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nem #996205 Fri 31/07/20 19:14 UTC
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Yep, in a normal ground combat, cover gives you +1 Ranged Defence. In a trench or firing from a hatch gives you +2 Ranged Defence. This equates to 1 or 2 Black (Setback) dice on an enemy's check to hit you.

In a vehicular combat such as this, assuming they can target you at all, they have to make a Called Shot, which requires a manoeuvre and gives 2 Black dice. So you're a lot less vulnerable than you normally would be.

nem #996342 Mon 03/08/20 08:29 UTC
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The sand skiff is alongside the Quadjumper, not in front. Though with the swoop bikes gone, J.B. could conceivably dab the brakes, let the skiff pull ahead and then Winta do shenanigans with the tractor beam. Or Winta could grab a boulder from up ahead, that sort of thing.

nem #996356 Mon 03/08/20 12:48 UTC
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Art. Sirra is KO'd but I expect Jix will bring her around with a stimpack, resulting in no loss of turn. That's the benefit of the dynamic initiative slots. I would wait to see what Gypsy posts for Jix before posting your turn, or you might want to give us some insight into Sirra's subconscious in the meantime.

Btw, technically this is what happened on a miss from the ion disruptor! You do NOT want to get him by one of those things. I think it might be the most deadly weapon in the game!

Fortunately the chances of Dokar hitting Sirra were poor, giving the Setback dice. It was the Blast effect that got her.






nem #996357 Mon 03/08/20 13:28 UTC
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Hit or miss, it seems her effective participation in this one is over for a while. I suspect the eye loss is going to KO her chances of hitting anything with her gun in the near term(loss of depth perception et al) Ah well. That’s the breaks.

Character build posts.

Last edited by Art in the Blood; Mon 03/08/20 14:49 UTC.
nem #996372 Mon 03/08/20 15:08 UTC
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She'll lose the automatic Advantage from the cyber-eye but that's all. Jix has just stimpacked Sirra, so she's awake and able-bodied, though her knee is probably dislocated.

Bear in mind healing in Star Wars is miraculous. In The Mandalorian, Mando suffers such a severe concussion from an explosion it causes a near fatal brain haemorrhage. One quick spray of bacta from the IG droid though and he's back to normal within the hour.

So Sirra is far far from a write off. wink

nem #996373 Mon 03/08/20 15:11 UTC
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Regardless, sticking out of the hatch and shooting is evidently not going to be a viable strategy, and she’s not going over there so I still suspect active participation is not happening. Can’t shoot with nowhere to shoot from, and if even a miss from that gun does that to her, she would be absolutely loco to stick her head up there again.

Last edited by Art in the Blood; Mon 03/08/20 15:15 UTC.
nem #996375 Mon 03/08/20 15:29 UTC
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Also, I suspect fixing that for next game is going to require some chunk of her experience or something else to replace the missing eye, which will be a little unfortunate but, eh. Oh well.

nem #996376 Mon 03/08/20 15:29 UTC
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There's no arguing with that reasoning. grin The ion disruptor is a serious terror weapon. Though now I'm worried I've peaked the threats too early! lol I'll have to find something worse to throw at you next.

On a side note, several effects come together in the ion disruptor to make it hideous.

https://star-wars-rpg-ffg.fandom.com/wiki/T-7_Ion_Disruptor

It's high damage isn't particularly unique, nor is it's good crit rating.

But it has Breach 2 and Vicious 6. These are passive qualities.

Breach 2 means it bypasses 2 Armour on a vehicle or starship, equivalent to 20 Soak on a person. eek So forget about soaking any of its damage.

Vicious 6 means it adds 60 to the d100 dice roll you make on the Critical Injury table, when you suffer a crit. Higher results are worse, with 91 or higher being levels of debilitating.

Furthermore, a unique special effect of the ion disruptor says that if you roll less than 96, you up the result to 96, i.e., Crippled.

Very powerful but still not terrifying.

Then we add its Blast 6 quality. This is an active quality, so you need 2 Advantages to activate on a hit and it will do 6 Wounds to every person in Engaged Range with the target. The target takes the full 12 Wounds, and any Successes also count as Wounds.

On a miss, you've rolled no Successes but you can still spend 3 Advantages to activate Blast. This will do 6 Wounds to the target and every person in Engaged Range with them.

Most PCs could Soak 4-5 Wounds of that damage, no problem, but the Breach 2 negates their Soak. So that's 6 Wounds on a miss, and if the roll resulted in 2 more Advantages or a Triumph, you can activate a crit too.

With all sorts of ways to generate automatic Advantages and improve crit ratings, even increase Engaged Range of the Blast to Short Range, the ion disruptor is like a miniaturised Death Star!

It's one weakness is it's Slow-Firing 1 quality. It can only be fired every other round. This limitation can potentially be overcome with a Destiny Point or Triumph though, as in this case.

Last edited by nemarsde; Mon 03/08/20 15:50 UTC.
nem #996377 Mon 03/08/20 15:31 UTC
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Regardless, looks like she’s not (actively) in the rest of this combat, one way or the other. Trying to look over her sheet to find if there is actually anything she can do non-combat related. Want to figure out some way to still participate. Unfortunately not a techie, no stealth to happen, no computer systems need breaking into ... so really, I see no rolls to be making. Looks like pure exposition mode time unless I’ve missed something.

Last edited by Art in the Blood; Mon 03/08/20 15:44 UTC.
nem #996383 Mon 03/08/20 16:09 UTC
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Mechanically, there are a few things you can do on a starship other than pilot and gunner.

  • Plot Course. Perception check. You act as lookout, with an eye on the surrounding environment, calling out hazards or shortcuts, etc. This helps the pilot by removing Black (Setback) dice.
  • Copilot. Piloting check. Monitoring crucial instruments in the cockpit. This helps the pilot by downgrading the difficult/removing Red (Challenge) dice. That reduces the chance of failure and Despair, the opposite of Triumph. i.e., Instead of something vitally good happening, something vitally bad happens.
  • Jamming. Computers check. Prevent that enemy ship from calling for backup or announcing your presence to the Galaxy.
  • Boost Shields. Mechanics check. If your ride has Deflector Shields (Quadjumper doesn't), you can increase the Defence these provide.
  • Manual Repairs. Athletics check. If relevant in the fiction, hit something with a hammer, glue something shut. Reduces Hull Trauma.
  • Fire Discipline. Discipline check, or Leadership if a large crew. Observe, call out targets and co-ordinate gunners. Adds Blue (Boost) dice to gunners and their shots can do extra System Strain.
  • Scan the Enemy. Perception check. Scrutinise the target, either with scanners or the Mk 1 eyeball. Learn the target's vitals (which I post anyway), but Advantages and Triumph generated from the check can be spent as normal. So this is always a good fall back.
  • Slice Enemy's Systems. Computers check. For a ship with sophisticated computers attacking another ship with sophisticated computers. Can reduce target's Defence, disbale weapons, and inflict System Strain. Not applicable with the crude Quadjumper and sand skiff.
  • Spoof Missiles. Vigilance check, or Computers if a large ship. If you're having to do this then you're in big trouble!


Finally, if you can think of anyway your character can help another, that's assistance and can be extremely useful since at the very least it grants them an extra Blue (Boost) dice.

nem #996385 Mon 03/08/20 16:17 UTC
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Don’t think I have skills invested in any of the above which are relevant. Isn’t Winta already copiloting?

nem #996392 Mon 03/08/20 17:28 UTC
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Am I able to take actions before I know the results of Jix’s healing?

Does that need to be rolled first?


Also, any spendable resources she can use to try to offset her eye issue?

Last edited by Art in the Blood; Mon 03/08/20 17:53 UTC.
nem #996396 Mon 03/08/20 18:40 UTC
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Assistance doesn't require a skill check, so that's always an option if you can think of who Sirra would assist and how.

Sirra also has good Computers and Perception skill fwiw.

Stimpacks don't require a skill check, they heal 5 Wounds or 6 when Jix applies them, because of a Talent she has.

Jix is also carrying Nullicaine injections, which allow her to make an Easy YYGB¬P Medicine check and upon success, the subject to ignore the effects of a Critical Injury until the end of the encounter.

That's a check Jix would struggle to fail, so the question becomes, what do you want back for the rest of this encounter, eye or leg? smile


nem #996397 Mon 03/08/20 18:43 UTC
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I thought you said the eye was irrecoverable?

nem #996401 Mon 03/08/20 18:53 UTC
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ok - boulder sounds like a plan - move a big boulder to be stationary in the space that the skiff is about to try and occupy

nem #996402 Mon 03/08/20 18:54 UTC
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It is, but the Nullicaine allows you ignore that consequence for the rest of the encounter. So during this combat, we'd describe the eye as glitchy but somehow still giving a feed to her optic nerve. At the end of the combat, it'd finally fritz out.

nem #996405 Mon 03/08/20 19:02 UTC
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Then I’d think in this case it would be the eye, although she’s up the creek if they need to move around after that.

So was I reading right that it’s the cyber eye fried or the remaining real?

nem #996407 Mon 03/08/20 19:05 UTC
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Cyber eye, given the fiction.

nem #996408 Mon 03/08/20 19:06 UTC
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(Incidentally I’m still waiting to post until I get Winta’s post, because the fashion of hers will shape mine)

nem #996410 Mon 03/08/20 19:16 UTC
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Yes, cyber-eye, thanks AJ.

The leg can wait. You have a hyperspace trip to make after Jakku and Jix will need some softskin to experiment on--- I mean, person to treat.

nem #996411 Mon 03/08/20 19:17 UTC
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Then eye.

nem #996495 Tue 04/08/20 22:02 UTC
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bear with me- i need to get a post in but am swamped at the immeidate moment- things might lighten up tonight or tomorrow

nem #996686 Sat 08/08/20 14:18 UTC
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waiting for Pandemonium to get his post in and then JB will give Sirra the word! ... or do the thing- Sirra will have to figure it out!

nem #996691 Sat 08/08/20 18:27 UTC
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'THe thing'?

nem #996719 Sun 09/08/20 04:10 UTC
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yeah... you know... The Thing?

in other words- she will just pull the ship up and Sirra will have to drop the lock- no warning- just do the thing

anyway- i am going to post this message i have been sitting on since friday

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