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Strike Force Isk - Onslaught at Arda I (OOC)

OOC discussion of ongoing play

Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby ShadoWarrior » Sun Jan 01, 2017 3:28 pm

I don't know how I missed it, but Sandra's sheet has no Duty listed. It's score is currently zero, but I do need to know which Duty you picked. It matters.
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby Jedi Ronin » Sun Jan 01, 2017 4:19 pm

Cool - Initiative: 2eA 0 successes, 4 advantage
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby smkeyes » Sun Jan 01, 2017 4:23 pm

ShadoWarrior wrote:I don't know how I missed it, but Sandra's sheet has no Duty listed. It's score is currently zero, but I do need to know which Duty you picked. It matters.


Duty
Space Superiority 5
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Cool Checks

Postby DeepSpacer » Sun Jan 01, 2017 4:24 pm

Kip
Cool: 4eA 2 successes, 3 advantage
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BX-187
Cool for BX: 1eA+1eP 1 success, 2 advantage
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V'Jax
Cool for V'Jax: 1eA 0 successes, 1 advantage
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby ShadoWarrior » Sun Jan 01, 2017 5:09 pm

The Force, or at least Orokos, appears to be with the Rebels. Statistically, that should have been a solid hit by at least one of the two torps.
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%%%

Postby DeepSpacer » Sun Jan 01, 2017 5:39 pm

About an 8% chance of failure on that roll. About 1 in 12.
Yeah, all those advantages would've spelled disaster had that Purple die come up blank.
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ships

Postby DeepSpacer » Sun Jan 01, 2017 6:18 pm

Got any stats on those ships, or should I just use the ones in the CRB?
BX-187 & Sandra = X-wing
V'Jax = Y-wing

Smart move looks like BX & Sandra take their shots at the minion groups before they can attack next.

Also, my starship combat is a bit rusty. I still mix things up with old SAGA Edition rules with dogfighting, and such. I am reviewing the rules now. It's been a while... Alright, it's coming back to me. I have the Cheat Sheet of Actions an Maneuvers.

Am I to assume that we come out doing Speed "1"?
In which case, I should use "Punch It" as a maneuver to get to max speed.
Then, use action to take a shot at enemy?

Otherwise (doing max speed already), choose a maneuver and attack?
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby ShadoWarrior » Sun Jan 01, 2017 6:42 pm

The Rebel fighters and the TIE/LNs and TIE/INs are all in the AoR CRB. I neglected to mention that the GR-75 exited the hangar at speed 3 (its maximum). What speed each PC-piloted fighter is at is up to each player. Just bear in mind that while in the Gauntlet (IOW, flying low inside the canyons) too much speed is very dangerous. The transport pilots chose to risk slamming into the canyon to getting caught in the blast. A tad foolish, but fear has that effect on people. This first round the transport chose 'accelerate' and 'fly' as their two maneuvers (action converted to a 2nd maneuver).

The players can choose to engage the fighters, or to flee. Whether fleeing is a smart idea is ... debatable. To count as having escaped, the PCs must either reach long range (good luck with that), or kill the squadron leader (good luck with that, too).

Yeah, a freebie bit of metagame info from your GM. I'm in a good mood as it's the New Year and you guys kept me from being bored today.

PS - It'll take about 2 rounds for Joran and/or Kip to reach the transport's bridge, in case you're curious.

PPS - Bear in mind that we're using my house rules for shields.
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actions

Postby DeepSpacer » Sun Jan 01, 2017 6:48 pm

Looking at things....
We're at 'short' range to the TIE's.
The leader moved into close LC range.
Torpedos fire at 'short' range.
I should be able to get off a maneuver and a torpedo attack, Avg Diff. Yes?
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby ShadoWarrior » Sun Jan 01, 2017 6:56 pm

Correct. Why the leader chose to move in close rather than fire from short is an open question.
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby Jedi Ronin » Sun Jan 01, 2017 8:00 pm

Joran will make his way to the bridge - using the lower initiative slots.
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Kip's Turn

Postby DeepSpacer » Sun Jan 01, 2017 8:02 pm

Same with Kip.
He'll attempt to alleviate any "Fear" the crew may have by using a Leadership check (Joran could assist).
That'll all be after 2R's of movement.
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby Jedi Ronin » Sun Jan 01, 2017 8:04 pm

On second thought, Joran is probably more useful as an engineer. Is there an engineering section or is the bridge the place to be?
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby ShadoWarrior » Mon Jan 02, 2017 8:22 am

There is an engineering section, but if he wishes to be useful, engineering-wise, he'd be better on the bridge (at the engineer's station there).
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby DeepSpacer » Mon Jan 02, 2017 9:20 am

Minor detail, but it was BX who blew the TIE apart.

Also, did we see that Niall guy survive? Is there a spy must ry yet to unravel?
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby Jedi Ronin » Mon Jan 02, 2017 9:56 am

Ok. Joran will head to the bridge.
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby ShadoWarrior » Mon Jan 02, 2017 9:58 am

Fixed. Thanks.

General Niall is someone you met when you "toured" the Command Center before going out on the patrol where you found the probe droid and (later on) the mysterious device. He was the military leader of the base, whereas Setenna was the civilian leader. They jointly commanded the base. With Niall's death, Setenna is now the overall Rebel commander, responsible for continuing Arda base's mission and the well-being of every survivor, and Commander Qurno (whom you've also met) is now the senior military officer.

None of you saw Niall die. He was killed while you were fighting sandtroopers in the transport hangar. Some of you suspected Setenna's assistant of being a traitor (mainly because he seemed to be out of breath in the Command Center for no discernable reason, shortly after you found a mysterious device in the main hangar that someone was trying to pry off), but the assistant couldn't have killed the general because he was with the PCs when the general was killed. The last time any of you saw the general alive was when he and Commander Qurno ordered you to escort Setenna (and her assistant) to the transport hangar. Qurno is alive, Niall isn't. Perhaps Qurno is the traitor? Qurno isn't human, though, and few non-humans are fond of the Empire. Few would suspect a nonhuman of working for the Empire, so it'd be a good cover. (We did see nonhumans helping the Empire on Tatooine in ANH.) But countering this is that to get to Commander rank in the Alliance would take quite some time, and it's difficult to believe that he'd've eluded suspicion until now. What the Duro's motivation for being a traitor might be is equally puzzling.

Don't forget Urel Haydon, the retired spy whose life was saved in the tunnels during the Imperial assault. Perhaps he is the traitor? Or he can shed some light on Qurno, since he's been friendly and owes the PCs a favor.

So many questions, so many possibilities.
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby ShadoWarrior » Mon Jan 02, 2017 10:00 am

Jedi Ronin wrote:Ok. Joran will head to the bridge.

It's moot. Battle's over. Scene's changed. You're all now in a conference room on the Rebel cruiser meeting with what's left of the Rebel command of Arda base.
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby ShadoWarrior » Mon Jan 02, 2017 10:13 am

BTW (and I shouldn't need to keep reminding you folks), but the very first OOC post each of you players should make after each and every battle is a skill check for strain recovery (unless your current strain level is zero). There are very very few circumstances where PCs won't be allowed to recover strain after a battle. Most often, because you'd enter a second fight back-to-back, or go from a fight directly into a chase scene where there is no time to catch one's breath. Rare. So you shouldn't wait for me to give you a go-ahead or reminder. Just do it. Make it a habit. Save us all some time.
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Recovery

Postby DeepSpacer » Mon Jan 02, 2017 10:16 am

True. Takes time to get used to the game mechanic. Also, we recover all strain with a nights rest, which we probably expected. So I assume no rest is forthcoming?
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby ShadoWarrior » Mon Jan 02, 2017 10:51 am

I forgot about the all-strain-recovered by sleeping rule. Thanks for the reminder. However, there are two issues I need to mention. First, you haven't had enough time to sleep. If you reread the IC you'll see that you've only done very short jumps (plural). Second, those flying fighters are in no position to sleep, having been busy and kept awake by the repeated jumps programmed into their astromechs.

So I will need those rolls. For now. As GM I know that everyone will get a chance to recover all strain before we start Act 2 of this story. But that's metagame info that you players aren't supposed to be privy to. For all you know, the fleet could get suddenly attacked at any time. The characters need to behave as if this was true. The PCs are under tremendous emotional stress at present. It will take time to recover, and you haven't had that time. Time to process everything that's happened. Not yet.

For now, other than making some rolls, you should also discuss amongst yourselves what you're going to say and/or do in this meeting you're having with Setenna Hase, Commander Danel Qurno, and Lieutenant Var Narek (Setenna's field assistant). Not present in the meeting are Captain Harl Bess or Urel Haydon, nor (Sullustan) Major Yalor, Clik (the Verpine quartermaster who was in charge of the armory that you never got to see inside of), and Doctor Lorren Morrick, the other named (major) NPCs that you know (thus far). I'll remind you that you handed the mysterious device that you recovered to one of the military officers, though I don't recall offhand (not without scrolling back and reading through a large bunch of posts) which person it was: Niall, Qurno, Yalor, or Hess.

You guys only met Qurno briefly during the assault. He wasn't in the Command Center when you did the "tour" (he was off-duty). It was Major Yalor and General Niall you first met. Later, during the attack, Niall, Qurno, and Yalor were all in the Command Center. It was Haydon who sent you to the Command Center to get the leaders out of there and to safety. The officers sent you with Setenna, but all three officers stayed behind. You haven't seen Yalor, so you don't know if he survived the battle. Qurno would know (as would Setenna) and if Yalor did survive he could alibi Qurno and tell you what happened to General Niall. Or you can just ask Qurno. FYI, you do know Bess survived because you spotted him in the landing bay of the Fury of Alderaan.
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Strain Recovery

Postby DeepSpacer » Mon Jan 02, 2017 11:08 am

KIP -2 Strain
Strain Recovery: 4eA 2 successes, 4 advantage
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BX -1 Strain
Strain Recovery: 1eA+1eP 1 success, 2 advantage
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V'Jax -1 Strain (Rapid Rec.)
Strain Recovery: 2eA 0 successes, 2 advantage
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby Jedi Ronin » Mon Jan 02, 2017 11:35 am

Cool - Strain Recovery: 2eA 1 success, 2 advantage
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby ShadoWarrior » Mon Jan 02, 2017 12:10 pm

The posts at the top of page 9 of the IC thread covers where the party handed over the mysterious device. It was given to General Niall, who handed it to Major Yalor with orders to take it to Captain Bess to be studied, but this was also at the start of the Imperial assault, so it's exceedingly doubtful that Bess was able to learn much, if anything. Assuming that Yalor delivered the device to Bess. The next time you saw Major Yalor was in the Command Center just before you took Setenna to safety and General Niall was killed shortly after.

One of these NPCs is a traitor:

1. Commander Qurno (Duro)
2. Major Yalor (Sullustan)
3. Captain Harl Bess (human)
4. Lieutenant Var Narek (human)
5. Urel Haydon

It's unlikely to be Bess, since being a highly skilled tech he should have been easily capable of removing the device that was stuck in the main hangar. Common sense points to someone with minimal tech skills. It's unlikely to be Haydon, as any decent spy (even a double agent) shouldn't be quite so sloppy. You haven't discussed your concerns with Urel, yet, of course, but the traitor isn't particularly skilled as an agent (which is what Haydon would tell you). Certainly not a pro like Haydon.

That, sort of, narrows the list to Qurno, Yalor, and Narek. Assuming that Yalor survived (you haven't learned that yet), and he delivered the device to Bess (also not yet known), you still can't rule him out. You also need to know if the device was still functional when delivered to Bess (assuming it was delivered). Yalor, if he is the traitor, might have tampered with it so that Bess couldn't learn anything more. That would be foolish, as then he'd have to explain why it was working when it was given to him and not working when handed to Bess. Still, it's yet one more thing that you need to investigate.

As GM, I shouldn't be mentioning all of these points, but I'm giving the characters credit for being smart and being able to connect dots. Joran has a genius-level IQ (somewhere in the 150s). Sandra and V'Jax are brighter than average (120-125).

Narek heads your list of suspicious people. But you can't rule out Qurno or Yalor. They, too, have means and opportunity (although they're much "higher-profile" than Narek, so it'd be much harder for one of them to do something suspicious without anyone else taking note). Narek is human, and thus most likely to be viewed by Imperials without disdain, and (aside from that breathless moment in the Command Center) has had much more freedom to wander around without anyone paying attention to his comings and goings. Your problem, besides a lack of hard evidence connecting one of the three to recent events, is that you don't have any motive as to why one of them is a traitor. You do not know the backstories (at least not yet) behind any of the NPCs. (They're in the book, but it's not the sort of stuff a decent GM just hands out to players. Personal histories have to be discovered. Just as you would if you met someone at Mickey D's and started chatting with them. It would take a while before you learned anything private about them.) You don't know what planets they're from, nor why any of them joined the Rebellion. Talking to each one is a start. So might be enlisting Haydon to lend a hand. After all, Haydon was a professional spook.
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Re: Strike Force Isk - Onslaught at Arda I (OOC)

Postby smkeyes » Mon Jan 02, 2017 7:59 pm

Strain discipline check: 1eA+1eP 3 successes
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