Init. Whoever has most successes goes first, adv are tiebreakers, triumph counts as 1 success and gives you +1 maneuver in first round
Using Cool because you know what's coming, instead of Vigilance (which is more of a reaction/surprise init)
Resyr = 2 yellow = 2 success, 2 adv
Lorn = 2 green = 1 adv
Rayne = 2 yellow 1 green = 3 success, 1 adv
Thug Leader = 2 yellow 1 green = 2 successes, 4 adv
Thugs = 2 green = 3 successes, 1 adv
Final Order:
Mando, (PC win ties)
Thugs,
Thug Leader,
Mando,
Mando
Using
http://swa.stoogoff.com/#seraphs-gang-member for Minion Thugs
Using
http://swa.stoogoff.com/#gang-leader for Thug Leader
Using Group init, so any Mando can take their turn during any Mando slot during a round
For Boh, since I think this is his first SW FFG game (at least here), for each round your character gets 1 Action and 1 Maneuver. You can spend 1 strain to gain 1 additional Maneuver (max 2/rd).
There's a good combat cheat sheet at
https://www.dropbox.com/s/q5src4j2qab59 ... t.pdf?dl=0
Typical maneuvers = aim, assist, move, take cover, etc.
Typical actions = shoot, melee attack, etc. (you can turn an Action into a Maneuver , but not a Maneuver into an action)
If you want to spend any advantages on a specific thing (like auto spend adv on crit, if you get enough, or spend 1 adv to recover 1 strain, or 1 adv to pass +1 boost to next Mando, etc. please post in the thread (or tell me via discord if you see dice rolls there). The hyperlink above has a nice cheat sheet on what to do to spend your adv, you'll need to look at charsheet to see how many adv you need for a crit for your specific weapon (most require 2 or 3 adv to crit). A crit automatically kills 1 minion (so -5 wounds, and plus however many other wounds done by successes). A crit on the leader, forces a crit roll on him (chance for more possible wounds like dropping weapon, blinded, etc.).
Also, don't worry too much about the map. Just use it for reference. SW FFG is less concerned with map measurements than thematic/dramatic combat
For weapon ranges
Engage = melee range (aka adjacent square, etc.)
Short = Several meters (in same room or small buildings)
Medium = several dozen meters
Everything in cantina will be short ranged unless you move to engaged range (costs 1 maneuver to move between engaged and short and costs 1 maneuver to move from short to another short position)
Right now, all Mandos have cover in the room (+1 setback to your perception/looking checks and +1 range defense)