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Post by Dane on Apr 30, 2013 14:16:46 GMT -5
@beatboks Those aren't regular Stormtroopers. They're like Jango Fett with a wider skill-set each. Regarding closed corridors, You can have some crouch while others fire overhead. The narrow corridors also mean you have nowhere to hide and no cover. How/why is your team tanking blaster fire?
I don't really know why that Babylon 5 dude is able to use the Force. That doesn't make sense to me but even within the limitations of the thread, no one should be able to take on those two Sith Lords and live. That's why I made them that strong.
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Beatboks
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Post by Beatboks on Apr 30, 2013 18:29:05 GMT -5
@beatboks 1.Those aren't regular Stormtroopers. They're like Jango Fett with a wider skill-set each. 2.Regarding closed corridors, You can have some crouch while others fire overhead. The narrow corridors also mean you have nowhere to hide and no cover. 3.How/why is your team tanking blaster fire? 4.I don't really know why that Babylon 5 dude is able to use the Force. That doesn't make sense to me but even within the limitations of the thread, 5. no one should be able to take on those two Sith Lords and live. That's why I made them that strong. 1 & 2.Even if you couch and have some fire over head it still limits it to HALF of the 20 troopers at best being able to fire at once and there is going to be timing issues in that. Bottom line is my guy's who are faster ( all but Avon) and who except Avon have equal or greater skill ( Beka would likely be even or slightly behind a Jengo level character the others skill set's would be above by quite a measure). I'm not trying to hide, I'm hightailing it straight to my enemy. Contrary to popular belief in real combat a charge gives certain advantages in a fire fight. first it's a lot harder to actually range an opponent when they are on a charge than retreat. That's not an issue here due to closed quarter because of the limited angles of fire. The second is quite frankly that when an opponent is charging you ALWAYS rush to take the shot. It's humanoid ( adjusting for the thread) nature. I am not saying for a second that this would mean you outright miss as trained marksmen wont, but even with trained marksman ( and I'm speaking as one) the likelihood of actual kill shots in this type of scenario drops drastically. It's far more likely that when your being charged your going to be near but not dead on vital organs where you would normally take down with near certainty. 3. Tanking blaster fire is NOT what I'm doing, enduring the damage done is. Partly because of the above a combination of closed quarters, nature of combat, combat psychology , the lower likelihood of actually hitting vital organs etc. The other part is simply i've never seen any Star wars hand energy weapons that vaporize or disintegrate what they are fired at. As such the damage from every weapon can be endured by those with sufficient pain tolerance and durability, whihc G'Kar has in absolute droves, and as I said Remmie has taken on a few occasions several ( well maybe a few is more accurate - between 3 and 7) energy based weapon strikes before suffering damage that would impair her combat ability. 4. I thought I covered this in my team set up. In my first post I asked if J'Kar could have a double bladed light saber. You said it wouldn't be effective without the force. I then changed it to him having a force lance. Then later asked if I could make him a Force sensitive. I stated that IMO it made sense that the enlightenment he had achieved in bab5 that granted him TP and precognitive abilities to a degree because he had " become one with the universe" made sense for him to be a Force sensitive in a shared universe ( as how else would one become one with the universe). It was on page 6 and 7 and as I recall you thought I was trying to squeeze two force sensitives into my second team rather than one in each. 5. See here's the thing, I'm not trying to actually take them on. I'm merely trying to delay them enough to make my escape. Let's remember that I first of all have remotely contacted the AI of my ship to fire on them in the hanger as i enter. So straight off the bat their attention is at least partly diverted. Secondly I've stated that Rommie has remained "jacked into" the station with some limited control, so even the environ of the hanger itself can be used against them to a degree.Neither of these things will finish or deal with them but they will occupy their attention to a degree. Sp straight away my two characters aren't dealing with the full ability of the Sith, they are dealing with a periphery of their attention. That dealing with is limited to diverting their attention long enough for the other three members of my team to make it to the gangplank of the ship only, where they will in turn commence firing on the Sith as a diversion for G'Kar and Rommie to also make it. Let's be clear that because the ship I chose for this team has an Artificial Intelligence ( in Zed) completely capable of controlling flight navigation and weapons I don't need as much time in the hanger before take off as my second team would or any other. Frankly all I have to do is get to the door of my ship and it can be taking off. In hindsight I should have chosen this ship for the other team who lacks the durability, pain endurance and skill speed, strength, etc of this team because with that one I'm still stumped for a solution.
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Post by Dane on Apr 30, 2013 19:19:34 GMT -5
tbh, the number of troops you're fighting through and the distance they have to cover (each corridor is 250m, even if you were olympic level it'd take you 20-30 seconds of catching blasters in your teeth), I just don't buy it.
I didn't see any solution to the enemies guarding the rooms.
Also, keep in mind these Sith are powerful enough to telekinetically pick your ship up and throw it at you. Firing up the engines and making your incoming escape attempt very obvious might not be the best idea ever.
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Beatboks
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Post by Beatboks on Apr 30, 2013 20:52:55 GMT -5
First i have G'Kar who can do this www.youtube.com/watch?v=39nvDbbrsmIThe Force BTW is how i'm saying he is capable of this in a shared Universe, is that OK'd or do I need to rework my character. Then he has a light saber ( I originally asked fro a double you said it wouldn't work without the force and then changed it to a normal one - though I can't ATM find the post where I did) to deflect blaster fire ( which seeing as i could predict or alter the aim of said shouldn't be much of a stretch), plus IIRC both Rommie and Beak have force lances aslo capable of the same. Also to be clear. Avon is normal human no speed etc above normal. Beak would be the next lowest in physicals and she'd be above Olympic. She was genetically mutated and i'd say in speed and reflex only about Captain America level maybe slightly below ( not in strength, stamina or durability though only her speed and reflex were genetically enhanced). T'yr is basically a few hundred years of evolution on Beka as her DNA was taken back in time and used as the progeny for his race only they have been focused as a race on selective breading over those centuries to increase their line so he is stronger and faster etc. I'll be honest I completely forgot about the defense in the rooms. I'll have to look at that. I was more just thinking of the 20 troops per corridor and having some diverted from the second corridor after i take control of station sensors and alerts etc maybe making it 15. For the chief's office since the defense is Droids. First we heavily barrage the Droideka to overload their shields. I then take advantage of my two engineering marvels ( Avon and Rommie) to also jack them and add 6 battle droids to my side for the second corridor and also as added distractions for the Sith. If I'm not mistaken Cap runs a mile in under 2 minutes. If one of my team grabs and carries Avon ( most likely T'yr) without distraction we could cover the whole distance in a minute and a half ( 500m being .31 of a mile and Beka being the next slowest) Allowing an extra minute or so for each corridor due to engagement, that still leaves a minute and a half for the jacking. Considering Rommie can just plug herself in she could focus on the droid jack while Avon does the station. this also means when it comes to the sith Rommie isn't distracted controlling the station defenses while trying to lay some sort of Barrage on the Sith. OK maybe the engines don't start to "fire up" until after the cover fire from Liberator as i enter the hanger. That combined with the stations defenses come on line to fight for my side some force thrown other smaller ships ( since i'm not in any way saying that G'kar is on their level with the force) some thrown other material from a distance in the hanger by Rommie who is pretty strong. Blaster and force lance fire from my team who reach the gangway ( maybe with a force throw from G'Kar), six attacking combat driods. Hopefully all of theses combining factors have them occupied enough fending off the multi pronged attack that they can't just eliminate a single aspect of it. Additionally I've decided that Avon will make a bee line straignt into the ship to the teleporter room. There he will grap two teleporter bands that T're will throw into the hanger. G'kar will use teh force to attach them to the wrists of the Sith who Avon will then teleport to the cantina where we have already sealed all access to. How's that. On a side note, wish i'd picked some characters with better stats for my second team. I still can't think of a solution that doesn't cost me all but Data and Ahsoka Tano. even surviving.
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Post by Dane on Apr 30, 2013 21:43:55 GMT -5
Seriously though, that video doesn't have a single combat feat in it.
You can't attach things to a Sith using the Force. They also have the Force. They aren't just going to stand there while you do it. They don't have the restrictions you do. There is nothing stopping them from using Force Speed to blitz your team into small pieces or Force Lightning to reduce you to ash.
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Beatboks
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Post by Beatboks on Apr 30, 2013 21:57:04 GMT -5
Seriously though, that video doesn't have a single combat feat in it. You can't attach things to a Sith using the Force. They also have the Force. They aren't just going to stand there while you do it. They don't have the restrictions you do. There is nothing stopping them from using Force Speed to blitz your team into small pieces or Force Lightning to reduce you to ash. No where in that post did I say in any way that I was using that against the Sith. That vid was sued to showcase how it would be easy for me to deflect blaster fire since I can know exactly where your Jengo level characters are firing and that combined with precog negates the whole argument that I take blaster fire to the teeth. You still haven't answered if this is a reasonable assumption that the force is an acceptable solution for how this power set sits in a shared universe. WOW these must be some pretty talented Sith Lords. They can fend of attacks from 5 directions at once ( blaster fire from ship, attacking droids blaster, attacking station defense system, blaster fire from my team entering ship, as well as two different directional attacks from G'Kar and Remmie AS WELL as create force Lightning to simply strike them all down at once, stop the arm bands that would more than likely be beneath their notice in all this commotion. If they were using 'force speed" a scenario like this It would be more likely to be to react to this many things at once not speed blitz. Sorry but it's now me that isn't "buying it" Even Sidious isn't that freaking good.
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Beatboks
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Post by Beatboks on Apr 30, 2013 21:59:38 GMT -5
Oh and let's not forget that with my hack of the station's systems at the chiefs office and control of them I've also created other diversions throughout the station that would likewise also be at least mildly distracting for the Sith ( checking out the potential that these too were a threat)
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Post by Dane on Apr 30, 2013 22:29:02 GMT -5
"There he will grap two teleporter bands that T're will throw into the hanger. G'kar will use teh force to attach them to the wrists of the Sith who Avon will then teleport to the cantina where we have already sealed all access to."
I was referring to that part.
"since I can know exactly where your Jengo level characters are firing and that combined with precog negates the whole argument that I take blaster fire to the teeth."
Even a Jedi Master can't block 20 blaster bolts every second. I don't know where that notion comes from.
"If I'm not mistaken Cap runs a mile in under 2 minutes."
Yes, but he hasn't taken down like 60+ high tier enemies while running a mile in under 2 minutes. I really do not see your team just steamrolling through all those enemies. It's just not realistic.
"Oh and let's not forget that with my hack of the station's systems at the chiefs office and control of them I've also created other diversions throughout the station that would likewise also be at least mildly distracting for the Sith"
What exactly is there in the station that is causing them trouble?
"Sorry but it's now me that isn't "buying it" Even Sidious isn't that freaking good."
That's an incredibly erroneous statement. I could direct you to Silver's respect thread if you think Darth Sidious couldn't take on 5 droids and your crew.
"First we heavily barrage the Droideka to overload their shields."
While they just sit there curled up into a fetal position or something?
There are sooo many problems with this explanation dude.
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Beatboks
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Post by Beatboks on May 1, 2013 2:43:14 GMT -5
let me put it this way. when I said G'kar would be slef trainted in the force I said he would be above padowon level but below master. basically the level Obi wan was in Phantom menace and Luke was in empire strikes back.
in Phantom menace Obi wan was able to mix it with darth maul to angreater degree than I'm arguing here. in ESB Luke also coped with Vadet to a greater degree and with Sideios to a slightly lesser degree than I'm saying . Maul is at the lhe level of one of your sith and Sideous is above ( unless i'm mistaken?). now G'kar with that level of force also has higher level of physicals ( his base levels are stronger, faster, more durable certainly greater pain resistence) . so two characters physically not as anle as those on my team have done better than exactly what I'm saying my team will against equal or better sith characters who DIDN'T have the same level of other things to also deal with as those in this thread.
If you want to make the scenario completely undoabke which seems to be the stance your taking that's fine. in terms of physical capability and skills my team 1 is probabky the strongest contender here with only Erik st that level. The time limit means you have to avoid or minimize confrontation engagement or you can't get out before the station is bombed. Armor with the weight and movement restrictions it creates would only make it even less possible to achieve the scenario without that approach. splitting up to lengthen the time also means less than half the chance to succeed as you face twice or more the level of opponents. choosing to do both increase time in the reactor and get to the chief office without splitting up reduces it even further because you now face 4 times the opponents and travel a hell of a lot further.
besides which I'm only facing 40 troupers because i closed the door seals behind and beside me in the cheifs room. even less because I'ce drawn hopefully a few elswhere with my ploy
the thing is I don't get the focus you have on that aspect of the scenario. I was expecting to get pulled up on my ships escape not the battle to explain that in more detail. that is where Insee a much greater issue. I stated the details in my team set up that liberators " detector shield" was only effective against long range scanners ( even repeated it in the scenario statment) and i'm anything but long range here. hell in Blake's 7 the Liberator had to hide in the darknside of planets and moons to hide from ships in orbit on the other side. Inwas waiting for the questions of how the hell I'm avoiding a fleet of heavier armed ships etc . That's the reason I'm still looking for Beka Valentines best flying featsmon video.
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Post by Dane on May 1, 2013 3:24:05 GMT -5
Darth Maul is Darth Maul EU, which probably suggests a level somewhat above his movie showings. Darth Malgus is one of the most powerful Sith Lords of his time. He's shown to be a match for even the Grand Master of the Order. The reason why I created links to their Wookiepedia articles is so you could research that if you were unfamiliar.
The scenario is made to be really, really hard so you have to be creative and write a narrative instead of saying things like 'we run at 40 elite commandos and everything goes cherry smooth'. I wanted you to have the opportunity to write an interesting story. In most stories, a small band of 5 fighters aren't able to take on an armada of warships, soldiers and high-end mystics in a head to head fight and walk out without a scratch. That's the point, you're not meant to be able to win. At least not in a straight fight unless your team is totally god-tier. I understand you're trying to basically get out as fast as possible, but you have presented a solution that I don't honestly believe makes enough sense to reasonably happen.
One of the biggest problems I've had in every scenario is the unwavering belief of people in it that failure is not possible. Without enforcing a mathematical D&D style of measuring success, it's extremely difficult to tell someone they have failed. But it should still be possible. It's very reasonable within the rules to create a stealth character who could sneak to the Reactor and re-engage the shields. Any character with decent stealth feats or invisibility/cloaking tech could do it in about a minute and meet your team in the hangar. It's there so that people who thought that far ahead are rewarded for their creativity. Creativity, at least in some degree, should also be a pre-requisite for success in an 'against all odds' type thing. Saying things like "I didn't think of making a team that had 5 separate really good ideas that would have come in handy, therefore I would die horribly" should be a lot more common than it is. If everyone is a winner no matter what, it isn't actually a victory. It'd just be me softballing easy wins at you. I'd like you guys to come up with something that has some ingenuity involved.
I also wanted to show why team building is the most important part of any scenario. Making a weak team should lead directly into failure. I'm not saying that is your team specifically, more of a general commentary on scenario threads in general. I remember when I first started scenario threads, I was participating in k4tz and Luna's stuff. I regularly considered most of the threads to be impossible and measured my success by how far I thought my team would get before failing. That literally never happens anymore. People just don't accept the possibility of their favorite scooby gang biting it. So basically in this thread you will either make a really bitchin' team and come up with super intelligent plans or die in an explosion. I was hoping it'd spur people into writing a cool and clever story. So far, not really.
In regards to actually escaping though, as you can see from the video in the mission brief, any high-tier pilot could escape from the Sith Fleet. It won't be easy, but it's very possible.
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Beatboks
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Post by Beatboks on May 1, 2013 12:47:06 GMT -5
Even a Jedi Master can't block 20 blaster bolts every second. I don't know where that notion comes from.
Thing is, There wont be 20 blaster bolts. there wont even be 10. As I've already said, your limited by the confines of the corridor. If it's 7 m wide (and frankly from scale that's a stretch, it's more like 5) than you can't possibly fit more than 5 abreast and still have room to accurately fire. Your idea that one can take a knee and another fire over them still only makes 10. It also allows time for one line of the other to be completely taken out. The fact is real life troops face these sort of odds regularly with minimal or "acceptable" losses in combat doing exactly what I described. When you have a limited field of fire like that it favors the small team. The large team runs the chance and high probability of loosing some of it's own to friendly fire.
Yes, but he hasn't taken down like 60+ high tier enemies while running a mile in under 2 minutes. I really do not see your team just steamrolling through all those enemies. It's just not realistic.
Neither am I. I'm facing 20 over the first 250 m and if all goes according to plan 10 to 15 over the second. Plus with the confined quarters I'm facing at absolute most 10 at a time. Remember I'm sealing areas off behind and beside me once I get to the chiefs office and can do the same when leaving areas the same way Han did in New hope in the battle star, blast the lock mechanism to or after i shut the door.
What exactly is there in the station that is causing them trouble?
surely you imagination isn't that limited. Control of life support, the air locks ( we are after all in the hanger by then), any station auto defenses, any other AI 's aboard, auto repair equipment which may include a welding torch.
That's an incredibly erroneous statement. I could direct you to Silver's respect thread if you think Darth Sidious couldn't take on 5 droids and your crew.
How is this in any way improper. On the one hand my force senstive by your words can't defect as little as 8 to 10 blasts ( even though in canon most have deflected more) yet with this assertion your sith can deflect 30 or more while dealing with other environmental aspects, physical combatants, and multi direction and pronged attack. I mean seriously does that sound right. We have 4 droids each capable of firing 4 shots at once from different sparial points, plus 2 more that can fire 2, T'yr armed with two blaster canons ( and he's used both at once a bit), plus Becka with a force lance ( which is a melee weapon and a blaster that can fire from both ends), Avon with a blaster , the three ship's neutron blasters and two plasma bolts. In short thirty odd blasts from 360 degree on top of force thrown objects and the delaying combat of two beings of high caliber. I fail to see what is SOOO hard to buy about one team having created enough of a pest of themselves to delay them fro long enough to get the ship at least in the air/space.
You say it's completely unbelievable but the two characters who are leading the charge in this have done it before ( hell all but Avon have taken on these sort of nunbers in closed quarters. may not have been high skill level but 100's to 1000's of Wolverine level ( and Pi$$ed ) characters characters is no joke. That's what Beka, T'Yr and Romie have faced and defeated. G'kar also as i said has been chained in the room with an enemy regent / ruler) and he simply killed him despite being chained and there being plenty of armed guards to secure the Regent's safety. .
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Post by Erik-El on May 2, 2013 3:05:27 GMT -5
Corridors are 7m wide? By my estimate, the width of those corridors are about 1/3 the entire length of the 250m things. This is a eyeballed estimate, as I don't really feel like doing the math to calculate the exact width of a bending corridor. That's about 83m across. These are, based on the map, damn wide corridors. Probably built specifically with transporting supplies and ships from one place to another on the station.
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Post by Erik-El on May 2, 2013 3:11:13 GMT -5
I was hoping it'd spur people into writing a cool and clever story. So far, not really. Hey, I thought I cleverly avoided the Sith Lords all together. If that is not the case...
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Beatboks
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Post by Beatboks on May 2, 2013 12:08:32 GMT -5
Here www.youtube.com/watch?v=OkAds9IJLWg&NR=1&feature=endscreenIs an example of what a non force sensitive G"kar is capable of after months of intense torture, having his eye seared out, being battered and bloodied and having has many internal organs severely damaged ( according to Bab 5 doctors after). This is why I believe he could easily take the damage of several blasts after avoiding or deflecting some and do some heavy damage. I copied it into paint and measured both and did a calc. Having just done it again looks like my math was WAY off. Based on measurements it's 1/5 the length. That makes them 50m wide. Completely f$% my whole strategy but does open up a more stealthy approach. at that width ( which is basically the width of a little over 3 football fields) there should be plenty of cover for a stealthy approach ( and entry into the hanger too). Looks like I'll have to rethink everything. The only reason for the charge was there would be no other way is such a confined space. I clearly must have made a decimal point error somewhere in my calc * slaps head for being that F$%^ stupid* I'll have to rethink everything. In a battle field that wide the troops could fully spread on either side of me and all firing at once no problem, a charge of a small group against a large on a larger battlefield like that would be suicide
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Post by Dane on May 2, 2013 19:22:27 GMT -5
The diagram I did in Photoshop isn't supposed to be a 'perfectly to scale' representation. I just dragged out some shapes and gave them labels. The video is there for a visual representation of the space station and it's interior. Each room should be about the size of the hangar.
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Post by Dane on May 2, 2013 19:23:19 GMT -5
I was hoping it'd spur people into writing a cool and clever story. So far, not really. Hey, I thought I cleverly avoided the Sith Lords all together. If that is not the case... Avoiding them all together is probably best.
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Beatboks
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Post by Beatboks on May 2, 2013 20:09:05 GMT -5
when I redo my scenario avoidance will more fhan likely be my attack plan dor everything. the only reason it wasnt here was because of my f#%^ up math. quite frankly I though it was impossivle to avoid because to the width i incorrectly believes the corrodors ro be too narrow for that to be possible.
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Post by Dane on May 2, 2013 20:23:04 GMT -5
Yeah, it's all good. None of my diagrams are ever meant to work like a map or whatever. Just a general layout.
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Painkiller
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Post by Painkiller on May 3, 2013 2:26:16 GMT -5
Alrighty, I'm sorry again for the delays. Really been worn out with my current workload/sleep pattern. But you guys put in work on your teams and they're looking real good so you deserve some love. First Missionok, the first mission will be based on the opening cinematic from The Old Republic. If you haven't seen it before you can view it below. I very much recommend you give it a watch. It's pretty entertaining besides given you a basic preface for the mission. PremiseAfter your most recent adventure, your team will find themselves on a space station orbitting Korriban, stopping for supplies and a few days of shore leave at the local cantina. When things go (gasp and/or aiee) awry. The Sith have returned and in great force. Surrounding the space station will be 6 Sith Battleships, who will send in boarding parties and fighters to destroy the space station and ensure no one gets out alive. Please excuse my rather poor photoshop skills, but I have prepared a map for the mission. Ok. So here are the facts of the case: Basic Info-You start at the cantina. -You have to get to your ship and escape the Sith strike blockade. -The station's shielding went down in the first strike. You have 5 minutes before the bombers bring the station down around your ears. -Each room is 250m apart and all corridors and staircases will have a company of Sith troopers. This company will be reinforced by another company after the corridor is vacated. -A company of Sith troopers will be 20 soldiers, each identical to a member of the 501st Legion. They will be the same as Clone Troopers, physical stats of Jango Fett and high tier fighting skills. Additionally, each company will be led by a Legion Sergeant, identical to the ARC Captain Alpha-17. They will each have Phase II Clone Armor and an E-11 Blaster Rifle. Room Info-The Cantina is the starting point (dahoy). -The Chief's Office contains a security key required to activate the main console in Security Control. -Security Control's console will lift the station-wide lockdown and allow the hangar doors to be opened. Without them open, your ship will not be able to leave the station. -The Reactor can be patched up by a skilled mechanist, buying you 5 additional minutes before the station is destroyed. -The Hangar (obviously) is your goal and if you do not reach it in time, your adventure will end before it has began. EnemiesIn addition to the troopers in the corridors, these opponents will be present: Chief's Office-4x Droidekas (with shields) -2x IG-100 MagnaGuards (Electrostaves) Reactor- HK-51 (Durasteel Shell, DLT-20A Blaster Rifle, Thermal Detonators, Wrist-mounted Flame Thrower, Wrist-mounted Rocket Launcher, Railgun, Vibroblade.) Security Control-6 ARC Commando Troopers (4 with Blaster Rifles, 1 with a Rotary Cannon, 1 with a Portable Missile Launcher.) Hangar-Darth Carnivus (identical to Darth Malgus) -Lord Cabal (identical to Darth Maul) SpaceAssuming you escape the station itself, you still have to break the blockade. The station is surrounded by: -6 Harrower-class Dreadnoughts (in a circle around the station at a range of 1 mile.) -300 Supremacy-class Starfighters (50 patrolling around each Dreadnought) Firstly, I'll send the whole team to the reactor. In the corridors I'll have my Jedi use Alter Environment to create some cover fog for my team and send XZ-4142 using his heavy weaponry to clean house. After we've cleared the corridor, I'll send my whole team straight to the Chief's Office. In the Chief's Office to simply lob EMP grenades in, neutralizing the droids. We'll get the key card and head off to the Security Control room. I'll have my team use explosives on anyone at the staircase. The ARC Troopers should be somewhat difficult, but not too troublesome. I'll have my Jedi lead, blocking blaster bolts from the shooters while the other members of my team take them out. Alright. Now for the hard part. Basically, my plan for the Sith Lords is for my non-force weilders to spam explosives and heavy weaponry on Lord Cabal, while my Jedi character holds off Darth Carnivus. This should give enough time for the captain to get into the ship and get it started. Once we get the ship started, I'll get those with them to throw smoke/poison grenades down in order to escape. Once of the ship, we'll use the turrets to hopefully take out the Sith Lords (if not, no big deal). Now that we're out into space, we should be able to get past the blockade. The ships shields are strong enough to protect us from the shots from the ship's blasters and we have much great speed and pretty good maneuverability, so I don't see the Dreadnoughts hitting us. We'll just get passed the Dreadnoughts and use the turrents/all the other weapons my ship is loaded with to defend us, before we go into Hyperdrive and escape. Is my response adequate?
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Post by Esquire on May 5, 2013 20:54:18 GMT -5
Any problems with this as my team? Esquire's CrewLeader: Halg’aar’eneldo (Garen)Race: ChissAbilities: Stealth, Infiltration, Manipulation, Small Unit Tactics, Olympic Human Stats Gear: Charric Carbine, Charric Pistol, Duraplast Fractal-Pattern Armor, Vape Charges, Enforcer Slugthrower Pistol, VibroknifePersonality: Nick FuryPilot: TaurusRace: Cyborg IskalloniAbilities: Excellent Pilot, Enhanced Marksmanship, Enhanced Reflexes, Slicing, Mechanic Gear: Neural Processing Enhancement, Advanced Sensory Implant, Cybernetic Left Arm, Cybernetic Left Leg, Cybernetic Eye, Cortosis-reinforced Durasteel Breastplate, Duraplast Armor for his Organic Limbs, BlasTech T-6 Thunderer, Heavy Repeater, FC-1 Flechette Launcher, DEMP PistolTemplate: CablePowers: Enhanced reflexes, Computer-like Processing Speed, Technological Interface Brain Implant, EM Spectrum Vision, Enhanced Strength Gun-Kata: Drako JaxRace: Force-sensitive NautolanSkills: Marksmanship with Handguns, Acrobatics, Nightwing-Style H2H combatant, Piloting Gear: Twin DX-13 Blaster Pistols, Cortosis Bracers w/ Dart Launchers, Twin VibrobladesPersonality and Fighting Style: FantomexPowers Template: Corran HornPowers: Jedi-level Enhanced Stats, Energy Absorption, Force Danger-Sense/Precog, TP Movereading, Emotional Reading, Illusion Casting, Healing Sniper/Infiltrator: Xule’Race: FalleenSkills: Marksmanship, Climbing, Stealth, Field Medicine Gear: Plastoid Armor, Verpine Shatter Rifle (Variable Bore) w/ LiquidCable Attatchment, FWG-5 Flechette Pistol, Twin IR-5 Blaster Pistols, VibrobladeTemplate: Aurra SingDroid: R9-A7 (Arnie)Skills: Slicing, Mechanics, Navigation, Piloting, Surgery/Medicine Gear: Thrusters, Computer Interface Arm, Two Hold-Out Blasters and Vibroknuckler in concealed compartment, Smoke Screen, Fusion Cutter, Drill, Bacta Dispenser, Surgeon's Toolkit, Scanners, Vocabulator, Personal Shield Generator Weapons: Flamethrower, Shock Arm, Nerve Toxin, Poison Dart Launcher w/ Various Toxins, Electrifiable Outer Shell, Concussion Grenade Launcher, Blaster Template: R2-D2 Personality: Sardonic, Sarcastic, and Sadistic, but basically loyal to Jax. Ship: YT-1930 BlandishmentHull: Duralloy Plating Propulsion: 2 Girodyne SRB42 sublight engines, Class 2 Hyperdrive Systems: Additional power plants filling the outboard Cargo Bays, Additional power plant in Main Cargo Bay, Enhanced Military-Grade Ray and Particle Shielding, Tractor Beam in place of Escape Pod, Scanners, Sensor Jammer, Stygium Cloaking Device (10 Second Limit) Cannons: 2 forward-mounted X17 Turbolasers, 2 A2G2 Quad Laser Turrets (Dorsal and Ventral) Projectiles: Twin Concussion Missile Tubes, Port and Starboard Minelayers replacing Escape Pods (Loads: Empion Mines, Firecracker Mines, Sleeper Mines, and Seeker Mines) Equipment: Smuggling Compartments, Bacta Tank, Workbench, General Toolkit, 2 Escape Pods
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