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Rebel Base 2 (OoC 2)

Posted by The ForceFor group archive 1
The Force
GM, 967 posts
Binds all life together
May the Force be with you
Mon 24 Jul 2017
at 14:34
  • msg #484

Re: Rebel Base 2 (OoC 2)

Thus far no villagers have agreed to help you with this ambush. All of their fighting team are occupied with their territorial conflict. There's more reasons too, but you don't know yet.
Caddanra 'Caddy' Manitu
Human Diplomat, 534 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Mon 24 Jul 2017
at 14:46
  • msg #485

Re: Rebel Base 2 (OoC 2)

I was hoping Forim would lead that discussion with you, Anders, and the Geik... He's been quiet since Friday.   Weekends can get busy - maybe hang on till tomorrow and if he doesn't post, I'll post asking someone for help on that front when I move to ask the Geik to hold off an attack on the Blue Speckle tribe.
Forim Luk
GM, 685 posts
Flight Officer
12/12w 10/14s stims:0
Mon 24 Jul 2017
at 16:12
  • msg #486

Re: Rebel Base 2 (OoC 2)

I am happy to act as a translator, but the Geik are currently otherwise disposed in an internal argument :P
Caddanra 'Caddy' Manitu
Human Diplomat, 535 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Mon 24 Jul 2017
at 22:23
  • msg #487

Re: Rebel Base 2 (OoC 2)

*asks the GM nicely for when the Geik might be done with their rally so Forim can get cracking on the mapping task (I assume astrogation or pilot(planetary)?  I figured you'd kick arse there Forim - even if you're not a military - and I figured Anders would help with the military side of things?)

Also, when they are done, I can work on the delaying their invasion?
The Force
GM, 968 posts
Binds all life together
May the Force be with you
Tue 25 Jul 2017
at 00:21
  • msg #488

Re: Rebel Base 2 (OoC 2)

I FOUND IT I FOUND IT I FOUND IT!



The one on the left is a typical example of the ones you fought in the stone maze. The one on the right looks a lot like the ones you first met when you got to the green area outside the maze.
Caddanra 'Caddy' Manitu
Human Diplomat, 536 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Tue 25 Jul 2017
at 09:53
  • msg #489

Re: Rebel Base 2 (OoC 2)

Nicely done :-) A picture always does tell a thousand words!
B1-P3 'Roger'
Droid Pilot, 60 posts
Tue 25 Jul 2017
at 22:53
  • msg #490

Re: Rebel Base 2 (OoC 2)

Pretty much what I envisioned
The Force
GM, 970 posts
Binds all life together
May the Force be with you
Wed 26 Jul 2017
at 00:55
  • msg #491

Re: Rebel Base 2 (OoC 2)

I will post something for the Chiefs response soon.


You are trying to find good tactical positions where the river leaves the stone maze. You can find good cover or good overwatch positions using:

 Vigilance 2d
 Kn Warfare 2d
 Perception 1d 1c

Success gives you 1b to your first attack and 1 ranged defence, and if you want to be on higher ground you can be. 2 Advantages allows you to create one small change to the battlefield, such as setting up a rappelling line ahead of time. You need not decide on what it is before the battle begins.
Threats result in 1s on your first attack roll. I will tell you what Despair results in. If choose not to roll, you get one ranged defence from just taking cover.
This message was last edited by the GM at 00:56, Wed 26 July 2017.
'Kraken'
Nautolan Slicer, 145 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Wed 26 Jul 2017
at 02:08
  • msg #492

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 491):

I'm not very good at any of those rolls.  I'll let Rodger look around and if he can't find anything I'll look.  :(

[Private to GM: Kn Warfare, can I just roll Int for that or do I need the skill?]
Anders Flown
player, 47 posts
I can't drown my demons
they know how to swim.
Wed 26 Jul 2017
at 02:52
  • msg #493

Re: Rebel Base 2 (OoC 2)


Anyone have any rope or are the villagers able to supply some.

-
This message was last edited by the player at 04:00, Wed 26 July 2017.
The Force
GM, 972 posts
Binds all life together
May the Force be with you
Wed 26 Jul 2017
at 18:39
  • msg #494

Re: Rebel Base 2 (OoC 2)

Yes, the villagers have some rope. Not long or terribly thick; mostly two or three-foot lengths of twine. Does that count?
The Force
GM, 973 posts
Binds all life together
May the Force be with you
Wed 26 Jul 2017
at 18:57
  • msg #495

Re: Rebel Base 2 (OoC 2)

The pillar is about ten meters high, so directly from top to bottom is Short range. From the top of the pillar to the middle of the canyon is about Medium range. Any other questions?
The Force
GM, 974 posts
Binds all life together
May the Force be with you
Thu 27 Jul 2017
at 00:07
  • msg #496

Re: Rebel Base 2 (OoC 2)

We'll deal with the negotiation and its subsequent fallout after this next encounter.
Forim Luk
GM, 689 posts
Flight Officer
12/12w 10/14s stims:0
Thu 27 Jul 2017
at 00:47
  • msg #497

Re: Rebel Base 2 (OoC 2)

well, that bodes well :P
Anders Flown
player, 51 posts
I can't drown my demons
they know how to swim.
Sat 29 Jul 2017
at 02:07
  • msg #498

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 496):

Hello,
This was my roll for finding cover, I think it was successful ?

Anders Flown rolled 1 success using the Star Wars Edge of the Empire with a dice pool of 2d 1a 1p.  Vigilance.
The Force
GM, 976 posts
Binds all life together
May the Force be with you
Sat 29 Jul 2017
at 02:12
  • msg #499

Re: Rebel Base 2 (OoC 2)

Oh, sorry. I try to notice these things, but sometimes I miss stuff. Okay, so you're in cover as well.
Anders Flown
player, 52 posts
I can't drown my demons
they know how to swim.
Sat 29 Jul 2017
at 02:16
  • msg #500

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 499):

No problem it was a bit back in the dialog. Cheers.
The Force
GM, 977 posts
Binds all life together
May the Force be with you
Tue 1 Aug 2017
at 01:45
  • msg #501

Re: Rebel Base 2 (OoC 2)

Waiting one more day for Zeic.
Anders Flown
player, 54 posts
I can't drown my demons
they know how to swim.
Thu 3 Aug 2017
at 02:06
  • msg #502

Re: Rebel Base 2 (OoC 2)


How far is the troop transport from our positions ? Thanks.
The Force
GM, 979 posts
Binds all life together
May the Force be with you
Thu 3 Aug 2017
at 11:21
  • msg #503

Re: Rebel Base 2 (OoC 2)

Long range, about a kilometer.
Xyklo Voozul
Verpine Soldier, 111 posts
Thu 3 Aug 2017
at 13:52
  • msg #504

Re: Rebel Base 2 (OoC 2)

Does Forims warning allow the rest of us to see the sniper?

Are the Imps weapons long range capable?...
The Force
GM, 980 posts
Binds all life together
May the Force be with you
Thu 3 Aug 2017
at 14:18
  • msg #505

Re: Rebel Base 2 (OoC 2)

The weapons on the troop transport are. E-11s are not, but light repeating blaster are.
The Force
GM, 981 posts
Binds all life together
May the Force be with you
Fri 4 Aug 2017
at 02:14
  • msg #506

Re: Rebel Base 2 (OoC 2)

Roger can assist with this roll, or provide a boost, or whatever.
The appropriate skills would be Mechanics 2D, Computers 2D, Warfare 1D 1S, or Perception 3D.
The Force
GM, 982 posts
Binds all life together
May the Force be with you
Sat 5 Aug 2017
at 15:54
  • msg #507

Re: Rebel Base 2 (OoC 2)

After this round, we'll change Initiative order so that Xyklo is going at the same time as everyone else. So, Xyklo, if you want to take two turns on top of one another it's fine.

The enemy are all at Long range. Currently, shooting at the Stormtroopers imposes 2s as they are taking cover behind their vehicle. Shooting at the sniper is 1s if you are up high on one of the pillars, or 2s if you are on the canyon floor.
Xyklo Voozul
Verpine Soldier, 112 posts
Sat 5 Aug 2017
at 16:15
  • msg #508

Re: Rebel Base 2 (OoC 2)

No worries.

Unless the sniper shoots me in the head first, in which case plenty of worries!
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