Originally posted by Jazzman_78
(Is there a turret on this thing?)
Gallagher places a calming hand on Andro's shoulder.
"No offense, but you wouldn't know how to use one anyway," Gallagher says to his eager friend. "Roan just needs to catch up to them, get them in range, and bring their shields down. They're in pretty bad shape already.
"Something feels... odd, about this, though. Why can't we hear anything now?"
(Ush said you need Pilot or Heavy Weapons to use a turret)
I'll get the ship stats etc posted up during the week, but here's an overview of the rules:
- Each ship gains Distance each round. You gain distance equal to your ship's Thrust rating plus your successes on a Pilot roll. Distance has the following effects:
1. At a certain distance, the gravity well has been cleared and a Dark Side ship may escape.
2. If attacking a target with a Distance value greater than your own, you lose dice from your dice pool equal to the difference.
3. Turrets may not fire on someone with a Distance value greater than your own.
- Shooting damage is on a 1-1 basis from successes on your roll.
- Each round, each Light Side pilot must declare which target they are trying to shoot at this turn. Your targets are not in a convenient pack so turrets may only fire at the same target.
- If firing at a target with a higher Manoeuvre rating than your own, you lose 2 from your skill pool for that attack. When Light Side turret users fire on an enemy ship, they simply subtract the target's Manoeuvre rating from their pool regardless of the rating of their own ship.
- You lose an additional die from your pool if firing at a target with Jinks Master (this applies evenly to all sorts of firing and targets)
- Dark Side turret users may fire back but their target must be one of their attackers, and it will be randomly determined if there is more than one. Dark Side turret users subtract the Manoeuvre rating of their own ship from their attack pool because the pilot is moving all over the place trying not to get hit.
- Each round, each Dark Side pilot may declare they are going flat out, which means they stop manoeuvring and just bomb it. This increases their Thrust rating by 1 for a turn but reduces their manoeuvrability to 0. This therefore allows turret gunners to fire without penalty. (Light Siders could in theory go flat out but it precludes them from firing so it won't be much use)
- Alternatively, a Dark Side pilot may declare they are Flying Evasively. This reduces their Thrust rating by 1 for the turn but also allows them a Pilot roll. The number of successes on that Pilot roll cancels successful hits made against them on a 1-1 basis that turn.
- All declarations are made before the turn updates, so feel free to declare now, though I will post up a turn 0 later in the week.
Hmm, most of the Jedi will have trouble hitting Azarl and myself due to our higher Maneuverability. That's reassuring.
Gallador gunning for Xavier will definitely help keep the Jedi from catching him immediately.
Anyway, as Rand can't operate the light turret on Galder's ship, he will fly evasively and avoid any incoming fire from Jedi starships targeting him.
Originally posted by Alkaselzer
Gallagher places a calming hand on Andro's shoulder."No offense, but you wouldn't know how to use one anyway," Gallagher says to his eager friend. "Roan just needs to catch up to them, get them in range, and bring their shields down. They're in pretty bad shape already.
"Something feels... odd, about this, though. Why can't we hear anything now?"
(Ush said you need Pilot or Heavy Weapons to use a turret)
"Well if I thought I could throw my lightsaber that far I would open an airlock and try it!" Andro retorts. Not being able to put himself in the middle of a fight has always been a source of frustration, the few times it has happened. "Besides, how hard can it be? Point it at the other ship and hold the firing stud down. I'd have to hit something eventually."
Originally posted by UshgarakBut driving normally doesn't sound as cool!
Just to clarify- you don't have to choose between Flat Out or Evasive, as they both have their penalties. You can just fly normally.
But yes Xavier is still going Flat Out.
Xavier will also blow one of his remaining Force Points on Guidance if it nets an extra success on trying to get away 😛