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  1. - Top - End - #1021
    Titan in the Playground
     
    afroakuma's Avatar

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    Default Re: Return to Return to Hoth

    Tie slumps over behind the wall, scorch marks evident across his armor. Elle looks down, half pleading, half resolute.

    "Four bucketheads..." he coughs, spitting blood. "One with a cannon. May the Force..."

    He does not finish.


    Rebel Turn
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  2. - Top - End - #1022
    Troll in the Playground
     
    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    <Lord_Gareth> GralaminShieldheart if you wanna do the thing I won't stop ya. Jarrod can make J10 with 2 Strain

    Jarrod
    Jarrod decides to run and open a door to get shot.

    Forward momentum + move + strain 2 to reach J10
    Open the door

    Spawning J4X and that will happen after the door opens (pause for triggers)
    Last edited by Gralamin; 2018-03-13 at 08:04 PM.

  3. - Top - End - #1023
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Fro saids the only trigger is spawning another door in a place that won't matter for this turn.

    Spawn J4X at K11, Move 1, attack the officer.

    BG - (2d6)[2][5](7) Pierce 1
    W - (1d6)[2](2)

    J4x uses the remaining movement to fly to J9.

    By the way, what is Ko-Tun's free item?

  4. - Top - End - #1024
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    That is a dead basic officer unless Fro wants to use one of his defense things on a 2 threat guy.

    Balanced Approach Get a damage token

    Jarrod done.
    Last edited by Gralamin; 2018-03-13 at 08:05 PM.

  5. - Top - End - #1025
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    afroakuma's Avatar

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    Default Re: Return to Return to Hoth

    Red Squad fires on Jarrod and disperses.

    Heavy Firepower
    Explosive Munitions

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

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

    (BG)(2d6)[5][6](11)
    (B)(1d6)[1](1) +b

    2nd Green: (1d6)[1](1)

    Spoiler: Squad Training
    Show
    (1d6)[5](5)
    (1d6)[1](1)


    Rebel Turn
    Last edited by afroakuma; 2018-03-18 at 04:13 PM.
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  6. - Top - End - #1026
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Gaarkhan

    Exhaust Mechanical Master here to have J4X activate.

    J4X Slicer tools to move up 1 and deal 3 to the terminal automatically (ignoring block)

    Gaarkhan advances 5 and then charges to I8. Attack the terminal to try and take out the rest of it.

    RG - (2d6)[6][5](11), pierce 2
    block 2

    Power to Shields only hits figures, so can't do anything about this. Not going to spend my damage token, because the chance of me not getting this is ludicrously low (double 1s).

  7. - Top - End - #1027
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    5 damage, pierce 2, vs block 2, 3 HP = Dead terminal.

    • A Rebel figure can attack a terminal (Health: 6, defense: 2 block). When a terminal is destroyed, the heroes may flip an Imperial mission token to its Rebel side.

    (Red: 3 Strength; Blue: 3 Insight; Yellow: 3 Tech)

    Yellow and green above. Don't know what green is...

    If Green is physical flip the Yellow. Otherwise, I need to know what green is to know if I should flip it.

    <afroakuma> they don't provide an attribute test.
    <afroakuma> if I put two attribute test colors on a door, it's much easier to crack.
    <afroakuma> so I put those green ones there.
    <afroakuma> :D
    <afroakuma> they're Friendly.
    <afroakuma> you should Try One.
    Deciding
    Last edited by Gralamin; 2018-03-18 at 08:35 PM.

  8. - Top - End - #1028
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    After talking with Gareth, we have decided to see what terrible trap we get for opening the door with a green lock on it. We disable the Yellow tech token at I4.

  9. - Top - End - #1029
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    Default Re: Return to Return to Hoth

    When the second terminal is destroyed

    Sorin's cruel laughter rings in your ears as his voice booms over the ship's comms. "You worthless scum! Did you truly think you could simply come aboard my Star Destroyer and topple the Galactic Empire at the hour of our triumph? Think again!

    • Deploy the reserved Elite HK Assassin Droids.
    • Place the remaining door in any valid location. Place an unused red, yellow, or blue Imperial mission token adjacent to it.
    • Doors now require 1 additional success on the matching attribute test to open if a red, yellow, or blue Imperial mission token is adjacent.

    The Elite Officer interacts with the terminal adjacent to Sorin, gaining 2 Threat. He then falls back to support the Probe Droid.

    Ko-Tun
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  10. - Top - End - #1030
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    RedWizardGuy

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    Default Re: Return to Return to Hoth

    Ko-Tun moves to F10, then exhausts Inch By Inch to move herself to G10 and Drokk to H11. She then proceeds to shoot the Trandoshan Hunter at I10, turning her Evade token into a Damage token for the purpose.

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

    More in next post.

  11. - Top - End - #1031
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    RedWizardGuy

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    Default Re: Return to Return to Hoth

    Rerolling the Red, spending the surge for +3 damage.

    R - (1d6)[2](2)

  12. - Top - End - #1032
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    RedWizardGuy

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    Default Re: Return to Return to Hoth

    Seven damage versus one block, for net six damage. Barring something I'm missing, that's a dead trando.

    (EDIT: Reroll was through Alliance Efficiency.)
    Last edited by Aerdan; 2018-03-19 at 09:16 PM.

  13. - Top - End - #1033
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    afroakuma's Avatar

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    Default Re: Return to Return to Hoth

    E-Web fires on Elle.

    (BRY)(3d6)[3][4][6](13)
    (B)(1d6)[4](4)

    (BRY)(3d6)[2][1][2](5)
    (B)(1d6)[3](3)
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  14. - Top - End - #1034
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    afroakuma's Avatar

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    Default Re: Return to Return to Hoth

    "See you soon, Tie..." Elle mutters as the second blast comes.

    Sorin activates the terminal next to him to increase Threat by 2.

    The HK Assassin Droids fire at Jarrod through the door.

    (BBY)(3d6)[3][5][6](14)
    (B)(1d6)[1](1) +bb

    (BBY)(3d6)[2][3][6](11)
    (B)(1d6)[6](6) +b

    First yellow: (1d6)[1](1)
    Second yellow: (1d6)[3](3)

    Spoiler: Versatile Weaponry
    Show
    (1d6)[2](2)(1d6)[6](6)
    Last edited by afroakuma; 2018-03-20 at 08:34 PM.
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  15. - Top - End - #1035
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    afroakuma's Avatar

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    Default Re: Return to Return to Hoth

    The Probe Droid floats into the command hub.

    Round End

    • Imperial player gains 6 Threat.
    • Deploying Elite Royal Guards for 12 Threat.

    Self-Destruct (1d6)[4](4)

    Round 2 Begins
    Last edited by afroakuma; 2018-03-20 at 08:46 PM.
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  16. - Top - End - #1036
    Troll in the Playground
     
    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Drokatta

    Action to Recover bleed
    Use injector to recover stun (Now at 0 strain)

    Shoot at I12 Royal guard, switch blue for red, damage token, structural exploitation

    RG - (2d6)[1][6](7) +3 damage, Pierce 1
    B - (1d6)[3](3) +1 evade

    LNOB and Charging up to handle after this, and Wookie Roar if things goes ridiculously well.

  17. - Top - End - #1037
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    6 damage, pierce 1 vs 2 block, 1 evade

    Lets reroll that Red using Ko-tun's ability because it can only get better.

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

    And I forgot about thermal explosives, going to ignore it for now, unless Fro tells me that I can go ahead.

  18. - Top - End - #1038
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    Default Re: Return to Return to Hoth

    <GralaminShieldheart> afroakuma: I totally forgot that Drok just got Thermal Explosives. Can I use it after I have rolled dice, against the rules?
    <afroakuma> bah, very well.

    Let's add a yellow:
    Y - (1d6)[6](6)

  19. - Top - End - #1039
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    Default Re: Return to Return to Hoth

    9 damage, pierce 1 vs 2 block, evade.

    That is 8 damage to the Royal Guard at I12. This puts him in Demolish range (Via Thermal Explosives). Checking if Fro wants to prevent that.

  20. - Top - End - #1040
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    Default Re: Return to Return to Hoth

    <afroakuma> I may as well block the attempt, yes. Power to Shields.

    So that is only 7 damage to the royal guard.
    LNOB to move to H10.
    Charging up generates a damage token

    Drok done (at 1 strain)

  21. - Top - End - #1041
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    Default Re: Return to Return to Hoth

    Royal Guards float forward to do some damage.

    vs. Jarrod

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

    Jarrod has no defensive special abilities remaining, having burned them all last turn on being a jerk tank.
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  22. - Top - End - #1042
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    Default Re: Return to Return to Hoth

    Oh cool, 1 whole frelling damage.

    Let's go beat him up a second time.

    (RY)(2d6)[1][5](6)
    (B)(1d6)[1](1) +b

    A total of 2 damage to Jarrod Kelvin. Amaaaaazing.

    Guards end at K9 and L11 (wounded)

    Rebel Turn
    Last edited by afroakuma; 2018-03-21 at 08:05 PM.
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  23. - Top - End - #1043
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Jarrod

    Forward Momentum and strain move 1 to I5.
    Open the door. Pause to see what bad things happen to Jarrod.

  24. - Top - End - #1044
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    Default Re: Return to Return to Hoth

    "Close the blast doors!" cries Sorin as you approach. You catch but a brief glimpse of your target before the reinforced gates slam shut, cutting off your route.

    • Move all green tokens adjacent to the opened door and flip them to the Imperial side.
    • Green Imperial mission tokens are now treated as blocking terrain.
    • Green Imperial mission tokens can no longer be placed adjacent to doors.

    Play resumes, suckers
    Last edited by afroakuma; 2018-03-21 at 08:46 PM.
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  25. - Top - End - #1045
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Well uh, J4X goes to stab stormtrooper at K5. (Go to J6, 2 movement left)

    BG - (2d6)[3][6](9)
    B - (1d6)[5](5)

  26. - Top - End - #1046
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    Default Re: Return to Return to Hoth

    Thats 2 damage to the stormie. Jarrod attacks to finish him off.

    RYY - (3d6)[1][2][5](8)
    B - (1d6)[3](3)

    J4X Moves to H5.

    Jarrod gets balanced approach: Heal 1, move 1 to H5.

  27. - Top - End - #1047
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    Default Re: Return to Return to Hoth

    2 damage, 3 surge pierce 1 (from j4x) vs 2 block

    Surge for +1 damage twice, surge for strain heal 1 (back to 4 strain).

    Dead basic stormtrooper.
    Last edited by Gralamin; 2018-03-21 at 08:54 PM.

  28. - Top - End - #1048
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    Default Re: Return to Return to Hoth

    The remaining Trandoshan zeroes in on Ko-Tun.

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

    Spoiler: Reroll
    Show
    (1d6)[1](1)


    Rebel Turn
    Last edited by afroakuma; 2018-03-21 at 09:38 PM.
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  29. - Top - End - #1049
    Troll in the Playground
     
    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Gaarkhan
    Gaarkhan swings into the Royal Guard

    RG - (2d6)[2][6](8)
    B - (1d6)[2](2)

  30. - Top - End - #1050
    Troll in the Playground
     
    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    4 damage, pierce 1 vs 1 block, 1 evade.

    4 damage from that hit, stun him for 1 strain.

    Attack him again.

    RG - (2d6)[5][3](8) Pierce 2
    B - (1d6)[1](1) 1 evade

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