Game Details.   Posted by Plo Koon.Group: 0
Plo Koon
 GM, 7 posts
 Jedi Master
 Mission Overseer
Fri 4 Mar 2016
at 12:10
Game Details
Master Plo is in coral
Judge is Dark blue
Miriel
 player, 1 post
 Iron Swan
 Heart of Steel
Fri 4 Mar 2016
at 12:49
Game Details
I'd like to use Yellow for Miriel and Red for Maho.
Ghost
 player, 2 posts
Fri 4 Mar 2016
at 14:03
Game Details
In reply to Plo Koon (msg # 3):

I'll use Green for Lillerik and Royalred for Race.

(And Gray for Ghost.)
Plo Koon
 GM, 8 posts
 Jedi Master
 Mission Overseer
Fri 4 Mar 2016
at 18:34
Game Details
I will use pink for Crusader, since I don't think he'll be talking much and I doubt you guys will want that color.
Dutch Douglas
 Player, 1 post
Fri 4 Mar 2016
at 20:23
Game Details
I'll take Purple for Dutch
And Goldenrod for Ryoko

Will Judge die?
No cause Rob's the Dm
Oh wait Rob likes to autokill his characters when they become to cool
And even if he doesn't Judge will still only roll 1's because he's using Skibop blue
Hope your rolls add up to 19
Plo Koon
 GM, 10 posts
 Jedi Master
 Mission Overseer
Sat 5 Mar 2016
at 19:15
Game Details
So, does Ryoko's gun arm appear on command? Is it an extra (3rd) arm, or does it replace a regular arm? When his sword arm appears, his armor disappears? Thus leaving his defenses down but allowing for range?

Dutch can actually fly, or does his own just allow him to jump far?
Dutch Douglas
 Player, 3 posts
Sat 5 Mar 2016
at 20:08
Game Details
Yeah, it's a third arm that appears on its own when Ryoko is in combat (because he can't control his other self). This makes it so that in combat he's shooting while sword fighting, but he can't do controlled shots. To better explain it, it's more of a defensive reflex like if someone was coming up behind him while he was fighting his third arm would shoot them, than it is a "I take my gun out and aim at that person" thing. His samurai self, and armor, would only disappear if it became so overwhelmed that the more chaotic solider would then take control. This would then cause a reverse where the gun would be his weapon and there would be a reflexive sword arm. His solider self wouldn't harm his teammates, it just wasn't as mentally disciplined as the samurai was.

Dutch has jetpack that allows him to fly (it only lasts like 30 seconds then has to recharge). His blasters have the ability to stun if he needs them to (there's more in depth info on wookiepedia)
Plo Koon
 GM, 12 posts
 Jedi Master
 Mission Overseer
Sun 6 Mar 2016
at 01:14
Game Details
So I have control of the extra arm and change then, yes?  And it should be tied in with your rolling and the situation to some extent?
Dutch Douglas
 Player, 5 posts
Sun 6 Mar 2016
at 01:26
Game Details
All of that is true
Plo Koon
 GM, 13 posts
 Jedi Master
 Mission Overseer
Sun 6 Mar 2016
at 01:27
Game Details
In reply to Dutch Douglas (msg # 11):

Cool beans.  I like both of these characters very much!
Maho
 player, 2 posts
 Mandarian Swordsaint
 Miracle of Violence
Thu 10 Mar 2016
at 02:41
Game Details
Questions!

1) Big one - what is the scale of the squares on the detailed map?  How many troops can fit in one square?  We're trying to also figure out if multiple teams in one tunnel will create a logjam.

2) In front of the tunnel entrances - those are walls, correct?  They look identical-ish to the trenches.

3) On the large map, there is a very large cannon parallel to the word "Tunnels".  Can that hit us on the ground or is that an anti-aircraft gun?

Also, the three of us have agreed on how to designate our troopers, using a three-character code.  The first character will be "S" for Spectre, "H' for Steelheart, or "R" for Respawn.  The second character will be "S" for Standard, "D" for Demolitions, "M" for Medic, "H" for Heavy, and "R" for Rocket.  The third character is a number: 1-12, or 1-2.  So SS1 is Standard 1 for Spectre, and HH1 is Heavy 1 for Steelheart, RR1 is Rocket 1 for Respawn.
Plo Koon
 GM, 17 posts
 Jedi Master
 Mission Overseer
Thu 10 Mar 2016
at 03:07
Game Details
The scale of the squares is pretty large. I don't have an actual size because ... well ... I'm challenged with that stuff. I would say they are about 10'x10'. So you could fit you're whole team in one, conceivably, of packed tight. And if one of them is not big Race. You might be crowded at points in the tunnels, but probably not stuck

Yes, walls. Barricades, basically

All the large canons are anti aircraft

Sweet code. This is going to be awesome!!!
Plo Koon
 GM, 18 posts
 Jedi Master
 Mission Overseer
Thu 10 Mar 2016
at 21:47
Game Details
Just a note/warning for this mission, since this first round has seen some pretty great rolls already.

My hope is to replicate the intensity, danger and unpredictability of an actual battlefield.  So, despite rolling well, your team might still get hit hard.  Unless your character is playing mostly defense (ex. Lillerik this round), their roll will be attributed less to what is done to them and more to what they do/how they complete given orders/how far they get.  What happens to them will be determined by a series of rolls - some involving random chance (well they all involve chance - hence the dice - but some will be more random occurance).  I will be doing some hidden rolling, as I have some random battlefield mechanics that I don't want you guys to be aware of directly.

Don't worry - I'm not out to kill your characters.  At the same time, you are in the middle of a battlefield, and there will certainly be a lot of troops dying.
Ghost
 player, 4 posts
Thu 10 Mar 2016
at 22:03
Game Details
In reply to Plo Koon (msg # 15):

This is also referred to loosly as the "Collin Creevy Principle."
Plo Koon
 GM, 19 posts
 Jedi Master
 Mission Overseer
Thu 10 Mar 2016
at 23:00
Game Details
Exactly!
Dutch Douglas
 Player, 7 posts
Fri 11 Mar 2016
at 00:58
Game Details
I thought rolling terribly was bad, but rolling amazingly and having it do nothing (like with Colin Creevey) is worse. Just kill my characters instead of doing the dimension 19 thing. 1. Because it's mike's idea and 2. It'll be easier than having my characters roll only 20's and lose all their limbs and their souls over the course of the game.
Dutch Douglas
 Player, 8 posts
Fri 11 Mar 2016
at 21:24
Game Details
I gave my Team Sun to Zack the Gargoyle, just so you guys know
Plo Koon
 GM, 20 posts
 Jedi Master
 Mission Overseer
Sat 12 Mar 2016
at 19:31
Game Details
Zack isn't eligible for this team sun. That's a good point, though. Let me know who has them, either on here or send it in a pm
Plo Koon
 GM, 21 posts
 Jedi Master
 Mission Overseer
Sat 12 Mar 2016
at 20:40
Game Details
I added your squads as characters so that you can roll as them directly
Dutch Douglas
 Player, 10 posts
Tue 15 Mar 2016
at 19:29
Game Details
Dutch has my sun
Plo Koon
 GM, 24 posts
 Jedi Master
 Mission Overseer
Thu 17 Mar 2016
at 13:58
Game Details
The purpose of the rolls for your individual troopers is if you want them to be successful and your overall troop roll was poor.  For instance, your troop is assaulting a Heavy Infantry unit and they roll a six ... so you then say, I want to roll my rocket trooper individually and then hope that he comes out higher than the main roll.  Another instance is when you send off a sortie of troopers (like Matt has done) and they are operating completely seperate from your main team.  You can still use the general troop roll for them, but having an individual roll for that group makes more sense.

For re-rolls, use the highest roll.  Unless the final re-roll is a one ... in which case it's a one.  That's the danger of re-rolling.

Going forward, please automatically re-roll 2-5 for your actual agents.  This does not require spending a re-roll (unless it's a one).  If you have spent re-rolls this way so far, please reimburse yourselves.

Undoubtedly one or more of you is reading this and saying, well that screws me for X reason!  It is not intentional.  Explain here why you think it's not fair and I will reconsider.

This mission is not supposed to be easy, you guys are all doing well so far!  This first leg is the D-Day like push.  Once you regroup and get more control of the battlefield it should get less deadly.  But not easy!
Miriel
 player, 7 posts
 Iron Swan
 Heart of Steel
Thu 17 Mar 2016
at 14:48
Game Details
For transparency/correction, my bookkeeping:

1st round - reimbursing Maho's reroll.  Miriel rolled a 1, so that reroll counts.

2nd round - no rerolls; Miriel rolled a 5, but I didn't choose to reroll; in future rounds, that's an automatic reroll

3rd round - reimbursing Maho's second reroll (the 3), which produced his highest roll (14).  I rolled individually for HS2 and HH2, since their detonators and fire might be a big part of my success.  HS2 rolled lower than the squad; I intentionally took that risk (and I'm fine with any consequences), but would you give him the individual 7, or the squad's 11?

So right now, I will have three rerolls and eight individual troop rolls in reserve.
Plo Koon
 GM, 26 posts
 Jedi Master
 Mission Overseer
Thu 17 Mar 2016
at 15:20
Game Details
I'm going to say that, if you choose to roll seperately for a trooper, you keep that roll and not the squad roll.
Miriel
 player, 9 posts
 Iron Swan
 Heart of Steel
Mon 21 Mar 2016
at 15:56
Game Details
Rob, what's the range on these rockets?  5 squares?  10?  Is there a short range at no penalty, long range with penalty?  Basically I'm asking for complete stats on all weaponry and characters, including a tactical supplementary pamphlet. :-P  But an approximate range would be useful for planning on dealing with the turrets.  Thanks!
Plo Koon
 GM, 28 posts
 Jedi Master
 Mission Overseer
Mon 21 Mar 2016
at 17:10
Game Details
This is a hard question to answer, and one that I don't want to make a hard rule for.  On this leg's map, I would say that anything beyond 6 or 7 squares would be an extremely difficult shot.  Hitting them from the trench, as I think you probably are aware, would be almost an impossibility ... and likely just a waste of your rockets.