The temperature of the cockpit dips noticeably, and the hair stands up on the back of your necks as the thunder behind Bartol's eyes builds.
"Indeed. Let them meet us at the docking bay. Only then will they receive their...payment."
Haven't quite got a grasp on the extent of my force powers yet. I have Move with a few upgrades. I'm not asking to hurl their ship around in space or anything, but can I nudge one of them to bump into another or something?
Any by payment, you guys understand I mean a lightsaber up their pig-like snouts, right? The Crimson Guard are sometimes not very subtle.
OK, so if I were to make an untrained Knowledge check about the Void Wings it would look like this: 2 from Intellect, 0 from Proficiency and 2 from Difficulty?
Geth, roll 2eA+0eP+2eD
Please bear with me, I'm trying to learn the system. It seems easy but flipping around guessing what icons mean what in the book will take some getting used to.
Small time pirates. That is to say, they don't own and operate any of the bigger capital ships or interdictors. They're like mynocks in this part of the rim - basically everywhere and usually just an annoyance. When they group up they can be trouble.
The Void Wings are bit unusual for a pirate group in that you can hire them to harass folk, which they are exceptionally good at. They've also got a bit of a reputation for taking bribes then shooting people anyway.
Jassa looked up from her datapad. "Violence this early in the day? I think I'll like working with all of you. It'll be good get a little warm up before the big meal." She looked back continued picking through the data, where would the smugglers be hiding on-world between hijackings?
What would be the Difficulty for making an Underworld roll to find ideal boltholes for smugglers to hide their ships on planet?
There aren't a lot of places you can hide heavy cargo haulers, especially ones loaded down with equipment. After doing a quick analysis of reported ambush spots correlated to locations with geography suitable to landing starships, you've got a working theory: the cargo haulers are actually heading back to the spaceport, using major thoroughfares and hiding in plain sight. There's an old smuggling trick where you load up goods at a central location and then transport them underground to their final destination. You're willing to be that one of the cargo depots has a hidden lift the smugglers are using to get their ill-gotten gains out of the city and to their hidden landing pad.
In fact, you're pretty sure it's Depot 67, Cresh Sector. It'd fit the pattern.
More squeals respond to Orell's communication. "You can transfer the credits now, or we can't be held responsible for any damages that may be incurred on the way to the station."
Raphal checks the sensors and glances out the viewport. Where was the Imperial presence? Why has a gaggle of ragtag mercenary scum been the first to contact a new ship coming into orbit and not the Planetary customs fleet? Also, considering that they are clearly in an Imperial shuttle, where was the military?
"Pilot Golgannon, have any Imperial forces contacted us upon our arrival in system? I find that to be very...disconcerting. Where is our escort? Are we not transmitting an Imperial IFF? "
Now this was some interesting information, very interesting. Jassa walked over to where Bartol was. "Commander, I have some information I think you'll definitely want to see." She brought up the map where she had marked out the routes and fruits of her research. "It is is my belief that the smugglers will be found hiding out in the depots...in this one in particular, Depot 67 in Cresh Sector. It's an old smuggler's trick to just hide their hijacked vessels amongst the regular traffic and bring it to a depot that they've corrupted."
Jassa gestured down to the marked out Depot 67. "I'll bet that they're unloading the material there and moving them through a hidden smuggler tunnel underneath to their little warren. I've seen this sort of trick before, Commander. When we land, I'll like to personally check out Depot 67 by your leave."
Orell snorted as Raphal spoke. "We are as far out in the ass-end of space as we can be, so right now we are being shaken down by a group of pirates in Z-95's who don't know what they're up against." All sense of formality had left his tone entirely. If there was one thing that set his blood boiling, it would be pirates.
Turning back to the com-console, he flipped the switch again to respond. "Hold on then, sit tight."
"Do we agree to this little shakedown of theirs or what? There's two of them now, but these can be like bloody mynocks, so more might be nearby. Either way, I think we need our turrets covered." He sighed. "I'm all for vaping them, to be honest."
Raphal takes a look at the datapad. "Excellent work, agent. Reconnaissance of Depot 67 will be your task when we reach the planet. Confirm that is where the smugglers are based out of and how best to dismantle their operatons. Take Golganon here with you. Myself and agent Tark will meet with the planetary governor and military leaders and determine how corrupt this regime is. Then together we will crush these smugglers for the good of the Empire!"
Handing back the datapad, Bartol replies to Orell, "No, they do not know who they are up against. Let us show them what it means to cross us."
@Kirindal (et al) - I appreciate the deference you've just just shown to Bartol. I think that really worked in-character! (I may be biased) I don't mean to come off as bossy or to assume the team leader role or anything, but my character is a Commander of Crimson Guardsmen and likes to stab traitors with a lightsaber...so he's acting like he usually does, imperious and commanding and maybe a little dramatic. If I am being an OOC jerkfaced jerk, someone please let me know. Really.
I know my overall plan splits the party...which is bad...but it does make logical sense in a cinematic way. Thoughts?
Who knows Gunnery and can man a turret? I don't, but Bartol will man a turrent anyway! Let's shoot these bastards out of space.
Orell pointed the shuttle towards one of the Z-95's, and increased the throttle. "Very well. I'll need one man in the aft-turret, another up here with me." He glanced around, gripping the flight-controls. "Are anyone of you able to do anything aboard a ship like this?"
A lambda class shuttle has one aft-turret Aft-mounted twin light blaster cannon (Fire Arc Aft; Damage 4; Critical 4; Range [Close]; Linked 1), and Two forward-mounted light blaster cannons
(Fire Arc Forward; Damage 4; Critical 4; Range
[Close]; Linked 1), as well as Two forward-mounted twin light laser cannons (Fire Arc
Forward; Damage 5; Critical 3; Range [Close]; Linked 1). Two of the firelinked cannons at the front will be manned by me as the pilot. I am unsure which though, but I am up for whatever really :P I do think it's the blaster cannon that needs a secondary gunner. The light laser cannons are for the pilot.
Initiative 032 - PC
021 - PC 021 - Threat
020 - Threat 012 - PC
012 - PC
003 - PC 003 - Threat
So, let's talk about Initiative: any player can go in a PC spot. Just call out that you're going, and take your turn. (the initiative values are triumphs|successes|advantages, players take priority over threats) Once I've notified players that it's their turn, they have 24 hours to respond. After 24 hours of no response, you earn a strike. Three strikes and you're out of the Operation (this is negotiable, but I feel like it gives combat a sort of urgency not otherwise felt in PbP games).
Space combat: throw out an idea. I don't say know. Want to use Computers to jam an opponent's targeting system? Got a check for that. Engineering to repair the ship? Yup. Piloting to gain the advantage? No brainer. Take a shot with Gunner. Inspire with Leadership. Spot for the gunner with Perception.
Or maybe you're a brainy type. Not only can you recall useful information with the knowledge skills, but in appropriate circumstances you can use them as a direct attack - all you have to do is come up with the justification. For example, Knowledge: Warfare might be used to point out maneuvers or tactics that could be used to stress opponent's ships or maximize damage, or Outer Rim could point out acidic nebula or gravity wells or some sort of crazy space bullshit.
Everybody has a role they can fill, I promise. I'm happy to work with you if you're having trouble finding it.
GnomeTankWhat the what?Portland, OregonRegistered Userregular
Rashe'lina
Suddenly the sensor scope on Rashe'lina's instrument panel comes alive with activity. She glances down and notices two fighters that seem to be trailing an imperial shuttle. Quickly scanning the ship ID's, she realizes the ship the Z-95's are trailing is the ship she was supposed to meet at the space port.
"God damn Outer Rim pirates..." she mutters to herself under her breath.
Rashe'lina rolls her snub fighter to take an intercept course with the trailing fighter.
I'd like to make a piloting check to roll in behind the trailing fighter to get in a good firing position, hopefully without him noticing I'm there and breaking away. No idea what the difficulty is, but my space piloting gives me 3A, so:
Geth, roll 3eA for piloting check to gain an advantage on the trailing fighter
Inside one of the Z-95s, the target lock alarm started to blare, and the gamorrean piloting it squeaked in surprise. "We're under attack!" he croaked over the local comm channel as he yanked the flight stick in an aft roll. Try as he might, he couldn't get the cloakshape fighter off his tail.
Gain the Advantage is actually a specific Action that the Pilot of spacecraft can take!, so let's break it down:
Pilot Only / Silhouette 1-4 / Speed 4+
On a successful Pilot check, negate the effects of your target's use of evasive maneuvers and you choose the defensive zone of attacks.
Rashe'lina is piloting a Cloakshape Fighter, which is Silhouette 3 and Speed 4. So she meets the requirements. Normally, the difficulty is determined by comparing the speeds of the two ships - but I'm gonna say that Rashe'lina gets the drop on 'em, and set the Difficulty as Easy.
Geth, roll 1eD for difficulty -> 1 Threat, final = 1 success, 1 advantage
Rashe'lina successfully Gains the Advantage on one of the Z-95s.
The only other thing we need to know is how fast Rashe'lina's Cloakshape is going. You're probably not casually flying around at maximum speed, so let's say you were moving at Speed 2 before noticing the Z-95s. You probably want to accelerate to top speed, because it's harder to hit a ship that's moving quickly. You can Accelerate (as a Maneuver) to increase Speed from 2 to 3... or you can Punch It and jump right to Speed 4 (at a cost of 2 System Strain).
Initiative 032 - PC Rashe'lina / GnomeTank
021 - PC 021 - Threat
020 - Threat 012 - PC
012 - PC
003 - PC 003 - Threat
Pilot - Agi 2 / Int 3 / Cun 3 ; Ast 4 / Cool 1 / Gun 2 / Per 5 / PPl 3 / PSp 3
Z-95 - Silhouette 3 / Speed 4 / Handling +1 / Def (1,0) / Armor 3 / HT 9 / SS 8
Raphal closes his eyes and feels the ebb and flow of the Force in the space around him. He reaches out with his feelings. His anger at the pirates guiding his senses. "There....lead your target 2 degrees corewards...you will have your opportunity then..."
GnomeTankWhat the what?Portland, OregonRegistered Userregular
Okay, assuming I've used an action to bump my speed to 3, and rolled in behind him...can I still fire this round, or have I used my actions up? Sorry, I haven't done space combat in the SW RPG's yet, so this is new to me.
Roll me a Force die, please.
Geth, roll 2eD for Difficulty -> 1 Threat; final is 1 success, 3 advantage. I'm gonna say that's 2 Boost dice to the next 2 attacks this round.
Okay, assuming I've used an action to bump my speed to 3, and rolled in behind him...can I still fire this round, or have I used my actions up? Sorry, I haven't done space combat in the SW RPG's yet, so this is new to me.
@GnomeTank No worries GnomeTank, questions are always fine. "Gaining the Advantage" is a specific Action that can be done on your turn - since it allows you to choose which zone your attacks hit (which is usually chosen by the defender), and it prevents Evasive Maneuvers from negatively impacting you, it's pretty powerful. I may have jumped the gun and assumed you wanted to do that as an Action - if you'd rather just attack the Z-95, no worries, we know how it works for next time.
Orell increases the speed of the shuttle to its maximum capacity, and opens fire on the closest Z-95, flashes of the barrage of laser-fire filling the viewport.
Maneuver: increase speed to 3
Attack nearest z-95: I shall spend the boost mentioned earlier. Firing with Two forward-mounted twin light laser cannons (Fire Arc
Forward; Damage 5; Critical 3; Range [Close]; Linked 1), damage is 5+4 (from successes) = 9. I think the Z-95 soaks three damage, so the final damage is 6. I am unsure as to what I can spend the advantage and the triumph on.
Geth, roll 3eP+1eB+2eD
@PACherrn For starters, you get another boost die to that attack ("2 Boost dice to the next 2 attacks"). Next, the Z-95 gets a Setback die for Defenses (you don't have the advantage, so the defender picks the defense zone - and they pick fore (defense 1)). So go ahead and roll 1eB+1eS.
Next, Advantage. 1 Advantage can be spent on removing personal strain, adding a Boost die to the next player's action, or activating certain weapon qualities.
If you had 2x Advantage, you could activate the Linked 1 quality of the weapon you fired ("Two forward-mounted twin light laser cannons"). Linked weapons get an additional set of damage applied to the target a number of times equaled to the Linked rating (in this case, Linked 1).
Triumphs can also be spent to activate a weapon quality, but they can also be spent on critical hits. Critical hits cause sometimes temporary, sometimes lasting effects on your target. In this case, you probably want to trigger Linked 1 - as an additional 9 damage will incapacitate the Z-95.
@Jdarksun I shall totally trigger linked 1 quality on the weapon for MASSIVE DAMAGE, with the Triumph. The advantage is cancelled out by the new roll, but the Triumph remains. This is good!
Final roll: 4 successes, 1 Triumph
Weapon damage is 5+4=9
9 Damage - Armor 3 = 6/9 Hull Threshold
Triumph = Linked 1
9 Damage - Armor 3 = 12/9 HT, vehicle destroyed and pilot killed.
The twin light laser easily penetrate the small snubfighter's shields and rapidly find the vehicle's power plant, kicking off an explosion that tears the ship apart.
Unknown Z-95
"Kud!" squealed one of the pilots, as he switched over to missiles and fired concussion rounds at the Imperial Shuttle.
Geth, roll 2eP+2eD+2eS
Orell rolled the shuttle out of the missile's path, but from the warning light in the cockpit he knew they were still tracking his vessel.
"Why is the alarm still bleating, Golgannon?" Jassa leaned on Orell's seat back to get a better look at the action. "That's not supposed to happen is it? Is something still tracking us?" She craned her head for a better look at the panels.
@Jdarksun , what would be the difficulty for a Knowledge (Lore) check to dredge a usable piloting maneuver from the stories of the Old Republic?
Posts
Bryzen shakes his head as the message comes through the comms.
"I say pay them. I'm not entirely sure it is worth kicking up a fuss just yet, seeing as we have yet to even land. We can requisition it back"
PSN: TheBrayster_92
"Indeed. Let them meet us at the docking bay. Only then will they receive their...payment."
Haven't quite got a grasp on the extent of my force powers yet. I have Move with a few upgrades. I'm not asking to hurl their ship around in space or anything, but can I nudge one of them to bump into another or something?
Any by payment, you guys understand I mean a lightsaber up their pig-like snouts, right? The Crimson Guard are sometimes not very subtle.
Orell glances back at those commenting behind him whilst nodding slowly, before turning back to the com-console.
"Sure, meet us at the requested docking bay for credits transfer."
Geth, roll 2eA+1eP+2eD for void wingz
Geth, roll 2eA+0eP+2eD
Please bear with me, I'm trying to learn the system. It seems easy but flipping around guessing what icons mean what in the book will take some getting used to.
Edit: 3 Threat? Uh oh...
Orell (@PACherrn)
Raphal (@Steelhawk)
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Jassa looked up from her datapad. "Violence this early in the day? I think I'll like working with all of you. It'll be good get a little warm up before the big meal." She looked back continued picking through the data, where would the smugglers be hiding on-world between hijackings?
What would be the Difficulty for making an Underworld roll to find ideal boltholes for smugglers to hide their ships on planet?
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Edit: Looks like a regular den of villainy.
In fact, you're pretty sure it's Depot 67, Cresh Sector. It'd fit the pattern.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
More squeals respond to Orell's communication. "You can transfer the credits now, or we can't be held responsible for any damages that may be incurred on the way to the station."
Penny Arcade Rockstar Social Club / This is why I despise cyclists
"Pilot Golgannon, have any Imperial forces contacted us upon our arrival in system? I find that to be very...disconcerting. Where is our escort? Are we not transmitting an Imperial IFF? "
Jassa gestured down to the marked out Depot 67. "I'll bet that they're unloading the material there and moving them through a hidden smuggler tunnel underneath to their little warren. I've seen this sort of trick before, Commander. When we land, I'll like to personally check out Depot 67 by your leave."
Orell snorted as Raphal spoke. "We are as far out in the ass-end of space as we can be, so right now we are being shaken down by a group of pirates in Z-95's who don't know what they're up against." All sense of formality had left his tone entirely. If there was one thing that set his blood boiling, it would be pirates.
Turning back to the com-console, he flipped the switch again to respond. "Hold on then, sit tight."
"Do we agree to this little shakedown of theirs or what? There's two of them now, but these can be like bloody mynocks, so more might be nearby. Either way, I think we need our turrets covered." He sighed. "I'm all for vaping them, to be honest."
Raphal takes a look at the datapad. "Excellent work, agent. Reconnaissance of Depot 67 will be your task when we reach the planet. Confirm that is where the smugglers are based out of and how best to dismantle their operatons. Take Golganon here with you. Myself and agent Tark will meet with the planetary governor and military leaders and determine how corrupt this regime is. Then together we will crush these smugglers for the good of the Empire!"
Handing back the datapad, Bartol replies to Orell, "No, they do not know who they are up against. Let us show them what it means to cross us."
@Kirindal (et al) - I appreciate the deference you've just just shown to Bartol. I think that really worked in-character! (I may be biased) I don't mean to come off as bossy or to assume the team leader role or anything, but my character is a Commander of Crimson Guardsmen and likes to stab traitors with a lightsaber...so he's acting like he usually does, imperious and commanding and maybe a little dramatic. If I am being an OOC jerkfaced jerk, someone please let me know. Really.
I know my overall plan splits the party...which is bad...but it does make logical sense in a cinematic way. Thoughts?
Who knows Gunnery and can man a turret? I don't, but Bartol will man a turrent anyway! Let's shoot these bastards out of space.
Orell pointed the shuttle towards one of the Z-95's, and increased the throttle. "Very well. I'll need one man in the aft-turret, another up here with me." He glanced around, gripping the flight-controls. "Are anyone of you able to do anything aboard a ship like this?"
A lambda class shuttle has one aft-turret Aft-mounted twin light blaster cannon (Fire Arc Aft; Damage 4; Critical 4; Range [Close]; Linked 1), and Two forward-mounted light blaster cannons
(Fire Arc Forward; Damage 4; Critical 4; Range
[Close]; Linked 1), as well as Two forward-mounted twin light laser cannons (Fire Arc
Forward; Damage 5; Critical 3; Range [Close]; Linked 1). Two of the firelinked cannons at the front will be manned by me as the pilot. I am unsure which though, but I am up for whatever really :P I do think it's the blaster cannon that needs a secondary gunner. The light laser cannons are for the pilot.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Minion, roll 3#2eA for the three Z-95 pilots
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Minion, roll 2eA for Rashe'lina's Vigilance check
PSN: TheBrayster_92
Geth, roll 2eA+1eP for COOL
Geth, roll 2eA+1eP for COOL - Is this something I could roll a Force die for also?
032 - PC
021 - PC
021 - Threat
020 - Threat
012 - PC
012 - PC
003 - PC
003 - Threat
So, let's talk about Initiative: any player can go in a PC spot. Just call out that you're going, and take your turn. (the initiative values are triumphs|successes|advantages, players take priority over threats) Once I've notified players that it's their turn, they have 24 hours to respond. After 24 hours of no response, you earn a strike. Three strikes and you're out of the Operation (this is negotiable, but I feel like it gives combat a sort of urgency not otherwise felt in PbP games).
Space combat: throw out an idea. I don't say know. Want to use Computers to jam an opponent's targeting system? Got a check for that. Engineering to repair the ship? Yup. Piloting to gain the advantage? No brainer. Take a shot with Gunner. Inspire with Leadership. Spot for the gunner with Perception.
Or maybe you're a brainy type. Not only can you recall useful information with the knowledge skills, but in appropriate circumstances you can use them as a direct attack - all you have to do is come up with the justification. For example, Knowledge: Warfare might be used to point out maneuvers or tactics that could be used to stress opponent's ships or maximize damage, or Outer Rim could point out acidic nebula or gravity wells or some sort of crazy space bullshit.
Everybody has a role they can fill, I promise. I'm happy to work with you if you're having trouble finding it.
@Steelhawk @PACherrn @The Brayster @Kirindal @GnomeTank the PCs are up!
Scene traits: Traffic Everywhere, Spaaaaace!
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Suddenly the sensor scope on Rashe'lina's instrument panel comes alive with activity. She glances down and notices two fighters that seem to be trailing an imperial shuttle. Quickly scanning the ship ID's, she realizes the ship the Z-95's are trailing is the ship she was supposed to meet at the space port.
"God damn Outer Rim pirates..." she mutters to herself under her breath.
Rashe'lina rolls her snub fighter to take an intercept course with the trailing fighter.
I'd like to make a piloting check to roll in behind the trailing fighter to get in a good firing position, hopefully without him noticing I'm there and breaking away. No idea what the difficulty is, but my space piloting gives me 3A, so:
Geth, roll 3eA for piloting check to gain an advantage on the trailing fighter
Inside one of the Z-95s, the target lock alarm started to blare, and the gamorrean piloting it squeaked in surprise. "We're under attack!" he croaked over the local comm channel as he yanked the flight stick in an aft roll. Try as he might, he couldn't get the cloakshape fighter off his tail.
Gain the Advantage is actually a specific Action that the Pilot of spacecraft can take!, so let's break it down:
Pilot Only / Silhouette 1-4 / Speed 4+
On a successful Pilot check, negate the effects of your target's use of evasive maneuvers and you choose the defensive zone of attacks.
Rashe'lina is piloting a Cloakshape Fighter, which is Silhouette 3 and Speed 4. So she meets the requirements. Normally, the difficulty is determined by comparing the speeds of the two ships - but I'm gonna say that Rashe'lina gets the drop on 'em, and set the Difficulty as Easy.
Geth, roll 1eD for difficulty -> 1 Threat, final = 1 success, 1 advantage
Rashe'lina successfully Gains the Advantage on one of the Z-95s.
The only other thing we need to know is how fast Rashe'lina's Cloakshape is going. You're probably not casually flying around at maximum speed, so let's say you were moving at Speed 2 before noticing the Z-95s. You probably want to accelerate to top speed, because it's harder to hit a ship that's moving quickly. You can Accelerate (as a Maneuver) to increase Speed from 2 to 3... or you can Punch It and jump right to Speed 4 (at a cost of 2 System Strain).
Initiative
032 - PC Rashe'lina / GnomeTank
021 - PC
021 - Threat
020 - Threat
012 - PC
012 - PC
003 - PC
003 - Threat
Z-95 - Silhouette 3 / Speed 4 / Handling +1 / Def (1,0) / Armor 3 / HT 9 / SS 8
@Steelhawk @PACherrn @The Brayster @Kirindal another PC is up!
Scene traits: Traffic Everywhere, Spaaaaace!
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Raphal closes his eyes and feels the ebb and flow of the Force in the space around him. He reaches out with his feelings. His anger at the pirates guiding his senses. "There....lead your target 2 degrees corewards...you will have your opportunity then..."
Geth, roll 2eA+2eP for Perception
Geth, roll 2eD for Difficulty -> 1 Threat; final is 1 success, 3 advantage. I'm gonna say that's 2 Boost dice to the next 2 attacks this round.
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No worries GnomeTank, questions are always fine. "Gaining the Advantage" is a specific Action that can be done on your turn - since it allows you to choose which zone your attacks hit (which is usually chosen by the defender), and it prevents Evasive Maneuvers from negatively impacting you, it's pretty powerful. I may have jumped the gun and assumed you wanted to do that as an Action - if you'd rather just attack the Z-95, no worries, we know how it works for next time.
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Orell increases the speed of the shuttle to its maximum capacity, and opens fire on the closest Z-95, flashes of the barrage of laser-fire filling the viewport.
Maneuver: increase speed to 3
Attack nearest z-95: I shall spend the boost mentioned earlier. Firing with Two forward-mounted twin light laser cannons (Fire Arc
Forward; Damage 5; Critical 3; Range [Close]; Linked 1), damage is 5+4 (from successes) = 9. I think the Z-95 soaks three damage, so the final damage is 6. I am unsure as to what I can spend the advantage and the triumph on.
Geth, roll 3eP+1eB+2eD
For starters, you get another boost die to that attack ("2 Boost dice to the next 2 attacks"). Next, the Z-95 gets a Setback die for Defenses (you don't have the advantage, so the defender picks the defense zone - and they pick fore (defense 1)). So go ahead and roll 1eB+1eS.
Next, Advantage. 1 Advantage can be spent on removing personal strain, adding a Boost die to the next player's action, or activating certain weapon qualities.
If you had 2x Advantage, you could activate the Linked 1 quality of the weapon you fired ("Two forward-mounted twin light laser cannons"). Linked weapons get an additional set of damage applied to the target a number of times equaled to the Linked rating (in this case, Linked 1).
Triumphs can also be spent to activate a weapon quality, but they can also be spent on critical hits. Critical hits cause sometimes temporary, sometimes lasting effects on your target. In this case, you probably want to trigger Linked 1 - as an additional 9 damage will incapacitate the Z-95.
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@Jdarksun I shall totally trigger linked 1 quality on the weapon for MASSIVE DAMAGE, with the Triumph. The advantage is cancelled out by the new roll, but the Triumph remains. This is good!
Geth, roll 1eB+1eS
Weapon damage is 5+4=9
9 Damage - Armor 3 = 6/9 Hull Threshold
Triumph = Linked 1
9 Damage - Armor 3 = 12/9 HT, vehicle destroyed and pilot killed.
The twin light laser easily penetrate the small snubfighter's shields and rapidly find the vehicle's power plant, kicking off an explosion that tears the ship apart.
Unknown Z-95
"Kud!" squealed one of the pilots, as he switched over to missiles and fired concussion rounds at the Imperial Shuttle.
Orell rolled the shuttle out of the missile's path, but from the warning light in the cockpit he knew they were still tracking his vessel.
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032 - PC Rashe'lina / GnomeTank
021 - PC - Raphal / Steelhawk
021 - Threat - destroyed
020 - Threat - Unknown Z-95
012 - PC - Orell / PACherrn
012 - PC
003 - PC
003 - Threat
Z-95 - Silhouette 3 / Speed 4 / Handling +1 / Def (1,0) / Armor 3 / HT 9 / SS 8
@The Brayster @Kirindal another PC is up!
Scene traits: Traffic Everywhere, Spaaaaace!
Penny Arcade Rockstar Social Club / This is why I despise cyclists
@GnomeTank You do
@Jdarksun Orell has talents that increase the defense of the ship he's flying by 1 in each category.
@Jdarksun , what would be the difficulty for a Knowledge (Lore) check to dredge a usable piloting maneuver from the stories of the Old Republic?