USH'S ORIGINAL TRILOGY GAME EPISODE I 'LANZAR'- Imperial Thread

Started by Lana372 pages

Rylis will distract the Osokans by asking them questions about the blockade - namely if they have any idea how long it'll last and stuff like that.

Phew! That took long enough, Time to speed it along with die rolls and not much RPing.

Rylis is successful, and both Lyle and Arvus are in.

The records area is massive- much larger than you thought, and it seems parts of it have exceptional security that you simply have to stay away from.

However, it does not take you long to get what you need from the areas that are open- plans of the city.

And you are done!

Trebeis will Order the TIE's to continue attempting to Destroy the Enemy. They are to stay on the Rebel Ship's Tails as well, Following to wherever it is they are going....

Perhaps a Ground force should be assembled to intercept the Shipment if it makes it to the ground.... *Pokes Rex*

"This should be interesting..." General Coll comments.

Excellent. Arvus will then proceed to pinpoint that warehouse on the map.

Ok, some ground rules for space combat here.

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SHIPS

Ships have the following stats:

Thrust: A general measure of speed

Performance: A general measure of handling

Payload: A ship's ability to destroy large targets (e.g. with torpedoes)

Armour: In two ratings, one for Pilots and one for Aces.

Turrets: Relevant for freighters and the like

Special: Any special rules

In starship situations, Named Characters are called Aces, and Mooks are called Pilots.

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STARFIGHTS

Starfights are when you are trying to blow the crap out of each other.

Each turn, an Ace must declare which of the following actions he is taking:

DOGFIGHT- Attack a random target on the enemy side. Dogfighting never targets Aces unless there are more Aces than Pilots- all these Pilots just get in the way!

HUNT- Attack a specific target. This makes yourself easier to hit, and it also means you lose your immunity to Dogfights. If two pilots Hunt each other, it becomes a Duel... which we shall deal with if it comes.

EVADE- Get the hell out of the way. You cna change to an Evade once all other actions have been declared, but it is not as good this way.

BOMB RUN- Make an attack on a large ship. This involves patience, nerve and targetting. Bomb Runs make you easier to bit and also make you lose your immunity to Dogfights

ESCORT- Cover any ship you choose. You get to attack any ship that attacks your charge. Escorting does not make you easier to hit, but it does remove your immunity to Dogfights.

Pilots always Dogfight by default unless inappropriate (e.g. Bomb Runs). A person in authority can get the attention of a few pilots in his local area to force them to take another action.

ESCAPE- Get out of Dodge! Can leads to c chase.

All actions in Starship combat take the same amount of time, so Initaitve really just gives people the drop.

All Combat rolls are made on Pilot. Your stats give you bonuses in various areas- for example, Thrust is very handy for Escapes. Don't forget your Pilot Schticks!

If a Pilot is hit, he is destroyed if the Outcome is twice his armour rating or more. If the Outcome is less than that, the Pilot's armour rating is reduced by one.

If an Ace is hit, his armour rating is reduced by the Outcome. The ship is going down at zero.

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CHASES

These are different.

In Chases, we are only interesed in one value- Pep. Pep is equal to the combination of your Thrust and Performance. The person ahead in the Chase gets a bonus to his starting Pep according to how far he is ahead!

Each turn you can try and do two things:

1. Gain Pep. Do this by putting the foot down, taking short cuts, re-routing power... whatever...

2. Cause enemy to lose pep. Do this by performing insane stunts through asteroids, or twisty manoeuvres to confound a foe. Or, if your Pep scores are close and you are appropriately equipped, shooting at him!

Anyone chasing reduced to zero pep has been lost and is out the chase.

If the person being chased goes down to zero pep, he can flee no longer and it becomes a fight.

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There seems to be no rhyme or reason as to the warehouse placement at all, other thasn that they were near the original ones. The original warehouse is a Government one. The others beling to various Hunting Lodges.

The Lodges are not on the map.

Hmmm...but does it say which lodge each warehouse belongs to? Because if so, we'll still be able to find it, just we'll have to ask around for the info.

Only is you speak Osokan.

Imperials happy with the basic starship rules?

Yup!

Originally posted by Ushgarak
Only is you speak Osokan.

Crap.

Do any of us have a good enough language skill so that we'd be able to speak/understand Osokan?

The only person who does is...

...Commissar Esgabath.

Understanding is much easier than speaking.

Will these be the same rules for the PT game? They sound pretty good.

I guess Lyle'll have a go at reading the Osokan.

It's not a reading problem, Lyle. Rylis wants to get info from the streets- but it's really not possible.

These are currently the PT rules, yes.

That's cool (the PT bit).

Sorry, I mistook your comment as a response to her question about whether the map already says who the warehouses belong to.

Data on the Rebel ships is complete. This battle is ready to start. Everyone a go-go here?

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One of the warehouses is a major cargo shifting area. There is an underground supply transit system attached. Might explain how the goods got out without anyone seeing.

Possibly.

Any way to see where this underground system goes to?

Should be able to trace it on the plans, yes.

Well, let's do that then...even if it branches out and leads to more than one place, we'll know where to look first.