Smerg's Star Wars - A Secret Beginning


Play-by-Post

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"Frankly I favor the explosion exercise. Sounds like somthing I'd come up with actually." Vash muses from her work.
"Aquiering the scematics for the spike would be a huge plus. I could upload it into my brace computer and we could go anywhere from there. The biggest plus I see in it though is that noone sits on the sideline. Once we infiltrate one team could go neutralize the security point while the other inserts the droids. Creating another explosion inside the spike should give us cover to escape from, for example, the garbage shute. Aquiering uniforms and id would be a plus."


Male Half Orc Cleric 2 Fighter 2
Vash'elie wrote:

"Frankly I favor the explosion exercise. Sounds like somthing I'd come up with actually." Vash muses from her work.

"Aquiering the scematics for the spike would be a huge plus. I could upload it into my brace computer and we could go anywhere from there. The biggest plus I see in it though is that noone sits on the sideline. Once we infiltrate one team could go neutralize the security point while the other inserts the droids. Creating another explosion inside the spike should give us cover to escape from, for example, the garbage shute. Aquiering uniforms and id would be a plus."

With Use Computer, you can search the station files and find several sites with information on The Spike. The information varies from public information programs (like you would see on History Channel or Military Channel) to various files put up by people with various levels of interest in the topic. There are even a few author book filings on the history and construction of the Spike. There are quite a few fictional stories of military assaults, espionage, and murders with the Spike as the backstory. There are even some news vid material of various reporters that did a few stories and tours of the Spike.

You can get a general layout of the major sections of the Spike. You can the location of most of the major elevators and the loop rail that runs inside of the Spike. You can also locate the major installation generators for power and secondary installation generators for power.

What you can't get are all the tertiary level tunnels or a detailed break down on room usage. There are things like 'this is crew living quarters' and this 'is a medical bay' but that is the limit of the schematics you can obtain. There are plenty of things like droid stations, security stations, waste and water systems that are not listed.

You can probably get pretty good uniforms from the Naval Supply store that you got the flight suits from. Uniform styles used in the Mandalorian war are still in use presently and post war there is an excess of uniforms. You could also place an order on the station net as there are plenty of ex-military that are willing to sell uniforms for a few credits (technically, it is illegal sell or purchase uniforms as ex-military personnel need to keep a uniform in case of reactivation of their unit). This doesn't stop many from selling off uniforms they never expect to wear again.


Male Half Orc Cleric 2 Fighter 2
Kol DyThrand wrote:

Kol leans his head back against the bulkhead with a thump and slides down to a sitting position against the wall.

"Force be with us. I don't like ANY of those plans. They aren't even plans; they're... they're back of the envelope doodles."

Note on plans: I've just listed the general information on the plans. Each has more detailed information to help figure it out but they have been left somewhat vague to make it easier to adapt to situation as the team sees it.

If you don't like those plan ideas then you are free to suggest and develop your own idea (you appear to carry the rank of Captain and no one else has yet to be identified with a higher rank). If it sounds fun then I'm more than willing to go with whatever plan you want. You can even combine plans if you like 'Thuderbolt from the Blue' to get on the station and something similar to 'Medical Run' to leave.

If you think these plans are lacking in detail then you should see the pencil scratching that was the assault plan for the compound that nabbed Saddam. A few pencil scratches of building shapes and a few arrows showing where the units would arrive and search.


Male Half Orc Cleric 2 Fighter 2
Doc Vallorin wrote:
"Hell's Bells. I s'pose the medical idea can be done with limited difficulty. Of course, I could arrange a small dose of something that would make one of the security guards seem to be having some sort of seizure or convulsion, but would be ultimately harmless after a few hours. I could always tell 'em it's only fatal to Sullustrians, and that'd get rid of the rest, leaving me to administer the antidote and tranquilise the patient. That ought to buy the others of you time to get to the package and get out. 'Course, we'd still need to dose one of the guards, which I'll need help with. Maybe a slow acting drug? Dose 'im in the bay and then have it kick in on the way to the package? Anyone good with a dart gun?" The good Doctor seems almost unnaturally happy to be indulging his deceitful side.

Your medical training and medical kit have all the necessary items to do as you stated.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

No GM critique is meant here, Kol just likes to complain.

Kol rubs his head.
"I keep going round and round. What do the rest of you think of the plans? Anything stand out that you like?"


N/A Droid (4th-Degree) Soldier 2

"Obvious Statement: I would favour the more direct approach - but I imagine you all would have guessed that by now."


Gol considers the plans suggested and thinks on it a bit, chewing his lower lip in contemplation.

"I like the last one in that we all go in. There's strength in numbers, no doubt. The medical plan has merit in that it is more controlled but only havin' half the party is no good. Anyone know if the Spike has non-Sullust guards? Like the clanker said, we could swap out theirs for ours in the security team. First two plans will require a running firefight, I can almost guarantee. My votes for the latter too." drawls Gol, surprising even himself with how verbose he seemed.

Grand Lodge

"I gotta agree with Gol about the first two plans. I'm a little hazy on the specifics of the last plan, but if yall can guarantee that I won't go hurtling past the station in space, I'm fine with it. Far as I can tell, my job for the forseeable future is to keep your collective butts in working condition. And maybe have a little fun doing it."

BAsically, i got no skills that lend themselves to one plan over the others. The latter two sound more fun, but I agree with the 'no sidelining anyone' sentiment in regards to the medical one.


"I'm all for blowing things up."
Vash'elie will be aiming for the sabouteur prc. I love it.


Male Half Orc Cleric 2 Fighter 2

It looks like there is support for 'Medical Run' and 'Thunderbolt from the Blue'. It seems there is slightly more support for 'Thunderbolt from the Blue' as it allows the full team to participate and involves high explosives.

I'll start putting together a bit of a tentative 'shopping' list of things that you might need to put 'Thunderbolt' into operation.


I'm good with blowing things up. As long as I get to patch up the lot of you when you get blown up yourself...


Male Half Orc Cleric 2 Fighter 2

Shopping list for Thunderbolt

> Some sort of explosive or improvised explosive charge. Usually, most of the effective explosive charges are restricted or military making them hard to come by. It should be possible to harvest a few old repulsor engines from scrap parts and prep them for detonation as an improvised thermal device. It will be bulkier and the yield will be less but it will more closely mimic the explosion to sensors of an old core decaying and detonating.

Explosives is a Trained Mechanics skill.

> Tools for cutting Durasteel and making entry through the hull of the Spike. A lightsaber can work but a Fusion Cutter is more designed for this type of work. A standard took kit has one Fusion Cutter but a few more would speed up any sort of work.

Using a Fusion Cutter is an untrained Mechanics skill. Being trained helps but is not required to do the work.

> Grapple device preferably with a magnetic attachment. Magnetic hooks for things like walls are available at most 'hardware' type of stores or stores that sell 'shelving'. You can also likely find this type of item in junk sales or on the electronic boards (though most people won't advertise this item individually as it is too common and cheap to normally purchase). A few bolts and connectors will modify this type of item into an anchor that can support several hundred kilograms. A Naval shop will charge you more money for basically the same thing as a 'podhopper space anchor' or a huge one called a 'ship anchor' (your current collection of podhoppers though doesn't have any space anchors).

The modification is pretty easy to do and someone who isn't trained could do it but it would be better if someone who was trained did the modification.

> If you have a grapple device then you are going to want either 'Liquid Cable' or 'Syntherope'. Liquid Cable is more compact but has less stress it can carry and is non-reusable compared to Syntherope. Many places carry these products including 'Survival' stores and 'Hardware' stores. It is usually best to avoid buying this product 'used' since the wear on the item could be the difference in safety but you can always try saving a few credits. I mean Liquid Cable is one use only so who cares if it has exceeded the recommended shelf life when you get it from someone's basement?

> Sections of Durasteel to make 'tumble' sleds. Rather than grab bits of debris when you are out in the midst of space, it might be a good idea to build these ahead of time inside a pressurized environment where it is easier to do the work. You can be better sure of the work and that they have spots to latch on various bits of gear including extra air supply tanks for your flight suits.

Doesn't require a trained Mechanics roll to do the construction though the initial design would require someone trained in Mechanics to develop a good basic design. Figure an hour for each of these sleds of construction time with the materials and a mixture of Fusion Cutter and Laser Welder to do the work.

> Extra tanks for the flight suits.

> Some Fire Extinguishers or some other pressurized gas to help 'adjust' the tumble of the sleds in case they seem to be off target. Preferably used more at the beginning of the flight before the sensors build too much of a 'profile' on the objects headed towards the Spike. Mid flight corrections cause concerns to sensor technicians.

The sleds will require a trained Pilot, Acrobatics, or Use Force to help steer them onto the heading towards the Spike. A Use Computers skill will help with the Navigation planning for the flight trajectory.

> Some way to make entry into the Spike. Fusion Cutters can cut holes but that will depressurize the interior without a VacTent. A VacTent is building designed to be inflated in a Vacuum for either emergency usage but many are also used in the Space Construction to give workers a safe place to work without having to be fully sealed in a flight suit at all times. A Naval supply or construction yard is the best place to acquire this item.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Hearing the ideas batted back and forth, Kol perks up a bit and starts nodding. "Thunderbolt" to get in and "Medical Run" to get out.
He starts outlining plans, materiel needs and contingencies.

Knowledge (Tactics): 1d20 + 7 ⇒ (16) + 7 = 23


Male Half Orc Cleric 2 Fighter 2

Doc can facilitate either Vash or HK to get into a medical facility where they can then forge some badges (Use Computer) and steal some extra 'training' gear (Doc can run interference to make sure the coast is clear) from general storage.

Basic uniforms can be purchased with a medical ID which can be done with the forged medical IDs.

Cost for these credits can be debited against the medical facility with the correct filing of forged forms. The forms are in the computer system.

Vash or HK can also cover up the theft of the training gear for a while by going into the scheduling system and 'booking' the equipment out for a few days.

It takes a bit longer but start with HR personnel to record the hiring of a new doctor (use the physicians handbook to look up names of licensed doctors to choose one). That will give you access to 'start-up' expenses to cover the costs for purchasing uniforms and other medical gear.

Breaking the HR personnel security will take a bit more work and time as these programs usually are handled by someone with more paranoia then the average person to avoid changes to payroll, access to confidential information, and forging identities.


Doc will take HK, since it's easier to explain a new medical droid than a new organic being.


N/A Droid (4th-Degree) Soldier 2

HK is happy to go along with this, droids can usually pass unnoticed in most places as long as they don't draw attention to themselves.

Grand Lodge

HK-33 wrote:
HK is happy to go along with this, droids can usually pass unnoticed in most places as long as they don't draw attention to themselves.

Emphasis mine. :)


Male Half Orc Cleric 2 Fighter 2
HK-33 wrote:
HK is happy to go along with this, droids can usually pass unnoticed in most places as long as they don't draw attention to themselves.

Doc and HK will have no troubles going to the medical facility and no one really questions a droid in the tow of someone. They figure if it is with someone then it is under orders to that person.


Having Mind Trick could come in handy for situations when the deception fails. Could Doc take a medical droid and an aidee or trainee?

"I'll get started on finding what we need. says Vash and yet again starts tapping away at her computer.

I'm fine with compleating the plan and getting it started without roleplaying everything out.


Male Half Orc Cleric 2 Fighter 2
Vash'elie wrote:

Having Mind Trick could come in handy for situations when the deception fails. Could Doc take a medical droid and an aidee or trainee?

"I'll get started on finding what we need. says Vash and yet again starts tapping away at her computer.

I'm fine with compleating the plan and getting it started without roleplaying everything out.

There shouldn't be a problem. You currently aren't wanted or on any watch lists...that you know of. <Evil GM laugh>


MONTAGE GO!

Cue Music!

Doc and HK move through the medical facility, pausing at a door to peer about. They move in and HK quickly jacks into the computer as Doc keeps a lookout!

FAST CUT!

Grand Lodge

-- cut to --

Tight shot on Kidd's face. All that is visible is Kidd's eyes obscured behind some welding goggles reflecting the dancing sparks as he works.

Slow pull back to see Kidd smile in appreciation of is work.

-- cut to long shot --

Kiddrik nods happily, welding torch (still lit) in is right hand as a recently toasted 3 foot hoagie is held aloft by the force one foot above the workbench. He reaches to grab it as Kol's hand smacks him on the back of the head and hikes his thumb back towards the workshop, a disapproving look on his face.

Kidd sighs. The hoagie drops to the counter, and he walks off disappointed. Kol shakes his head once, shrugs, picks up the hoagie, takes a bite, and follows Kidd off-screen.

-- cut to --


Male Half Orc Cleric 2 Fighter 2

Great post Kidd! Keep the montage going everyone!


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

-- cut to --

Kol tracing a route through a holographic image of the station for the others standing around, then pointing to the teams that are to go where, they nod...
[no one can hear what he's saying because of the driving music]

-- cut to --


N/A Droid (4th-Degree) Soldier 2

-- cut to --

HK pulling out of the medical facility in an open topped speeder, a tarpaulin covers a mound of medical equipment in the back, a single uniform sleeve hangs out of the edge. Besides him in the speeder Vash pushes a button on her bracer computer and all the cameras turn to point another way.

-- cut to --


--cut to--

Sweat dripping down Vash'elie's face as the glow of a welder gives it an eeare glow. Zooming out a trio of makeshift thermal detonators come into view. Puttin down the welder she wipes sweat of her brow, picks up a pair of wire cutters and leans in to work on the detonators.

--cut to--


FAST CUT!

Doc, walking down the hall of the medical facility, in a brisk manner. Suddenly the camera slows as a team of medics rush past with a hoverbed carrying a patient who is doubled over in pain. A medic straddles him, about to pump a hypospray into his neck. In slow motion, Doc's head turns, an exclamation of NOOO! escaping his lips. In sudden normal speed, Doc knocks the medic off the patient, stopping the hoverbed. He leans over the patient and presses hard on his midsection. The patient's face looks surprised as he spits out what seems to be a bolt that was lodged in his throat. Doc nods to the medics to continue and then turns on the fallen medic. Pulling him to his feet he slams him back against the wall, angry words and a furious finger clearly delineating his failure that nearly killed a man. Cut to Doc walking away from the shameful man, scowling and smoothing his creased jacket, then suddenly smiling with a wicked look of joy.

CUT!


--CUT TO--

Gol reading up on the standard response procedures for the Strike and what to expect from Security.

He then reviews his briefing material of current uniform and security badges. He jots down notes on a datapad.

Lastly, he checks up protocol response calls that would likely go out based on their action so that Vash can re-route the calls to them or at least in their favor. Smiles wickedly.

--CUT TO--

Gol and the team making perfect fake IDs with illicit knowledge he has gained.

As they finish, he mutters..."Now, where can we get some heavy weapons? and then laughs.

FADE OUT


Male Half Orc Cleric 2 Fighter 2

The Montage music fades out along with the images going to black.

Countdown

You start to hear the sounds of a countdown followed by a fade to an image of a digital countdown. The image pan backs to show the digital countdown is connected to the improvised explosives that Vash constructed.

The view pans back further to show the explosives are attached to a seeming collection of random bits of debris.

The camera pans back a bit more to show just beyond the ball of random bits of debris are a group of flat bits of oddly shaped debris. This debris hangs in an unnatural row.

The camera rotates around the scene to show the opposite side of the unnatural row and it can be seen that forms seem to be hunched in pockets on the opposite sides of these flat bits of durasteel. If it wasn't the camera was so close, it would likely the forms wouldn't have been spotted as they have random shapes around them that break up the surface appearance.

A small side window in the corner of the screen shows the countdown has reached zero followed by a resounding explosion of colour and energy.

Explosion

The bits of debris with the people get blasted towards the camera before the camera momentarily cuts out.

-- Cut Scene --

The next scene shows a starry expanse of space into which bits of debris begins to drift. The camera is in a top down chase angle.

Amongst the smaller pieces of debris can be seen one of the 'tumble sleds' with Vash'elie attached.

The camera pulls back to show the 'tumble sleds' moving slowly along in a field of smaller debris.

The camera pulls back slightly more and tilts up a bit to a more behind shot.

The change in camera angle shows the debris field drifting to a large space station which numerous large Rebublic Frigates are circling along with many smaller craft.

A white line of text appears at the bottom of the screen. Sullustan SoroTransit Control aka The Spike

The Spike

You only need the first few seconds of the preceding video to get the exterior visual. The interior of the Spike is a much larger scale and more like typical large Star Wars construction.

You can describe your drift in and using your grapples to latch on to the side of The Spike followed by making entrance to The Spike. With taking 10 you have the skills to do this activity without having problems; so, we'll use the same pattern that you used for the montage which worked well.


--cut to--

Vash'elie aiming a grapple gun and shooting it, a look of stern concentration on her face. Camera follows the magnetic grappler as it zooms in and clanks on to the stations plating. Zooming out you see as she detatches from the sled and starts to reel in.

--cut to--

Vash'elie crouching on the outside of the station rumaging in her utility belt, bringing out a fusion cutter. She waits for a signal from Kol as the air bubble is set up and then sets to work, cutting them a door.

--cut to--


N/A Droid (4th-Degree) Soldier 2

-- cut to --

HK walking on the outer hull of the spire with his magnetic feet, he stands ready besides the make shift door in preparation for a breaching manoeuvre.

-- cut to --


Gol follows along with Vash'elie at a different trajectory but near the same focal point on the hull of the station. He stands ready with one hand hanging onto the magnetic coupler for support and the other sporting his blaster and covering the party en route to their breach.

"Just like we planned it kids. Stick to the plan." mutters Gol, the mantra serving to remind them of their mission while relaxing the soldier.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

As Vash burns through the last cut line, Kol grabs the cutout by the holder he attached earlier and pulls it aside for the others to enter.


Male Half Orc Cleric 2 Fighter 2

Here is a general overview of SoroTransit Control Station aka The Spike

The Spike

Let me know what part of the Station you would like to start at for your entry.

BTW the posts continue to be great stuff!

Grand Lodge

I'll let those more strategically-minded make the choice on insertion point, but in the mean-time…

Kidd helps with last-minute kit-prep and double-check while the breaches are cut and doors secured. When he sees the final cuts being made, his eyes drift shut for a few moments. His mind quiets as his emotions flow forth, feeling for the echoes of emotion that would indicate the presence of any potential witnesses to their entry. He'll warn the team if there are people near the insertion point.

Sense Surroundings - taking 10 for a 23. Just seeing if there will be anyone present while we make our entrance.


Male Half Orc Cleric 2 Fighter 2
Kiddrik wrote:

I'll let those more strategically-minded make the choice on insertion point, but in the mean-time…

Kidd helps with last-minute kit-prep and double-check while the breaches are cut and doors secured. When he sees the final cuts being made, his eyes drift shut for a few moments. His mind quiets as his emotions flow forth, feeling for the echoes of emotion that would indicate the presence of any potential witnesses to their entry. He'll warn the team if there are people near the insertion point.

Sense Surroundings - taking 10 for a 23. Just seeing if there will be anyone present while we make our entrance.

Sense Surroundings by my reading allows you to use your Perception Skill where you would not normally be able to use it. Since the interior provides total cover your Use Force of 23 is enough to reach the DC 20 to use the Perception Skill on the interior. Taking 10 on Perception gives you a 12 untrained. You can sense Small targets within 15m and Medium size targets within 30m of where you are.

You do sense there is a fairly large void on the other side of where you are cutting. Inside of this void are several huge shapes that aren't moving and not alive.

There are also a number of what you think are shelves and cabinets around in the area.

There are also several medium and small size objects moving around in the area but again you don't detect any of them being alive.

Above and below you (possibly other decks) you do sense life.

Roughly 40% of the station is Sullustan. 30% is human. 20% are other races and 10% are Arkanian Offshoots bio-engineered to serve. There is roughly one humanoid type droid for every five people on the station but when all the maintenance, mouse, power, courier, and defense droids are totaled it is close to two droids for every person working and living on The Spike.

Grand Lodge

Kidd relays the information to the team, "Looks like we got a large room in here… nothing living in there, but a bunch of droids, I think. Nothing too big. Though I'm sensing life above and below us."


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK
DM wrote:


...you are aiming to get the droids close to the computer core (the red star on the map). That means landing up by the fighter bays and the large Adminisitration and Control bubble near the anti-fighter guns.

Let's make it so. Unless I think I should do something else; like sneak in through the vent into the power spaces, seeding it with distraction explosives on major power conduits, then riding the exterior of a transit pod up the computer core and entering there; but I like to keep things as simple as possible.

Knowledge (Tactics): 1d20 + 7 ⇒ (20) + 7 = 27


Yes! I'm on the jazz, man!


Male Half Orc Cleric 2 Fighter 2
Kol DyThrand wrote:
DM wrote:


...you are aiming to get the droids close to the computer core (the red star on the map). That means landing up by the fighter bays and the large Adminisitration and Control bubble near the anti-fighter guns.

Let's make it so. Unless I think I should do something else; like sneak in through the vent into the power spaces, seeding it with distraction explosives on major power conduits, then riding the exterior of a transit pod up the computer core and entering there; but I like to keep things as simple as possible.

Knowledge (Tactics): 1d20+7


Yes! I'm on the jazz, man!

Great roll on tactics! I'll write this next bit up tomorrow but I've work followed by RL game so it might not be till 7 PM EST before I can get that done.


Male Half Orc Cleric 2 Fighter 2

Note: Adjusting the story slightly to take into account Kol's last post and his tactic's roll.

Like many ships and stations, the area of the power plant vents forms a small blind spot for sensors.

Most people stay away from this area as it is filled with high temperature and high radiation. It is an area only droids frequent regularly but a properly suited person can move around if they are careful.

You open up the hull plating near the vent system and find a cavernous area filled with mammoth machinery. It is a bit like looking up a skyscraper from the inside.

Within this area several dozen droids of different sizes move around the walls and machines doing various types of calibration and maintenance.

Kol recognizes this is one of the large environmental venting chambers. The systems here scrub dozens of chemicals from the air and moderate the temperature for the station.

The interior is around thirty stories in height or roughly 90m (45 spaces). There are several repulsor gantries that can be triggered to move around in the space to gain access to the machinery and to act as cranes to lift and move things if required.

Several droids are speaking in binary.

binary:

'Apologies. This area is off limits to non-droid personnel. For your own safety, please, leave or we will need to report you to security.'

Following Kol's plan you have entered near the rail line and the power plant section of the ship.


N/A Droid (4th-Degree) Soldier 2

Huttese:
"Shall I incapacitate them Captain? They likely understand basic, and a short ion burst could prevent them from calling for security - as they just threatened to do."

HK tells Kol something in Huttese, and fingers his ion carbine.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

"Right. Take 'em down!"


Male Half Orc Cleric 2 Fighter 2

Okay, everyone roll initiative. I'll work on putting together a map for the encounter. Your group will have surprise since the droids aren't expecting this.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Initiative: 1d20 + 7 ⇒ (6) + 7 = 13


inintiative 1d20 + 6 ⇒ (12) + 6 = 18


N/A Droid (4th-Degree) Soldier 2

Initiative: 1d20 + 8 ⇒ (16) + 8 = 24

Grand Lodge

Initiative 1d20 + 7 ⇒ (1) + 7 = 8.

Man, Vash looks kinda hot in that space suit...


Initiative: 1d20 + 7 ⇒ (9) + 7 = 16


Initiative for Droid Battle @ Spike: 1d20 + 8 ⇒ (3) + 8 = 11


Male Half Orc Cleric 2 Fighter 2

Map
Droid Shootout 1.0

Map Environment Rules

1> All players enter at square L16 which is the red square in the middle of the room. You start at a height of 0 spaces vertical.

2> Droids are listed with a three letter code. The first letter is D signifying it is a droid. The second letter is the Size of the droid (S for small, M for Medium, and L for Large). The third letter is the type of droid (M for Maintenance, L for Labour, and O for Other). Beside each droid is also listed a '+6 or other number indicating the height in vertical spaces.

3> The room is full of equipment. Any shots over 5 squares distance either Horizontal or Vertical (just count the horizontal distance between you or look at the vertical not going to do 3D Pythagorean) will have a +2 to Reflex Defense. Any shot over 10 squares will count cover for +5 to Reflex Defense.

4> There is plenty of cover if you want to spend a move action then you can claim cover for the following round of shooting.

5> There are plenty of hand holds so you can Jump, Climb, or Use Acrobatics. All vertical movement is at times 2 cost to upwards. Large pieces of machinery extend for the first 10 vertical spaces. Above this are pipes and gantries. Any movement above the first 10 vertical spaces has the DC increased by +5 as it is harder to find places for jumping and handholds.

6> You can also use your grapnels by using a full action to aim and throw it into position.

7> If you want to identify a droid further than the initial break down then you will need to spend a move action per droid that you want to identify and use a Mechanics skill. Distance will modify the DC like for shooting.

Players have Surprise. Moving into L16 costs one space of movement (players are assumed to be standing around the edge on the exterior of the ship).

Initiative Order
24 HK
18 Vash
16 Doc
13 Kol
11 Gol
8 Kidd

Droids will roll for initiative after the players have had their surprise round.

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