TheShard 1,861 Posted June 30, 2017 (edited) Nevermind your right @Richardbuxton Edited June 30, 2017 by TheShard Quote Share this post Link to post Share on other sites
Richardbuxton 7,319 Posted July 1, 2017 No stress, just trying to help you out learning the rule. So assuming they have a speed of 2 as well, because their silhouette is 3 they only upgrade the check once for a difficulty of DC. Quote Share this post Link to post Share on other sites
TheShard 1,861 Posted July 1, 2017 Speed five Quote Share this post Link to post Share on other sites
TheShard 1,861 Posted July 1, 2017 They are screaming towards you 1 Richardbuxton reacted to this Quote Share this post Link to post Share on other sites
Richardbuxton 7,319 Posted July 1, 2017 Ouch! Actually I should be clear, those rules are for when the chase is in a dense area of terrain. If it's clear open space then the difficulty is set by the GM, something between Simple and Average. So I was assuming we have terrain to dodge, if not then you can set everyone's difficulty. Quote Share this post Link to post Share on other sites
TheShard 1,861 Posted July 1, 2017 Ok 2 purple, because of slight rain, will increase next round because you'll be in the storm to 2 and a challenge. Quote Share this post Link to post Share on other sites
TheShard 1,861 Posted July 1, 2017 Dispair will be hit by lightning 1 Richardbuxton reacted to this Quote Share this post Link to post Share on other sites
TheShard 1,861 Posted July 1, 2017 Piloting check: 2eD+2eA+2eP 2 successes, 2 advantage Quote Share this post Link to post Share on other sites
Richardbuxton 7,319 Posted July 1, 2017 Don't forget handling is included in this roll too, as well as any talents Quote Share this post Link to post Share on other sites
TheShard 1,861 Posted July 1, 2017 Ah yes hold on handling +3 Quote Share this post Link to post Share on other sites
TheShard 1,861 Posted July 1, 2017 So sorry about the confusion y'all I got it now, but alas I'm out so well have to pick this up in a week... I'm headed or of town. 1 Richardbuxton reacted to this Quote Share this post Link to post Share on other sites
Richardbuxton 7,319 Posted July 1, 2017 Enjoy your trip Quote Share this post Link to post Share on other sites
Imperial Stormtrooper 831 Posted July 9, 2017 So are you back @TheShard? Quote Share this post Link to post Share on other sites
TheShard 1,861 Posted July 9, 2017 I'm headed back, quick break at a rest stop, i might be out for part of next week, but i'll post some responses tomarrow!! 2 Richardbuxton and Imperial Stormtrooper reacted to this Quote Share this post Link to post Share on other sites
TheShard 1,861 Posted July 10, 2017 ok i got at least a couple of days. so @Richardbuxton i just read the rules on the way back into town. So far i just see competitive check, nothing about silhouette or speed influencing the check. Does that appear somewhere else or in another splatbook? 1 Richardbuxton reacted to this Quote Share this post Link to post Share on other sites
Richardbuxton 7,319 Posted July 10, 2017 The Silhouette and Speed comes in if the chase happens in Difficult terrain, it's referenced in the chase section but the rules themselves are on the previous page. It's your choice if this is difficult terrain, or just a set difficulty, depending on the needs of the scenario. keep in mind that with the difficult terrain rules in play the competitors are better to keep speeds low to win the chase. Quote Share this post Link to post Share on other sites
TheShard 1,861 Posted July 11, 2017 ok so first round will be against easy with a setback for weather, but its also open skies at this point. next 3 rounds we'll use the nebula adv/dis table and we'll use the difficult terrain rules. second round +upgrade and a setback, due to clouds and rain and wind. third round + upgrade and 2 setbacks fourth round +2 upgrades and 2 setbacks 1 Richardbuxton reacted to this Quote Share this post Link to post Share on other sites
TheShard 1,861 Posted July 11, 2017 (edited) does that make sense? after the 4th round you'll get above the clouds and it'll be easy again, unless you've destroyed a tie or two then it'll be using the debris table and using the difficult terrain rules. Edited July 11, 2017 by TheShard Quote Share this post Link to post Share on other sites
Richardbuxton 7,319 Posted July 11, 2017 Yep. Quote Share this post Link to post Share on other sites
TheShard 1,861 Posted July 12, 2017 Tie pilot roll First chase roll: 1eD+1eS+2eP+2eA 2 successes, 3 advantage Quote Share this post Link to post Share on other sites
Imperial Stormtrooper 831 Posted July 12, 2017 I think that @DJCrazee is the one making our piloting roll. Quote Share this post Link to post Share on other sites
KungFuFerret 4,120 Posted July 12, 2017 Don't we also need to do the astrogation roll to determine how long we have to hold off to jump? Quote Share this post Link to post Share on other sites
TheShard 1,861 Posted July 12, 2017 Make the astrogation roll, or piloting to move things along, and roll astro and we'll just add it in as if it was done immediately after take off. Quote Share this post Link to post Share on other sites
TheShard 1,861 Posted July 12, 2017 It will take at least 5 rounds before you can jump. As you need to break atmosphere (4 rounds) and another to get out of gravity well. Quote Share this post Link to post Share on other sites
KungFuFerret 4,120 Posted July 13, 2017 The astrogation was going to be handled by the droid, with Jaycen assisting. Quote Share this post Link to post Share on other sites