Yaimpar be te Bes'uliik OOC

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

Tam: 2 B1's and enough parts for special project.. (Tam will be approaching Naz in a few hours/days, depending on Tam's schedule)

Kebiin: 1) Is the shuttle's hull salvageable? (If not as a shuttle, then as components to be used for future projects?)

2) The Walker will most likely be stripped for parts; Armor, Structure components, anything from the cockpit section that's salvageable.. Plus any personal armor/weapons there might still be inside...

Is the wayfarer equipped with a crane? like a freight loading device, so they can try and provide some support to the walker so they can safely work on it?

1 minute ago, RuusMarev said:

Tam: 2 B1's and enough parts for special project.. (Tam will be approaching Naz in a few hours/days, depending on Tam's schedule)

Sounds good.

1 minute ago, RuusMarev said:

Kebiin: 1) Is the shuttle's hull salvageable? (If not as a shuttle, then as components to be used for future projects?)

Yes, that can work (as components).

2 minutes ago, RuusMarev said:

2) The Walker will most likely be stripped for parts; Armor, Structure components, anything from the cockpit section that's salvageable.. Plus any personal armor/weapons there might still be inside...

Is the wayfarer equipped with a crane? like a freight loading device, so they can try and provide some support to the walker so they can safely work on it?

Okay.

No, it is not, but that's a good idea for an attachment.

16 minutes ago, P-47 Thunderbolt said:

No, it is not, but that's a good idea for an attachment.

I might be wrong.. and I'll check the episode... but there should be one running along the ceiling inside the crash...Maybe we can make something from that? (make the beams into crane sections?)

1 minute ago, RuusMarev said:

I might be wrong.. and I'll check the episode... but there should be one running along the ceiling inside the crash...Maybe we can make something from that? (make the beams into crane sections?)

When it comes time for that, flip a DP and I'll accept it.

Hey @P-47 Thunderbolt , do you have the special modifications book?

Yes.

So, I'm guessing that our workshops fall under the shipboard workshop templates.

Question 1: Are the workshops still limited to twenty encum/3 advancements since we have like 850 on the ship? With the amount of space we'd have I'd think the Industrial Workspace would make more sense, and then we could have two additional workspace upgrades to start so it works for the three skill types we're using.

Question 2: Instead of giving me those droid weapons, could I use the 4 of those, plus the 3 excess energy rifles I have, to give us (or my own workspace if we can't count the ship as a joint one) a Spare Parts Bin advanced benefit?

1 minute ago, ShockHelix said:

So, I'm guessing that our workshops fall under the shipboard workshop templates.

Yes.

1 minute ago, ShockHelix said:

Question 1: Are the workshops still limited to twenty encum/3 advancements since we have like 850 on the ship? With the amount of space we'd have I'd think the Industrial Workspace would make more sense, and then we could have two additional workspace upgrades to start so it works for the three skill types we're using.

Yes, still limited. However, I think it does make some sense to change it. I'll have to think on it.

3 minutes ago, ShockHelix said:

Question 2: Instead of giving me those droid weapons, could I use the 4 of those, plus the 3 excess energy rifles I have, to give us (or my own workspace if we can't count the ship as a joint one) a Spare Parts Bin advanced benefit?

Yes, that works.
If it goes for a joint one, Ruus will need to contribute 750 credits worth of the scrap Tam's "babies" recovered, and we can just assume Kebiin retrieved enough junk metal from the shuttle to accommodate her part of of the thing.

13 hours ago, P-47 Thunderbolt said:


If it goes for a joint one, Ruus will need to contribute 750 credits worth of the scrap Tam's "babies" recovered, and we can just assume Kebiin retrieved enough junk metal from the shuttle to accommodate her part of of the thing.

I'm cool..

What's the size comparison of the hanger and the Wayfarer?

could the container fit inside the hanger? (the episode showed two cranes, one on the floor, one still mounted on the ceiling.. My idea is to get the mounted one working, use it to repair and mount the other one onto the top of the container with a turntable style mount. Hopefully, that'll have enough reach to manipulate objects, possibly even be able to place inside the container.)

Is the a crane assembly inside the container?

13 hours ago, ShockHelix said:

Question 1: Are the workshops still limited to twenty encum/3 advancements since we have like 850 on the ship? With the amount of space we'd have I'd think the Industrial Workspace would make more sense, and then we could have two additional workspace upgrades to start so it works for the three skill types we're using.

Question 2: Instead of giving me those droid weapons, could I use the 4 of those, plus the 3 excess energy rifles I have, to give us (or my own workspace if we can't count the ship as a joint one) a Spare Parts Bin advanced benefit?

13 hours ago, P-47 Thunderbolt said:

Yes, still limited. However, I think it does make some sense to change it. I'll have to think on it.

After thinking about it more, here's what I've come up with:

We keep the workshops separate, but there are 3 slots for universal Advanced Benefits that would apply to both workshops. As for encumbrance, I'll buff it up to 30 each, which ends up totaling the same as an Industrial Workshop. Because it made sense thematically, I added a Research Records Advanced Benefit to the universal Advanced Benefits. With the stuff you've gathered, you can get a universal Spare Parts Bin to add to that (requiring the aforementioned 750 credits of the spare parts), or Naz can get his own Spare Parts Bin. Each workspace still has the option for 3 tailored advanced benefits.

Also, encumbrance for Naz's workshop: 16 from the specialist tools, and 8 from two simple tools (tool kit and medpac). The armory will be handled separately, and simply count against the ship's encumbrance capacity. I doubt you'll reach the ship's encumbrance capacity anytime soon, but I think it makes sense to reduce it by 100 (50 per workshop).

Feedback on this?

1 minute ago, RuusMarev said:

What's the size comparison of the hanger and the Wayfarer?

could the container fit inside the hanger?

Not entirely sure, it'd be really tight though (AT-ATs are too tall, and they're 22 meters. Not sure about the Wayfarer's height). DP to say that it is, then a piloting check (RPPS) to get in there.

10 minutes ago, RuusMarev said:

(the episode showed two cranes, one on the floor, one still mounted on the ceiling.. My idea is to get the mounted one working, use it to repair and mount the other one onto the top of the container with a turntable style mount. Hopefully, that'll have enough reach to manipulate objects, possibly even be able to place inside the container.)

Yes. If you mount it on top you'll have enough reach, but it wouldn't be able to reach inside. It could come down to just outside the big door, though. It will take more than just the crane assembly itself to get the attachment (meaning you'll need credits) and you'll need to get to a place that has adequate facilities for the upgrade (or it'll be difficult to install). It'll take up one hardpoint and I'll work out the cost when we get to that point, but it won't be too much, especially since you'll already have the crane assembly and can do the work yourself.

13 minutes ago, RuusMarev said:

Is the a crane assembly inside the container?

I'll say there is, but its reach would be limited to the main section of the container.

Okay, @RuusMarev , @ShockHelix , please go ahead and narrate your characters' actions, with the caveat that Arde must be on the supply ship's bridge when the narration finishes, and you can't go further than we've already covered with the rolls. I'll pick up from there.

If Kebiin finds a Sheathipede in working/repairable condition, would it fit inside the container until she can fabricate a mount/dock for it on the top/rear of the ...um, "tug" section of the ship? (Like a VCX-100.)

(you never know if you might need a shuttle :D )

Yes, it can fit in the container rather comfortably. As for mounting it on the rear section of the ship, that will be difficult and would require rather extensive modification, but we'll cross that bridge when we come to it.

On second thought, after looking the size of the Wayfarer again, you wouldn't be able to fit it in the Separatist Supply Ship's hangar, it is too tall (I finally had the brains to actually measure the width and compare proportions to height :P ).

That wouldn't stop you from retrieving the crane, though, it would just make it more difficult.

23 minutes ago, P-47 Thunderbolt said:

Yes, it can fit in the container rather comfortably. As for mounting it on the rear section of the ship, that will be difficult and would require rather extensive modification, but we'll cross that bridge when we come to it.

On second thought, after looking the size of the Wayfarer again, you wouldn't be able to fit it in the Separatist Supply Ship's hangar, it is too tall (I finally had the brains to actually measure the width and compare proportions to height :P ).

That wouldn't stop you from retrieving the crane, though, it would just make it more difficult.

so we have some-sort of repulsor widget onboard to drag it into the container? (otherwise I guess we could attach cables and drag it out with the wayfarer, then use the internal crane to drag it into the container..)

Did we establish if the container has a forward door and a side door? I've always assumed the large square shape is a door.. possibly lowers to form a ramp?

1 minute ago, RuusMarev said:

Did we establish if the container has a forward door and a side door? I've always assumed the large square shape is a door.. possibly lowers to form a ramp?

It is nowhere explicitly stated (as far as I could find), but here's the assumption we've been working with: Front folds down into a ramp, opening up from the bottom (meaning the front wall doesn't move). The entire bowed-out side retracts, opening up a large, square hole in the wall that can be magnetically sealed to retain atmosphere (picture the hangar on a Quasar or Venator). To load cargo through that, you'd need to come up against a ramp or dock similar to how tractor-trailers do so that you are level with the loading dock surface.

4 minutes ago, RuusMarev said:

so we have some-sort of repulsor widget onboard to drag it into the container? (otherwise I guess we could attach cables and drag it out with the wayfarer, then use the internal crane to drag it into the container..)

The latter, or if you can restore power to the crane on the interior, pick it up and move it to the edge (which accomplishes the same result).

Okay. Saturday is a good time to reset, so here's your news round-up of questions, request, suggestions, and final decisions, conveniently compiled for readers' ease:

Workshops. Feedback needed: @RuusMarev , @ShockHelix

On 2/27/2020 at 1:18 PM, P-47 Thunderbolt said:

We keep the workshops separate, but there are 3 slots for universal Advanced Benefits that would apply to both workshops. As for encumbrance, I'll buff it up to 30 each, which ends up totaling the same as an Industrial Workshop. Because it made sense thematically, I added a Research Records Advanced Benefit to the universal Advanced Benefits. With the stuff you've gathered, you can get a universal Spare Parts Bin to add to that (requiring the aforementioned 750 credits of the spare parts), or Naz can get his own Spare Parts Bin. Each workspace still has the option for 3 tailored advanced benefits.

Also, encumbrance for Naz's workshop: 16 from the specialist tools, and 8 from two simple tools (tool kit and medpac). The armory will be handled separately, and simply count against the ship's encumbrance capacity. I doubt you'll reach the ship's encumbrance capacity anytime soon, but I think it makes sense to reduce it by 100 (50 per workshop).

Feedback on this?

Crane: @RuusMarev

The Wayfarer cannot fit into the hangar. It is too tall. It can, however, come up alongside.

If you mount the crane on top, it will have plenty of reach (Short on the Personal Scale), but cannot reach inside the container, though it can come right to the edge of the big door. You'll need some credits, and you'll need to get to a place that has adequate facilities for the upgrade, or else it will be difficult to install. It'll take up one HP, and it'll cost about 1,000.

To get the crane out of the hangar will require you to either find a way to tow it out, or to temporarily restore power to the crane in the crashed ship to move it to the edge, where you can then drag it into the ship with the interior crane. Or leave, get a field repulsor hoist, and come back.

Sheathipede: @RuusMarev

On 2/27/2020 at 3:07 PM, P-47 Thunderbolt said:

Yes, it can fit in the container rather comfortably. As for mounting it on the rear section of the ship, that will be difficult and would require rather extensive modification, but we'll cross that bridge when we come to it.

If you find a sheathipede, it can fit in the container comfortably until you're ready to do something with it.

Narration: @ShockHelix

Waiting on you to narrate for Arde and Naz. Arde has to be on the bridge of the crashed ship when your narration finishes, and I'll pick it up from there.

On 2/27/2020 at 11:18 AM, P-47 Thunderbolt said:

We keep the workshops separate, but there are 3 slots for universal Advanced Benefits that would apply to both workshops. As for encumbrance, I'll buff it up to 30 each, which ends up totaling the same as an Industrial Workshop. Because it made sense thematically, I added a Research Records Advanced Benefit to the universal Advanced Benefits. With the stuff you've gathered, you can get a universal Spare Parts Bin to add to that (requiring the aforementioned 750 credits of the spare parts), or Naz can get his own Spare Parts Bin. Each workspace still has the option for 3 tailored advanced benefits.

Also, encumbrance for Naz's workshop: 16 from the specialist tools, and 8 from two simple tools (tool kit and medpac). The armory will be handled separately, and simply count against the ship's encumbrance capacity. I doubt you'll reach the ship's encumbrance capacity anytime soon, but I think it makes sense to reduce it by 100 (50 per workshop).

Feedback on this?

I like that we have the Universal benefits and an additional 3 tailored advanced benefits. 50 Encumberance per workshop seems like plenty. With the Research Records advanced benefit, you might want to specify a limit on the number of boosts you can get at maximum from it. Slowly making something, say, micro-rockets over time, I could see that 2 advantage for a permanent boost to making just a mirco rocket being extremely valuable. Having an eventual permanent +10 Boost to mirco rocket crafting for example, when we already have the ability to take schematics to reduce to simple checks for almost everything crafting related but armor seems like it might be a bit too strong.

5 minutes ago, ShockHelix said:

I like that we have the Universal benefits and an additional 3 tailored advanced benefits. 50 Encumberance per workshop seems like plenty. With the Research Records advanced benefit, you might want to specify a limit on the number of boosts you can get at maximum from it. Slowly making something, say, micro-rockets over time, I could see that 2 advantage for a permanent boost to making just a mirco rocket being extremely valuable. Having an eventual permanent +10 Boost to mirco rocket crafting for example, when we already have the ability to take schematics to reduce to simple checks for almost everything crafting related but armor seems like it might be a bit too strong.

To clarify, each workshop gets 30 encumbrance. Each workshop reduces the ship's Encumbrance Threshold by 50 .

I think I'll limit it to two Boosts per template for now, but I may increase that later on. I trust you guys to not exploit it.

Just now, P-47 Thunderbolt said:

To clarify, each workshop gets 30 encumbrance. Each workshop reduces the ship's Encumbrance Threshold by 50 .

I think I'll limit it to two Boosts per template for now, but I may increase that later on. I trust you guys to not exploit it.

Ah. Still plenty though. I can't think of anything else I'd add besides the intelligent toolbox., and that's only 3 encum.

You all get one turn before the army troopers actually land, if there is anything you'd like to do.

Just going to have Naz warn Arde. How long will it take him to get back to the others?

A while. He'd have to make his way all the way back through the ship. That was the threat. If he wanted to try something more drastic (like jumping out a window and sliding down the hull) he'd be able to get their much faster, but it would be very dangerous and difficult.

I have to flip through the books for my wish list, but as it stands, I'm good with the allotment so far...

Given the unfolding situation, I guess we aren't getting much salvage done :(

(did anyone think to carry their blasters/armor while we were crawling through wreckage?)

I assume you'd have kept your armor and easily-stowable weapons.

At this point, thats exactly what we'll assume! :D

2 minutes ago, RuusMarev said:

At this point, thats exactly what we'll assume! :D

Is there anything in particular that you're going to do, or can I resume the narration?