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Rebel Base 2 (OoC 2)

Posted by The ForceFor group archive 1
The Force
GM, 790 posts
Binds all life together
May the Force be with you
Mon 17 Apr 2017
at 03:46
  • msg #183

Re: Rebel Base 2 (OoC 2)

There is a map in Group 0. If it is hard for you to read, say something. I hope it will provide a useful visual aid.
Xyklo Voozul
Verpine Soldier, 34 posts
Mon 17 Apr 2017
at 12:17
  • msg #184

Re: Rebel Base 2 (OoC 2)

I'm guessing there was nothing in the compartment we were nervously investigating then?
The Force
GM, 792 posts
Binds all life together
May the Force be with you
Mon 17 Apr 2017
at 13:15
  • msg #185

Re: Rebel Base 2 (OoC 2)

No.  and you knew about it to begin with. And it's actually one of two smuggling compartment. The other one is in the neck of the ship, on the way to the cockpit.
The Force
GM, 794 posts
Binds all life together
May the Force be with you
Tue 18 Apr 2017
at 13:43
  • msg #186

Re: Rebel Base 2 (OoC 2)

1boost, one free upgrade to piloting check to stay hidden on approach. If that is what you end up doing. Maybe you will just sail out into open space, I don't know. You guys always surprise me.
Forim Luk
GM, 575 posts
Flight Officer
12/12w 13/13s stims:0
Tue 18 Apr 2017
at 13:56
  • msg #187

Re: Rebel Base 2 (OoC 2)

The Force:
1boost, one free upgrade to piloting check to stay hidden on approach. If that is what you end up doing. Maybe you will just sail out into open space, I don't know. You guys always surprise me.


What is the difficulty / setbacks to come in from the "north" side of the map to the back side of the planet?  We would time the entry so that this patrol is on the far side.  a few hyperspace jumps to get around to the other side.
Caddanra 'Caddy' Manitu
Human Diplomat, 416 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Tue 18 Apr 2017
at 14:40
  • msg #188

Re: Rebel Base 2 (OoC 2)

OOC I'm rather confused as to the direction of the plot :(   Probably my own fault but if someone could confirm where we're going and more importantly, at what stage of the travel we're at, please?
Forim Luk
GM, 577 posts
Flight Officer
12/12w 13/13s stims:0
Tue 18 Apr 2017
at 14:47
  • msg #189

Re: Rebel Base 2 (OoC 2)

We are trying to land on K1 to start our mission.

Right now we are FAR out of the system doing a passive sensor look as we plan our approach.  We are going to meld two approaches into one:

1. Try to come in stealthy.
2. If detected, say we are merchants.

This way if one fails, we have a backup.

"If you look out the port side windows, you will see Karhexadine 1, our target objectiveƈ
The Force
GM, 795 posts
Binds all life together
May the Force be with you
Tue 18 Apr 2017
at 15:22
  • msg #190

Re: Rebel Base 2 (OoC 2)

You are "near" the gas giant, as in only a few thousand kilometres away from it. You have not yet entered the asteroid belt.
Caddanra 'Caddy' Manitu
Human Diplomat, 417 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Wed 19 Apr 2017
at 10:51
  • msg #191

Re: Rebel Base 2 (OoC 2)

Ok :-) Just confirming as I wasn't sure if we wanted to try and use the gun-runners.  But that we could maybe use on the way out :-)
The Force
GM, 796 posts
Binds all life together
May the Force be with you
Wed 19 Apr 2017
at 16:36
  • msg #192

Re: Rebel Base 2 (OoC 2)

new house rule:, If you have taken some ranks in a non career skill, and consequently paid extra experience for them, and then later obtained a new specialization that gives you that skill as a career skill,

You are refunded the experience points you spent as an extra cost.

example. You are an Outlaw Tech who purchased two ranks in Stealth. This required 5 points extra for each rank, for a total of 10. Later you take the Slicer specialization, which provides Stealth as a career skill. You are refunded the 10 points you spent on the two ranks of Stealth that, had you had Stealth as a career skill, you would not have spent.
Forim Luk
GM, 578 posts
Flight Officer
12/12w 13/13s stims:0
Thu 20 Apr 2017
at 14:25
  • msg #193

Re: Rebel Base 2 (OoC 2)

Roger Roger.

I think there are no objections to this plan.

GM, can you post the summary of 24hrs of observation?
The Force
GM, 797 posts
Binds all life together
May the Force be with you
Fri 21 Apr 2017
at 01:39
  • msg #194

Re: Rebel Base 2 (OoC 2)

The Alpha Team settles down on their, shutting down all nonessential systems to minimize their signal output. It seems to work fairly well. The fighters fly on without changing course.

After a little while, some albedo fluxuations seems to be coming from the planet. Without active scanning it's hard to tell from this distance, but it seems that something sizable is in orbit around the planet.

It's been an hour, and you are debating what this means, when an alarm sounds in the cockpit. Forim and the flight team are on it at once. It is a proximity alarm; something has just come out of hyperspace.

About half an AU behind the Sunset Shimmer, a ship enters the system. It immediately powers up its sublight engines and shields and begins racing forward at combat speed. You note its class immediately: a Skipray Blastboat.

Pilot and Gunners must roll Vigilance. All else can roll either Cool or Vigilance.
'Kraken'
Nautolan Slicer, 51 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Fri 21 Apr 2017
at 02:41
  • msg #195

Re: Rebel Base 2 (OoC 2)

Sitting in the navagation seat, Kraken worked the ships system computer, checking and updating, scanning and surfing.

OOC:
COOL - 'Kraken' rolled 1 success, 1 advantage

Caddanra 'Caddy' Manitu
Human Diplomat, 419 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Fri 21 Apr 2017
at 08:35
  • msg #196

Re: Rebel Base 2 (OoC 2)

Erhm.... guys... can we please move these posts to the IC thread?
Forim Luk
GM, 579 posts
Flight Officer
12/12w 13/13s stims:0
Fri 21 Apr 2017
at 12:06
  • msg #197

Re: Rebel Base 2 (OoC 2)

I copied the GMs text into my last post, as thats where it seems to fit time wise :)
'Kraken'
Nautolan Slicer, 53 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Fri 21 Apr 2017
at 17:46
  • msg #198

Re: Rebel Base 2 (OoC 2)

  Force of habit, I reply in the same thread as the GM when he ask questions.
The Force
GM, 798 posts
Binds all life together
May the Force be with you
Fri 21 Apr 2017
at 20:31
  • msg #199

Re: Rebel Base 2 (OoC 2)

Oops. silly me.
Forim Luk
GM, 581 posts
Flight Officer
12/12w 13/13s stims:0
Sat 22 Apr 2017
at 15:05
  • msg #200

Re: Rebel Base 2 (OoC 2)

Well, I suppose the GM can ignore my questions about the ships trajectory, as Caddy announced our location.

My question about hyperspace coordinates and relative power of the two ships still stand!
The Force
GM, 799 posts
Binds all life together
May the Force be with you
Sat 22 Apr 2017
at 16:47
  • msg #201

Re: Rebel Base 2 (OoC 2)

You can jump to hyperspace after spending one combat round using the "stay on target" action. A ship needs to be going relatively straight to make a jump to lightspeed.

A Skipray blastboat is more heavily armed, but not faster or more agile.
The Force
GM, 801 posts
Binds all life together
May the Force be with you
Sun 23 Apr 2017
at 16:06
  • msg #202

Re: Rebel Base 2 (OoC 2)

If you have any advantages or triumphs from your initiative roll, you can use them to assist with the first combat round. Such as an Aim action.
Forim Luk
GM, 583 posts
Flight Officer
12/12w 13/13s stims:0
Mon 24 Apr 2017
at 11:49
  • msg #203

Re: Rebel Base 2 (OoC 2)

I thought of something different to spend the triumph on, if getting out of range is not possible.

The flash of engine power blinds their sensors, and they are unable to get a clear signature reading before we jump to hyperspace.
Zeic Plirr
Sullustian Commando, 11 posts
Tue 25 Apr 2017
at 20:27
  • msg #204

Re: Rebel Base 2 (OoC 2)

Am I still in the other turret? Sorry I haven't been around, but I'd like to hop back in if possible.
The Force
GM, 803 posts
Binds all life together
May the Force be with you
Thu 27 Apr 2017
at 01:03
  • msg #205

Re: Rebel Base 2 (OoC 2)

Sure, NP Zeic.

EVERYONE: In future, you can start any conflict anywhere aboard the ship you want, unless I say otherwise. For instance, if you are sleeping while the ship is in hyperspace and you suddenly come out of hyperspace.

Okay, Forim. Your engine's boost is currently obscuring the ship's engine signature, making it super hard to read.
Zeic Plirr
Sullustian Commando, 13 posts
Thu 27 Apr 2017
at 03:21
  • msg #206

Re: Rebel Base 2 (OoC 2)

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.
Xyklo Voozul
Verpine Soldier, 39 posts
Thu 27 Apr 2017
at 07:39
  • msg #207

Re: Rebel Base 2 (OoC 2)

I thought we were at medium range? That was the case, and the Skipray had a 2D roll?...

In which case its 2D to hit, but you'll also need something to increase the range of our guns (short I think?). There's also the double upgrade on your roll you didn't account for 2P+2A.
If we are at medium range and you don't have sniper shot, I will gladly take the bonuses ;)
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