You can still use maneuvers, but not Move, I would say it's fair your engaged with the back doors already
The Shadows Mark OOC
Cool. Then I will do what I intended, closing the rear doors and sabering holes through which we'll shoot out the back.
Perhaps a coordination check? What do you think? Or even leadership to have the Krogan help you?
Dang, I posted IC before seeing your check request. What leadership difficulty would you like?
How about easy, upgraded once, with 1 setback for the swerving.
A little help here? : 4eA+1eC+1eS 2 successes, 1 threat
Looks like it worked. Strain for the threat? Seems appropriate for the task.
And with that I'm heading to bed. I look forward to seeing what kind of a mess we're in when I get up!
Strain is good.
Now everyone in the back of the truck has 2 Defence from full cover, if I'm thinking this through properly.
Oh boy oh boy...
Since I'm new to piloting, is there any type of vehicle maneuver I can perform with this truck to negate some or all of the tailspin setback?
@Richard: You keep spelling "Queg" as "Qheg" btw >.<
Everyone else, don't forget Queg's hunting blaster rifle is in the truck bed. It has Accurate 1 and Pierce 2
as long as you have a minimum Brawn of 2, you can use it
Lol, whoops. I think it's my phones auto correct,
There isn't anything you can do, it's a critical hit. PC's with the Brace talent would be able to ignore it, but that's all.
I have been thinking during the day about the chase difficulty. Do you think a Pilot can perform the Co-Pilot action during their round to reduce the difficulty of the next turns chase competitive piloting check? To me it makes sense in that it represents the Pilot focusing entirely on the chase and not trying to do anything else but drive. Thoughts?
I don't think that's how the copilot skill is supposed to work, but Queg wants any bonus he can get his suction cup fingertips on
Yeah I'm not sure either. I'll see what everyone else has done in the past.
RAW, no. The copilot action is a non-pilot action that downgrades the difficulty of the pilots next check.
However, I think a case can totally be made for overlooking RAW and saying that if a pilot forgoes his/her turn, does no maneuvers or actions, the next round their piloting check difficulty is reduced. Narratively it can explained as being so completely focused on driving and watching the road ahead and the terrain that they're spotting things they wouldn't have ordinarily.
There might be a call for an average discipline or vigilance check on the turn the pilot chooses to forgo to make sure they won't lose their concentration. A failure means their concentration is broken and can't reduce the difficulty. Advantages and threats add boost or setback to the reduced difficulty check the next round. A triumph might reduce the difficulty by two instead of one.
That might be too crunchy for this system but it's a place to start.
Edited by sonovabithThe reason I brought it up is because in the case of a Chase the Piloting tool is an out of turn incidental, they could be doing anything during their actual turn, shooting out the window, fixing something under the dash, doing a medicine check, slicing their opponents vehicle. But nothing is suggested as a way to effect the actual Chase. In a foot chase I could see reason for a Streetwise check, or Perception or many other skills, to have an effect on how the chase unfolds, but what mechanical effects would they have? Sorry I'm just suddenly confusing myself!
RAW, no. The copilot action is a non-pilot action that downgrades the difficulty of the pilots next check.
However, I think a case can totally be made for overlooking RAW and saying that if a pilot forgoes his/her turn, does no maneuvers or actions, the next round their piloting check difficulty is reduced. Narratively it can explained as being so completely focused on driving and watching the road ahead and the terrain that they're spotting things they wouldn't have ordinarily.
There might be a call for an average discipline or vigilance check on the turn the pilot chooses to forgo to make sure they won't lose their concentration. A failure means their concentration is broken and can't reduce the difficulty. Advantages and threats add boost or setback to the reduced difficulty check the next round. A triumph might reduce the difficulty by two instead of one.
That might be too crunchy for this system but it's a place to start.
Or the triumph could be spent to upgrade the difficulty of the enemy pilot's check
So in this encounter some possible skills the Pilots could use to have an effect on the difficulty of the Chase are:
Discipline
Perception
Streetwise
Vigilance
Cool
Is that what you where suggesting? With success downgrading the check once, Triumph decreasing the difficulty? Too much?
This all sounds like something that will be covered in Endless Vigil don't you think.
Anyway I have sidetracked enough, it's a PC's turn and I'm going to bed!
I took the PC turn closing and perforating the doors, I thought...
You did. It's now the turns of the two groups of minions and leader who are attempting to give chase with our speeder bikes.
Expended some XP. Spent 20 to get two additional ranks of Parry, 10 to get two additional ranks of Grit, 5 each for a rank in coercion and coordination. Banking 10 for later or "on the job training."
Edited by sonovabithOh nice
Ok NPC's are up.
If I understand correctly there are 3 bikes, one with a sidecar. So the 4 minions are filling the seats, the leader is doing other businesses, so there's 2 seperate minion groups and the pilot of the land speeder, of which 1 minion group has acted.
Bike Minions will accelerate to speed 1 then perform a Perception check to see if they can notice anything that will help their pursuit. I'll call this a hard check. With 1 setback for the high speed nature of what they need to do.
The driver will slow down! From speed 3 to speed 2. Then perform an Assist, basically trying to make it easier for the Minions to get a shot on the truck.
Minions trying to find a shortcut to catch up to the truck : 2eP+1eB+3eD+1eS 1 success, 1 threat
So perhaps downgrade their Piloting check by 1, but add a setback? They find a shortcut but it's a bit more hazardous?
Makes sense to me. Just to make sure I'm clear, is there a minion group in the landspeeder in addition to the pilot, or is it just the pilot flying by his lonesome?