Author Topic: New Ally  (Read 45906 times)

GM Craig

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Re: New Ally
« Reply #165 on: March 08, 2012, 10:17:28 AM »
1 CP on your first shot.

The troopers can probably handle the probe droids.

It's an automatic weapon, you can take a penalty to damage to increase chances of hitting, and affect an area. From here, it's possible to spray the entire roof, with lower damage. The damage code is for focused fire on a single target.

The guns are armoured to protect the operator, so you can't really get at the operator from here anyway.

Niil Spaar

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Re: New Ally
« Reply #166 on: March 08, 2012, 10:19:16 AM »
No, I was referring to targeting the operators instead.  They make pretty pink clouds when they get hit.   ;D

But seeing the previous post, I guess that's a mmot point.
"There is a Force common to all life-forms, a dynamic beauty in which an ultimate symmetry of context reveals itself to . . . oh, frak, the holorecorder battery is running out!  Jex, see if there's another battery in-"  - Niil Spaar, Philosophising on a Saturday Night:  The Karvis Jedi Academy

Trax

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Re: New Ally
« Reply #167 on: March 08, 2012, 10:26:16 AM »
1 CP on your first shot.

The troopers can probably handle the probe droids.

It's an automatic weapon, you can take a penalty to damage to increase chances of hitting, and affect an area. From here, it's possible to spray the entire roof, with lower damage. The damage code is for focused fire on a single target.

The guns are armoured to protect the operator, so you can't really get at the operator from here anyway.

Thanks Craig.

I don't like the idea of leaving them with a probably when Trax can handle them.  Especially if he can swing the e-web around.

Is the damage reduction to increase accuracy a 1:1 ratio (-1D damage:+1D to hit)?  If the guns are armored, I don't know if I want to lower the damage die to much.  If I sprayed the entire roof what kind of damage would I be doing?

GM Craig

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Re: New Ally
« Reply #168 on: March 08, 2012, 10:44:08 AM »
The bonus works like this: You can increase the chances of hitting and/or attack a larger area. Every +1D to your hit chance reduces damage by 1D. Also, every 5' hex you attack reduces the damage by 1D.  Single target, normal attack, 8D damage.
Attack a 5' hex, normal attack = 7D damage
Attack a 5' hex, +1D attack = 6D damage
Attack two 5' hexes, +1D attack = 5D damage

etc.

So you can increase odds of hitting and area attacked independently, but any such increase reduces the damage by 1D.

For any targets in the attacked zone, they all roll defence against your single attack.

You can attack non-contiguous areas, but each non-contiguous area counts as a separate action, so are not simultaneous.

Attack 1st 5' hex, +1D to hit = 6D damage and 1D MAP -plus-
Attack 2nd 5' hex, +1D to hit = 6D damage and 1D MAP

Make sense?

Jex

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Re: New Ally
« Reply #169 on: March 08, 2012, 10:49:20 AM »
What scale is the E-web?

Trax

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Re: New Ally
« Reply #170 on: March 08, 2012, 11:06:57 AM »
I'm pretty sure the e-web is character.  The gunner stations would be as well correct?

GM Craig

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Re: New Ally
« Reply #171 on: March 08, 2012, 11:07:45 AM »
Correct.

For the record, the uplink was speeder scale. You got some good damage rolls :)

Trax

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Re: New Ally
« Reply #172 on: March 08, 2012, 11:30:59 AM »
Even spraying the area, would the gunners themselves would still have full protection/cover from the armor?

I'm leaning more towards just taking the map and attacking 2 twice doing full damage and hope I can take two stations down.  With the armor, I'm thinking it's likely the guns will be rolling close to 6D to resist damage so I don't want to lower my damage output much if at all.

What does everyone else think?

GM Craig

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Re: New Ally
« Reply #173 on: March 08, 2012, 11:34:19 AM »
The gunners themselves have the D&D equivalence of full cover.

Niil Spaar

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Re: New Ally
« Reply #174 on: March 08, 2012, 11:37:58 AM »
Yup, take two of the guns down to give us a blind spot for the shuttle to approach, then blast the crap out of the other two guns.  Even if the other two gunners can't see us, they can still leave the emplacements and use small arms/grenades against the grounded shuttle.
"There is a Force common to all life-forms, a dynamic beauty in which an ultimate symmetry of context reveals itself to . . . oh, frak, the holorecorder battery is running out!  Jex, see if there's another battery in-"  - Niil Spaar, Philosophising on a Saturday Night:  The Karvis Jedi Academy

Jex

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Re: New Ally
« Reply #175 on: March 08, 2012, 12:22:51 PM »
Remember the far guns won't have much cover for crew, if I recall correctly the gun armour/shielding was mostly in a forward arc for each emplacement.

GM Craig

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Re: New Ally
« Reply #176 on: March 08, 2012, 12:24:45 PM »
You weren't sure though if the guns could swivel 360.

Trax

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Re: New Ally
« Reply #177 on: March 08, 2012, 12:45:54 PM »
Which I'm guessing we now know they can?

But yeah, the original plan was to take two of them out while their 'back' was to me.

Trax

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Re: New Ally
« Reply #178 on: March 08, 2012, 03:09:00 PM »
Trax's actions?  Light up a smoke and take a few long drags :)

Damn that was a thing of beauty.  But it looks like I broke the e-web.  Are the power generators pretty non-standard, or at least easy to come by?  I'm wondering if we should just disconnect the gun and run.

GM Craig

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Re: New Ally
« Reply #179 on: March 08, 2012, 03:12:18 PM »
You can use different power generators. The gun is the important part.