Round 8 - Combat!!!! @Sokpuppet tries to blast A1 out of the sky but A1 is not ready to perish! (1crit2focus/1evade1focus. EVADED) @crimsoncoyote begins evasive maneuvers as he fires at A2 with his Ion Cannon. Because A2 used his action to clear his crit instead of focus (didn't realize Console Fire was clearable until after I took the screenshot) he can't focus on evading and is doomed to die slowly, trapped in his cockpit and deprived of oxygen as the ion bolts seal his fate (1hit/2focus. -1HULL. DESTROYED) @Daypigeon tries to jump to the safety of Hyperspace, but his coordinates are still process @admanb holds his thumbs down on the firing studs for his Mangler cannon and tears through A1 (1crit1hit/NO EVADES. DESTROYED!)
XP: @crimsoncoyote +2xp for damaging and destroying a TIE Fighter @admanb +2xp for damaging and destroying a TIE Fighter
Round 8 - Imperial Combat
B5 has the slimmest of shots on @crimsoncoyote at medium range but he's too scared of Mynock Leader to even fire (NO HITS)
C12 takes a long range shot against @Daypigeon . Mynock Three evades one of the blasts with a bit of focus, but his ship is rocked by a powerful hit from the TIE that causes a minor explosion that fortunately doesn't spread through the ship. (1crit1hit/spend focus for 1evade. Crit: MINOR EXPLOSION. Rolled focus, no subsequent explosion. -1HULL)
Round 9 - Jump, you fools! @Sokpuppet attempts a jump to hyperspace, but doesn't quite get the coordinates (no hits. NO JUMP) @crimsoncoyote tries to Zoidberg out of there and with a bit of focus he makes it out! (spend focus. 2hit1HStoken. JUMP!) @Daypigeon tries to get his wounded Y-Wing out of harm's way, and does so successfully (1hit2HStoken. JUMP!) @admanb attempts a jump to hyperspace, but doesn't quite get the coordinates (1hit1HStoken. NO JUMP)
Round 9 - Imperial Combat
C9 takes a long range shot at @Sokpuppet and with a bit of focus Mynock Two is able to avoid serious damage (1crit1hit. spend focus 2evade. EVADED)
C11 takes a long range shot at @Sokpuppet but this time he's unable to avoid the worst of the damage (1crit1hit/1evade. Crit: MINOR HULL BREACH. -1HULL)
D13 takes a long range shot at @Sokpuppet but the damaged Heavy Interceptor is able to evade (1hit/1evade. EVADED)
D15 tries his luck at a long range shot through an asteroid to no avail (1hit/2evade. EVADED)
Round 10 - PUNCH IT! @Sokpuppet has to focus, but is able to jump to Hyperspace (spendfocus. 1hit2HStokens. JUMP!) @admanb knocks on wood and crosses his fingers and toes and throws salt over his shoulder and the luck generated is just enough to get him to Hyperspace (1hit2HStokens. JUMP!)
Everyone got an additional 3xp for +1xp to everyone for destroying an Elite Interceptor as per normal rules, and then everyone gets +2xp for destroying all elite ships per MISSION rules.
Feel free to go back through the rounds and make sure I didn't miss XP.
@see317 you get an additional 5xp for building your craft.
Mynock Leader has a Datapad with the next two Operations:
Our efforts to undermine the Empire’s operations in the Nulan system are getting noticed. Imperial forces have begun cracking down on hyperspace traffic by deploying minefields along hyperspace routes favored by smugglers.
We aren’t in any danger yet, but this operation has the potential to disrupt our supply lines and restrict our future movements.
Our best option is a pre-emptive strike - get out there and clear these mines FRIENDLY TERRITORY 12 Rounds
Primary: Destroy Minefield Tokens. The mission is a success if there are fewer minefield tokens remaining than the total number of players.
Bonus: If all minefield tokens are destroyed, all pilots gain 2xp
Bonus: If no replacement minefields are deployed, all pilots gain 1xp
or
“Several weeks ago, a spy was assigned to a new squadron of Imperial fighters, and has been sending us intelligence on their performance.
She’s been masking her transmissions by routing them through the Empire’s holonet receiver in the Parein system, but we now fear she may be discovered.
Escort our slicer techs out to the holonet receiver and protect them while they configure a more secure communication channel for our spy.
We must continue to get this valuable intelligence!”
NEUTRAL TERRITORY - 12 ROUNDS
Primary: Configure a Secure Holo-Channel on the Receiver:
1) Disable Satellite relays and Sensor Array Emplacements to identify the holonet channel one used by the Pirate Spy.
2) The Slicer Techs must secure the identified channel.
3) The Slicer Techs must escape by jumping to hyperspace. Penalty: For each satellite relay that was destroyed, all players lose 1XP
Bonus: The pilot who performs the most protect actions on the Slicer Techs’ HWK gains 2XP. If tied, all tied players gain 1XP.
Everyone got an additional 3xp for +1xp to everyone for destroying an Elite Interceptor as per normal rules, and then everyone gets +2xp for destroying all elite ships per MISSION rules.
Feel free to go back through the rounds and make sure I didn't miss XP.
see317 you get an additional 5xp for building your craft.
see317 Normally you'd get xp equal to the lowest amount earned on each mission. Unfortunately, last mission had 0 as the lowest score, so you'll just have the 8 starting xp.
I'll have to recheck but I don't think the Z-95 has an EPT talent slot until pilot skill 3, and EPTs cost double their squad value
Ah, okay. So, no EPT then, and we're well stocked with Y-wings.
So, I'll go with my second Z-95 loadout, sans crackshot.
Put me in coach, I'm ready to die in a horrible fiery explosion.
I think it's been covered, but how do I increase pilot skill, since it looks like I need to be PS 3 to take an Elite Pilot talent and I have my other upgrades filled.
Other than that, I think I'm liking the look of my loadout, (just hoping we'll be able to capitalize on the locks from the Tracer missile). Alternative is to swap those out for something that hits harder (I've got a 6 point surplus at the moment, so any missile is a good missile).
XX-23 S-thread Tracers: Attack [Focus]: Discard this card to perform this attack. If this attack hits, each friendly ship at Range 1-2 of you may acquire a target lock on the defender. Then cancel all dice results. Attack value 3. Range 1-3.
"Hot Shot" Blaster: Attack: Discard this card to attack 1 ship (even a ship outside your firing arc). Attack: 3. Range 1-2.
Munitions Failsafe: When attacking with a secondary weapon that instructs you to discard it to perform the attack, do not discard it unless the attack hits.
Posts
@admanb whatchu gonna do
Had to close the program because it wouldn't save, so things are perfectly lined up to how the round actually went down, but there ya go
Need actions and targets, please. @Daypigeon I'm assuming you're going to focus to help with Hyperspace
focus and bail
@Sokpuppet tries to blast A1 out of the sky but A1 is not ready to perish! (1crit2focus/1evade1focus. EVADED)
@crimsoncoyote begins evasive maneuvers as he fires at A2 with his Ion Cannon. Because A2 used his action to clear his crit instead of focus (didn't realize Console Fire was clearable until after I took the screenshot) he can't focus on evading and is doomed to die slowly, trapped in his cockpit and deprived of oxygen as the ion bolts seal his fate (1hit/2focus. -1HULL. DESTROYED)
@Daypigeon tries to jump to the safety of Hyperspace, but his coordinates are still process
@admanb holds his thumbs down on the firing studs for his Mangler cannon and tears through A1 (1crit1hit/NO EVADES. DESTROYED!)
XP:
@crimsoncoyote +2xp for damaging and destroying a TIE Fighter
@admanb +2xp for damaging and destroying a TIE Fighter
B5 has the slimmest of shots on @crimsoncoyote at medium range but he's too scared of Mynock Leader to even fire (NO HITS)
C12 takes a long range shot against @Daypigeon . Mynock Three evades one of the blasts with a bit of focus, but his ship is rocked by a powerful hit from the TIE that causes a minor explosion that fortunately doesn't spread through the ship. (1crit1hit/spend focus for 1evade. Crit: MINOR EXPLOSION. Rolled focus, no subsequent explosion. -1HULL)
IS DAYPIGEON DOOMED?
CAN CRIMSON KILL AGAIN?
WHAT WILL HAPPEN NEXT ROUND?!?!?!?
ONLY THE DIALS CAN SAY!
set??
mash hyperdrive, focus
BRING IT ON!
so that means i either escape or blow up this turn, huh
I'll bank right 2 and hyperdrive.
Round 9 - Mynock Activation
Making you all focus to assist with the Hyperdrive attempts
@Sokpuppet attempts a jump to hyperspace, but doesn't quite get the coordinates (no hits. NO JUMP)
@crimsoncoyote tries to Zoidberg out of there and with a bit of focus he makes it out! (spend focus. 2hit1HStoken. JUMP!)
@Daypigeon tries to get his wounded Y-Wing out of harm's way, and does so successfully (1hit2HStoken. JUMP!)
@admanb attempts a jump to hyperspace, but doesn't quite get the coordinates (1hit1HStoken. NO JUMP)
C9 takes a long range shot at @Sokpuppet and with a bit of focus Mynock Two is able to avoid serious damage (1crit1hit. spend focus 2evade. EVADED)
C11 takes a long range shot at @Sokpuppet but this time he's unable to avoid the worst of the damage (1crit1hit/1evade. Crit: MINOR HULL BREACH. -1HULL)
D13 takes a long range shot at @Sokpuppet but the damaged Heavy Interceptor is able to evade (1hit/1evade. EVADED)
D15 tries his luck at a long range shot through an asteroid to no avail (1hit/2evade. EVADED)
THE HAND CLOSES INTO A FIST TO STRIKE @admanb and @Sokpuppet !!
WILL CAPTAIN MALO HAVE TO WRITE A LETTER TO NEXT OF KIN?!?!?
@admanb
Wait can't Admanb just fly off the deployment edge and be safe?
Round 10 - Mynock Activation
@Sokpuppet has to focus, but is able to jump to Hyperspace (spendfocus. 1hit2HStokens. JUMP!)
@admanb knocks on wood and crosses his fingers and toes and throws salt over his shoulder and the luck generated is just enough to get him to Hyperspace (1hit2HStokens. JUMP!)
Mission Cleared!
MISSION XP:
@crimsoncoyote 5
@Sokpuppet 9
@Farangu 9
@Daypigeon 8
@admanb 8
@Brody 0 (earned 6, gets none due to ejection roll)
Everyone got an additional 3xp for +1xp to everyone for destroying an Elite Interceptor as per normal rules, and then everyone gets +2xp for destroying all elite ships per MISSION rules.
Feel free to go back through the rounds and make sure I didn't miss XP.
@see317 you get an additional 5xp for building your craft.
Geth, roll 2d5
Our efforts to undermine the Empire’s operations in the Nulan system are getting noticed. Imperial forces have begun cracking down on hyperspace traffic by deploying minefields along hyperspace routes favored by smugglers.
We aren’t in any danger yet, but this operation has the potential to disrupt our supply lines and restrict our future movements.
Our best option is a pre-emptive strike - get out there and clear these mines
FRIENDLY TERRITORY 12 Rounds
Primary: Destroy Minefield Tokens. The mission is a success if there are fewer minefield tokens remaining than the total number of players.
Bonus: If all minefield tokens are destroyed, all pilots gain 2xp
Bonus: If no replacement minefields are deployed, all pilots gain 1xp
or
“Several weeks ago, a spy was assigned to a new squadron of Imperial fighters, and has been sending us intelligence on their performance.
She’s been masking her transmissions by routing them through the Empire’s holonet receiver in the Parein system, but we now fear she may be discovered.
Escort our slicer techs out to the holonet receiver and protect them while they configure a more secure communication channel for our spy.
We must continue to get this valuable intelligence!”
NEUTRAL TERRITORY - 12 ROUNDS
Primary: Configure a Secure Holo-Channel on the Receiver:
1) Disable Satellite relays and Sensor Array Emplacements to identify the holonet channel one used by the Pirate Spy.
2) The Slicer Techs must secure the identified channel.
3) The Slicer Techs must escape by jumping to hyperspace.
Penalty: For each satellite relay that was destroyed, all players lose 1XP
Bonus: The pilot who performs the most protect actions on the Slicer Techs’ HWK gains 2XP. If tied, all tied players gain 1XP.
(I say we do mines)
I think it's been covered, but how do I increase pilot skill, since it looks like I need to be PS 3 to take an Elite Pilot talent and I have my other upgrades filled.
Other than that, I think I'm liking the look of my loadout, (just hoping we'll be able to capitalize on the locks from the Tracer missile). Alternative is to swap those out for something that hits harder (I've got a 6 point surplus at the moment, so any missile is a good missile).
2-3=6
3-4=8
Etc.
Edit: my initial guess is I should have about 7 total banked, but I have to make sure.
can't think of a whole lot to do with it...except maybe swapping to the autoblaster or something, spent a whole lot of time missing at range 1
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Experimental pilot droid C3-I7, reporting as hired.
Z-95 w/ XX-23 S-thread Tracers (1), Hot Shot Blaster (3), Munitions Failsafe (1)
"Hot Shot" Blaster: Attack: Discard this card to attack 1 ship (even a ship outside your firing arc). Attack: 3. Range 1-2.
Munitions Failsafe: When attacking with a secondary weapon that instructs you to discard it to perform the attack, do not discard it unless the attack hits.