Sooo, if we don't get a full clear of the Foundry this turn, who's for getting some more Droid factories next turn?
 
Sooo, if we don't get a full clear of the Foundry this turn, who's for getting some more Droid factories next turn?
We got a bunch this past turn, and we'll definitely be doing more in the future. I mostly held off on extra droid units since a) they weren't being used at all, b) they were our weakest units before we got those Sair Frames, and c) the B1 droids were limited by a cap anyway. Now they're being used (Foundry fodder!), they're decently strong (mechu daru), and they aren't capped (Cato Neimoidia and Kiln factories).

So yeah, they suddenly became a higher priority. :D
 
Well the holographic simulation is finished and I think we have a winner here.

I should have the troop stats up sometime tomorrow so you can assemble your kill team.
 
@Dr. Snark
#30d100e(XX-bonuses to hit)

That should work. So if base DC is 40 and we have a +15 bonus for troops change E to 25
#30d100e25

Edit-
If we have 20 troops at +15 and 10 at +20 then it would be
#20d100e25
#10d100e20

So that should simply everything a lot
 
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@Dr. Snark
#30d100e(XX-bonuses to hit)

That should work. So if base DC is 40 and we have a +15 bonus for troops change E to 25
#30d100e25

Edit-
If we have 20 troops at +15 and 10 at +20 then it would be
#20d100e25
#10d100e20

So that should simply everything a lot

It'll help. Though that's helped me realize it is literally impossible for HK to fail the first round attack roll. That's just hilarious.
 
Foundry Assault Team Setup
Foundry Assault Team Setup

Available Units (30 Max)

5 basic Guardian squads (Tier 1)
-Rookies: This squad gets +5 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-At The Front: Guardian squads gain +5 to their attack rolls.

4 Cyborg Guardian squads (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-At The Front: Guardian squads gain +5 to their attack rolls.
-Already Part Machine: Cyborg Squads' Survival Rolls' difficulty is decreased by 10.

18 experienced Guardian squads (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-At The Front: Guardian squads gain +5 to their attack rolls.

17 veteran Guardian squads (Tier 3)
-Veterans: This squad gets +15 to their attack and counterattack rolls.
-Beskar-Enhanced Phase 1 Armor: Phase 1 Armor enhanced with beskar gives the squad +10 to their counterattack roll.
-At The Front: Guardian squads gain +5 to their attack rolls.
-Kyber Blasters: Due to semi-limited supplies of "Kyber Blasters," the squad gets +5 to their attack rolls.

6 basic Seeker Squads (Tier 1)
-Rookies: This squad gets +5 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-In the Shadows: Seeker squads gain +5 to their counterattack rolls.

1 Cyborg Seeker Squads (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-In the Shadows: Seeker squads gain +5 to their counterattack rolls.
-Already Part Machine: Cyborg Squads' Survival Rolls' difficulty is decreased by 10.

16 experienced Seeker Squads (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-In the Shadows: Seeker squads gain +5 to their counterattack rolls.

22 veteran Seeker Squads (Tier 3)
-Veterans: This squad gets +15 to their attack and counterattack rolls.
-Beskar-Enhanced Phase 1 Armor: Phase 1 Armor enhanced with beskar gives the squad +10 to their counterattack roll.
-Kyber Blasters: Due to semi-limited supplies of "Kyber Blasters," the squad gets +5 to their attack rolls.
-In the Shadows: Seeker squads gain +5 to their counterattack rolls.

10 B1 Battle Droid squads (Tier 2)
-Cannon Fodder: This squad gets -5 to their attack and counterattack rolls. (Negated by Sair Frame).
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.

4 B2 Super Battle Droid groups (Tier 3)
-Built To Endure: B2 Droid units have +5 to attack rolls and +15 to counterattack rolls.
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.

2 CB-3 Droid groups (Tier 3)
-Designed For The Front Lines: CB-3 Droid units have +10 to attack rolls and +20 to counterattack rolls.
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.

1 BX Commando Droid group (Tier 3)
-Programmed For Subterfuge: BX Commando Droid units have +20 to attack rolls and +10 to counterattack rolls.
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.

14 Kaleesh Warrior groups (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-Kalee's Finest: Due to a history of warfare and innate skill Kaleesh warrior groups get +15 to attack rolls and +5 to counterattack rolls.

1 Dwarf Spider Droid group (Tier 3)
-Gun On Legs: Dwarf Spider Droid units have +25 to attack rolls and +5 to counterattack rolls.
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.

8 Wookiee Warrior groups (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-High-Grade KashyCorp Weapons: High-quality weapons from KashyCorp give Wookiee squads +5 to attack rolls.
-Let The Wookiees Win: Due to their high resilience and strength Wookiee warrior groups get +5 to attack rolls, +15 to counterattack rolls, and their Survival Check difficulty is decreased by 10.

17 Abyss Apprentices (Tier 1)
-Force Apprentice: The squad gets +5 to their attack and counterattack rolls.
-Phase 1 Armor: The squad gets +5 to their counterattack roll.
-Force Training: Training in the Blazing Chains and Matukai gives the squad +5 to attack and counterattack rolls, and decreases the difficulty of a Survival Check by 10.

16 Abyss Agents (Tier 2)
-Force Adept: The squad gets +15 to their attack and counterattack rolls.
-Phase 1 Armor: The squad gets +5 to their counterattack roll.
-Force Training: Training in the Blazing Chains and Matukai gives the squad +5 to attack and counterattack rolls, and decreases the difficulty of a Survival Check by 10.

Kygeetu San Torgh (Abysswalker)
-Abysswalker - In Ciaran's Name: Kygeetu gets +25 to her attack and counterattack rolls. She is not subject to Grievous' "Scion of Kalee" buff, instead getting a +10 to her rolls when Ciaran is on the field. If a counterattack would incapacitate Kygeetu she can force a reroll of the attack one time during the entirety of the raid.
-Beskar-Enhanced Phase 1 Armor: Phase 1 Armor enhanced with beskar gives Kygeetu +10 to her counterattack roll.
-Blaster Bit Prototypes: Using prototypes of Cheriss' Blaster Bits gives Kygeetu a +5 to attack rolls.
-Force Mastery: Training in the Blazing Chains and Matukai gives Kygeetu +5 to attack and counterattack rolls, and decreases the difficulty of a Survival Check by 20.

Dani Plenar (Abysswalker)
-Abysswalker - You're Trapped In Here With Me: Dani gets +25 to her attack and counterattack rolls. Once per deck she can have two attack rolls instead of one. If a counterattack would incapacitate Dani she can force a reroll of the attack one time during the entirety of the raid.
-Beskar-Enhanced Phase 1 Armor: Phase 1 Armor enhanced with beskar gives Dani +10 to her counterattack roll.
-Blaster Bit Prototypes: Using prototypes of Cheriss' Blaster Bits gives Dani a +5 to attack rolls.
-Force Mastery: Training in the Blazing Chains and Matukai gives Dani +5 to attack and counterattack rolls, and decreases the difficulty of a Survival Check by 20.

Grievous (Hero, Does Not Count Against Cap)
-Hero Unit: Grievous gains +39 to attack and counterattack rolls (from Martial stat). If a counterattack would incapacitate Grievous he can force a reroll of the attack one time during the entirety of the raid. Grievous cannot die.
-Scion of Kalee: While Grievous is active, all Kaleesh Warrior Squads gain +10 to attack and counterattack rolls.

HK-47 (Hero, Does Not Count Against Cap)
-Hero Unit: HK-47 gains +40 to attack and counterattack rolls (from Martial stat). If a counterattack would incapacitate HK-47 he can force a reroll of the attack one time during the entirety of the raid. HK-47 cannot die.
-Master of the Foundry: While HK-47 is active, the Control Center Capture DC decreases by 10.

[] Create a team for the raid.

Alright then folks, got everything sorted out so have at it. Given the results of the test run I trust you lot to hand this in a...well if nothing else it'll be interesting.

One other thing: @Barondoctor given your omakes I'm going to let you be the deciding factor for something: you can choose whether a Kaleesh squad or an Agent squad get Ripath and the Equus, which would give the recipient +10 to their attack rolls.
 
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This looks awesome, Dr. Snark.

Alas, I'm neck-deep in writing up Turn 1 for my own quest, so I'll leave it to others to plan our assault team's composition. But I am really looking forward to this minigame, and the sheer monumental chaos. :D
 
[X] Plan I Wish We Had 30 Kaleesh Warrior Groups
-[X] Greivous (free)
-[X] HK-47 (free)
-[X] Dani Plenar (Abysswalker)
-[X] 14 Kaleesh Warrior groups (Tier 2)
-[X] 15 veteran Seeker Squads (Tier 3)

with greivous's buffs, the kaleesh warriors are our best units (35/30). and the veteran seekers are tied (total point wise) with a bunch for second best (20/30). and i value defense over offense.

honestly dont care what wins though, as long as we bring all of the kaleesh
 
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You know, if we have injured wookies, we could then have cyborg wookies, but if we never deploy them until the final battle they'll never have a proper opportunity...
 
[X] Plan A Lil' Bit of Everything
-[X] Greivous (free)
-[X] HK-47 (free)
-[X] Kygeetu San Torgh (Abysswalker)
-[X] Dani Plenar (Abysswalker)
-[X] 4 Cyborg Guardian squads (Tier 2)
-[X] 4 Veteran Guardian squads (Tier 3)
-[X] 1 Cyborg Seeker Squads (Tier 2)
-[X] 4 Veteran Seeker Squads (Tier 3)
-[X] 1 BX Commando Droid group (Tier 3)
-[X] 1 Dwarf Spider Droid group (Tier 3)
-[X] 5 Kaleesh Warrior groups (Tier 2)
-[X] 4 Wookiee Warrior groups (Tier 2)
-[X] 3 Abyss Apprentices (Tier 1)
-[X] 1 Abyss Agents (Tier 2)
 
One other thing: @Barondoctor given your omakes I'm going to let you be the deciding factor for something: you can choose whether a Kaleesh squad or an Agent squad get Ripath and the Equus, which would give the recipient +10 to their attack rolls.
I'm thinking a Kaleesh squad gets Riphath. He wouldn't abandon his squad unless pushed or heavily recruited or something along those lines.
 
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