Karvis
Out of Character Discussion => Special Forces OOC Forum => Topic started by: GM Craig on January 31, 2012, 02:54:10 PM
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"Well to start, do you have an easy way of pulling his teeth? Not that Jex didn't prove to be quite the oral hygienist with Shrike and...well with Shrike. But I'm guessing this guy might not be too keen on having a vibro-sword jammed in his mouth in the middle of a fire fight to remove his transmitter. Or do you have something we can use to jam its signal until we can get him somewhere safe?
And should we look at grabbing more than just this guy if the opportunity presents itself? I'm all for vaporizing the place to cover our tracks but if they somehow notice just one person is missing they might dig deeper into what he's been up to as of late which could lead them to find out how he was able to slice the comms. If there's a few missing it's more likely to look like a smash and grab than an extraction."
Shrike didn't have a tracker, or he took care of it himself. The guy with the tracker was a prisoner you guys grabbed when you were trying to escape from the Imperial Trap on the treasure ship. Shrike was a willing convert, the other one was someone you guys grabbed.
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Okay, post edited.
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Craig, does long range falls into the 'difficult' the 'very difficult' category?
Trax is 7D with any blaster and the top end of very difficult is a 30 so even an average roll he'd be close. Take a round for aiming (and burn CP if necessary) and he could take out the comm tower before they know what's going on.
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There are a few variables. The point Tibbero was making was that shooting from that far away is not a sure thing. You would likely be more likely to take out the uplink from the range than the average trooper, but that means you will be 450m away when the assault starts. Trade offs, I suppose, but having you do it is an option.
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It's not a sure thing, but I'm guessing the moment the shuttle is spotted it's likely a warning signal would be sent. If not then, the second it looks to touch down on the roof. I think it gives us a better chance anyway.
The jet pack listed in the core rule book moves horizontally at 500m per charge (I'm assuming that's per round) and has 10 charges so I could get there in a round. There's no difficulty mentioned in using it so I assume I'd only need to roll if I was doing some fancy flying or shooting while flying?
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You won't be making a "short cruise" exactly - there will be some rolls involved, though they likely won't be difficult.
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That last IC post conjures up images of the team walking through the facility saying 'Marco' whenever they see someone and if they don't respond 'Polo' quick enough they get blasted :)
Can you give me a ball park difficulty? Apparently Trax's jet pack operation skill is only at 3D (not sure how that one got missed all this time) so his flight path could end up more like an orbital launch attempt than the nice arc from roof top to roof top that it should be.
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We could still make a hot combat drop if the shuttle pilot's good enough. If we could fit the shuttle with some grenade launchers, we could pop off a string of targeting-spoofing grenades (ie. EMP, smoke, concussion) or even a cluster of frags to distract/destroy anything on the roof a few seconds prior to landing. The team exits the shuttle; first priority is to take out any resistance on the roof. Then we hit the commo gear and head for the door (hack the door pad or demo the door).
To be truthful, I'd prefer that to being picked off while roof-hopping. At least with the shuttle we have some protection. We could probably do a HAHO drop on the base. That way the shuttle can spit us out from miles away, and we'd pretty well have squat for a radar signature. But then again, if we're visually spotted from a distance, we make nice target practice. And there's always a good chance of not landing where we want to . . . :(
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Trax would be the only one roof hopping and once the shuttle lands I think we can be pretty sure all the cannons will be focusing on it, especially if you guys are firing at them with repeating blasters of your own. That would give him the opportunity to land behind one of the emplacements, take the gunners out and then use that cannon on the others.
How long is the combat round in SW? If I take the one round to aim can I apply that to two shots or just one?
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Taking around aiming will apply the bonus to a single shot.
Rounds are as long or as short as they need to be. :) But they are around 5 seconds or so, depending on the circumstances.
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OK, so are you guys good to go?
I presume you'll take a few troopers with you?
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I've got at least one more question, just wanted to give the others a chance to post any questions/thoughts on tactics.
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Just a question, it may or may not be possible to us at this time, but is it possible to jam the communication? Could a device be acquired/built that could be carried by the shuttle?
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Yes, it's called a thermal detonator :)
Oohh, we need to find/make a thermal detonator launcher!
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I was waiting for Major Tibbero to answer Trax's last IC question about the patrols.
As for some extra troopers - oh, hell, yes.
As for "standard" team gear - light repeater blasters, light armor of some sort (don't have the book with me), daggers (or vibrodaggers if we can finangle it), and some grenades. For explosives people, a few breaching charges for stubborn doors. "Hero juice" injections to carry with us in case of wounds.
And . . . the same set of gear for the dude we're trying to extract. Just in case of the REMOTEST chance that surveillance satellites/craft see us leaving with a guy in Imperial colors.
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Everyone of us should have a vibro knife. Trax got nailed with 3 of them during Mission 6: Wing Clipping (incorrectly titled as Hard Beginnings right now) and I've only got one listed on my CS so the only thing I can think of is that he gave one to each Niil and Jex. Just a thought though, a standard knife has a difficulty of 5 to hit, a vibro knife is 15. Trax will be carrying both, as well as his neural whip.
Trax has 7 medpacks on him, but some stims would be handy as well.
For extra troopers, I'd say 2 to 4 and they stay with the shuttle on the roof (if the shuttle is staying). They can use the light repeaters to deter any ground re-enforcements that try to get in as well as keep the shuttle secure if anyone gets past us and onto the roof in an attempt to keep us from getting away.
Craig, I've got something listed as an assault rifle, ranges 3-10/75/200, 25 rounds per pack and does 6D damage but can't find any reference to such an animal anywhere. When you have a moment, can you verify that there is such a beast for me?
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There are many models of rifle - far more than the book provides. Yes, it's a heavy assault rifle. Short range, but it packs a punch.
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Is it possible the building itself would have any type of energy shielding (asking here in case the idea is far fetched) and are the roof emplacements manned or unmanned?
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I'm as ready to move on as I can be. I still can't find my CS. I think my copies were toasted with my old PC.
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These gun emplacements on the roof, are they hardened, or just man-movable units placed on the roof? If not hardened, why not just land the shuttle right on top of one ...
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Well, your shuttle is not armoured, and landing on top of a blaster emplacement is as likely to damage the shuttle as it is the gun.
The guns on the facility are corner-mounted jut-outs that provide full fields of fire on two sides of the building. They are not man-portable guns, but they are designed to be rapid-fire anti-personnel weapons, similar to a light repeater. They provide cover for the operator through blast shielding, and include electronics to aid with targeting and contact tracking. They are definitely a fixed weapon emplacement. The cover provided to the operator is from the front arc only, the back of the gun is wide open.
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Does that mean if the shuttle makes it onto the roof they can't fire at it?
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No information on that. It's possible they have only 270 degree fields of fire. It's also possible they have 360 degree fields of fire.
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I guess if there's an actual landing pad on the roof it's more likely they'd have a full 360, but really there's nothing we can do about it other than be prepared.
When the time calls for it, Trax will target the two furthest emplacements, one because in theory their 'back' should be exposed to him, and two, if they have a full 360, then the nearest two should become exposed when they turn to fire on the shuttle. It would be a good idea (if possible) for the shuttle to approach from the opposite side Trax is firing from.
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The opposed approach is doable, but you'll have to be careful as they'll be flying into your line of fire. It's easier for a stray shot to damage the shuttle, since they'll be coming in low and fast.
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That's assuming the shot that hits the shuttle is a stray ;D
Need an evil smiley on this board...
If the shuttle doesn't make it's approach until Trax takes his first shot, maybe two rounds worth so possibly three shots, because even the building is near the edge of extreme range the shuttle should be pretty safe. It also doesn't have to come from an exact opposite angle of approach.
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Is there anything that could spoof the targeting/tracking of those gun emplacements? Chaff grenades or something similar?
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It's more of an assist to the gunner than actual targeting. You may be able to kill their bonus (or reduce it) but the guns are still workable without the fire control bonus of the electronics.
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Ok, you guys good to go?
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I am.
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Yup. I will be gone from the 11th to the 19th, and I am unsure how much posting I will be able to do, so lets try and get something done this week.
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Let's motivate an' motorize.
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Should probably move that post to the IC thread ;)
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<facepalm>
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The lieutenant that's been assigned to us - how is he and his team kitted out? Same weapons and armor as us?
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No, they have slightly lower grade armour, no sidearms, and standard blaster rifles.
They have some grenades, but they are standard military. You guys are the commandos.
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Craig, do you have equip lists for our personal gear? I have not had a chance to go through all my lists to see what is current or not. I may have some time tonight, but I thought I would see if you have anything.
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You can borrow some of the goodies Niil's been collecting, like his scoped AP blaster rifle . . . >:D
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I can mount that on my vibroblade ...
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Craig, do you have equip lists for our personal gear? I have not had a chance to go through all my lists to see what is current or not. I may have some time tonight, but I thought I would see if you have anything.
You've got your vibro-sword and armor, anything else you carry would just be ornamental :)
Trax's is good to go, he's got a number of medpacks, his pistols, rifles, armor and enough power packs to power a small city :)
Actually, Craig, would having a rifle (or two) slung over his shoulder interfere with the operation of the jet pack? Or would it be more along the lines of using the jet pack would melt the rifles? :)
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No, the output from the jetpack is actually offset a fair bit, slinging a rifle would be fine. 2 rifles would be too much.
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I think he's working on a way to mount a concussion missile launcher to his jetpack.
As for the weapons I'd carry for personal use, I'd take one of my heavy blaster pistols for a sidearm. As for my longarm, I'd like some feedback here. Should I use the blaster rifle, or my AP blaster rifle? The AP rifle only does 3D damage, but it bypasses armor.
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Do you anticipate Red Armour ...
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I'm wondering if the AP rifle (3D damage, bypasses armor) would be more useful against armored opponents than a standard blaster rifle (5D damage). If an average suit of armor has 1D vs. energy, it will stop 1-6 pts. of damage, right? In that case the blaster rifle would be better. Now, if I run into something/someone that has more than 1D vs. energy, the AP rifle would be great.
Hmmm . . .
Yeah, I think I'll take my AP blaster rifle in addition to my heavy blaster pistol.
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Your not (planning) on facing stormtroopers here. These will be Imperial Army regulars, with blast vests and the like and Intel troopers with relatively light armour.
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I think Trax should modify his jet pack to mount a cut down e-web ...
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Assuming the average strength of our opponents is 3D and the average armor provides +1D vs energy no matter how you look at it, the blaster rifle doing 5D damage will be better. With the AP rifle ignoring the armor it's an equal roll, using the blaster rifle, even with the armor you're rolling 5D and your opponent is rolling 4D. If your opponent has 4D strength, then it's even if using the blaster rifle and you're rolling 1D less than he is with the AP rifle.
If you ask really nicely Trax might let you borrow his Assault rifle (6D damage) seeing as he can only carry one of them while flying so he'll opt to carry his modified blaster rifle with the longer range (and scope) in case he needs it.
I think Trax should modify his jet pack to mount a cut down e-web ...
Now that is one hell of an idea! ;D
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The assault rifle is shorter range though - not sure that's a factor.
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That's why Trax is choosing the blaster rifle for this particular mission. Not to mention he has the scope for the extra bonus to long range shots. While within the compound, I don't think many battles will take place at more than 10 meters apart. In any case Niil could carry both a standard and the assault rifles.
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Good points.
All right, my heavy blaster pistol for my sidearm and my own scoped blaster rifle for the longarm will do. My AP blaster rifle wasn't scoped after all; I forgot I have 2 different blaster rifles.
This assault rifle you were talking about - I take it this isn't in the Star Wars Sourcebook?
Hmmm, E-Web carbine . . .
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This assault rifle you were talking about - I take it this isn't in the Star Wars Sourcebook?
There are many models of rifle - far more than the book provides. Yes, it's a heavy assault rifle. Short range, but it packs a punch.
FYI, a standard blaster rifle has ranges of 3-30/100/300 and the ranges on assault rifle I have is 3-10/75/200
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The book provides representative equipment only. It is far from an exhaustive list.
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I'll have to do a hunt for some nasty weapons later. For now, I'm good with my weapons selections for this op.
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Just a note for you guys, a lot of your Kothe allies (and even some of the KDF personnel) are using slug throwers and knives, but you're carrying around multiple blaster rifles and pistols?
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spoils of war ... ;)
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Ok, remember that the next time you guys are deployed on a mission, and your support gets vaped because they didn't have any kit.
I would have thought you guys had learned how bad hoarding can be for you (pirate base). Perhaps we need another object lesson... >:D
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Just a note for you guys, a lot of your Kothe allies (and even some of the KDF personnel) are using slug throwers and knives, but you're carrying around multiple blaster rifles and pistols?
Hey, if they want to step up and take our place undertaking the most dangerous missions I'll share...maybe :)
Trax has 2 heavy pistols and 2 rifles. I thought I had my own personal light repeater but it's only listed in my range/damage charts not equipment inventory so I guess not. Other than that I've got one knife and one vibro knife. I don't think that qualifies as hoarding, just having a backup.
The corellian power suit I nabbed off that one hunter that I used once can go into general equipment for the KDF. I think you said I can't use my Dodge specialization while wearing it, I have to use the powersuit operation skill for dodging stuff.
Trax is still an independent, his stuff is his stuff as far as he's concerned. But if his backup comes along with a slug thrower he'll definitely loan him a blaster rifle for the duration of the mission. But I was under the impression that other than the Kothe, everyone else was using blasters.
Which reminds me, what 'toys' did Whitehawk have?
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? The only two items I kept as spoils of war are the AP blaster rifle and the scoped blaster rifle (I think I got those in the Bladesea adventures), and I've had my two heavy blaster pistols since the start of the game. Pretty well everything else I have was bought.
Considering the amount of stuff we've gotten for our allies (an entire weapons cache, one or two shuttles, a submarine, one or two concussion missile launchers, an E-Web, and probably other stuff I've missed), I wouldn't say our personal supplies are that overboard. The pirates had, as I recall, an undergound warehouse chock full of stuff. My stuff could fit in my quarters.
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I do not recall the details re: the pirate base
I have a bunch of scribbled notes on the sheets re: equipment. Non-organized and non-descriptive, so it will take sometime to sort out.
Jex will take his 'Nice' vibroblade (my notes indicate that it is 6D + 3 for damage - an upgraded version presumably and a spoil of war)
A standard blaster pistol
A standard blaster rifle
2 knives
4 standard blaster power packs
His Imperial scout armor
His Cape (for cool visual effect)
Macro Binoc.
Breath Mask
Grapple with 100 meters of line
plus whatever they give us.
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Easy guys, I was just giving you a hard time. :) If things got too bad, I'd step in in an official capacity, not just poke fun.
The pirate base thing was where you guys killed a bunch of pirates, then spent a couple of hours loading everything you could carry into a cargo vehicle, loading it to near capacity. It took so long, that the raiding party that was out at the time came back. You guys tried to escape, but a stray shot blew up the truck, all the goods, and (if memory serves) Niil.
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So the object lesson is if we try to bring back as much loot as possible .. to spread out among our friends ... you are going to hammer us down with random events ... ;D
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LOL
The object lesson was being greedy doesn't get you ahead.
There was a partially loaded truck waiting and ready to go. But you guys decided to take everything, including the plumbing, pillows and bed sheets. :)
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See how protective of our gear you've made us :P
And yeah, the truck from the pirate base got all blowed up. Trax shed a few tears for that after blasting the hell out of the pirates.
You can't blame us for trying to take the plumbing, pillows and sheets, it would have bought us some major points with all the women on the base :)
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Well, we were stripping the base bare so we could take everything and donate it to the needy Kothe and KDF! Hah!
. . . And Niil doesn't remember being blown up. Everything about four days before and after that supposed event is sort of a gray haze . . . *TWITCH, TWITCH*
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I see we need to adjust the clone programming module again ...
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Niil blinks, looks around and says in a confused tone, "Where's Padme?"
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I see we need to adjust the clone programming module again ...
Why? It doesn't remember so I think that means it's working just fine :)
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so Craig,
That whole jamming thing they were talking about......
how long would it take Mariah to make something like that happen? Could she do it on the trip to their destination?
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And anything to take care of targetting computers on those guns?
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They were talking about the fire control computer on the weapon emplacement itself. It basically works the same way as a starship gunnery computer, or a scope on a rifle: it gives the operator a bonus on their attack rolls. Without knowing exactly what type of targeting system is in use, Mariah can't really do much from here.
If it is typical Imperial kit, it will have a visual processor combined with an or Laser rangefinder. To disrupt that, you'd been some sort of chaff cloud or smoke screen to break line of sight and disrupt the EM pulses. That's a tall order.
Your best bet at this point is to hope Trax takes out the uplink and gun quickly. And, since he's going to be firing an E-Web at them, it's likely they'll be distracted and may not notice the shuttle approaching until it is too late.
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Ok. What about jamming for any tracking device this guy has on him?
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That you can work something up for, yeah.
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K. In case we don't tp out anything for the trip she's going to work on that.
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Craig, if you're hand waiving securing the industrial complex I'd like everyone to keep a close eye out for sensors/scanners. Just because it's out of most weapons ranges doesn't mean it wouldn't make for an ideal location to launch an attack from so I'm thinking the area could be monitored.
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No hand waving planned, but if rolls go well, it may be straight forward.
The plan is to treat is as a hostile insertion, with you guys sweeping the facility before setting up the E-web. You'll have about an hour to secure the facility before optimal patrol timings on the outpost.
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My gear:
Blaster Pistol
Vibroknife
Regular utility knife
Communications Tech Kit
Repair Kit
3 Data Pads (so that when Trax causes one of them to be blown up she has extras....) :-P
3 Med Packs
Computer Spike
Security Spike
3 Grenades
Spare blaster packs
spare power packs
armor
Breath Mask
Grapple with 100 m of syntherope (because these ARE the specs we're talking about here...)
Any other goodies you wanna give me
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Niil, I think you are forgetting that Jex's 'overwatch' capabilities extend about the length of his vibroblade plus his arm ... unless you want him to drive ...
Jex is more of the bleeding edge of the wedge ...
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Remember, you'll also have to manhandle the e-web up to the roof. Or were you planning on doing that after you secured the landing zone here?
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How many would it take to (fairly easily) handle moving the e-web?
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Minimum 2, comfortably 3.
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1) Jex has a blaster rifle and/or pistol, right? If so, covering fire shouldn't be an issue.
2) ??? I thought we were bringing the E-Web with us as we were moving. If not, we'll secure the building and LZ first, then bring the E-Web up.
3) I think it takes 3 people to haul an E-Web.
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So the overwatch team will be carrying the e-web then?
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The first team (you guys) would be carrying the E-Web. That's why I put 5 people in your group: 3 to carry it without much hassle, and two to keep an eye out/provide support fire if neded.
The second group would be there strictly to provide support fire for team 1 in case the drek hit the repulsors.
Once the E-web is set up, the two troopers from Alpha will stay with you until the shuttle comes back to snag them.
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Sounds like a plan.
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Dave, I don't have details on Jex's armour here at work. Can you post them?
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I don't think you really need those stats ... jedi hand wave ...
Nothing will happen ... jedi hand wave ...
Scout Armour
Energy +2
Physical +2
Search +1D
Ultrasound 50 meters
IR 50 meters
Energy 50 meters
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Of course the Imperial strike team is sitting 60 yards away from the building with two E-Webs ready for full-auto mayhem . . .
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50.0000000001 meters actually
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You guys really need to not give him ideas...
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No idea we could give him is any worse than he's already thought up.
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Trax: +1
>:D
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The e-web was intended to go on the roof, so it had a clear line of fire to the Imperial outpost. You guys are on the ground floor, there's three stories to the building.
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So let's find the stairs. I'm ready IC.
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Maybe we are in a time loop ... we have arrived in the future, and are seeing what happened to us in the past ...
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The flashes of light suggest there is at least some power in this place. Mariah could certainly jurry-rig a power feed to the lift without much trouble, but it might take some time.
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......any estimates on how long?
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Minutes if you find a power feed. Longer if you have to strap a dozen blaster packs into it.
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Could we run it off the e-web?
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Mariah could certainly set it up to do so. There's more than enough spare parts lying around.
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Sounds like a good plan B.
If there's a way to limit the amount of power going to the lift it might be a good idea to do so. Get just enough to it that it moves, even if it's a little on the slow side. I doubt the Imps would be monitoring the area for changes in power but you never know.
When the shuttle comes back to pick up the e-web and 2 troopers were they just going to do it from the roof (with the shuttle hovering in case the roof can't handle the weight) or was the gun going to get hauled back down to the ground?
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From the roof, shuttle hovering.
Risky, but at that point you're not as worried about stealth.
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Looks like someone may have just found a pet :)
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[OOC - does it look like an Imperial droid?]
It doesn't look obviously Imperial, but the Empire uses a lot of droids.
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Looks like someone may have just found a pet :)
Awww....can I keep it???
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[OOC: Does the lift appear to go to the roof or a second level?]
There's some dead space above what you can see, but there is a door above the lift that prevents you seeing up there. The roof should be higher than what you can see of the lift.
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Waiting a couple more days for Kendrick and Mariah.
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You are going to be waiting some time for Kendrick ...
Last I knew Jex was moving towards the damage droid. Did I miss a round of something? I did not see a distinct break between rounds (of course that does not mean it wasn't there ...)
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Right, just finished posting on Altarka, and the impending demise of Kendrick was on my mind. >:D
We're not actually in rounds at the moment, so it's a little more free-form. Last I recall, you walked over to Mariah to look at the droid.
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You know that if you kill off Kendrick that just means a return of Kruppe, and that will please everyone ...
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How heavy is that wee droid that Mariah found? Can it be stuffed into one of our rucks?
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It'll fit in the palm of a hand, so it's not a lot of weight.
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Damn! Why do I feel like I just ordered Mariah to put down a stray animal when she shut the droid off? ;D
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I think this crew needs to focus a bit. If I recall, there was this mission ... it was assigned to us ...
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Collan doesn't have much to do until we get the E-Web on the roof, and all Mariah had to do to the droid was flick it's "off switch" and tuck it away. Not too much of a distraction.
Now: I'm not sure if I read the IC post right, but there's two lifts in this place, right? One powered that doesn't go to the roof, and another thats unpowered and might go to the roof?
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Based on what you know at the moment, that is correct.
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You guys are all heartless :-P
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"Mariah makes short work of the control panel, and it unlocks. But while she is working, she notices something else - a second panel concealed within the first panel. This one shows that the lift does go to the roof, but also down."
I thought the lift didn't appear to go to the roof? Am I confused?
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There's two lifts in here.
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The main panel does not give a lot of detail, and it is context sensitive. The main panel only shows you one floor up. The other panel includes more details, and shows it goes all the way up, but also goes quite a ways down.
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Gotcha. Thanks :-)
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Are Collan and Jex going staying put, or are you going to join the troopers on the lift?
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I'll go on the lift...
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Hey Craig, any answer to whether anything else can be found out from the controls? (Schematics or anything?)
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The secret panel does appear to be hooked into a larger computer system. You might be able to get more data, but it will take a few minutes.
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This is a dilemma. If we explore the lower levels, we seriously risk the mission. If we do not, you can be sure the imperials will go through this building with a fine tooth comb after our raid, since we used it for the e-web attack, which means we will not get a second attempt to search it.
A few minutes may be worth it to see if this building is a secret entrance into the Imperial site, after all this is an intel group we are attacking. They may have need of covert entry ...
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Ok, I'll zap my posts if you guys want to explore.
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Just hold off a bit. Let's have a bit of discussion if that is okay for you.
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The imperial's building was built by them, it's highly unlikely there's an underground passage to this building unless they made it, and if they did it'll be closely monitored. At this point I'm just hoping that us even using the lift won't trigger some alarm. I think we need to move quick now or risk the whole mission.
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Hmmm...wonder what information my little puppy dog droid has....could I copy the info from the main computer to a data pad while you guys are heading up to the roof to check out later?
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For the most part I agree, but if this is a link to the other building, then if we can get schematics from the system, then that may give us an alternative exit strategy if things go south. I think it does not hurt for Mariah to do a quick scan of the system. They are going to know we are here very shortly anyways, so I don't think a quick system scan will hurt us too much.
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And there's the fact that the longer we stay here, the greater the chance that the shuttle will be spotted - either by someone on the ground, in the air or by satellite.
So . . . how long would it take to get that wee droid's voice box up and running? I've got a funny feeling it ain't Imperial, and that it was fighting like hell to tell us something. That droid could probably tell us a lot about this building.
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It's not the droid we need access to. It is the building systems that Mariah found access to. The secondary lift controls.
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Getting ti up and running is a bigger project than you likely have time for, on the order of hours. Mariah might be able to take a dump of the memory on her datapad in about twenty minutes, but analyzing it will take some time beyond that, depending a lot on luck. It's possible if you reactivate the droid it might be able to give you information.
The vocabulator is very basic, so you're not going to bet anything from it verbally beyond beeps, clicks and whistles.
Mariah could focus her efforts on the more recent memories, that can narrow the time required quite a bit.
You're still looking at something close to 20 minutes, barring exceptional circumstances, CP expenditures and the like.
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Are we confusing two systems here?
There is the damaged droid and there is the building system. Which are we talking about?
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I think the hope is the droid is aware of the building layout.
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But if we have an access to the building systems, why do we need to worry about the damaged droid right now. It will have very little to offer about the building that would be more useful than actually accessing the building systems themselves.
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The building systems are a question mark - there is evidence of a bigger system, accessible from the lift control panel, but you don;t even know if it is powered, or damaged. It might bear investigating, but it's current status is unknown. Given the damage the building seems to have sustained, it's likely large chunks of the computer are offline.
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Well that is just not fair to dangle such an obvious temptation in front of a techie.....not fair at all. <sniff>
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I don't think we really want a new ally ... We should just go home and catch up on our sleep ...
-
hehe.
Remember guys, not everything going on in this world is directly related to you. Sometimes things that make you go "hmm" are just that.
Then again, maybe they're not... >:D
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3, 2, 1, ... Niil's brain explodes ...
-
Did Trax end up riding the lift up?
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Only if you want to. :)
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Yeah I think I will head up.
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On the roof is it Trax, Querro and 3 troopers?
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Trax and 3 troopers.
-
? I thought Querro went up there with the other 3. My oops.
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Hey guys,
Just to give you a heads up, i'm in the process of switching medications right now and it's kinda kicking my butt. My posting might be a bit more sporadic over the next two weeks or so while I adjust. Sorry.
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So um, probe droids send a signal to transmit.....Mariah had worked on a jamming thingo while we were in transit here, right?
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Trax has a jamming device too, it's just a lot louder than Mariah's ;D
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Um. Wasn't the point NOT to drawn unnecessary attention to the team???
I think Mariah's way would be a lot more quiet.....
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So um, probe droids send a signal to transmit.....Mariah had worked on a jamming thingo while we were in transit here, right?
Yeah, she cobbled something together, but it's short-range.
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Oh. :-(
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Besides, even after we'd jam it we'd need to be able to disable it and it's unlikely it would let us walk up to it and turn it off. So really, Trax's jamming device doubles as a shut down switch :)
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Does the e-web do damage to an area or just a single target?
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Hmm..there's this thing called a power switch..... <whistles>
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Good point! Here, we'll wait for Mariah to go over and shut the droids down . . . >:D
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Hmm..there's this thing called a power switch..... <whistles>
Trax uses a power over-ride switch. ;D
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[OOC: You ahven't had any time to get an aim bonus. The e-web swivels 360, but you have to watch for the power cable, as it will get twisted in the tripod (or your legs). You want to wait 1 round to pick up the extra +1D?]
No, I won't wait. Just to check the numbers, the DC will be 20 for the long range correct?
I'm thinking if I take two shots I'm at 6D for each, so I only need slightly above average rolls to hit, and a CP or two should make up any shortfall unless I get really bad rolls.
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~ 20 is your DC yes.
[OOC: You ahven't had any time to get an aim bonus. The e-web swivels 360, but you have to watch for the power cable, as it will get twisted in the tripod (or your legs). You want to wait 1 round to pick up the extra +1D?]
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Okay, 2 shots, use CP for both if required to hit my target(s).
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Good thing I decided on two shots. Did I need to burn any cp for either shot?
One more edit/question, for the gunners, can I target the guns themselves instead of the operator(s)? I'm asking because I'm guessing the gunners would get a dodge roll so the guns themselves would be easier to hit.
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True, but those guns might be less apt to explode into blood chaff . . .
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Speaking of those guns . . . I take it that shuttle wouldn't last long if it came under fire from two of those emplacements, would it?
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True, but those guns might be less apt to explode into blood chaff . . .
Unless they're some sort of weird bio-gun I'd say they're 100% less apt to explode into blood chaff. The issue is time, right now I'm the only one engaging them and that's taking up valuable time. If it's easier to hit the guns, I can take them out which will allow the shuttle to make its approach and then there's more of us engaging the gunners, which won't last long once Jex wades into them. Not to mention there's three probe droids on the way which need to be dealt with before I can join you guys on the other roof.
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1 CP on your first shot.
The troopers can probably handle the probe droids.
It's an automatic weapon, you can take a penalty to damage to increase chances of hitting, and affect an area. From here, it's possible to spray the entire roof, with lower damage. The damage code is for focused fire on a single target.
The guns are armoured to protect the operator, so you can't really get at the operator from here anyway.
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No, I was referring to targeting the operators instead. They make pretty pink clouds when they get hit. ;D
But seeing the previous post, I guess that's a mmot point.
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1 CP on your first shot.
The troopers can probably handle the probe droids.
It's an automatic weapon, you can take a penalty to damage to increase chances of hitting, and affect an area. From here, it's possible to spray the entire roof, with lower damage. The damage code is for focused fire on a single target.
The guns are armoured to protect the operator, so you can't really get at the operator from here anyway.
Thanks Craig.
I don't like the idea of leaving them with a probably when Trax can handle them. Especially if he can swing the e-web around.
Is the damage reduction to increase accuracy a 1:1 ratio (-1D damage:+1D to hit)? If the guns are armored, I don't know if I want to lower the damage die to much. If I sprayed the entire roof what kind of damage would I be doing?
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The bonus works like this: You can increase the chances of hitting and/or attack a larger area. Every +1D to your hit chance reduces damage by 1D. Also, every 5' hex you attack reduces the damage by 1D. Single target, normal attack, 8D damage.
Attack a 5' hex, normal attack = 7D damage
Attack a 5' hex, +1D attack = 6D damage
Attack two 5' hexes, +1D attack = 5D damage
etc.
So you can increase odds of hitting and area attacked independently, but any such increase reduces the damage by 1D.
For any targets in the attacked zone, they all roll defence against your single attack.
You can attack non-contiguous areas, but each non-contiguous area counts as a separate action, so are not simultaneous.
Attack 1st 5' hex, +1D to hit = 6D damage and 1D MAP -plus-
Attack 2nd 5' hex, +1D to hit = 6D damage and 1D MAP
Make sense?
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What scale is the E-web?
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I'm pretty sure the e-web is character. The gunner stations would be as well correct?
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Correct.
For the record, the uplink was speeder scale. You got some good damage rolls :)
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Even spraying the area, would the gunners themselves would still have full protection/cover from the armor?
I'm leaning more towards just taking the map and attacking 2 twice doing full damage and hope I can take two stations down. With the armor, I'm thinking it's likely the guns will be rolling close to 6D to resist damage so I don't want to lower my damage output much if at all.
What does everyone else think?
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The gunners themselves have the D&D equivalence of full cover.
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Yup, take two of the guns down to give us a blind spot for the shuttle to approach, then blast the crap out of the other two guns. Even if the other two gunners can't see us, they can still leave the emplacements and use small arms/grenades against the grounded shuttle.
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Remember the far guns won't have much cover for crew, if I recall correctly the gun armour/shielding was mostly in a forward arc for each emplacement.
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You weren't sure though if the guns could swivel 360.
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Which I'm guessing we now know they can?
But yeah, the original plan was to take two of them out while their 'back' was to me.
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Trax's actions? Light up a smoke and take a few long drags :)
Damn that was a thing of beauty. But it looks like I broke the e-web. Are the power generators pretty non-standard, or at least easy to come by? I'm wondering if we should just disconnect the gun and run.
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You can use different power generators. The gun is the important part.
-
If the troopers with you can't stabilize the generator or cut it loose from the E-Web in time? We can zip up with the shuttle and do what we call a PFDQ dustoff for youse guys.
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How big would the explosion be if the generator goes.
-
It's basically a small fusion bomb.
-
Do you read Sluggy Freelance? :)
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Aye, I do read Sluggy Freelance.
Oh . . . those explosions . . .
I believe Leeloo (Fifth Element) had it right when she said, "Big badda boom."
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It won;t level the city or anything. But it'll destroy the building you're on.
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Eep. Mariah might have a better chance of stopping that generator from going big badda boom, yes?
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Yeah, but she's in a shuttle hovering 20' off the ground, and the generator is on the top of the building.
The trooper on the ground might be able to get it stable.
-
It's times like this we need Sgt. Schlock ...
-
How much does the power generator weigh?
-
One man can carry it at a lumbering run.
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That's promising. How far from the edge of the city are we?
-
Does the generator not have an emergency kill switch?
-
The problem is it is overheating. Killing the reactor will not stop the overheating.
-
But that would prevent an runaway reaction would it not? It might slag the generator but that is relatively minor compared to a fusion reaction.
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We could pee on it :)
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The problem is the massive heat spike caused by the full auto mayhem has resulted in the control mechanisms starting to melt and jam. Internal pressures are already near the breaking point as the coolant pressure increases. Trax managed to stabilize the reaction, but the coolant pressure is going to exceed the limits of the device shortly.
There's going to be a big kaboom.
Nothing earth-shattering or anything, but it'll leave a fairly large crater and take out most of the upper floors of the building you're on.
-
Further: The description for the E-web mentions is has cooling problems on the power generator. One crew member fires the weapon, the other crew member tries to keep the generator cooling system working optimally, and stop the high-performance power generator from overloading.
http://starwars.wikia.com/wiki/E-Web_heavy_repeating_blaster
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Can we get a better estimation of 'several seconds'?
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Just get on the shuttle, we have work to do. The generator is toast, no point in further worrying about it.
-
The problem is an explosion here will draw imperial attention here, drastically shortening our time window to complete the mission, and making escape impossible if it attracts any aerial attention. Add to that it's likely the rebels would like to investigate this place further so turning it into a crater could destroy some valuable information.
-
Trax has never really overloaded a portable power generator before, so he's not really sure.
Also, you've likely already drawn Imperial attention. There's a few smoke plumes reaching into the sky from this region.
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Okay, let it blow where it is then. I'll have to time it for future reference :)
We're 'blowing' straight to the compound right?
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If the generator's near the edge of the roof, juck kick it over if it's not too heavy. Otherwise, just leave it and boogie.
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The original plan called for the three troopers to hang back at the E-web's location for later pick-up. Now that everyone is here, you're up three bodies. Want Rand to hang around here, or make himself scarce until you're ready for pick-up?
You could leave 2-3 troopers here to guard the shuttle without impacting the plan much.
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Any chance we could find a long power cable and wire the e-web into the shuttles power supply? :)
I still think Rand should disappear, it's likely someone might arrive by shuttle to see what the heck is going on and I'd prefer they didn't open up on the shuttle. It is only armored with hope and rainbows after all (awesome line Craig). Add to that we might be able to score a second shuttle if that does happen...and maybe even keep it this time.
As for the troopers, one up top (but hidden) for our eyes and the other two I think should come with. We'll need the extra guns to speed this up.
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Yeah, Rand should boogie somewhere safer until we're ready for pick-up. No sense in him waiting on the garrison roof when a military shuttle or fighter could blow him up.
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Waiting on Mariah and Collan. We kind of got ahead of them I think, so I'll give them a chance to respond.
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I may have misrepresented things - all 4 guns on the roof of the facility were destroyed in the "full auto mayhem" Trax unleashed.
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Yup. I knew that all four guns were skragged, but only one of them didn't explode outright. That was why I thought the gunner might have survived.
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I may have misrepresented things - all 4 guns on the roof of the facility were destroyed in the "full auto mayhem" Trax unleashed.
That just sounds so out of character for him ;)
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Well there were no vibroblades involved, and I didn't see anyone from our team skipping along the roof, as if they had been flung from the top of the shuttle, so that counts out Jex and Niil. I'm afraid Trax is all that is left ...
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How far down does the shaft go?
If anyone has any objections to finishing off the imperial speak quickly. Trax is going to go over and assist his transition to the after life.
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One sec. I just wanna find out from Craig what the KDF standpoint is on this sort of thing. Do we leave him to die, or do we mercy-kill him? Me, I'm for a quick blaster shot to put him out of his misery.
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The KDF's policy for these situations will have exactly zero impact on Trax's actions. Same goes for anyone's objections unless their intent is to heal him, and even then you'd be hard pressed to convince him of why that would be a good idea. This is mostly just an opportunity to voice any opposition to what's most likely going to happen anyway.
And in regards to heading down, who's going first?
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Craig's decision on the matter will have an impact on what Niil says or does, though, which is why I want to wait until CVraig posts here.
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There is no official policy. This is a tactial situation. It's not like your killing a prisoner.
Still, Niil and Trax Jex are bound for a code of conduct. You have the means to stabilize him, or at least relieve his pain. He's obviously no threat, and unlikely to be one while you're here. There's something to be said about what future damage he might do if he recovers, but you have the means to heal him or make him comfortable without endangering your mission.
Force-Sensitive guidelines suggest do what you can for him quickly and move on.
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I think you mean Jex not Trax ...
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Edited.
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Trax has a code of conduct. If your enemies are dead they can't do stuff like go squealing to your employer that you faked someone's death and then jump you in a bar.
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And Niil also has overall command. Oopsie. ;D
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And Trax is well known for following orders.
I'll wait for Collan to post and see what he says/does. I'm guessing a 'standard shot of pain killer' would equate to burning up on of Collan's medpacks?
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Not really. He's not doing a full treatment, just a "shot of morphine" kid of thing.
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We loose Mariah and Collan?
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Just for a historical note: Real medic kits usually come with a number of pre-prepared, fixed-dosage autoinjectors (morphine, atropine), so I'd imagine it would be the same thing for a Star Wars medkit.
And I think Mariah and CVollan fell through a hole in the roof while we weren't looking . . . ;D
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Was the 'surviving' imperial over by the gun Trax went to check out?
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Negative. He was about 20m away.
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Has someone given Mariah and Collan a poke?
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Poked them today. I'll give them a couple more days.
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Kelly's OK, just dealing with new meds.
Hey guys,
Just to give you a heads up, i'm in the process of switching medications right now and it's kinda kicking my butt. My posting might be a bit more sporadic over the next two weeks or so while I adjust. Sorry.
I'll NPC her until she's back on an even keel.
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new post tonight (after my kids make me watch The Voice)
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Oh, gak. Please tell me you have ear plugs, or at least an iPod with headphones . . .
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No. For my kids, I listen attentively. To all appearances, I seem to be enjoying the show. But it's totally for the kids, not because I love it or anything.
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Ahhh, but would you say the same thing if a few Justin Bieber clones came on to the show? ;D
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No. For my kids, I listen attentively. To all appearances, I seem to be enjoying the show. But it's totally for the kids, not because I love it or anything.
You really should not let your kids read over your shoulder ...
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Point - Jex.
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Jex finds the hatch secured, but a couple of quick slices on the vibroblade and the hatch slides open. The lift below you is empty and the doors are closed.
[Actions?]
I presume only Jex, Mariah and Collan are on the lift itself, everyone else is at the blast door above, or the one above that.
Niil, you left Querro on the roof with a trooper to cover your escape yes?
I understood it was Jex, Mariah and Trax in the lead, with everyone else following behind. But I'm okay with Trax hanging back, it just means less dodging of blaster fire and grenades :)
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If Jex is in front of you, you will still be dodging the same amount of blaster fire. It is rare that he absorbs one for you ...
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Collan and Trax were the last ones to enter the lift shaft before Niil did.
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I'm confused now. What exit hatch above us do you want opened?
I thought we were going to the lower levels on the assumption that important intel operators and the reactor would be at the bottom of the structure?
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If Jex is in front of you, you will still be dodging the same amount of blaster fire. It is rare that he absorbs one for you ...
Jex can dodge all he wants, the point is the further back in the order the less likely one is to be a target.
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We all know how much Craig likes to bring realism to the game, missed shots still go somewhere (where is Niil when you need him ...)
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Right behind you, having an accidental weapons discharge . . . >:D
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You guys went through two major blast doors in the lift shaft. You're now on top of the lift, and just sliced open the access hatch for the actual lift.
-
Right behind you, having an accidental weapons discharge . . . >:D
Can you go check the roof of this lift, I think there is an Imperial up there. While you are doing that I will get the lift moving ...
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Ok, just need some clarification:
Niil checked a sigh of relief; at least the lift didn't have a surprise inside. "All right, at least we can use the lift for some cover if the drek hits the fan. Mariah, try to pop that exit door open just above us. Everyone else, get ready for covering fire.
So, you guys are standing on top of the lift at the bottom of the shaft. Going into the lift and through it's door would put you on the lowest level of the facility, where the power core will be. But you want to, from the top of the lift, go through the second floor access door?
It's fine, just want to make sure I understand.
Going through the lift puts you on the 1st floor. Going through the access door above the lift puts you on the 2nd floor.
-
I believe that is/was the plan. Although I'm wondering now if we'd be better off going in on the same level as the core. It's likely locked down and Mariah might need some time to hack in. We can leave here with the troopers once we've secured it and go play marco polo.
-
And I don't suppose that we know for sure what level the defector is on, correct? Were we supposed to initiate the ID code word, or was the defector?
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If someone runs at you with a gun yelling the codeword, do not shoot them. :)
Presumably the defector knows you're here by now and will be trying to reach you.
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They know we're here already? Who failed their stealth check? :)
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Maybe it was the flashing red lights, the <Oooga> <Oooga> from the klaxons and all the explosions what gave you away. :)
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Naaaah, it's an emergency preparedness drill. Of course, that would be a difficulty 300+ roll to con the garrison on. ;D
So, that being said, maybe it would be a better idea to head straight for the basement. If the plan is to get him out and pass of his disappearance by being vaporised from a core overload, it seems likely that he'd find a way to wait for us on the reactor level.
-
Maybe it was the flashing red lights, the <Oooga> <Oooga> from the klaxons and all the explosions what gave you away. :)
No, I don't think that was it. I'm pretty sure that's all completely unrelated to our arrival.
-
Yeah, it's warning klaxons to inform the garrison that Darth Vader's popped in and is holding a motivational speech in the basement.
-
I did mention that I glimpsed some red armour on the way in ... didn't I ...
I say lets secure the core, then we can gain access to all building systems and lockdown/unlock room by room if need be in our search.
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Okay, the floor above the lift it will be, then. :o
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You are already here...
You think the floor above will be different somehow? :)
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Dave, I was thinking along the same lines but I don't know if a grenade is the best option. The cannons work on motion correct? If so, they'll track the grenade and if they hit it just as it's exiting the lift we're in a spot of trouble. I was thinking more along the lines of throwing something to draw their fire and then take a few shots at them. I would assume they take MAPs just like characters?
-
Hitting a grenade in flight is a non-trivial task even for auto aim systems. I could be wrong, but wouldn't a grenade be several scale increments lower than the gun, at least for targeting purposes?
-
10m is also long range for a grenade so it's a DC 20 to get it on target, plus modifiers to bounce it off the wall. Blast radius is 2m.
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Hitting a grenade in flight is a non-trivial task even for auto aim systems. I could be wrong, but wouldn't a grenade be several scale increments lower than the gun, at least for targeting purposes?
I'm not saying it'll be easy, but there's a risk, especially seeing as all 4 will be firing at it.
-
What are the risks of staying here. My plan B involves a frontal assault, so I am open to suggestions ...
-
Is it possible to hack into the main system from here? Shut down the guns?
-
I don't suppose anyone has chaff grenades handy?
-
Mariah has managed to shut down guns from a lift in the past, she might be able to do it again. I'm up for taking some shots at the guns, unless they have shields or I get bad damage rolls I should be able to make some decent headway pretty quick. If I can angle it so only one, maybe two can even get a shot off at me (if they're not busy tracking a decoy object) it's less likely I'll get tagged in the process.
-
This is where we need the Israeli-built corner-shot weapon system. But I'll get Mariah on trying to shut those guns down; maybe try to lob something small and non-explosive to see the guns' reactions in the meantime.
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My numbers were wrong. According to the book, 10m is medium for a grenade so DC 15, blast radius goes out to 10m but only does 2D damage at that range.
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Let's not over think this. Lobbing grenades and bouncing them off walls is pretty standard tactics in urban/house warfare, and has been since the grenade was invented. There is always a risk of dropping it at your feet or something, but most likely the only real variable would be do I hit the target or not.
Those within the lift would get some/total (?) cover from any blast so that should not really be a concern.
Remind me when we get back to camp to requisition a scope that can view around corners ...
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Okay, so if Jex lobs one, maybe two grenades, Trax can follow up with a pair of blaster shots and one or two of the guns. While we're doing it our way, Mariah can try to deal with them her way. Sound like a viable plan?
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GM Note: The best thing about grenades is you don't have to hit the target, just land in the general vicinity...
-
[OOC -
from my quick glance, is the corridor relatively straight from the lift doors? Any obstructions? I am thinking of bouncing a grenade off a wall to land about where the cannons are. Feasible?
Also, how many rounds, including dodges to cover the ground between the doors ant the cannons?
]
They're 10m away, so that's a single move at normal pace.
-
Plan C: Jex straps to his body, then activates 4 grenades , then dodges over to the cannons, then dodges the grenade blasts ...
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OOC: Once the big badda booms go off, the people on the roof of the lift (myself included) will drop into the lift and prepare to fire at the guns.
Ok, but it will be too crowded in there for the four late arrivals to find any cover. Just saying.
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Jex is planning on following up the grenades and Trax's softening up with the frontal assault. It needs to be done, and the sooner the better. We can't afford to get pinned down.
Wait til there is room in the lift, since only one can enter at a time anyways.
-
Then I'll drop into the lift first, and provide extra fire.
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There are no free moves in d6 like there are in d20 are there? Just wondering if moving out into the hallway is considered an action or not.
Dave, Trax can step out, fire another pair of shots, maybe damaging or taking out another cannon before Jex makes his run for them.
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Craig, the cannons, are they shielded?
Do they have exposed power cables?
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I believe if the terrain and speed are such that there is no roll required to complete the move, there's no action for standard movement. Running counts as an action.
I'll check tonight and get back to you, unless someone else wants to look it up.
-
I couldn't find anything under combat and all I found under the movement section is;
Moving is an action, just like firing a blaster or dodging an attack. A character can move once per round.
and;
In Very Easy, Easy, and Moderate terrains, cautious movement is a "free action": it's not considered an action and the character doesn't have to roll her running skill.
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That covers it. Moving half your normal move, in this situation, is a free action.
And to answer a previous question, the cannons are not shielded. There are no visible exposed power cables.
-
Okay. Dave, I'm thinking Trax will go first because it's easier to fire at them if he doesn't have to worry about hitting you. Which he actually may or may not care about anyway ;)
-
OK, damnit, now I want Force skills so I can dance like Jex . . .
-
I don't think that was a force skill.
-
OOC: Does our spec forces "kit" include one of those extendable rods with a mirror on the end? Y'now, the ones that let you peek around corners without getting your head carbonized?
Nope.
-
Crud. Remind me to emphasize this little tidbit for our TO&E next time . . .
-
Yo, Jex . . . where are ya?
-
Silly question, but is there any reflective material in the lift (ie. mirror-like)? It might help us peek around corners.
-
Stick your face out, and Jex will check out the reflection on your shiny eyes ... ;)
-
Or Jex could run around both corners and back in 0.025 seconds because of the crack cocaine Niil slipped into his coffee this morning . . . >:D
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I could also throw in a Force Point as well to that mix ...
-
Look through the window.
Oh, look . . . it's a Sith traning facility.
All the students look up at the window at you.
The room turns red and vibrates with a loud hum as forty lightsabers ignite.
All you see is a Niil-shaped blur rocketing up the elevator shaft . . .
-
Do the blast doors that Trax sees line up with the lift?
-
Nope. If the lift is at 6, the other blast doors are at 3.
-
Niil whispered, "Might be this base's C-Three center. Can you see any Intel squids down there?"
Craig?
Also, does the glass appear to be shielded or anything like that?
-
Now that you're looking, it looks to be transparisteel reinforced with shielding.
-
Of course it is :)
And what about uniforms, are any of them wearing intel colors?
-
Hey.
Just FYI - I'm back now and should be good to continue. Sorry for the disappearance :-(
-
I guess we should stop using Mariah's body as a shield now ...
-
Hey.
Just FYI - I'm back now and should be good to continue. Sorry for the disappearance :-(
Don't worry about it, life happens.
-
It's when the GM disappears that we start going, "Hey! What gives, man?" ;D
-
I thought GM's were only mythical beings ... you mean they actually exist ...
-
I hear they vanish when you try to look at them...
-
I won't be able to make any further posts until Saturday (just in case something happens and there's silence from the brave leader).
Okay, wise cracks can commence . . .
-
...
Okay, wise cracks can commence . . .
Finally ... I've been waiting for something wise ...
-
Nope. If the lift is at 6, the other blast doors are at 3.
Does the blast door down below look like it would line up with the door at the end of the corridor?
-
I don't know how much experience we'd have but the security droid, does it have energy shielding, and if so, are they up?
-
Craig, can I get an answer on the question in the post above? Not sure if you forgot about it.
-
No visible evidence of shielding.
-
So I'm guessing we've lost Kelly again?
-
Looks like. I don't want to harass her.
-
Oh, Jeeeeeexxxxx . . .
-
And Collan...
-
Again, wasn't it Trax that got stunned and not Jex? Trax was the one that was alone with all those nasties for a few seconds. The post right after the door opened showed that Trax was stunned twice, and the only thing I can see that hit Jex was the butt of a rifle, but apparently Jex shrugged it off. Did I miss something?
-
Jex got tagged the round you guys opened the door. Trax was stunned when the door opened, buts stepped back and shook it off.
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I don't know what was in the food and/or drink I consumed the day I read Craig's post about the defector speaking through the assault droid, but I couldv'e sworn that the defector was supposed to give us some further information while he was still in control . . . .
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Going one on one with a battle droid and taking it down all while under fire from six troopers. Trax is about to get another status boost with the grunts :)
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Question: Is anyone having a look at that wee damaged droid we found in the warehouse (the one where we found the Royal guard body)? I recall we decided that we didn't have time to get it running since we had an Imperial defector to snag. We'd have turned it over to intel when we got back.
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No one has mentioned it.
Meta-game-wise, it was a side-story for Mariah.
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And having a gifted tech would be very helpful for this next mission...
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You have two to choose from. Mariah as an NPC, or the latest Imperial defector, who also showed a great deal of tech skill. You can always request one or both.
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If that's an option, I say we definitely take it. But one or two will depend on the size and current composition of the force that will be doing the infiltration, which Trax will bring up if no one else does. And there's the matter of is this a ruse we try to keep up until the opportune moment or are we going in guns blazing the moment the shuttle's doors open.
And what exactly is Collan's area of expertise?
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Collan is, among other things, a medic.
The plan the HQ staff came up was guns blazing once you were in the docking bay.
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Tibbero has asked if you can do better though, so he's giving you free reign to come up with a different plan.
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As soon as I read your reply I remembered that.
Okay, Trax is done for now, time for the 'real officers' to come up with something :)
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Do we have access to masks or stims to counter act the gasses?
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Hold your breath ... you are a tough guy aren't you ...
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It's one thing to stand there and hold your breath, it's another to hold it while fighting.
But I guess a standard breath masks should work.
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Question: Is anyone having a look at that wee damaged droid we found in the warehouse (the one where we found the Royal guard body)? I recall we decided that we didn't have time to get it running since we had an Imperial defector to snag. We'd have turned it over to intel when we got back.
I just recalled that broken droid we found on that old mission. Can we get someone to look into examining this droid assuming it already hasn't been done? I recall that it was going to be a project for Mariah to RP, but she left the game.
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She left the game, and that story left with her. Unless one of you is (or wants to become) a techie, that's a dead end.
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Okay. I was just wondering if that 'driod had valuable information that could be used by the KDF.
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No. There was a story there, but it was not significant in the grand scheme of things.