired Gun moves up and fires at MHD.

    (GY)(2d6)[6][3](9)
    (B)(1d6)[6](6)
    Last edited by afroakuma; 2018-02-18 at 12:28 PM.
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