Part 1 OOC

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Nov 11, 2016 3:12 am
Initiative
OOC:
EDIT: If possible, the book suggests that my advantages might be spent on observing some environmental factors that could work in our favor. Cover, escape route and distractions are mentioned. Obviously we need to know more about our situation in order to decide what those factors are, but I have thoughts.
Last edited November 11, 2016 3:18 am

Rolls

Initiative (Vigilance)

1 Success, 3 Advantage

Total: 1 Success, 3 Advantage

Nov 11, 2016 7:12 am
Not sure if it's deliberate but the deliverance thread is showing as locked to me?

Rolls

Initiative

1 Success

Total: 1 Success

Nov 11, 2016 11:10 am
Maskcot says:
Initiative
OOC:
EDIT: If possible, the book suggests that my advantages might be spent on observing some environmental factors that could work in our favor. Cover, escape route and distractions are mentioned. Obviously we need to know more about our situation in order to decide what those factors are, but I have thoughts.
Yes, indeed. In your case, you're probably the only one in a position to know anything at the moment, so what three things would you like to know or establish? Things for free: the planet is in long rang for you, there is a single ship attacking you, your current speed is 1.

I'd also recommend you go first once initiative order is set.
Nov 11, 2016 11:10 am
mcneils5 says:
Not sure if it's deliberate but the deliverance thread is showing as locked to me?
Deliberate, since I'm starting in initiative I want to get that set up first. :)
Nov 11, 2016 11:40 am
Argh. Sorry Mari, should I delete my post? Didn't mean to go out of turn or preempt your plans.

I was just excited.

Rolls

Initiative

1 Success, 3 Advantage

Total: 1 Success, 3 Advantage

Nov 11, 2016 11:58 am
Speaking of...

Rolls

NPC initiative

3 Success, 1 Advantage

Total: 3 Success, 1 Advantage

NPC initiative

1 Success, 3 Advantage

Total: 1 Success, 3 Advantage

NPC initiative

2 Success, 1 Advantage

Total: 2 Success, 1 Advantage

NPC initiative

2 Success

Total: 2 Success

NPC initiative

1 Success, 1 Advantage

Total: 1 Success, 1 Advantage

NPC initiative

2 Success, 2 Advantage

Total: 2 Success, 2 Advantage

Nov 11, 2016 12:00 pm
Tsavo says:
Argh. Sorry Mari, should I delete my post? Didn't mean to go out of turn or preempt your plans.

I was just excited.
Not to worry, I wasn't clear. You could either leave it there, or repost when it's your turn.
Nov 11, 2016 2:34 pm
Vigilance + Willpower = 2

Rolls

Initiative

2 Success, 2 Advantage

Total: 2 Success, 2 Advantage

Nov 11, 2016 5:16 pm
How about we are fairly near to one of Dantoine's moons, such that we might be able to use it as cover with some fancy flying? Another ship drops out of Hyperspace right by us, making attacking harder?
Nov 11, 2016 8:39 pm
Love it. Done, and done. What do you want for your third wish?
Nov 12, 2016 1:59 am
Would asking for an exposed weak point be too much? I'm not exactly sure what that might mean, but it is listed on table 7-5 (p236 in my pdf copy) as a possibility in ship combat. Perhaps their Primary Buffer Panel is loose, meaning a hit there might cause extra damage?

Sorry for the Serenity reference.
OOC:
Not actually sorry....
Nov 12, 2016 3:29 am
Never be sorry for a Serenity reference.

Sure. Take a blue die to next attack on that target.
Nov 12, 2016 4:07 am
marithyme says:
Never be sorry for a Serenity reference.
I'm going to like this group.
Nov 12, 2016 11:00 am
Rolling initiative for Boha....

Rolls

vigilance

1 Success

Total: 1 Success

Nov 12, 2016 11:07 am
So for initiative slots we have:
1 PC
2 NPC
3 PC
4-6 NPC
7-8 PC
9-10 NPC
11-12 PC

I'm going to unlock the game thread so the first PC can go. For those new to the game, you decide as a group who uses each PC slot each round. It doesn't actually matter what you personally rolled.
Nov 12, 2016 11:23 am
Things you can do in combat if you're not the pilot:

fire one of the turret cannons (you have two)
co-pilot
boost shields
manual repairs
fire discipline (analyze tactics at one of the engineering stations)
scan the enemy
spoof missiles
Nov 12, 2016 12:50 pm
I'm going to delete my initial (over eager) post so we can go in order.

In addition, I'd like to offer the suggestion that the pilot act first, and then someone with skills better suited to the situation at hand (hopefully not gunnery, but likely) go in the next slot. Regardless, I'm happy to wait my turn until it makes the most sense for the crew.

Edit: "Happy to wait" is just an expression. I'm champing at the bit! :)
Last edited November 12, 2016 12:51 pm
Nov 12, 2016 1:30 pm
Well Doc's fairly handy at Mechanics (2 green and 1 yellow) so I was going to hold his actions until later in case we needed damage control....I didn't think we had a dedicated engineer on board based on the character backgrounds but I'm happy to do something else if someone else is better suited to it :)

Also super excited to get started :-D
Nov 12, 2016 4:44 pm
I'm good with Ada going, since it sounds like she has some more information perhaps. I'm also willing to go, too, since Jack can Co-pilot and start some evasive maneuvers.
Nov 12, 2016 6:11 pm
Ada first is fine. Wish I had picked up gunnery from the beginning now, but oh well. We can see what happens from there and see if we wanna fox pr have someone attack with a turret.
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