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  1. - Top - End - #91
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    afroakuma's Avatar

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    Default Re: Return to Return to Hoth

    The Hired Guns move to obstruct D10 and E10, and fire on Gaarkhan with their Savage Weaponry.

    (GY)(2d6)[6][4](10)
    (B)(1d6)[2](2)

    (GY)(2d6)[4][3](7)
    (B)(1d6)[4](4)

    Gaarkhan takes a total of 7 damage.

    Rage

    Gaarkhan becomes Focused.

    Rebel Turn
    Last edited by afroakuma; 2018-01-27 at 12:34 PM.
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  2. - Top - End - #92
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    I am assuming that I have this right, Foes at H14 (officer), D10, E10 (Hired guns), C7, F9 (Hunters)

    Jarrod
    Strain 1/5
    Damage 0/10

    Forward Momentum for 1 movement
    Move to G14 (2 move left)
    2 Strain to put out J4X

    J4X attack on officer B - (1d6)[1](1)
    Defense W - (1d6)[2](2)

    This will be followed up by an attack by Jarrod, likely, then more movement.

  3. - Top - End - #93
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    J4X deals 1 to the officer (pierce 1, 1 surge vs 1 block, surge for +1 damage)

    Spoiler: Check in with Fro
    Show

    <GralaminShieldheart> Okay, Jarrod attacking the officer, with J4x there and one damage marked from J4X
    <afroakuma> he can have it.


    Jarrod attacks with his new gauntlets
    GR - (2d6)[3][4](7) +1 pierce
    W - (1d6)[1](1)

  4. - Top - End - #94
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    I need to stop writing the wrong dice. R->Y.

    Makes this 3 damage 1 surge vs nothing. Surge to recover 1 strain

    (Strain at 2/5)

    Finish move at G12 (2 more move)
    J4X can move to... F11.

  5. - Top - End - #95
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Drokkatta

    Double move, pick up the other explosive by her, making a strength check to see if she gets 1 more movement:

    BGG - (3d6)[2][2][4](8)
    Looking for B 1, 4 or G 1, 2, 4

  6. - Top - End - #96
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    7 movement left, so move to D11. Turns out that leaves 1 movement =/

    Gain a damage token.

  7. - Top - End - #97
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    afroakuma's Avatar

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    Default Re: Return to Return to Hoth

    Round End

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

    Round 2 Begins
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  8. - Top - End - #98
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Echo Base Troopers

    B14 to C11 (3 move), now adjacent to Hired gun, shoot him in his face:

    GR - (2d6)[2][2](4)
    W - (1d6)[6](6) -1 dodge

    Other one will go afterwards

  9. - Top - End - #99
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Thats a dead Hired gun at D10 (3 damage, surge vs blank die). Surge can't be used for anything relevant. Pause for Parting Shot from D10.

  10. - Top - End - #100
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    afroakuma's Avatar

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    Default Re: Return to Return to Hoth

    That's coming for Gaarkhan.

    (GY)(2d6)[1][4](5)
    (B)(1d6)[3](3)

    2 damage.
    Last edited by afroakuma; 2018-01-27 at 01:53 PM.
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  11. - Top - End - #101
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Gaarkhan is now at 12/14 damage.

    Trooper finishes by moving from C11 to D12.

    Other Trooper to E12, Frontline, and... take the J4X pierce.

    GR - (2d6)[5][6](11)
    W - (1d6)[1](1) -1 dodge.

  12. - Top - End - #102
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    afroakuma's Avatar

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    Default Re: Return to Return to Hoth

    Parting Shot

    (GY)(2d6)[3][4](7)
    (B)(1d6)[4](4)

    Gaarkhan is Wounded.
    Last edited by afroakuma; 2018-01-27 at 01:55 PM.
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  13. - Top - End - #103
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    afroakuma's Avatar

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    Default Re: Return to Return to Hoth

    The Trandoshans, who after all hate Wookiees very much, attack Drokkatta.

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

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

    Rebels' Turns
    Last edited by afroakuma; 2018-01-27 at 02:05 PM.
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  14. - Top - End - #104
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    RedWizardGuy

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    Default Re: Return to Return to Hoth

    Ko-Tun moves to E8 and takes 1 strain to give Gaarkhan a Damage Token and herself a Block Token.
    Last edited by Aerdan; 2018-01-27 at 02:17 PM.

  15. - Top - End - #105
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Gaarkhan

    Rest will put me at 1 strain, then +1 from bleed
    Strain move 1 to E10 (3/3 strain)
    Checking in with Fro on attacking the Trando at F9 (With my damage token).

  16. - Top - End - #106
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Attack with my Damage token
    RYG - (3d6)[4][6][3](13)
    B - (1d6)[5](5)

    At 1 damage

    May claim that reroll from Auxiliary training

  17. - Top - End - #107
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    6 damage, 1 surge, vs 3 block

    Pierce 1 from surge, that is 4 damage, leaving him at 1.

    Reroll options are: Red (1/3 chance of getting the extra damage I need to kill him), Yellow (1/6 chance of getting the extra damage I need to kill him, 1/3 chance of not changing anything but letting me recover 1 strain, effectively healing me one). It's fairly likely that J4x or Jarrod may be able to finish him off, so not using the reroll. (It's more likely that Drok can use it).

    Damage 1/14
    Strain 3/3
    Conditions Bleed

  18. - Top - End - #108
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Jarrod

    Jarrod gets 1 movement from Forward Momentum, and takes a move action (5 movement total), moves to E10 (3 movement left)

    J4X moves 1 up to E10, Attempts to get the 1 damage to kill the Trandoshan.
    Attack: B - (1d6)[1](1) + pierce 1
    Defense: B - (1d6)[2](2)

  19. - Top - End - #109
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Surge for 1 more damage, exactsies there.

    J4x moves to E8 (done)
    Jarrod moves D7, and hits the last trando in the face

    Fro uses Prey upon Doubt here, we will suffer 1 strain. (4/5 strain)

    GY - (2d6)[6][6](12)
    B - (1d6)[2](2)

  20. - Top - End - #110
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Trando is at 1 left. Leaving only Drokkatta

    Drokatta
    Move two to C9, pick up a bomb, check to see if we end movement in C9, or at C8

    BGG - (3d6)[2][3][2](7)

  21. - Top - End - #111
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Get +1 movement, now at C8. Shoot this guy in the face. Using the damage token.

    BR - (2d6)[3][4](7) + 1 damage
    B - (1d6)[4](4)

  22. - Top - End - #112
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    5 damage 1 surge, vs 2 block, and 1 hp.

    Surge to recover 1 strain. (2 strain, 6 damage). Get another damage token.
    Last edited by Gralamin; 2018-01-27 at 02:51 PM.

  23. - Top - End - #113
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    afroakuma's Avatar

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    Default Re: Return to Return to Hoth

    Round End

    • Imperial player gains 2 Threat.

    The chaos at the camp site has drawn some extremely unwanted attention, as an Imperial security walker strides over the base to challenge your assault.

    • Deploying AT-DP for 9 Threat.

    Round 3 Begins
    Last edited by afroakuma; 2018-01-27 at 03:06 PM.
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  24. - Top - End - #114
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    Default Re: Return to Return to Hoth

    Drokkatta does the only thing possible when faced with a massive walker armed with particularly big guns.

    Runs for cover.

    Movement:
    C7->C6->D5->E4->F3->F2->E1

    1 movement point left, but I can't get to this square in 6 moves, so..

  25. - Top - End - #115
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    Default Re: Return to Return to Hoth

    The walker gives chase, firing on Drokkatta as it covers a critical choke-point.

    (BRY)(3d6)[2][5][5](12) +1
    (B)(1d6)[1](1)

    Rebel Turn
    Last edited by afroakuma; 2018-01-27 at 04:30 PM.
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  26. - Top - End - #116
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Let's start with the easy choices.

    Troopers
    D12 -> E12 -> F11 -> E10 -> F9, shoot the AT-DP (No frontline available)
    E12 -> F11 -> E10 -> F9 -> F8, shoot the AT-DP (frontline available, choosing not to use it)

    BG - (2d6)[6][2](8) need 4 accuracy
    B - (1d6)[4](4) + 1 block

    BG - (2d6)[5][4](9) need 3 accuracy (auto succeed)
    B - (1d6)[4](4) +1 block

  27. - Top - End - #117
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    2 damage and a surge vs 3 block, so nothing there.
    3 block 1 surge vs 3 block, surge for 1 more damage.

    1 damage net from echo base troopers.

  28. - Top - End - #118
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    afroakuma's Avatar

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    Default Re: Return to Return to Hoth

    Still Rebels.
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  29. - Top - End - #119
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    RedWizardGuy

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    Default Re: Return to Return to Hoth

    Ko-Tun double-moves to F4, then throws the bomb she's carrying at G2.

    R - (1d6)[4](4)

  30. - Top - End - #120
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    RedWizardGuy

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    Default Re: Return to Return to Hoth

    That's two damage to the door, then, and Ko-Tun uses the surge to recover the 1 strain expended earlier.
    Last edited by Aerdan; 2018-01-27 at 05:50 PM.

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