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  1. - Top - End - #1051
    Troll in the Playground
     
    Gralamin's Avatar

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    Feb 2005

    Default Re: Return to Return to Hoth

    5 more damage there, So is at 9, and stunned.
    I'll strain move 1 away from him, to H9, so at least he can't get me next round

  2. - Top - End - #1052
    Titan in the Playground
     
    afroakuma's Avatar

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    Apr 2008

    Default Re: Return to Return to Hoth

    The Imperial Officer interacts with the terminal to increase Threat, then moves back to watch the door.

    Rebel Turn
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  3. - Top - End - #1053
    Dwarf in the Playground
     
    RedWizardGuy

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    Dec 2017

    Default Re: Return to Return to Hoth

    Ko-Tun swipes a token off of Drokk and shoots the trando next to her with it.

    RG - (2d6)[4][5](9) +d
    B - (1d6)[6](6)

    More in next post.

  4. - Top - End - #1054
    Dwarf in the Playground
     
    RedWizardGuy

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    Dec 2017

    Default Re: Return to Return to Hoth

    Five damage, one surge versus one evade, net five damage. That's a dead trando.

    Ko-Tun exhausts Inch By Inch to move herself to H11 and Drokk to I10, then strain-moves to I11. Then she proceeds to shoot the stormtrooper at L10 with Drokk's other damage token.

    RG - (2d6)[3][4](7) +d
    B - (1d6)[3](3)

    More in next post.

  5. - Top - End - #1055
    Dwarf in the Playground
     
    RedWizardGuy

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    Dec 2017

    Default Re: Return to Return to Hoth

    Four damage, one surge versus two block. Spend surge for +3 damage, so net five damage and that's a dead stormtrooper.

  6. - Top - End - #1056
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    afroakuma's Avatar

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    Apr 2008

    Default Re: Return to Return to Hoth

    The E-Web Engineer moves up to the door. The Stormtroopers shoot through it.

    vs. Jarrod

    (BG)(2d6)[1][2](3)
    (B)(1d6)[3](3) +b

    (BG)(2d6)[1][4](5)
    (B)(1d6)[4](4) +b

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

    1st blue (1d6)[6](6)
    2nd blue (1d6)[6](6)
    3rd green (1d6)[5](5)

    The last one shoots Drokkatta.

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

    Spoiler: Squad Training
    Show
    (1d6)[2](2)
    Last edited by afroakuma; 2018-03-26 at 10:33 PM.
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  7. - Top - End - #1057
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    afroakuma's Avatar

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    Apr 2008

    Default Re: Return to Return to Hoth

    The HK Assassin Droids advance, and Sorin activates the terminal.

    Round End

    • Imperial player gains 6 Threat.
    • Deploying Elite Sentry Droids for 10 Threat.
    > Attaching Imperial Industry, Reactive Armor, and Automated Repairs

    Round 3 Begins
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  8. - Top - End - #1058
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

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    Sep 2007

    Default Re: Return to Return to Hoth

    Jarrod frantically starts working on the door next to him.

    Forward Momentum: JAX gains 1 movement point. He moves to H6

    Jarrod Action 1: Test TECH against the DOOR adjacent to him.

    TECH ROLL: BGY - (3d6)[2][3][4](9)


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  9. - Top - End - #1059
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

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    Sep 2007

    Default Re: Return to Return to Hoth

    LET'S DO THAT AGAIN

    TECH ROLL 2: BGY - (3d6)[6][4][4](14)


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  10. - Top - End - #1060
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

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    Sep 2007

    Default Re: Return to Return to Hoth

    End of Jarrod's Activation: Gain 1 movement point (stay put). Recover 1 DAMAGE. Generate 1 DAMAGE TOKEN.

    Jax moves to bravely defend his creator.

    Jax Action 1: MOVE to gain 4 movement points. Move to I7 (3 left)

    Jax Action 2: ATTACK the ROYAL GUARD at K9. Become FOCUSED.

    ATTACK: BG - (2d6)[4][4](8) + Pierce 1
    DEFENSE: B - (1d6)[4](4) + evade

    Non-Action: Jax moves to G6.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  11. - Top - End - #1061
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    afroakuma's Avatar

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    Apr 2008

    Default Re: Return to Return to Hoth

    Opening the yellow door triggers a shocking electric blast.

    (Y)(1d6)[3](3)

    Each adjacent Rebel takes damage equal to the damage results and Strain equal to the surge results. That means J4X is gone.

    As that has invalidated Jax's actions, I have some lovely, Royal news for our Rebel friends.
    Last edited by afroakuma; 2018-03-27 at 07:15 PM.
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  12. - Top - End - #1062
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    afroakuma's Avatar

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    Apr 2008

    Default Re: Return to Return to Hoth

    Royal Guard unstuns and attacks Drokkatta. Other Royal Guard comes for Gaarkhan.

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

    (RY)(2d6)[3][2](5)
    (B)(1d6)[6](6)

    Stuns all around, I see.

    Rebel Turn
    Last edited by afroakuma; 2018-03-27 at 07:23 PM.
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  13. - Top - End - #1063
    Troll in the Playground
     
    Gralamin's Avatar

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    Feb 2005

    Default Re: Return to Return to Hoth

    Gaarkhan
    Discard SUPPLY PACK to get rid of stun.

    Attack the E-web engineer, spend damage token

    RGG - (3d6)[5][4][3](12) Pierce 1 +1
    B - (1d6)[4](4) +1 block

  14. - Top - End - #1064
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    Gralamin's Avatar

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    Feb 2005

    Default Re: Return to Return to Hoth

    7 damage, 1 surge, pierce 1 vs 3 block
    Surge for +1 damage, bleed

    6 damage, spend 1 strain to stun, so now its bleeding and stunned.


    Try to finish it off, because that would still be good.

    RG - (2d6)[5][2](7) Pierce 1
    B - (1d6)[3](3) + 1 block
    Last edited by Gralamin; 2018-03-27 at 08:32 PM.

  15. - Top - End - #1065
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    Gralamin's Avatar

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    Feb 2005

    Default Re: Return to Return to Hoth

    4 damage, surge, pierce 1 vs 3 block

    Currently this kills the E-web (2 damage), apply another pierce via Focusing Beam to make it more likely (3 damage).
    If I +1 damage and bleed, it doesn't change anything if Fro does decide to save it, so recover 1 strain.

    4 strain.

  16. - Top - End - #1066
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    afroakuma's Avatar

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    Apr 2008

    Default Re: Return to Return to Hoth

    The Blue Squad attacks! One against Jarrod, two against Drokkatta.

    (BG)(2d6)[4][1](5)
    (B)(1d6)[2](2) +b

    (BG)(2d6)[6][1](7)
    (B)(1d6)[4](4)

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

    2nd green (1d6)[1](1)

    Spoiler: Squad Training
    Show

    (1d6)[2](2)


    Oh look, they're performing like they do in the movies.

    Rebel Turn
    Last edited by afroakuma; 2018-03-27 at 08:56 PM.
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  17. - Top - End - #1067
    Troll in the Playground
     
    Gralamin's Avatar

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    Feb 2005

    Default Re: Return to Return to Hoth

    Drokkatta

    Remove stun
    LNOB to H10
    Strain move to G10

    We now have 5 accuracy to hit the HK droid at B8 (LoS from bottom left to right side of the HK Droid). We have 4 base
    Structural exploitation for +1 accuracy.

    BG - (2d6)[2][4](6) +2 damage, Pierce 1, +1 accuracy
    B - (1d6)[3](3)

  18. - Top - End - #1068
    Troll in the Playground
     
    Gralamin's Avatar

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    Feb 2005

    Default Re: Return to Return to Hoth

    4 damage, surge, pierce 1 vs 2 block

    Surge to heal 1 strain here, because we can't get the kill due to the bad rolls. 3 damage to the HK droid.

    Gain a damage token.
    Last edited by Gralamin; 2018-03-31 at 02:54 PM.

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