Jailbird and the Desperadoes OOC

By Richardbuxton, in Star Wars: Age of Rebellion Beginner Game

Sorta, I'm gonna post something after work today with the rules in front of me, lots of ot at work.

And I'm leaving Saturday for a week. So I'm gonna try and wrap up the chase before so we can use the natural stopping point.

Ok so let's run it this way.

If you make a break for it, it's 4 rounds to break atmosphere at which point the star destroyer will be @ extreme range. Make an astrogation roll, threat adds rounds, advantage decreases. You can make a well calculated astrogation at standard difficulty difficulty base time 10 rounds. You can try for 5 rounds base time at hard with a setback.

Sounds good to me. Shall we make a break for it?

Edited by Imperial Stormtrooper

Jaycen is all for GTFO'ing as quickly as possible.

Yep, make that Astrogation check

Well first you have to get out of the atmosphere... So you can either play it sly letting the ties escort you and then make the break one in space but then you'd have the star destroyer on top of you, or you can try and out run the ties who are at extreme range and try and pick up an extra 2 rounds to astrogate before the destroyer arrives

Edited by TheShard

Remember 4 rounds as a chase with ties before astrogation... If your gonna just break for a run

We definitely want to do as much Astrogation before the chase starts, hopefully we can out run the ISD and out gun the Ties. When can we start the Astrogation?

4 rounds if you try and out run ties,or we can hand wave it and assume you've let then escort you, at which point you'll be able to make the astrogation roll but you'll also have a star destroyer at extreme range.

The star destroyer will always be 1 round away from extreme even if you win a chase. It's in system and you have to maintaina predictable getting to go to astrogate.

So do we want the TIE's to be close to us, or do we want to tip our hand early?

Do we have to be any specific distance from any of the enemy ships to jump? I mean, I know we have to be away from the planet a certain amount, but being near ships shouldn't impact the jump as far as I understand the mechanics of a fictional FTL drive system. The only issue I have with playing it cool, to get a few rounds of number crunching in on the Astrogation check, is it puts the cap ship closer to us, possibly close enough to do bad things to us. If we have to kick a hornet's nest either way, I'd rather go with the easily poppable fighters than a ship a few kilometers long :D

Nope no minimum distance from other ships

Then my vote is to take our chances with the TIEs, and avoid the cap ship like the plague.

So does that mean you want to make a break for it? I think that is what my vote is.

Yep.

Yes, heading for the cap ship is something Jaycen REALLY, REALLY doesn't want to do. He'd rather make a break, avoid the cap ship, and deal with the fighters while they spool up the jump drive.

And if we get into a fight, don't forget anyone manning a gun, since you can't move, you might as well double Aim for extra dice! Assuming you have the strain to burn!

So then I think @DJCrazee will need to make a piloting check when we start our chase. @TheShard just to get it out of the way is there any difficulty to the chase checks for our pilot?

No it's an opposed check I'll roll the difficulty separate so just have him roll piloting... I'm deciding on if I'm rolling all as one group or not

Actually go ahead it's just one group at this point, he can roll 2 purple 2 challenge as the difficulty

Opposed or Competitive? Usually a chase is a competitive check with difficulty determined based on ship speed and half silhouette.

Competitive means whoever gets more success on their check wins the round. They open the gap by 1 range band. If the winner has a higher current speed they open the gap by 1 more.

Edited by Richardbuxton

Yes competitive

Ok so if our speed is 1 and the ship is Silhouette 4 then our check difficulty is DC

Speed 2 is CC

Edited by Richardbuxton

Wait I thought it was an opposed check with the winner increasing a range band, **** im.confused now

Edited by TheShard

Which core book do you have? It's definitely a Competitive check. At the start of each round all pilots make a Piloting check based on their ship size and it's current speed. Whoever gets the most success either extends their lead of catches up. The full rules are in a side bar.