Shlambate 2,691 Posted November 20, 2019 Hmm I’m not much a mechanic. Do we still have one in the party. I would like to contact that ship if we can Quote Share this post Link to post Share on other sites
Rabobankrider 3,449 Posted November 20, 2019 You do not currently have a specialist in the party with that skill set, but it may be possible to cobble something together. Quote Share this post Link to post Share on other sites
Shlambate 2,691 Posted November 20, 2019 Anyone have a higher Intelligence? Quote Share this post Link to post Share on other sites
Xcapobl 474 Posted November 20, 2019 Post-Combat Resilience check for Strain recovery: 1eA+2eP 3 successes, 1 Triumph Quote Share this post Link to post Share on other sites
Edgehawk 3,171 Posted November 20, 2019 Strain Recovery: 1eA+2eP 1 success, 2 advantage (Recovers 2 Strain). Quote Share this post Link to post Share on other sites
Rabobankrider 3,449 Posted November 22, 2019 When you guys are ready to move on to investigate the structure (assuming you want to) or do a check to look into sorting the comms, or anything else, just let me know! 1 Edgehawk reacted to this Quote Share this post Link to post Share on other sites
Shlambate 2,691 Posted November 23, 2019 But who is the smart clone, I don’t want to Bork up the comms even more. Quote Share this post Link to post Share on other sites
Edgehawk 3,171 Posted November 23, 2019 12 minutes ago, Shlambate said: But who is the smart clone, I don’t want to Bork up the comms even more. Think the new medic is likely the best bet. @Xcapobl You’re up, if you want to narrate yourself arriving on scene and making yourself useful. 😁 1 Xcapobl reacted to this Quote Share this post Link to post Share on other sites
Rabobankrider 3,449 Posted November 27, 2019 Before I forget, anyone going into the command centre please make an average perception with a setback to it. @Xcapobl, fixing the comms would be a hard mechanics check with 2 setback due to the damage inflicted. It probably will take some time as well to do. Quote Share this post Link to post Share on other sites
Edgehawk 3,171 Posted November 27, 2019 Perception: 2eA+2eD+1eS 1 success, 1 advantage Quote Share this post Link to post Share on other sites
Rabobankrider 3,449 Posted November 27, 2019 @Edgehawk, as you look around the room, you notice a small handheld device on the side near the centre console. At first glance it could be mistaken as trash, but with a closer look you realise that it is actually some kind of tracking remote that's been very hurriedly cobbled together. With the advantage, it seems to still work. 1 Edgehawk reacted to this Quote Share this post Link to post Share on other sites
Xcapobl 474 Posted November 27, 2019 I'm at work right now, with some options available to me. However, Orokos doesn't work here. I'll narrate the arrival, and roll the dice later tonight. 1 Rabobankrider reacted to this Quote Share this post Link to post Share on other sites
Xcapobl 474 Posted November 28, 2019 (edited) Right. Dispensing with Perception, CT-4077 goes straight for the comms unit. I'm a medic, not a mechanic: 3eA+3eD+2eS 5 failures, 1 threat Not too shabby, I'd say... Oh, wait. Failures for me, not for the communicator to stay broken. Why didn't it fail to stay broken? 🤣 Edit: took a strain from a shock, seemed most appropriate in the situation. Edited November 28, 2019 by Xcapobl Quote Share this post Link to post Share on other sites
Rabobankrider 3,449 Posted November 30, 2019 @Xcapobl, that works fine for the situation. For anyone who is interested, an average computer or mechanics check can tell you more about the tracker. Unless you guys want to do anything else, I would recommend planning you next move in this investigation. 1 Edgehawk reacted to this Quote Share this post Link to post Share on other sites
Rabobankrider 3,449 Posted December 4, 2019 This section is really down to you guys at the moment, I can't progress the plot without taking away from your control over the characters. Is there anything you guys want to do with what you have currently: Tracker (average comptuer or mechancis to investigate) Broken comm (may be able to salvage something from it if you have any creative ideas). Other command centre tech (lots of readouts on terraforming etc, hard computer or xenology check to look into) Missing walker Mention of strange structure on the moon Gungan corpses (hard medicine or xenology check to investigate, both with 1 setback). 1 Edgehawk reacted to this Quote Share this post Link to post Share on other sites
Shlambate 2,691 Posted December 4, 2019 I’m not the intelligence trooper so not any of the rolls, but we could go after the walker. Quote Share this post Link to post Share on other sites
Xcapobl 474 Posted December 4, 2019 I might have a decent chance with the gungan corpses. Medicine skill is better than mechanics. 😉 1 Edgehawk reacted to this Quote Share this post Link to post Share on other sites
Rabobankrider 3,449 Posted December 4, 2019 @Shlambate, cool! If you want to restock on anything, you can check the armoury before the squad heads out. @Xcapobl, you can go ahead with the check mentioned above if you want. Quote Share this post Link to post Share on other sites
Shlambate 2,691 Posted December 5, 2019 >.> <.< Got any grenades? More big cannons? Tanks? Quote Share this post Link to post Share on other sites
Edgehawk 3,171 Posted December 5, 2019 On 12/3/2019 at 8:49 PM, Rabobankrider said: Tracker (average comptuer or mechancis to investigate) I made this check, but it’s in a spoiler tag in the IC. Just want to confirm you saw it. Quote Share this post Link to post Share on other sites
Rabobankrider 3,449 Posted December 5, 2019 (edited) @Shlambate, you do have the heavy repeaters, but they are unsurprisingly very heavy and do take 3 actions to set up with the power pack and tripod. Beyond that you would find in the barracks room a crate of 12 frag grenades, and a rack of rifles and pistols, each with a spare clip of ammo. You'd also find a couple of suits of spare armour complete with the oxygen pack you guys have, and an oxygen refuelling pump to top up your own packs. Just as a reminder, after the Corouscant mission you had received a missile tube as well, so if you still have the encumbrance capacity you can bring it with you (if not you would have had to leave it on the shuttle that brought you here so you can collect it later). As a point for you guys (@Edgehawk, @Von3679 and @Shlambate), this is what you walked away with from Corouscant. I'm going to say you can keep with equipmet meant for those who have dropped out, as you put the effort in to earn it. A strange set of puzzle rings (1 encumbrance (specific to @player3333902)). Collection of military combat manuals on naval, mass and urban combat, a well as a manual on working behind enemy lines (add a boost on relevant checks, 1 encumbrance each, 4 encumbrance total). Engineer's Hammer (2 encumbrance, adds 2 boost to building or destructive checks, can be used to do melee damage with +3 damage, critical of 5, cumbersome 3, disorient 1 and knockdown). Missile Tube and 6 missiles (20 damage, critical 2, extreme range, 7 encumbrance, 4 hard points, blast `10, cumbersome 3, guided 3, breach 1, prepare 1, limited ammo 6). Riot shield (6 critical, 5 encumbrance, cumbersome 3, defensive 2, deflection 2, disorient 1, has mag-lock to allow range heavy weapons to be used with it, but adds a setback dice to checks with both items) and stun baton (melee damage with +2 damage, critical 6, encumbrance 2, hard points 2, disorient 2 and stun damage). You also have a collective 1,000 credits of parts that can be used to upgrade weapons and/or armour. You also all get rappel gear (works the same a grapnel launcher), 0 encumbrance and can be attached temporarily to a weapon You all have access to a republic army military back pack. It is cumbersome 2, but adds six to your encumbrance capacity. I would recommend one of you keeps track of this in an 'armoury' section on their sheet (@Edgehawk perhaps as squad leader), as before a mission when you are at a base or on a ship, you will have a chance to change your equipment to suit your mission. @Edgehawk, I thought I was going mad because I remembered seeing the check but couldn't find it. @Von3679, you want you can try another lore check to investigate the puzzle rings again while the others are doing their jobs (hard lore check with a boost from the advantage last time). Edited December 5, 2019 by Rabobankrider 1 Edgehawk reacted to this Quote Share this post Link to post Share on other sites
Edgehawk 3,171 Posted December 5, 2019 I copy/pasted the above to Gunslinger’s swsheet for now. I’ll clean it up a bit when I have a chance. Quote Share this post Link to post Share on other sites
Rabobankrider 3,449 Posted December 5, 2019 No worries, if anyone wants to claim an item as their primary weapon/tool, then they can do. Quote Share this post Link to post Share on other sites
Shlambate 2,691 Posted December 5, 2019 How much Encumbrance for all the grenades? Quote Share this post Link to post Share on other sites
Rabobankrider 3,449 Posted December 5, 2019 1 encumbrance per grenade Quote Share this post Link to post Share on other sites