Star Wars: Republic and Empire (OOC thread)

Just a clarification here. On pg. 15 of Starships of the Galaxy, it explains Line of Sight when it comes to space battles. I can use Born Leader and help everyone in the fighters and bombers then if my interpretation of the reading is correct? Is it?
 

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If all that it requires is line of sight, then having communications with someone as you do would allow you to use it.

Shayuri, I actually think are goal is protecting the P-wings rather than just protecting our mothership given that the enemy only has Blasters which don't have enough power to actually penetrate the Frigate's shields.

The reasoning is the same though, backing up means that we let the Ties get closer to the P-wings. We have to get in on them and start some dogfights so that way the ties can't get awa from us and towards the bombers.
 


Well, if he backs up he can't be locking on with his missiles before he fires since that takes 2 swift actions, which is kinda wasteful.

Eh. I thought he had a pretty good chance of hitting.

I thought so too, but apparently not. Here is the thread that made me think that it wasn't possible: http://forums.gleemax.com/showthread.php?t=1107511&highlight=Fighting+Defensively

The reason that the -5 applies to you is that you can still take Opportunity Attacks and Crime Lords/Nobles can give other characters extra standard actions.

Without official errata or clarifications on this one, I think that for purposes of this game I'm going to stick with what I thought and ignore Rodney on this one. Non-total defense fighting defensively makes almost no sense at character scale if it doesn't include an attack. At starship scale, it just makes no sense at all.

Let me ask this...is maintaining range the flight doctrine of this commanding officer? If so, Zenith would follow it, even if a furball is more her personal style. :)

Ruthless exploiting of range advantages is Republic tactical doctrine you've all grown up with. Exactly what's the best way to that is up to individual pilots and wing commanders.

FWIW, there doesn't seem to be a great advantage to formation flying, as long as you're within mutual support range, so unless you're given an order, just have your character do what he or she thinks is best.

Just a clarification here. On pg. 15 of Starships of the Galaxy, it explains Line of Sight when it comes to space battles. I can use Born Leader and help everyone in the fighters and bombers then if my interpretation of the reading is correct? Is it?

Yes.
 

blackrat said:
I felt the need to post something eventhough there's nothing to do for Storm just yet.

No problem.

blackrat said:
How were the missile batteries formed again?

Each gunner in a battery (or fighter in a fighter group) beyond the first adds a +2 to hit. For every three points a weapon battery (or fighter group) beats the target's ref def by, they do an extra die of damage (up to the number of gunners in the battery beyond the first).

Taelros has four proton missile tubes in its battery. You can use the tubes by default as a four-missile battery. Or you can break it up into a three-missile battery and one lone missile, two pairs of two missiles, or four individual missiles. But you can only use Storm's +5 BAB instead of the ship's base +2 for one battery/individual gun.

The frigate can fire next round if it delays until after the Imperials move.
 

Probably be best to use the 3 and then have Storm fire the last one himself. Or if Dave lets you, have Storm fire the main missile with the others acting as a battery for you.

5(Storm's BAB)+6(the back up missiles) for a +11 before the ship's intelligence comes into play would go a long way in making up for that -10 for the long range. Then again it would also really cut down on the damage. So its a real balancing act.

I hope the Ties try and dogfight us, or go past us, we should have the piloting advantage. We can pull them into dogfights as attacks of opportunity, either way, the bombers will be safe since we are between them and the ties and the ties would have to go through us to get in range.
 

I think I should divide them up so that one miss won't ruin everything.
I think the best balancing would be for Storm to link missiles 1&2 for his own shot and then have 3 and 4 take separate shots. So it's 3 shots alltogether, with Storm's shot taking the +2 from the other station. Does this sound viable?
 

You aren't likely to miss with a +7(5+2), but the two firing solo are given that your facing a -10 due to range and those only have a +2 from their BAB (and whatever the ship's Int bonus is.
 

You aren't likely to miss with a +7(5+2), but the two firing solo are given that your facing a -10 due to range and those only have a +2 from their BAB (and whatever the ship's Int bonus is.

It's +4; stats for your frigate are in the characters thread, here.

Before range modifiers, and not including Rosa's Born Leader...

Code:
Battery Size    Atk bonus (normal crewman)      Attack bonus (Storm)
1 (no battery)  +6                              +9
2               +8                              +11
3               +10                             +13
4               +12                             +15

<Jedi Mind Trick>Pay no attention to the stats for a Nebulon-C frigate.</Jedi Mind Trick>
 
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For Alternate PC Consideration...

It is a bit late in coming, drothgery, mostly due to my feeling I missed the train, but here is a Republic Marine for your review and consideration as a potential PC.

[sblock=Bio]Name: Wes Colton
Homeworld: Corellia​
Height: 1.78 m
Service: Republic Marine​
Weight: 79.83 kg
Rank: Gunnery Sergeant​
Hair: Brown
Specialization: Scout/Sniper​
Eye: Blue
Generalization: Sensors, Gunnery, Pilot​
Age: 28
Awards of Note: Second-Class Bloodstripes​
Personality: Gregarious, dutiful, independent, perceptive[/sblock]
[sblock=Background] Wes Colton started out his life by sneaking up on people, a habit he would refine during the formative years of his life, as neither of his parents, Geln and Tarace Colton, were planning to have a child during the turbulent times the Galactic Civil War. They were both Corellian Security Force officers, with Geln assigned to the Smuggling Interdiction Division, and Tarace an entry specialist with the Tactical Response Team. Even though it was a chaotic time, both for the Galaxy and Corellia, the Coltons took to the startling news with the same level of excitement that they did their work.

Their planning was rushed, as Wes was born a week earlier than expected, as if he was impatient to come into Corellia, thus he was born in Coronet, the capital, instead of home-birthed at the family farmstead outside of the capital. Much of Wes’ youth was spent between the city and the countryside, as his parents wanted him to have a balanced life, exposed to urban and rural life on Corellia. His public education was the same, regardless of being in the city or the country; however it was his exposure to additional experiences that was different. While in the city, he learned various skills from his parents, who felt it was important that Wes gained experience from their lives. While in the country, with his paternal grandparents, Herm and Ilis, Wes picked up marksmanship and survival skills, amongst other things, while protecting the farm from sand panthers and other predators.

It was during his early childhood that Wes was separated from his parents because of the tense situation between CorSec and Imperial Intelligence, as the some members former did not agree with the later about chasing rebels being part of their duties. It was after the Battle of Endor, the bittersweet victory of the Rebellion, with a grave loss attached to it, and Wes’ parents risked their careers, as well as their lives, by letting a suspected rebel spy slip through a port outside of Coronet. They were taken away, by Imperial Intelligence, but the outcome, whatever it may have been, was never realized, as the Empire soon abandoned the Corellian System, which switched their focus to recovery, not continued involvement in the Galactic Civil War.

For the rest of his childhood, as well as his adolescence, Wes Colton grew up on a free, unoccupied Corellia, with a keen understanding of the Empire. It was this understanding, as well as Corellia’s insular nature at the time, that inspired the young man to enlist in the New Republic Military, in the Republic Navy’s Marines, as he felt inspired by the famous Corellian’s who had served with the Rebel Alliance, be it those who returned to Corellian service or continued with the New Republic, and he wished to make a difference.

Over the course of the next decade of his life, Wes Colton was an excellent Marine, although he excelled in many areas, his specialty was as a scout/sniper. Often Wes would find himself scouting a system before an offensive, sometimes given a specific pre-offensive assignment, taking out a specific part of the defenses, including military personnel. It was during his first tour of duty, on RNS Tatooine that Wes, then a Sergeant, earned his Corellian Bloodstripe, second-class, on a pilot recovery mission at a heavily fortified Imperial prison. It was thought to be a suicide mission, but the young Corellian volunteered with a plan already in his mind. It is through his time on the Tatooine that Wes first meets Ariav Cyn and Lynial Gelian, as the former is the officer that he approaches to volunteer for the rescue mission and the later is the subject of the rescue.

Not only did Colton succeed, but he has served several times on special ops missions attached to Cyn, thus it was only natural that he follow the now Commander to the RNS Taelros. While their relationship that of officer and non-commissioned officer, as Wes is now a Gunnery Sergeant, Commander Cyn knows that he can count on the Corellian, as does Lieutenant, Senior Grade, Gelian. Upon joining the Taelros, Wes quickly gets to know Chief Selkin, both on a professional level, as well as a personal one, if there was a sabacc game on the Taelros, which there is not, of course, then he would be there.
[/sblock]
[sblock=Sheet]Wes Colton CL5
Medium Human scout 5
Destiny ;Force 7;Dark Side
Init +10;Senses Perception +8
Languages Basic, Binary, Rodese
---------------------------------------------
Defenses Ref 20 (flat-footed 17), Fort 17, Will 16
hp 58;Threshold 17
---------------------------------------------
Speed 6 squares (10m or 30')
Melee unarmed +4 (1d4+2; combat gloves worn) or
Melee knife +4 (1d4+1) or
Melee stun baton (1d6+1 or 2d6+1 stun) or
Ranged blaster pistol, heavy +6 (3d8 or 2d8 stun) or
Ranged blaster rifle, heavy +7 (3d10 or 2d10 stun) or
Ranged grenade +6 (see type)
Base atk +3; Grp +6
Atk options
Special actions
---------------------------------------------
Abilities Str 12, Dex 16, Con 15, Int 14, Wis 12, Chr 10
Talents Acute Senses, Hidden Movement, Keen Shot
Feats Shake it Off, Skill Training (use computer), Weapon Focus (rifles), Weapon Proficiency (heavy weapons, pistols, rifles, simple weapons)
Skills Endurance +9, Initiative +10, Knowledge (tactics) +9, Mechanics +9, Perception +8, Pilot +10, Stealth +10, Survival +8, Use Computer +9
Possessions combat gloves, knife, stun baton, heavy blaster pistol and rifle (both with enhanced low-light scopes), grenades (2 stun, frag, and ion), hip holster, electronic bionoculars, utility belt , bandolier, security kit, long-range comlink, datapad, space suit, 4 power pack
Credits 2850
Experience 10,000[/sblock] Bio, sheet, and background are finalized.
 
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