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  1. - Top - End - #391
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    afroakuma's Avatar

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    Default Re: Return to Return to Hoth

    Raider

    The Weequay forces Tie to reroll defense.

    (B)(1d6)[1](1)
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  2. - Top - End - #392
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    afroakuma's Avatar

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    Default Re: Return to Return to Hoth

    That should do nicely. Tie is severely damaged.

    Rebel Turn
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  3. - Top - End - #393
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Gaarkhan

    Strain move 1 to F3
    Charge, ending in J5

    HIT Dengar in his stupid face, using the damage token

    RYG - (3d6)[5][2][3](10) +1 damage
    B - (1d6)[1](1)

  4. - Top - End - #394
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    Default Re: Return to Return to Hoth

    Scouted

    (B)(1d6)[5](5)

    Suck it, furball.
    Last edited by afroakuma; 2018-02-10 at 11:23 PM.
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  5. - Top - End - #395
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    6 damage, 3 surge vs 3 block.

    Surge for recovery, surge for Pierce 1, surge for cleave on the jet trooper. 4 damage net.


    Hit him in the face again.

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

  6. - Top - End - #396
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    GY -> RY, makes no difference, just a typo

  7. - Top - End - #397
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    Default Re: Return to Return to Hoth

    Dengar attacks Gaarkhan, with Savage Motivation

    (B)(1d6)[2](2)

    (GY)(2d6)[6][1](7) +z
    (B)(1d6)[2](2)
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  8. - Top - End - #398
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    Wookie Fortitude Loyality that.
    Last edited by Gralamin; 2018-02-10 at 11:46 PM.

  9. - Top - End - #399
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    Default Re: Return to Return to Hoth

    Wookiee Loyalty won't change a thing here. In either case, I end up applying Wanted: Dead to the attack, and Gaarkhan takes 2 damage and ends up Stunned and Bleeding.

    Dengar falls back to J8.

    Rebel Turn
    Last edited by afroakuma; 2018-02-10 at 11:48 PM.
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  10. - Top - End - #400
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    Default Re: Return to Return to Hoth

    Spend 2 strain to Demolish E4. Eliminating the Jet Trooper there.

    Wookiee Roar: BGG - (3d6)[2][1][3](6)

    Holding for Results.

  11. - Top - End - #401
    Dwarf in the Playground
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    Dec 2017

    Default Re: Return to Return to Hoth

    Exhaust Survival Gear to reroll the second G die.

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

  12. - Top - End - #402
    Dwarf in the Playground
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    Dec 2017

    Default Re: Return to Return to Hoth

    2 surges, Drokkatta becomes Focused.

    Exhaust Leave No One behind to gain 1 movement point. With the addition of a Move action, Drokkata ends up at I3.

    Action 2: Expend Damage Token. Expend Focused. Fire upon Jet Trooper at I4

    Attack: BRG - (3d6)[3][6][5](14) +1

    Defense: B - (1d6)[4](4)

  13. - Top - End - #403
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    Default Re: Return to Return to Hoth

    That is, uh. 2+3+2+1 damage, so 8 in total,

    vs.

    2 block.

    That is a dead Jet Trooper. If only I could Roar again...

  14. - Top - End - #404
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    Default Re: Return to Return to Hoth

    A shimmering barrier blunts the explosive force of Drokkatta's blast.

    Personal Shield Generator
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  15. - Top - End - #405
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    Default Re: Return to Return to Hoth

    Fro used the Shield generators, so Chewie to H3, shoot the jet trooper in the face.

    BRY - (3d6)[6][1][3](10)
    B - (1d6)[6](6)

  16. - Top - End - #406
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    Default Re: Return to Return to Hoth

    Round End

    • Imperial player gains 3 Threat.
    • Declining optional deployment.

    Round 4 Begins
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  17. - Top - End - #407
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Chewie

    Chewie moves to K6, and shoots Dengar.

    BRY - (3d6)[2][3][5](10)
    B - (1d6)[2](2)

  18. - Top - End - #408
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    Default Re: Return to Return to Hoth

    3 damage surge vs 2 block
    Surge for +2 damage, Dengar is dead.

    Fro's go.

  19. - Top - End - #409
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    A Weequay approaches Gaarkhan, filled with Savage Motivation.

    (B)(1d6)[3](3)

    Yes indeed. 2 damage, no Chewie help there.
    Last edited by afroakuma; 2018-02-11 at 12:32 AM.
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  20. - Top - End - #410
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    Default Re: Return to Return to Hoth

    First Weequay shot.

    (GG)(2d6)[5][5](10)
    (B)(1d6)[5](5) +b

    Oh come on.
    Last edited by afroakuma; 2018-02-11 at 12:34 AM.
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  21. - Top - End - #411
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    Default Re: Return to Return to Hoth

    Raider

    Forcing Gaarkhan to reroll his defense die.

    (B)(1d6)[6](6)

    Theeeeere we go. Mind you, I assume Wookiee Loyalty comes in to screw with me now.
    Last edited by afroakuma; 2018-02-11 at 12:41 AM.
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  22. - Top - End - #412
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    Alright, second attack coming in hot.

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

    Ah crap.
    Last edited by afroakuma; 2018-02-11 at 12:45 AM.
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  23. - Top - End - #413
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    Default Re: Return to Return to Hoth

    Raider for the 1.

    (G)(1d6)[3](3)

    That's two, and Gaarkhan is Wanted: Dead for one more.

    Gaarkhan is Wounded, Bleeding, Stunned, Focused, and Smelly.
    Last edited by afroakuma; 2018-02-11 at 12:51 AM.
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  24. - Top - End - #414
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Gaarkhan

    Wookie Fortitude to remove stunned (3/3 strain)
    Move to door M7, I take 1 bleed damage.
    Interact to open door, I take 1 bleed damage

    2 damage taken.

  25. - Top - End - #415
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    Default Re: Return to Return to Hoth

    As Dengar retreats under the fury of Chewbacca, the wounded Gaarkhan rushes the door. Behind is a smelting room guarded by a pair of hefty Gamorreans.

    • Increase Threat by the Threat Level.
    • Resolve an optional deployment to the Forge.
    • Deploying Gamorrean Guards for 6 Threat.

    The Imperial Officer shoots Drokkatta.

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

    That's a miss.

    Rebel Turn
    Last edited by afroakuma; 2018-02-11 at 01:15 AM.
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  26. - Top - End - #416
    Troll in the Playground
     
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    Default Re: Return to Return to Hoth

    Elite Echo Base troopers

    Tie moves to I2, and shoots him in the face.

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

  27. - Top - End - #417
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    Default Re: Return to Return to Hoth

    That is 3 damage to the pirate. Tie moves down 1 to end at J3.

  28. - Top - End - #418
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    Default Re: Return to Return to Hoth

    Gamorreans pass their turn.

    Rebel Turn
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  29. - Top - End - #419
    Firbolg in the Playground
     
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    Default Re: Return to Return to Hoth

    Jarrod Kelvin

    Non-Action: Gain 1 movement point. Move to H3.

    Jax Actions 1 & 2: MOVE twice for a total of 6 movement points. Move to M7

    Jarrod Non-Action: Suffer 2 STRAIN to gain 2 movement points.

    Jarrod Action 1: MOVE to gain 3 movement points. Move to M6.

    Jarrod Action 2: Punch an officer inna head. Gain PIERCE 1

    ATTACK: GY - (2d6)[1][5](6)
    DEFENSE: W - (1d6)[5](5)

    Surges next post.


    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

  30. - Top - End - #420
    Firbolg in the Playground
     
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    Default Re: Return to Return to Hoth

    2 SURGES 1 PIERCE vs. 1 EVADE and 1 BLOCK. Spend for +2 DAMAGE, 2 net DAMAGE.


    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

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