OOC: The Assault on Ione

Discussions out-of-character (OOC) and Q&A about the game.
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Boutrose Saba-Norr
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Re: OOC: The Assault on Ione

#176

Post by Boutrose Saba-Norr » Thu Jan 31, 2019 5:27 pm

Cool I’m down with blowing the tower I think we should set them to a timed delay and then take the rest to the ties, and try to use the grenades to disable as many as possible, maybe by putting them in the cockpits.
Active: Thino Krist Vo Cari Thew'Ruk Turugh’aie’azanon
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SavageBob
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Re: OOC: The Assault on Ione

#177

Post by SavageBob » Fri Feb 01, 2019 2:57 am

Great, sounds like a plan. Two grenades to make the tower go boom, then we have four left over to play with when we meet up with Hell.

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Initiative

#178

Post by DeepSpacer » Sat Feb 02, 2019 5:56 am

Everyone can roll either Cool or Vigilance for this next scene + 1 Setback Die due to the smoke and debris from the four decimated personnel carriers. (Hell rolled already {2 Succ, 1 Adv} and just needs to roll a Setback die).

The 'Heavy-A' Speeder truck is 'Medium' distance (personal range) from the AT-ST.

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Re: OOC: The Assault on Ione

#179

Post by SavageBob » Sat Feb 02, 2019 12:23 pm


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swrider
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Re: OOC: The Assault on Ione

#180

Post by swrider » Sat Feb 02, 2019 3:26 pm

Hell; Uprising; Setback:
0 Success, 0 Advantage

Image

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Boutrose Saba-Norr
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Re: OOC: The Assault on Ione

#181

Post by Boutrose Saba-Norr » Sun Feb 03, 2019 2:19 pm

Spoiler:
Thino Krist; Uprising; cool:
1 Success, 2 Advantages

ImageImageImage
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Re: OOC: The Assault on Ione

#182

Post by SanguineAngel » Mon Feb 04, 2019 9:49 am


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Re: OOC: The Assault on Ione

#183

Post by DeepSpacer » Tue Feb 05, 2019 3:53 am

NPC Initiatives...

NPC; Uprising; Initiative:
0 Success, 2 Advantages

ImageImageImage

NPC; Uprising; Initiative:
1 Success, 2 Advantages

ImageImageImage

NPC; Uprising; Initiative:
1 Success, 1 Advantage

ImageImageImage

The gods were merciful, given the moderately average PC initiative checks.

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Re: OOC: The Assault on Ione

#184

Post by SavageBob » Tue Feb 05, 2019 11:29 am

Yikes. Not much we can do with personal weapons against a pair of tanks! Or is there? Can Vesper make a Knowledge (Warfare) check on them? And are there any soldiers with heads poking out to run the top-mounted guns?

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Re: OOC: The Assault on Ione

#185

Post by swrider » Tue Feb 05, 2019 2:37 pm

You guys might be better maintaining cover and let hell deal with the tanks. It might be time for hide and seek.

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Re: OOC: The Assault on Ione

#186

Post by SanguineAngel » Tue Feb 05, 2019 3:01 pm

Fully concur.

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Re: OOC: The Assault on Ione

#187

Post by swrider » Tue Feb 05, 2019 4:29 pm

@DeepSpacer Hell has a talent which allows him to increase the top speed of a vehicle by 1. Can this be used along with the full throttle action to reach top speed? it seems to imply that you would go to the top speed but it is not very clear.

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Re: OOC: The Assault on Ione

#188

Post by Boutrose Saba-Norr » Tue Feb 05, 2019 5:56 pm

yea we spent a lot of time on the tower, now is definitely hell's chance to shine
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Re: OOC: The Assault on Ione

#189

Post by swrider » Tue Feb 05, 2019 6:00 pm

LOL, you guys should still do something don't get me wrong. I am just saying that you are not much of a match for two tanks. Hell being hell has an idea that should keep the tanks busy for a bit or at least get them separated. He is going to start running around the buildings in the walker playing keep away. Hopefully the tanks are not faster than the walker is. I am thinking have Dennies take a shot then Hell runs behind building cover. Rinse repeat.

That should allow you guys to focus on ground troops / fuel supplies/ what ever.

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Boutrose Saba-Norr
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Re: OOC: The Assault on Ione

#190

Post by Boutrose Saba-Norr » Tue Feb 05, 2019 6:03 pm

I'm thinking once hell gets the tanks distracted we can use the opportunity to disrupt the ties with our remaining grenades, and maybe board the remaining ones?
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Re: OOC: The Assault on Ione

#191

Post by swrider » Tue Feb 05, 2019 6:05 pm

Sounds good. Remember though that communications are jammed and if you go flying around in a tie you are likely to get shot by not so friendly fire.

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Boutrose Saba-Norr
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Re: OOC: The Assault on Ione

#192

Post by Boutrose Saba-Norr » Tue Feb 05, 2019 6:08 pm

swrider wrote:
Tue Feb 05, 2019 6:05 pm
Sounds good. Remember though that communications are jammed and if you go flying around in a tie you are likely to get shot by not so friendly fire.
this is a good point, but we have to keep in mind that they are just difficult to do, and not down completely. @DeepSpacer can we do a check right now to communicate our plan to hell?
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Re: communication

#193

Post by DeepSpacer » Tue Feb 05, 2019 7:23 pm

Communication between the two vehicles will be a Hard Computers check,
+1 Boost die since you used this frequency before on the comlink. This would take a slot in the initiative order as this is Structured Time and ivercoming the jammer takes some tuning work, an action not an incidental.

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Re: OOC: The Assault on Ione

#194

Post by Boutrose Saba-Norr » Tue Feb 05, 2019 7:38 pm

Ok no need for us to communicate right away, we will let hell go and then try to communicate on our way to the ties
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Re: OOC: The Assault on Ione

#195

Post by DeepSpacer » Tue Feb 05, 2019 8:31 pm

The speed of such a tank (rather common in the Empire) is on par with a Walker. "Punch It" is a Maneuver, to go to Max speed (plus whatever your talent would do).

The tanks are significantly less-armored than the heavily-armored AT-ST. Built for for mobility than toughness. The weaponry equals the one on the side of the AT-ST. That much is obviously so. The tank turrets are pilot-controlled, although there are top-hatches for someone to ennter or exit.

Your plan is easily feasible. The anticipated reaction is also reasonable.

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Re: OOC: The Assault on Ione

#196

Post by swrider » Tue Feb 05, 2019 8:53 pm

Ok thanks. FYI the roller is ***** . I am working on it and it is now semi functional. I think they updated the versions of the code I used to write it.

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Re: OOC: The Assault on Ione

#197

Post by DeepSpacer » Wed Feb 06, 2019 3:51 am

~maneuver punch it vehicle takes system strain (i forget how much)
~2nd maneuver (2 strain to pilot and vehicle?) to duck further behind the building.
"Punch It" Strain is points-per-point. (+2 Strain)
Looks like, based on some research, +2 Strain to vehicle and pilot.

Two PC's go before NPC's do. Unless, the PC's hold their actions.

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Re: OOC: The Assault on Ione

#198

Post by SavageBob » Wed Feb 06, 2019 4:32 pm

Do we have any weaponry on the speeder truck, @DeepSpacer? And does being in/on it provide us any cover?

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Re: OOC: The Assault on Ione

#199

Post by swrider » Wed Feb 06, 2019 5:31 pm

The speeder truck has a turret mounted weapon. The gunner is exposed (Hell shot the previous one ;) ) DS also said that those inside are covered from outside attack previously. Though an excellent roll by Hell did allow him to take out the driver with a ricochet.

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Re: OOC: The Assault on Ione

#200

Post by SavageBob » Wed Feb 06, 2019 8:14 pm

swrider wrote:
Wed Feb 06, 2019 5:31 pm
The speeder truck has a turret mounted weapon. The gunner is exposed (Hell shot the previous one ;) ) DS also said that those inside are covered from outside attack previously. Though an excellent roll by Hell did allow him to take out the driver with a ricochet.
I think you're talking about the tanks, right? I'm specifically wondering about the speeder truck Oona, Vesper, and Thino are on. (If I'm confusing my vehicles, I apologize.)

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