Kandosii Beroya'se OOC

By P-47 Thunderbolt, in Star Wars: Edge of the Empire Beginner Game

umm.. what speed would a ship exiting hyperspace normally be at? ... if our top speed is 5, I think we would be going 2-3?

Sounds about right. 3 is a good cruising speed.

How quickly do you want to get there?

as long as Defense Forces don't get mad, we could accelerate to 5, then once in position, cruise at 2-3 in a large circle, gathering information.

Okay, you'll have to get within Short range in order to calculate their exit vector.

and how close is that?

It is the second (planetary scale) range band, within the range of heavy laser cannons, but outside the range of any smaller weapons. It is just within the range of your scanners.

Shooting at us? Hmmm how hard to shoot their canons?

You'd have to get into Close range, and there are a lot of cannons.

What is your plan? You are now just outside of Short range (in order to be clear of their Short ranged weapons).

Since we are handling it narratively, I'll allow piloting checks to try to avoid incoming fire if you want to try to get in closer.

Ok... I thought we would be able to keep a relatively safe distance, we have to be basically right next to our targets to have our sensors "see" them.

So far, what are the capabilities of the pirate ships? I'm guessing the Marauder can both "see" and shoot at us at at least medium range band.. is that correct?

Yes, the Marauder can, but it has bigger problems. The corvettes are now in Medium range of the pirate vessels, so the Marauder is focusing its turbolaser fire on the corvettes to cover the pirates' escape. The Gozantis are not yet in range of the corvettes, so their firepower is focused on you.

Your sensors are Short ranged, I am not fully satisfied with sensors in this game, so I'm loosely following some houserules for how they work, so the farther away they are, the less you know about them, but you might still know that they exist. In this case, in order to have sufficient data to calculate their jump you need to be within base sensor range so that the computer can effectively model the jump.

If Kara would do flyby's at speed 5, could we have readings of markings, emission profiles, life scans, ect. And would the pirates be able to effectively track/target us with weapons? (basically hit and run strafing runs while collecting data)

(and while doing so, how effective would it be for us to target the Gozanti engines and disable at least one of the ships? Do we currently have the firepower?)

(Sorry for the questions/indecisiveness on strategies, I just got used to our Ground based superiority in the last session :) )

3 minutes ago, RuusMarev said:

If Kara would do flyby's at speed 5, could we have readings of markings, emission profiles, life scans, ect. And would the pirates be able to effectively track/target us with weapons? (basically hit and run strafing runs while collecting data)

I am using some AoR rules for starfighter defense (requiring piloting checks where threat equals pain) so there would not be a lot of targeted attacks, but they could land some hits on you. Flybys are effective at getting you information, at the end of your stint in short range, I'll let you know what information you were able to get (hint: it won't take long).

9 minutes ago, RuusMarev said:

(and while doing so, how effective would it be for us to target the Gozanti engines and disable at least one of the ships? Do we currently have the firepower?)

No. They've got tough armor and the way I handle targeting components (I've waffled considerably on this point) is that you make a called shot and then have to succeed and trigger a Critical Hit or deal 4 points of Hull Trauma. You might be able to, but it's not very likely.

11 minutes ago, RuusMarev said:

(Sorry for the questions/indecisiveness on strategies, I just got used to our Ground based superiority in the last session :) )

Oh, it's fine, I struggle with space stuff too (that's why we aren't really in structured time), but it would be wrong to ignore it.

Ok, Kara will do the initial flyby, speed 5. Mainly for intel, but if the opportunity presents, she might try a shot.

(are there rules to upgrading sensors/ weapons, ect on ships? I'm guessing the core books, if so/not, let me know where, and i'll try and read up on it...)

Since you are at Short range, the difficulty will be Average with one Upgraded. 2 Threat or a Despair results in the ship taking a hit

Yes, I'll look up attachments and get back to you. I'm not sure if there is in the core, maybe "upgraded comms array?"

Nope, couldn't find anything. The Upgraded Comms Array is in the core, but it only effects comms (which have a base range equal to your sensor range). I'll have to cook something up if you want to pursue getting that as an upgrade. It would probably be like the comms array, but more expensive.

I have an idea of stealing one of the Gozonti's and talking to a maintenance shop and stripping systems to enhance our ship... or selling the gozanti and using the credits to upgrade our ship.. not sure what legal issues there might be, acquiring a ship owned by pirates, but... a thought.

I'll think it through (if you succeed ;)).

1st Flyby..

: 1eA+2eP+1eD+1eC 0 successes, 1 advantage
a-a-a.pngp-s-s.pngp-a.pngd-th-th.pngc-f-f.png

( I flipped through my EotE core and noticed the Jumpmaster has Extreme sensor range, and thats the basic size of the Lancer, so it is possible to have better than short on freighter sized ships...)

You don't get hit, but you have to peal off to avoid getting hit and are still out of sensor range.

Please go ahead and narrate in the IC and then roll again with the same difficulty.

Second pass........ <_<

: 1eA+2eP+1eD+1eC 0 successes, 1 advantage
a-a.pngp-s-a.pngp-s.pngd-f-f.pngc-th.png