Edge of Darkness OOC

By ColonelCommissar, in Star Wars: Age of Rebellion RPG

Ah that makes more sense. Yes, there is a trail that runs from under the viaduct and along the valley, up to the ridge behind you where you're meeting Tookur. Following it should take you to safety fairly quickly (it's at long range rather than extreme range).

Wait...did we ever check to see if the bridge was clear of civvies? Rax is forgetful, but I'm not!

Edited my original post. And I was kind of assuming that being directly under the bridge would give us some temporary cover while we prime and set the charges.

I should elaborate on what I meant to do with the advantages: basically, give us a quick path that leads in and out of the target area, so that once we've set the charges we can make a faster escape.

Failing that, either Sarone's idea or a boost to further sneaking rolls due to a covered trail or something?

We might want to cover that first. Figure out what is going on will help.

Well you're at medium range at this point so I'm not sure how much more quickly you'll need to get there, especially since we're not really in structured time.

From here, I'd like some more rolls, which hopefully will make sense. It will take one round to move from your current position to the bridge, one round to move from one pillar to another, and one round to set a charge. For each round, one of you needs to make an Opposed Stealth vs. Perception check using the guards' 2 Purple Dice. It's an Average check to set each charge. Go forth and explode things!

Does that include a boost dice from it being dark?

Security Team: Toco, Rax, and Issan

Demo Team: Geoff and CT

Wildcard: Oro (you can either help with the demo team or provide close security)

In this case, modified plan is in effect; Security will stay back, picking targets and keeping an eye out for trouble. Geoff will be leaving his medpack with Rax. This will allow Geoff to take a charge from Rax and Toco.

Demo team will move in. Once there, provided we can hide our light, we will do an adjustment of the demo plan, if possible. I do have a cloak that I can use to mask our light.

How does that go?

Well, my only worry is that Rax does have a lot of dice to throw at sneaking. Maybe add him to the demo team so we get it done faster?

I like that plan, Issan may not be a very good shot, but his eye for detail is better than some.

He'll also be in the perfect position to film the birdge go up!

Sorry for Rax being the brat he is. :angry:

Wait...did we ever check to see if the bridge was clear of civvies? Rax is forgetful, but I'm not!

Good point, I hadn't thought of that.

Well, my only worry is that Rax does have a lot of dice to throw at sneaking. Maybe add him to the demo team so we get it done faster?

Hmm, good questions.

@CC: Can Rax roll for both teams for the stealth, or will it be split (each team rolls for stealth)?

Either way, I'm not real good with having Rax planting the charges, especially if CT and I modify the plan since we are on site.

Currently, it will take 13 rounds to set the charges and move from pillar to pillar. CT and I would still have to roll the mechanics check.

Plus, if it does go south, Security team can also provide a distraction for Demo team. That's why I was saying that Rax's better shooting will be far more telling than the demolitions.

Sorry for Rax being the brat he is. :angry:

Don't be. It is a valid question. But if the plans calls for all six charges to go off, I want it done right, not quick.

Not to say quick should not be done.

Edited by Sarone

Both good points. And I hadn't realised it was that many rounds - can't you split up though? That would reduce the time.

And yes, the Stealth roll gets a Boost while the Stealthing is done by one person. Their job is more or less just to make sure you lot aren't seen. It can be anyone, and they don't have to deviate from their current group.

Ok, that alleviates the need for Rax to physically go to the pillars, then. How do we fluff him using his stealth dice while hanging back? Maybe he can guide the demo team in quietly via commlink somehow to help them avoid patrols?

Also, whatever we come up with, someone going to have to suggest it IC cus I doubt Rax would think of it ;)

Both good points. And I hadn't realised it was that many rounds - can't you split up though? That would reduce the time.

And yes, the Stealth roll gets a Boost while the Stealthing is done by one person. Their job is more or less just to make sure you lot aren't seen. It can be anyone, and they don't have to deviate from their current group.

Not necessarily. Have it be one maneuver to go from one pillar to another, with it being an action to set the charges. That would put us at six rounds for demo and two for infiltration and extraction.

Just curious, what is the blast radius for the charges (engaged, short, medium, long, extreme) and resulting collapse?

OK, heres a thought, what if some of the charges are set higher up the pillars? that way reducing the amount of light being given off by the team I am in. Even if not then the light will still be reduced as I do have electrobinoculars as eyes and can see in the dark.

OK, heres a thought, what if some of the charges are set higher up the pillars? that way reducing the amount of light being given off by the team I am in. Even if not then the light will still be reduced as I do have electrobinoculars as eyes and can see in the dark.

How much higher are we talking about? Because anything over Geoff's head will require CT to use his jets. And that will be a flare for the Imps to see and hear.

I'm just waiting a few before Geoff goes over to the bridge. He is going to want to do an onsite evaluation of the bridge with CT before setting charges.

well what if i start my jets right under the bridge right at the very bas of it, get to the top of the pillar, set the charge. rinse and repeat. but not setting down as ill keep taking strain.

t move ill stay under the middle of the bridge to avoid light being seen

well what if i start my jets right under the bridge right at the very bas of it, get to the top of the pillar, set the charge. rinse and repeat. but not setting down as ill keep taking strain.

t move ill stay under the middle of the bridge to avoid light being seen

If the troopers are on the bridge they will hear, if not see, CT. Plus, that would be negating the Boost dice from the darkness and might even give the Imps an upgrade or increase.

Also, I thought your jets were only suppose to give you a hop, not sustained flight?

Call me Pollyanna, but you could use your advantages from dice tests to set the charges to offset the strain from the jets.

While I like the idea of having people provide lookout and cover, I also don't want this to take so long that the sun is going to come up before we have this thing blown to bits, lol. Not only will the sunlight make us more visible, but it could mean more activity and collateral damage.

Also I think we should avoid using the droid's jets. Even without the strain, the idea of flames shooting out in the darkness seems like a bad idea for remaining stealthy. :P

As far as the teams go, I'll help plant charges. Want to speed that up as much as possible.

Ok, here's is the sequence of events (to me):

  • Move to Bridge
  • Evaluate bridge
  • Move to farthest pillar to be blown
    1. Set charge number one
    2. Move to next pillar
    3. Set charge number two
    4. Move to next pillar
    5. Set charge number three
    6. Move to next pillar
    7. Set charge number four
    8. Move to next pillar
    9. Set charge number five
    10. Move to next pillar
    11. Set charge number six
    12. Double move to get to medium range
    13. Double move to get to extreme range
  • Get extracted

Based on the sequence above, we are looking at a minimum of 15 rounds (10 rounds if we go with a maneuver/action instead) between first charge being set and getting out. With an evaluation and infiltration adding up to five rounds, that puts this at 20(15) for the number of rounds and stealth rolls needed. After that, I have no idea how we will do in combat.

While I like the idea of having people provide lookout and cover, I also don't want this to take so long that the sun is going to come up before we have this thing blown to bits, lol. Not only will the sunlight make us more visible, but it could mean more activity and collateral damage.

Also I think we should avoid using the droid's jets. Even without the strain, the idea of flames shooting out in the darkness seems like a bad idea for remaining stealthy. :P

As far as the teams go, I'll help plant charges. Want to speed that up as much as possible.

Carrying and unstowing the charges will help out immensely. It'll give Geoff and CT more time to concentrate on the demo work.

Edited by Sarone

So, is Rax making 15 stealth rolls then, or...?

Yeah, using an action to set the charges seems like much the better option. I don't want Rax to have to roll 20 sets of dice! And for the escape, I'd only say one check but with one upgrade (I'll flip a Destiny point).

So, is Rax making 15 stealth rolls then, or...?

Up to. I would like to see how we do per round. Just have your blaster drawn and ready to go.

Yeah, using an action to set the charges seems like much the better option. I don't want Rax to have to roll 20 sets of dice! And for the escape, I'd only say one check but with one upgrade (I'll flip a Destiny point).

It also makes it more thematic, as well. After all, isn't it a common trope the demolitions part to be suspenseful and annoying?

Plus, it would be an opportunity for CC to burn some dark side points.

Yeah. I don't want to be up all night narrating rolls! Of course, if you fail on a Mechanics check it could stretch things out. But theoretically:

Maneuver - move to pillar

Action - set charge

Maneuver - move to pillar

Action - set charge

Maneuver - move to pillar

Action - set charge

Maneuver - move to pillar

Action - set charge

Maneuver - move to pillar

Action - set charge

Maneuver - move to pillar

Action - set charge

That should only be six turns. Three if you split up. It's not too bad. And I'm flipping a Dark Side point to make the first Mechanics check harder

Ok, so what's the final verdict on the stealth rolls? How many at what difficulty? I can just fluff it as Rax providing overwatch on Imperial patrols to the demo team.

It's one for each round that it takes, so roll one now and then the others can roll out (Competitive with 2 Difficulty and 1 Boost)

aww and here was me thinking my jets could be useful.

i cant imagine that they are very loud.

but who knows.

so, lets get this going?

I karked up the first roll by rolling 3 difficulty dice, so apologies if you see that under the campaign rolls list and wonder what the hell it was.