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  1. - Top - End - #481
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    Default Re: Return to Return to Hoth

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  2. - Top - End - #482
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    Jarrod Kelvin

    Non-Action: Gain 1 movement point from FORWARD MOMENTUM. Move to F5. Feel oddly refreshed.

    Jax Actions 1 & 2: MOVE to gain 6 movement points. Move to H10

    R5 Astromech Actions 1 & 2: MOVE to gain 6 movement points. Move to G9

    Jarrod Non-Action: Suffer 2 STRAIN to move to H7.

    Jarrod Action 1: MOVE to gain 4 movement points. Move to K9.

    Jarrod Action 2: Claim the CRATE

    End of Jarrod's Activation: Recover 1 DAMAGE & generate 1 DAMAGE TOKEN (BALANCED APPROACH)


    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

  3. - Top - End - #483
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    Default Re: Return to Return to Hoth

    Jarrod has stumbled onto the Senator's Supply Chest

    Spoiler: Supply Chest
    Show
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  4. - Top - End - #484
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    Default Re: Return to Return to Hoth

    Jarrod snatches quickly at the GRAPPLING HOOK and fires it in the direction of the ladder, taking his newfound credits with him to I12.

    SENATOR FERALO gains 2 movement points. He moves to T3.
    Last edited by Lord_Gareth; 2018-02-13 at 08:42 PM.


    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

  5. - Top - End - #485
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    Default Re: Return to Return to Hoth

    The Probe Droids approach, and one of them fires on Jarrod.

    (BYY)(3d6)[2][3][5](10)
    (B)(1d6)[6](6)
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  6. - Top - End - #486
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    Default Re: Return to Return to Hoth

    Round End

    • Imperial player gains 4 Threat.

    A TIE Reaper swoops overhead, its ramp open as two heavy metal objects drop down and roll toward you, unfolding as they do.

    Nothing about this will be any good at all.


    • Deploying Elite Sentry Droids for 9 Threat.

    Round 3 Begins
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  7. - Top - End - #487
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    Default Re: Return to Return to Hoth

    Ko-Tun Feralo

    Action 1: MOVE to gain 4 movement points. Activate INCH-BY-INCH during her move. DROKKATA gains 1 movement point and moves to U3. KO-TUN ends her movement at S6.

    Action 2: ATTACK the adjacent JET TROOPER. Expend 1 DAMAGE TOKEN.

    ATTACK: BG - (2d6)[3][4](7) +1 DAMAGE
    DEFENSE: B - (1d6)[3](3)

    SENATOR FERALO gains 2 movement points. He moves to S5 (adjacent to KO-TUN)


    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

  8. - Top - End - #488
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    Default Re: Return to Return to Hoth

    Surge for +2 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

  9. - Top - End - #489
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    Default Re: Return to Return to Hoth

    The Jet Troopers attack Drokkatta.

    (BBG)(3d6)[4][4][6](14)
    (B)(1d6)[2](2)

    (BBG)(3d6)[1][5][3](9)
    (B)(1d6)[1](1)
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  10. - Top - End - #490
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    Default Re: Return to Return to Hoth

    I'll throw in Show of Force since I forgot.

    (G)(1d6)[1](1)
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  11. - Top - End - #491
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    Default Re: Return to Return to Hoth

    Well I suppose I deserved that.

    Rebel Turn

    Drokkatta is at 1 fewer damage if Wookiee Loyalty was up, I expect, though I feel like Gaarkhan used it.
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  12. - Top - End - #492
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    Default Re: Return to Return to Hoth

    Posting for Obs 'cause he's a phone at work.

    Drokkatta

    Non-Action: Use the EMERGENCY INJECTOR on herself, recovering 2 damage.

    Action 1: MOVE to gain 4 movement points. Move to R7. During the move, exhaust LEAVE NO ONE BEHIND to move GAARKHAN to T5.

    Action 2: Drawing line of sight from the corner, ATTACK the JET TROOPER at O4. Expend 1 DAMAGE TOKEN.

    ATTACK: BG - (2d6)[5][2](7)
    DEFENSE: B - (1d6)[6](6)

    Surges & maybe a reroll next post. However:

    SENATOR FERALO gains 2 movement points. He moves to S7 (adjacent to Ko-tun & Drokkatta)


    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

  13. - Top - End - #493
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    Default Re: Return to Return to Hoth

    4 DAMAGE 1 SURGE vs. 1 EVADE is a dead man.

    Non-Action: Suffer 1 STRAIN to move to Q6. SENATOR FERALO is still adjacent to KO-TUN.


    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

  14. - Top - End - #494
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    Default Re: Return to Return to Hoth

    Right, WOOKIE ROAR

    STRENGTH: BGG - (3d6)[6][5][6](17)


    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

  15. - Top - End - #495
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    Default Re: Return to Return to Hoth

    Quote Originally Posted by Lord_Gareth View Post
    Right, WOOKIE ROAR

    STRENGTH: [roll0]
    DROKKATA generates 1 BLOCK TOKEN. She generates 1 DAMAGE TOKEN from CHARGING UP.


    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

  16. - Top - End - #496
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    Default Re: Return to Return to Hoth

    Droideka time.

    Charged Shot vs. Drokkatta.

    (GGY)(3d6)[5][1][4](10)
    (B)(1d6)[5](5) +b

    Targeting Computer

    2nd green: (1d6)[4](4)

    Spoiler: Rerolls
    Show

    (1d6)[2](2)
    Last edited by afroakuma; 2018-02-13 at 10:21 PM.
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  17. - Top - End - #497
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    Default Re: Return to Return to Hoth

    Charged Shot vs. Ko-Tun

    (GGY)(3d6)[3][4][5](12)
    (B)(1d6)[6](6) +b

    Spoiler: Rerolls
    Show
    (1d6)[4](4)
    (1d6)[2](2)


    Rebels have declined their reroll, I certainly don't need mine.

    Rebel Turn
    Last edited by afroakuma; 2018-02-13 at 10:29 PM.
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  18. - Top - End - #498
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    Default Re: Return to Return to Hoth

    Jarrod Kelvin

    Non-Action: Gain 1 movement point from FORWARD MOMENTUM. Move to I11

    Action 1: Throw a SHOCK GRENADE at K8

    GRENADE: Y - (1d6)[6](6)

    Action 2: MOVE to gain 4 movement points. Move to I12 and spend 2 movement points to go up the ladder. End movement at T9

    SENATOR FERALO gains 2 movement points. He moves to R8 (adjacent to Drokkatta).

    Both droids MOVE twice, gaining 6 movement points. They scale the ladder & end their movement at V9, adjacent to the CRATE.
    Last edited by Lord_Gareth; 2018-02-13 at 10:47 PM.


    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

  19. - Top - End - #499
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    Default Re: Return to Return to Hoth

    Probe Droid A follows Jarrod up the ladder shaft, ending at S9.

    Gaarkhan
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  20. - Top - End - #500
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    Default Re: Return to Return to Hoth

    Gaarkhan

    Move to S5 (2 move left)

    Charge to P6, attack the Clone trooper

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

    2 movement left after attack

  21. - Top - End - #501
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    Default Re: Return to Return to Hoth

    Personal Shield Generators

    Let's make you have to decide.
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  22. - Top - End - #502
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    Default Re: Return to Return to Hoth

    6 damage, surge vs 4 block (1 rolled + 3 shield generators).

    Surge for +1 damage and bleed.

    Move to O6, waste 1 movement.

    Senator moves to P6

  23. - Top - End - #503
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    Default Re: Return to Return to Hoth

    "Not so fast!" shouts a trooper waiting in ambush. "You Rebel scum aren't getting away that easily!" The shuttle is full of Imperial forces!

    • Deploy reserved "Shuttle Guard" to the Getaway Shuttle.
    • Each Imperial figure on the Penthouse gains a number of movement points equal to the Threat Level.
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  24. - Top - End - #504
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    Default Re: Return to Return to Hoth

    And now we play the shooting game.

    Heavy Stormtrooper vs. Drokkatta.

    (BR)(2d6)[3][3](6)
    (B)(1d6)[6](6)
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  25. - Top - End - #505
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    Default Re: Return to Return to Hoth

    Next one vs. Ko-Tun

    (BR)(2d6)[6][6](12)
    (B)(1d6)[1](1)
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  26. - Top - End - #506
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    Default Re: Return to Return to Hoth

    Probe Droid vs. Ko-Tun

    (BYY)(3d6)[5][3][6](14)
    (B)(1d6)[4](4)
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  27. - Top - End - #507
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    Default Re: Return to Return to Hoth

    And I'll have an Elite Stormtrooper climb the ladder and shoot Jax.

    (BG)(2d6)[6][4](10)

    Jax is scrap.

    The Riot Troopers take the elevator.

    Round End

    • Imperial player gains 4 Threat.
    • Declining optional deployment.

    Round 4 Begins
    Last edited by afroakuma; 2018-02-13 at 11:43 PM.
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  28. - Top - End - #508
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    Default Re: Return to Return to Hoth

    Ko-Tun
    Activate inch-by-inch to move Drok to P5, and Ko-Tun to R7.

    Move to O8. Rest, healing 4 HP, activate combat logistics for a damage token, and then generate a block token for Ko-Tun and Drok.

    Senator moves to O7.
    Last edited by Gralamin; 2018-02-14 at 12:07 AM.

  29. - Top - End - #509
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    Default Re: Return to Return to Hoth

    Jet Trooper attacks Ko-Tun. I assume she's using her block token as this is a 3-die attack.

    (BBG)(3d6)[5][3][6](14)
    (B)(1d6)[3](3) +b

    Alright, I'm guessing she doesn't reroll that because a 1/6 chance of 2 damage is not worth a 1/6 chance of 6 damage.

    Rebel Turn
    Last edited by afroakuma; 2018-02-14 at 08:02 AM.
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  30. - Top - End - #510
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    Default Re: Return to Return to Hoth

    Posting with permission from Observer.

    Drokkatta

    Non-Action: Exhaust LEAVE NO ONE BEHIND to give JARROD 2 movement points. JARROD moves to R7.

    Non-Action: Suffer 2 STRAIN to move to N6 (next to GAARKHAN, in case I misread numbers again)

    Action 1: ATTACK the HEAVY STORMTROOPER at N7. Expend 1 DAMAGE TOKEN.

    ATTACK: BG - (2d6)[3][3](6)
    DEFENSE: B - (1d6)[3](3)


    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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