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Pirates of the Aturi Cluster (PLAYTEST. Mynock Squadron- NEEDLES)

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Round 8 START!
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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Any changes, @Daypigeon @crimsoncoyote or @Sokpuppet ?

    @admanb whatchu gonna do

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    SokpuppetSokpuppet You only yoyo once Registered User regular
    I'm content with 5k.

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    crimsoncoyotecrimsoncoyote Registered User regular
    I'm good still.

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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    2-bank left. Set.

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    DaypigeonDaypigeon Registered User regular
    i'm good (dead)

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Round 8 - Imperial Activation
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    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

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Round 8 - Mynock Activation
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    Need actions and targets, please. @Daypigeon I'm assuming you're going to focus to help with Hyperspace

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    crimsoncoyotecrimsoncoyote Registered User regular
    Evade, attack A1 with Ion Cannon if possible

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    DaypigeonDaypigeon Registered User regular
    yeah I can't take another round of shots

    focus and bail

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    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!)

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    XP:
    @crimsoncoyote +2xp for damaging and destroying a TIE Fighter
    @admanb +2xp for damaging and destroying a TIE Fighter

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    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)

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    IS DAYPIGEON DOOMED?

    CAN CRIMSON KILL AGAIN?

    WHAT WILL HAPPEN NEXT ROUND?!?!?!?

    ONLY THE DIALS CAN SAY!

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    crimsoncoyotecrimsoncoyote Registered User regular
    Hey I shot a thing!

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    DaypigeonDaypigeon Registered User regular
    hmm, I can probably make a 3 bank left

    set??

    mash hyperdrive, focus

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    3 M-3 Interceptors vs 9 TIE Fighters

    BRING IT ON!

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    DaypigeonDaypigeon Registered User regular
    DaMoonRulz wrote: »
    3 M-3 Interceptors vs 9 TIE Fighters

    BRING IT ON!

    so that means i either escape or blow up this turn, huh

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Well, you're rolling Hyperspace jumps, so you don't count for combat

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    SokpuppetSokpuppet You only yoyo once Registered User regular
    1-bank right to clear stress and charge up my hyperdrive. Evade.

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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Bank left 1. Try for hyperspace. Set.

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    @crimsoncoyote Will you stay and fight?!

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    crimsoncoyotecrimsoncoyote Registered User regular
    Hell no.

    I'll bank right 2 and hyperdrive.

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Round 9 - Imperial Activation
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    Round 9 - Mynock Activation
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    Making you all focus to assist with the Hyperdrive attempts

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    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)

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    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)

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    THE HAND CLOSES INTO A FIST TO STRIKE @admanb and @Sokpuppet !!

    WILL CAPTAIN MALO HAVE TO WRITE A LETTER TO NEXT OF KIN?!?!?

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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Bank left 1 and try for hyperspace.

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
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    SokpuppetSokpuppet You only yoyo once Registered User regular
    edited February 2016
    Right bank 2, jump to hyperspace!

    Wait can't Admanb just fly off the deployment edge and be safe?

    Sokpuppet on
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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Round 10 - Imperial Activation
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    Round 10 - Mynock Activation
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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    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!)

    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.

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    @Sokpuppet In Friendly territory you can escape from any map edge. This is a Neutral territory mission, and those will designate escape edges, if any.

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    @crimsoncoyote roll 2d5

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    crimsoncoyotecrimsoncoyote Registered User regular
    I don't wanna!

    Geth, roll 2d5

    2d5 7 [2d5=5, 2]

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    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.

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    DaypigeonDaypigeon Registered User regular
    oh phewwwww

    (I say we do mines)

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    see317see317 Registered User regular
    DaMoonRulz wrote: »
    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 wrote: »
    DaMoonRulz wrote: »
    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.

    Z-95 w/ XX-23 S-thread Tracers (1), Hot Shot Blaster (3), Munitions Failsafe (1)

    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).

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    @see317 it costs twice the cost of the PS you're upgrading to.

    2-3=6
    3-4=8
    Etc.

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    crimsoncoyotecrimsoncoyote Registered User regular
    edited February 2016
    I need to go back and recalculate XP and make sure the spreadsheet is up to date...

    Edit: my initial guess is I should have about 7 total banked, but I have to make sure.

    crimsoncoyote on
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    DaypigeonDaypigeon Registered User regular
    think I'm gonna bump up to PS 3 and sit on my other 3 exp

    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

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    FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    I will do the same.

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    see317see317 Registered User regular
    edited February 2016
    Looks like we start at PS 2, I'll use my last 6 xp to kick that up to PS3, and hope I live long enough for some XP for a shiny new EPT.

    Experimental pilot droid C3-I7, reporting as hired.

    Z-95 w/ XX-23 S-thread Tracers (1), Hot Shot Blaster (3), Munitions Failsafe (1)
    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.

    see317 on
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