USH'S STAR WARS GAME- CAMPAIGN II EPISODE IV (DARK SIDE)- Destiny

Started by Bardock42137 pages

Originally posted by Newjak
I didn't think it cost force points to activate non mastered powers such as Balance, Coordination and the such?
SCREW YOU, GAVIER!!!!!

You are pretty right, sadly disgust

Originally posted by Bardock42
SCREW YOU, GAVIER!!!!!

You are pretty right, sadly disgust

Sorry Xavier doesn't swing that way Pon mhm

😛

Pretty much 'no' to that Dash thing, Xavier. Maybe if you were using Charge.

Is to late to take that hmm

😛

Ok but the Riposte attack working with Coordination and Balance are good right?

If so how many of the droids are considered in close combat with Xavier right now, and also just kinda wondering but does Riposte work on each individual attack launched at Xavier or just one person attacking that turn?

Yeah, I'll let Riposte work.

And... it is just Droid E right now, and its gun attacks do not trigger Riposte as they count as being at range.

Originally posted by Ushgarak
Yeah, I'll let Riposte work.

And... it is just Droid E right now, and its gun attacks do not trigger Riposte as they count as being at range.

Does basically mean Riposte tapping in this scenario is kinda useless?

Not if you are atop a droid; it counts for the tendrils.

Refresh Orthodox Guard and Perfect Strike. I can't swap in Perfect Strike to use this turn, I assume?

Also, related to the last question asked - is jumping onto the General possible? And would that allow me to make use of Riposte?

Jumping onto the General leaves you unable to get away from him if you need to, i.e. on alternate turns.

Yeah, I'm pretty sure that's not going to make any difference for me at this point. I just want to go out while doing as much damage as possible!

Also, will getting onto the General negate his parry and some of his defense like it did earlier when we went giant-droid climbing?

...for that matter, lacking Charge, can I even jump and attack at the same time?

Ok then an idea I'm just throwing out there right now for the time being.

all we need from this little fight is the head of that one guy that is attached to the General.

Perhaps it could be a good idea To have someone jump on the General cut the head off and let's make a mad dash outta there.

I assume the speeders are already packed and ready to go. Those of us not about to go down can recover our retreat. Until the less wounded get out.

What does everyone think?

Originally posted by Newjak
Ok then an idea I'm just throwing out there right now for the time being.

all we need from this little fight is the head of that one guy that is attached to the General.

Perhaps it could be a good idea To have someone jump on the General cut the head off and let's make a mad dash outta there.

I assume the speeders are already packed and ready to go. Those of us not about to go down and recover our retreat. Until the less wounded get out.

What does everyone think?

We need the General to be dead. Danza's head is just a plus (optional)

Also, we only have one speeder left, I believe (the other I think can't be repaired without the spare's from the last fight)..so, we would likely not even get out.

[edit] I am still wondering if severing the heads from the general, would be enough to make him lose his strategic abilities.

Originally posted by Peach
...for that matter, lacking Charge, can I even jump and attack at the same time?

Nope, just as with the Giant Droids.

To sever the head from the general you need to be on him. The Disruptor does double damage at that range. Besides, what useful effect could it have? It's not his source of power or anything.

Well I was just thinking about nabbing the head and getting outta Dodge.

You cannot get out of Dodge unless you kkill the General, was rather the point of the entire fight.

Speaking of the tissue disruptor, that goes off this turn, right?

Galder will make a Defensive Leap (1 point), throwing himself into cover from the exotic weapon and all other attacks on himself this turn.

Refresh Balanced Guard, swap Forward Guard for Balanced Guard.

Also... doesn't Relle get +3 from Light pistols? Or does that somehow nullify with BGB? Not complaining, she did a number on that droid, but I don't want to think I've been misinterpreting rules to her. ermm

How about moving over to the other side of the giant droid, would that sufficiently shield against the disruptor?

Can we sense where the danger is coming from? I don't want to move again.

Is tapping Orthodox Guard good solution for my danger feeling? And maybe jumping away from the incoming fire.

You can take an action to look for the source of danger if you wish.

Mr. Disruptor does indeed go off this turn, yes!