Rebel Base 2 (OoC 2)   Posted by The Force.Group: 0
The Force
 GM, 1232 posts
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Sat 18 Aug 2018
at 16:59
Re: Rebel Base 2 (OoC 2)
OK, w/e.
Scouting is a dangerous job. By definition, a scout must encounter the unknown, and hopefully report back. You need high quality people to be good scouts, but if high quality people aren't available, expendable people will do the job as well if you send out enough of them.
The Force
 GM, 1236 posts
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Sat 8 Sep 2018
at 15:59
Re: Rebel Base 2 (OoC 2)
Anyone got a plan?
Anders Flown
 player, 209 posts
 I can't drown my demons
 they know how to swim.
Sat 8 Sep 2018
at 20:19
Re: Rebel Base 2 (OoC 2)
In reply to The Force (msg # 801):

Sorry, I did not attempt the warfare roll as that is really not Anders bag. I think we need to move fast and with only a warning to the prisoners to be ready to help or get out of the way. What does everyone else think ?
Zeic Plirr
 Sullustian Commando, 101 posts
 w 13/13 s 11/12
Mon 10 Sep 2018
at 03:35
Re: Rebel Base 2 (OoC 2)
I guess I can make another one...
The Force
 GM, 1237 posts
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Wed 12 Sep 2018
at 20:12
Re: Rebel Base 2 (OoC 2)
Standard imperial doctrine requires comm check-in every sixty minutes, plus or minus 15 minutes. They are also supposed to report in whenever anything "Mission pertinent" occurs. Most of the time walkers have waypoints on their patrol routes. When they reach one, they are supposed to call it in. This counts as one of their timely check-ins. All in all, this walker probably called in shortly before apprehending the prisoners, when they first sighted them. They might have reported since then. It seems a safe assumption that you have about 60 minutes before any concern is raised.
Anders Flown
 player, 210 posts
 I can't drown my demons
 they know how to swim.
Wed 12 Sep 2018
at 23:26
Re: Rebel Base 2 (OoC 2)
In reply to The Force (msg # 804):

Thanks for that. So it would seem it is a now or never situation, mount up boys.
Anders Flown
 player, 215 posts
 I can't drown my demons
 they know how to swim.
Tue 25 Sep 2018
at 01:31
Re: Rebel Base 2 (OoC 2)

How do we play this, two in the cabin the rest following behind ?
Zeic Plirr
 Sullustian Commando, 105 posts
 w 13/13 s 11/12
Wed 26 Sep 2018
at 03:11
Re: Rebel Base 2 (OoC 2)
I suppose that is as reasonable a plan as any...
The Force
 GM, 1244 posts
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Wed 26 Sep 2018
at 12:32
Re: Rebel Base 2 (OoC 2)
So, briefly Consulting with the map, you guys are going to the part of the Imperial base that's north and east?
Forim Luk
 GM, 890 posts
 Flight Officer
 12/12w 9/14s stims:0
Wed 26 Sep 2018
at 12:37
Re: Rebel Base 2 (OoC 2)
The surprised base with a neck beard burping a cloud of Cheetos dust, yes.
The Force
 GM, 1245 posts
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Wed 26 Sep 2018
at 14:36
Re: Rebel Base 2 (OoC 2)
Okay, who is walking and who is using the walker?
Forim Luk
 GM, 891 posts
 Flight Officer
 12/12w 9/14s stims:0
Wed 26 Sep 2018
at 16:19
Re: Rebel Base 2 (OoC 2)
Me and zeic in walker (as per my post you lazy git)

😋
The Force
 GM, 1246 posts
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Thu 27 Sep 2018
at 01:59
Re: Rebel Base 2 (OoC 2)
Okay, I just noticed why Zeic has been having such trouble lately.

When you enter a value into the dice roller, you need to PUT SPACES BETWEEN THE DICE VALUES.

1a1p2d will ALWAYS return 'no successes.' It's a bug. Put in '1a 1p 2d' instead.
Anders Flown
 player, 217 posts
 I can't drown my demons
 they know how to swim.
Thu 27 Sep 2018
at 03:25
Re: Rebel Base 2 (OoC 2)
In reply to The Force (msg # 812):

That is a pretty big bug.
Forim Luk
 GM, 892 posts
 Flight Officer
 12/12w 9/14s stims:0
Thu 27 Sep 2018
at 13:50
Re: Rebel Base 2 (OoC 2)
Yikes.

Guys,.all the destiny are flipped our way, start flipping destinies.  Do so on your rolls coming up... Let's nail this lol
The Force
 GM, 1248 posts
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Thu 27 Sep 2018
at 13:56
Re: Rebel Base 2 (OoC 2)
Faking Communications issues is definitely a tactic you could use, but it would still be a deception check.
Forim Luk
 GM, 894 posts
 Flight Officer
 12/12w 9/14s stims:0
Thu 27 Sep 2018
at 15:21
Re: Rebel Base 2 (OoC 2)
I know, just giving zeic the opening to roll :)
Zeic Plirr
 Sullustian Commando, 107 posts
 w 13/13 s 11/12
Sun 30 Sep 2018
at 02:07
Re: Rebel Base 2 (OoC 2)
rolled before I just saw the ooc, so I guess I should have rolled deception?
The Force
 GM, 1250 posts
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Sun 30 Sep 2018
at 02:30
Re: Rebel Base 2 (OoC 2)
I nearly used French twice in this post. Do they have French in Star Wars? I don't remember.
The Force
 GM, 1251 posts
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Sun 7 Oct 2018
at 18:00
Re: Rebel Base 2 (OoC 2)
So, I've already told you that the next mission is Hoth. I've been working on this adventure for a while and I hope you all enjoy it.

Does anyone have any suggestions for the type of Venture they like to go on after that? For example, are you interested in doing some infiltration? Some political activity? Some combat missions, possibly in space?

This message was last edited by the GM at 18:45, Sun 07 Oct.

Forim Luk
 GM, 895 posts
 Flight Officer
 12/12w 9/14s stims:0
Sun 7 Oct 2018
at 18:37
Re: Rebel Base 2 (OoC 2)
The next mission is coughed?

I'd like some good old fashioned dog fights :)
The Force
 GM, 1253 posts
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Thu 11 Oct 2018
at 17:02
Re: Rebel Base 2 (OoC 2)
How are you planning to approach the base?
The Force
 GM, 1254 posts
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Tue 16 Oct 2018
at 16:14
Re: Rebel Base 2 (OoC 2)
So the walker is walking right up. What are the people on foot doing?
Anders Flown
 player, 219 posts
 I can't drown my demons
 they know how to swim.
Tue 16 Oct 2018
at 20:44
Re: Rebel Base 2 (OoC 2)

Following behind ready to try and provide some additional fire should things kick off. But initially probably hiding to see how close the walker can get.

-
The Force
 GM, 1255 posts
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Tue 16 Oct 2018
at 22:14
Re: Rebel Base 2 (OoC 2)
Okay, cool. Posting later.