RolePlay onLine RPoL Logo

, welcome to Star Wars: Alpha Team

16:33, 4th May 2024 (GMT+0)

Rebel Base 2 (OoC 2)

Posted by The ForceFor group archive 1
Forim Luk
GM, 595 posts
Flight Officer
12/12w 13/13s stims:0
Tue 2 May 2017
at 12:42
  • msg #233

Re: Rebel Base 2 (OoC 2)

No pressure / worries!  Just doing everything I can to not die ;)
Caddanra 'Caddy' Manitu
Human Diplomat, 427 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Tue 2 May 2017
at 13:24
  • msg #234

Re: Rebel Base 2 (OoC 2)

Forim - Ayup! :-) I'm happy to be clueless.

As for blinding their sensors. I believed that is what I was doing in my earlier post.  I can roll computers again though! :-)  Suggestions?
'Kraken'
Nautolan Slicer, 57 posts
Nautolan-Tech/Slicer
W:14/14 S: 7/10 Stims: 5
Tue 2 May 2017
at 21:48
  • msg #235

Re: Rebel Base 2 (OoC 2)

In reply to Forim Luk (msg # 231):

quote:
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!


I'm happy to shot or use computers to boost shields or try to block their coms.

[Private to GM: GM, I'm confused.  Forim Luk's Bio Says GM.  I thought you were NPCing Forim, but many of these conversations leads me to believe otherwise.  If you aren't, you may want to go and edit the character so it shows as a player.]
The Force
GM, 815 posts
Binds all life together
May the Force be with you
Tue 2 May 2017
at 23:31
  • msg #236

Re: Rebel Base 2 (OoC 2)

Because there may be some confusion:

Recently I changed Forim's player to have GM access. One of his RL friends is playing Roger, but that player is temporarily indisposed. Forim is helping Roger's player by running his character for a short time.

Forim has no idea what sort of plot we're doing. He is not taking advantage of his position. If he does I will make him play an Ewok.
Forim Luk
GM, 596 posts
Flight Officer
12/12w 13/13s stims:0
Tue 2 May 2017
at 23:35
  • msg #237

Re: Rebel Base 2 (OoC 2)

Yub Yub commander.
Xyklo Voozul
Verpine Soldier, 45 posts
Wed 3 May 2017
at 13:23
  • msg #238

Re: Rebel Base 2 (OoC 2)

Forim do we have a plan for this round? I.e. Should us gunners wait for you to activate your piloty goodness before firing, or should we shoot now and ask for directions outta here later?
Forim Luk
GM, 597 posts
Flight Officer
12/12w 13/13s stims:0
Wed 3 May 2017
at 23:13
  • msg #239

Re: Rebel Base 2 (OoC 2)

Sorry.  I'll get one up tonight.  I plan on making life easy for you to shoot so worth waiting
B1-P3 'Roger'
Droid Pilot, 32 posts
Thu 4 May 2017
at 02:39
  • msg #240

Re: Rebel Base 2 (OoC 2)

Yeah, sorry folks, was out of city all weekend, then out of province the past three days.  Still plenty busy, but I'll try to keep up!
Xyklo Voozul
Verpine Soldier, 46 posts
Thu 4 May 2017
at 06:28
  • msg #241

Re: Rebel Base 2 (OoC 2)

Is it 3D to target the ties due to size diff, or is there any upgrades to C due to the asteroids?...
Forim Luk
GM, 599 posts
Flight Officer
12/12w 12/13s stims:0
Thu 4 May 2017
at 12:30
  • msg #242

Re: Rebel Base 2 (OoC 2)

Xyklo Voozul:
Is it 3D to target the ties due to size diff, or is there any upgrades to C due to the asteroids?...


2D 1S is the difficulty to shoot those ties.  Upgraded twice.
Xyklo Voozul
Verpine Soldier, 47 posts
Thu 4 May 2017
at 12:50
  • msg #243

Re: Rebel Base 2 (OoC 2)

Thanks skipper
Forim Luk
GM, 600 posts
Flight Officer
12/12w 12/13s stims:0
Thu 4 May 2017
at 14:07
  • msg #244

Re: Rebel Base 2 (OoC 2)

Great Shot!  And, as an added benefit (if I remember correctly) the more mooks you kill in a mook squad, the less skilled that squad becomes.  That means they should start crashing if we can blow up enough this round!
Xyklo Voozul
Verpine Soldier, 49 posts
Thu 4 May 2017
at 15:37
  • msg #245

Re: Rebel Base 2 (OoC 2)

Well it helps when you remember to add the upgrades given by a gifted pilot. I proper messed up on the first round ;)
Forim Luk
GM, 601 posts
Flight Officer
12/12w 12/13s stims:0
Thu 4 May 2017
at 16:36
  • msg #246

Re: Rebel Base 2 (OoC 2)

Indeed.  4P is a nice pool indeed :)
'Kraken'
Nautolan Slicer, 58 posts
Nautolan-Tech/Slicer
W:14/14 S: 7/10 Stims: 5
Thu 4 May 2017
at 17:37
  • msg #247

Re: Rebel Base 2 (OoC 2)

quote:
Upgrade all attacks twice on those ties!

I don't have skill in gunnery, 3A, so do I get 2P 1A then?
Forim Luk
GM, 602 posts
Flight Officer
12/12w 12/13s stims:0
Thu 4 May 2017
at 20:49
  • msg #248

Re: Rebel Base 2 (OoC 2)

'Kraken':
quote:
Upgrade all attacks twice on those ties!

I don't have skill in gunnery, 3A, so do I get 2P 1A then?


Yep!
Forim Luk
GM, 603 posts
Flight Officer
12/12w 12/13s stims:0
Fri 5 May 2017
at 11:44
  • msg #249

Re: Rebel Base 2 (OoC 2)

Questions to GM:

1. They should be at 2D difficulty shooting us?  It is based on relative silhouette, not distance.
2. Do they not need to make a piloting check, to avoid getting smashed to pieces in the asteriod?
The Force
GM, 818 posts
Binds all life together
May the Force be with you
Fri 5 May 2017
at 11:56
  • msg #250

Re: Rebel Base 2 (OoC 2)

They got a downgraded difficulty because of the computer hacking attempt.

thwy probably do need to make such a check. I'll get to it now.
Forim Luk
GM, 604 posts
Flight Officer
12/12w 12/13s stims:0
Fri 5 May 2017
at 12:09
  • msg #251

Re: Rebel Base 2 (OoC 2)

The Force:
They got a downgraded difficulty because of the computer hacking attempt.

thwy probably do need to make such a check. I'll get to it now.


Ahh, that would do it!  *shakes fist at roger*

Side note, Did he make it harder for them to pilot with his slicing attempt?  Just curious what effect that had.
The Force
GM, 819 posts
Binds all life together
May the Force be with you
Fri 5 May 2017
at 12:27
  • msg #252

Re: Rebel Base 2 (OoC 2)

I removed their soak for the shots this turn. He was trying to reduce their defence, but TIEs don't have shields so I took away their armour instead.
Forim Luk
GM, 605 posts
Flight Officer
12/12w 12/13s stims:0
Fri 5 May 2017
at 12:31
  • msg #253

Re: Rebel Base 2 (OoC 2)

Additional note, can we assume our mechanics have been making repairs for the fight?  They have been quiet and not posting.

I was assuming that the GM was traking our damage, but decided to go back and figure out what it was, as I thought we were getting low.

We are currently at -3 HT :P  We may or may not have just blown up.

Did Xyklo's crit kill an additional mook?

Doing everything I can to see if more ships get blown up so that last shot _might_ miss :P
The Force
GM, 820 posts
Binds all life together
May the Force be with you
Fri 5 May 2017
at 12:54
  • msg #254

Re: Rebel Base 2 (OoC 2)

ah, I see. okay, it's not unreasonable to have 'Hypno,' who I really wish you guys would rename, doing repairs.

You are at 1 HP.

Yes, the crit knocked out an extra fighter. I already took that into account.
The Force
GM, 821 posts
Binds all life together
May the Force be with you
Fri 5 May 2017
at 14:17
  • msg #255

Re: Rebel Base 2 (OoC 2)

I think evasive maneuvers increases the difficulty of gunnery checks, doesn't it? makes it harder to shoot you and harder for you to shoot?
Forim Luk
GM, 607 posts
Flight Officer
12/12w 10/13s stims:0
Fri 5 May 2017
at 14:36
  • msg #256

Re: Rebel Base 2 (OoC 2)

The Force:
I think evasive maneuvers increases the difficulty of gunnery checks, doesn't it? makes it harder to shoot you and harder for you to shoot?


Unless you have Gained the Advantage, which ignores those penalties :)
The Force
GM, 822 posts
Binds all life together
May the Force be with you
Fri 5 May 2017
at 17:19
  • msg #257

Re: Rebel Base 2 (OoC 2)

now see, I knew that, but I thought maybe some others didn't and didn't want to ask.
Sign In