01-03-2021, 05:58 AM
(This post was last modified: 01-03-2021, 06:00 AM by DM Vitkyng.)
(01-03-2021, 05:18 AM)IT-O (Zero) Wrote: [OOC: I was doing some reading and Imperial Shuttles have Navicomputers. Navicomputer's give a +5 bonus to all astrogation rolls, shown here...
Quote:Though extremely expensive, Advanced Navicomputers exist. These grant a +10 bonus on Use Computer checks made for Astrogation, rather than a typical Navicomputer's +5 bonus.
[I don't know what bonuses or penalties you calculated into the DC. Perhaps we should list the adjustment so we know what's going on. ]
Use Computer: [1d20+12] = 5+12 = 17; with the NaviComputer +5 = 22
Use the force: [1d6] = 3; +22 = 25! I think that's a success!!!
The navicomputer is already included in the DC I gave. https://swse.fandom.com/wiki/Galactic_Ga...strogation You don't get to add it twice.
(01-03-2021, 05:18 AM)IT-O (Zero) Wrote: If I need a 2nd roll because the first roll somehow failed:
Astrogation: [1d20+12] = 6+12 = 18; Which would be a fail. Everyone is rolling very bad!
My initial post included the Nav computer in the DC, otherwise it would have ben DC 20 for one minute, 30 for full round. The reason astrogation to Bisay is harder is due to some rather complex gravitation anomalies (the reason the rebel cell is using it and why it is not on any hyperlane). This made the base DC 15 rather than 10. Then you had -5 for no Holonet access, and +5 for the Nav Computer.
(12-27-2020, 04:19 AM)DM Vitkyng Wrote: You travel toward Dantooine for maybe a half hour or so when Tak says that should be far enough to get you clear of the Relgim Run hyperlane, and far enough not to be picked up on scanners.
Dropping out of hyperspace, Zero begins to plot the next set ofd coordinates, for the jump to the Bisay system.
He will be able to take 10, but you dare not access the Holonet to leave any footprint or trace of your destination. With no Holonet information on Bisay, he is having to rely entirely on skill and the Nav-computer, essentially making the DC15 rather than 10. So he cannot rush it unless he rolls and tries for DC 25.
Just so rthat is clear DC 15 takes one minute, DC25 is on full-round.
So your first roll would have been 17 not 22 +3 force = 20. Not high enough for the DC 25,and probably you would not have spent the force point. Nor would you spend the force point on the second roll, except perhaps to make the damage to the ship less.
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Round 3 Continued
Initiatives
Imperial Pilot - 26.08
Zero - 23.05
Shunna - 17.06
Woryn- 14.009
Korstyn - 13.07
Tak - 10.04
Ubi - 7.06
Vulture 2 - 7.05
Vulture 3 - 7.05
Vulture 4 - 7.05
Njon - 6.05
Dez - 6.05
Zero restarts the jump calculations this time rushing the process as much as possible.
There is nothing for Shunna to repair yet as the ship is not disabled (fort jury rig), and has not lost any steps on teh condition track (for reroute power).
Woryn delays, ready to assist Shunna as engineer with aid another.
Korstyn, Tak, and Ubi's turtns.