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Rebel Base 2 (OoC 2)

Posted by The ForceFor group archive 1
The Force
GM, 805 posts
Binds all life together
May the Force be with you
Thu 27 Apr 2017
at 10:26
  • msg #208

Re: Rebel Base 2 (OoC 2)

Ship battles are different. In ship battles you take the difficulty from the difference in the relative size of the ships, not the distance between them. It's easier for a small ship to hit a big ship,  and harder for a big ship to hit a small ship.
Xyklo Voozul
Verpine Soldier, 40 posts
Thu 27 Apr 2017
at 11:15
  • msg #209

Re: Rebel Base 2 (OoC 2)

Ah yes I see.

Does that mean Zeic should reroll with the upgrades?
Forim Luk
GM, 585 posts
Flight Officer
12/12w 13/13s stims:0
Thu 27 Apr 2017
at 11:47
  • msg #210

Re: Rebel Base 2 (OoC 2)

Zeic Plirr:
Question-

22:52, Today: Zeic Plirr rolled 4 successes, 7 advantages using the Star Wars Edge of the Empire with a dice pool of 4A 1D 3B.
Did I do this correctly? I'm assuming that we're at short range because we're right in the engine wash. If I screwed up I'll reroll.

This all assumes that it's even my turn, of course. I rolled pretty high on my vigilance check, if that helps.


Close!

As Xyklo said, to hit this guy is 2D.  However as the Force said, for the wrong reason.  Since we are the same size, it is 2D to hit them no matter the range.  Our weapons just have a certain range they can reach.

However, I did two actions to make things better, so you upgrade your shots twice.

That means your 4A turns into 2P 2A because of my piloting.

Spend your advantages / triumphs to disable weaponry!


If you spend your maneouver aiming, it becomes 2P 2A 2D 4B (if you are the first one to use those boosts)
Zeic Plirr
Sullustian Commando, 14 posts
Thu 27 Apr 2017
at 12:40
  • msg #211

Re: Rebel Base 2 (OoC 2)

Ok, I just rerolled and got something a bit more reasonable.

08:36, Today: Zeic Plirr rolled 3 successes, 3 advantages using the Star Wars Edge of the Empire with a dice pool of 2P 2A 2D 4B

And in that case I will be spending those to disable weaponry. Thanks for the clarification. I'll have a post up soon.
Forim Luk
GM, 586 posts
Flight Officer
12/12w 13/13s stims:0
Thu 27 Apr 2017
at 13:41
  • msg #212

Re: Rebel Base 2 (OoC 2)

Gunners, remember to post your total damage when hitting so the GM doesnt have to math ;)

We have 3 guns, all do 6 damage, all have crit 3.

Xyklo:

You rolled 1A instaed of 1B

Also remember to declare how you spend your advantages :)
True aim upgrades the check, as well as providing the boost, right?


Zeik: You did 6+3 = 9 damage.





Also everyone remember that youc an take 2 strain to aim a second time, to get a second blue dice :)
Xyklo Voozul
Verpine Soldier, 42 posts
Thu 27 Apr 2017
at 13:56
  • msg #213

Re: Rebel Base 2 (OoC 2)

Apologies! Will reroll as I can't see the individual dice.

May have been my error, but iPhone predictive text has done me on this before :(
The Force
GM, 806 posts
Binds all life together
May the Force be with you
Sat 29 Apr 2017
at 18:07
  • msg #214

Re: Rebel Base 2 (OoC 2)

Tired of waiting for others. Moving on.
Xyklo Voozul
Verpine Soldier, 43 posts
Sat 29 Apr 2017
at 20:34
  • msg #215

Re: Rebel Base 2 (OoC 2)

Just re read the bit about all attacks next round being upgraded in Forims post.

Sorry. I'm an idiot.
The Force
GM, 808 posts
Binds all life together
May the Force be with you
Sun 30 Apr 2017
at 03:16
  • msg #216

Re: Rebel Base 2 (OoC 2)

It's all of your turn again now.
Then we will have the TIEs.
Then it's your turn again.
Then it will be the Skipray, then the TIEs.
Then it will be your turn again.
Forim Luk
GM, 587 posts
Flight Officer
12/12w 13/13s stims:0
Sun 30 Apr 2017
at 13:25
  • msg #217

Re: Rebel Base 2 (OoC 2)

I am waiting for the Gunners to have their turn before I book it to the asteriod field and go defensive.

You do not get to take advantage of the double attack upgrade on your shots however, so you are at your normal.
Caddanra 'Caddy' Manitu
Human Diplomat, 424 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Sun 30 Apr 2017
at 18:57
  • msg #218

Re: Rebel Base 2 (OoC 2)

I'm not sure if my deception helped... butif someone wants to roll a countermeasures roll to disrupt the starfighter's comms and break their formation, I'll help out with a 3a.
'Kraken'
Nautolan Slicer, 55 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Sun 30 Apr 2017
at 19:56
  • msg #219

Re: Rebel Base 2 (OoC 2)

Zeic:
Spending the two advantages to add 2B to the next check.

Zeic Plirr, are you adding the 2B to your own checks or just anyone who fires at our opponents?  I'll fire the guns from the cockpit (if able) just need to know if I can use those boost dice?
Once I get the go ahead, I'll use the cockpit lasers.
The Force
GM, 809 posts
Binds all life together
May the Force be with you
Sun 30 Apr 2017
at 21:08
  • msg #220

Re: Rebel Base 2 (OoC 2)

Added a roll for the Skipray's defences on the attack against it.
Zeic Plirr
Sullustian Commando, 17 posts
Sun 30 Apr 2017
at 21:54
  • msg #221

Re: Rebel Base 2 (OoC 2)

For the next allied character who goes, I assumed it was Forim but it could be anyone.
The Force
GM, 810 posts
Binds all life together
May the Force be with you
Mon 1 May 2017
at 12:02
  • msg #222

Re: Rebel Base 2 (OoC 2)

The ship is currently facing away from the skipray. all the shields are rear at the moment. The front mounted weapons can be fired at the TIEs but not the skipray.
Forim Luk
GM, 588 posts
Flight Officer
12/12w 13/13s stims:0
Mon 1 May 2017
at 12:41
  • msg #223

Re: Rebel Base 2 (OoC 2)

Can we just say Zeic targeted the skipray and Kraken targeted the ties then ;)
The Force
GM, 811 posts
Binds all life together
May the Force be with you
Mon 1 May 2017
at 12:57
  • msg #224

Re: Rebel Base 2 (OoC 2)

that would be fine. I will update the situation later today.
Forim Luk
GM, 589 posts
Flight Officer
12/12w 13/13s stims:0
Mon 1 May 2017
at 12:58
  • msg #225

Re: Rebel Base 2 (OoC 2)

Sweet thanks!  I want that skipray down.  We can blow the rest of those ties up with asteroids ;)

I will hopefully post something before noon sending us evasive into the asteroid field.
Forim Luk
GM, 591 posts
Flight Officer
12/12w 13/13s stims:0
Mon 1 May 2017
at 14:59
  • msg #226

Re: Rebel Base 2 (OoC 2)

Now that I have posted, I am reading about how we will destroy them all in the asteriod field.

If I am reading this right, now that I am in the asteroid field I will have to make a piloting check as a maneouuver each round, correct?

Difficulty is Speed or half of silhouette (rounded down), which ever is higher.  Upgrade it a number of times equal to the smaller:

We have Speed 5, silhouette 4

Sour our difficulty would be 5, upgraded twice (same for the ties following us)

So our DC would be 3D 2C 2S, correct?

However, because of my 3 advantages I spent, I get to ignore the terrain difficulty and just make a 2D Piloting check, correct?
The Force
GM, 812 posts
Binds all life together
May the Force be with you
Tue 2 May 2017
at 02:05
  • msg #227

Re: Rebel Base 2 (OoC 2)

Yeah that looks OK to me.

The TIEs have a silhouette of 3, so I guess I upgrade the challenge by 2, which is 2*0.5 rounded up.
That means their difficulty is 3d 2c.

Also, all gunnery checks made against ships in the asteroid belt are at 1s for cover.
Piloting checks have 2s because of difficult 'terrain'. I think Forim ignores that because of Ace talents.
Aren't you guys glad you have Forim in the pilot's chair right about now?
This message was last edited by the GM at 02:15, Tue 02 May 2017.
Zeic Plirr
Sullustian Commando, 18 posts
Tue 2 May 2017
at 02:35
  • msg #228

Re: Rebel Base 2 (OoC 2)

Definitely better him than me. All the agility in the world can't make up for actually knowing what you're doing.

Actually, I'm trying to imagine a high agility character with no piloting skills flying something and am not quite sure how it works.

In any case, I'll edit my post to reflect what actually happened. Unless you'd rather assume Zeic just missed very, very badly.
Forim Luk
GM, 592 posts
Flight Officer
12/12w 13/13s stims:0
Tue 2 May 2017
at 12:13
  • msg #229

Re: Rebel Base 2 (OoC 2)

the difference between 4A and 2P 2A is about 10% chance of success.  The difference between 4A and 3A is about 10% chance of success.

More dice is always better.  More upgrades are good, but no substitute for more dice.
Forim Luk
GM, 593 posts
Flight Officer
12/12w 13/13s stims:0
Tue 2 May 2017
at 12:13
  • msg #230

Re: Rebel Base 2 (OoC 2)

Zeic Plirr:
Definitely better him than me. All the agility in the world can't make up for actually knowing what you're doing.

Actually, I'm trying to imagine a high agility character with no piloting skills flying something and am not quite sure how it works.

In any case, I'll edit my post to reflect what actually happened. Unless you'd rather assume Zeic just missed very, very badly.


Also, your shot at the ties was when they were OUTSIDE The asteroid field.  I just ran into it :)
Forim Luk
GM, 594 posts
Flight Officer
12/12w 13/13s stims:0
Tue 2 May 2017
at 12:19
  • msg #231

Re: Rebel Base 2 (OoC 2)

Also, the GM forgot we went evasive!

He should have rolled 3p 2a 1C 1D 3s on that attack.

-----------------

Caddy: Last round Forim re-balanced the shields to 2S rear and 1S fore, however your post might still stand as you might not realize it :)

Is there anything you can do to add setbacks to their navigation in the asteroid field?  Blind their sensors or such?  We want them to start failing rolls faster then we do.  At this rate we will blow up before then!
The Force
GM, 814 posts
Binds all life together
May the Force be with you
Tue 2 May 2017
at 12:33
  • msg #232

Re: Rebel Base 2 (OoC 2)

Hey this is our first space fight. there's a lot going on and I'm not used to it all.

I'll fix it when I have a chance.
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