Re: The Legend of Lucifer (Piracy of the Fallen Clan)
ooc: This is the part where I stop laughing and set out to murder you.
One of my characters is a +4 guerrilla warfare expert and +4 veteran jump navigator, should that not the roll in some way? I'm not saying +8 for me, it just seems utterly ridiculous that I need a 1 or 2 to not get screwed.
Last edited by Double A; May 03, 2014 at 06:24 PM.
Re: The Legend of Lucifer (Piracy of the Fallen Clan)
OOC It says nothing about such things in the rules so you shouldn't get any bonuses for that. But I can already tell you're gonna be a child about this so I'll hit a different system, I'm not gonna deal with another player demanding unwritten bonuses at every turn.
Last edited by Pericles of Athens; May 03, 2014 at 06:33 PM.
Re: The Legend of Lucifer (Piracy of the Fallen Clan)
ooc: That came out completely wrong if you think I'm demanding bonuses.
I meant that piracy seems incredibly imbalanced, and I was proposing a counter to it. Currently there is no way to take precautions against it, and I think most pirates have a 90% chance of success. I'm fairly sure someone else has a better idea than me, but that's the best I got right now except for the obvious solution of a military building.
Re: The Legend of Lucifer (Piracy of the Fallen Clan)
SOS Call:
2/20 chance the raiders are seen as they’re making an approach, alerting local defenders and allowing them to intervene. A battle will be rolled before the raid can happen.
8/20 chance the victims get an SOS call out as the attack is underway. A battle may be rolled after the raid has happened.
8/20 chance the victims cannot send an SOS but do put up a fight. No battle.
2/20 chance the victims are taken completely by surprise. +10% loot.
1-2, the defenders of Algo are caught completely by surprise (+10% loot)
3-10, the raiders are able to prevent the victims from sending an SOS call
11-18, the victims get an SOS call, a battle may occur after the raid has begun
19-20, a battle will be rolled before the raid can happen.
Modifiers: -4 SOS (pirate), -5 SOS (Guerilla Warfare)
Rolled a 18 - 8 = 10. The raiders are able to prevent the victims from sending an SOS call and are able to loot the system before patrols can come help.
Loot: Trade income based on 2 trade lanes with 100,000 trade income.
Rolled a 2, so [(4*2%) + 10% (traits)] = 18% of 100,000 Crowns is 18,000 Crowns Looted.
Algo System will lose 18,000 trade income next year.
Re: The Legend of Lucifer (Piracy of the Fallen Clan)
SOS Call:
2/20 chance the raiders are seen as they’re making an approach, alerting local defenders and allowing them to intervene. A battle will be rolled before the raid can happen.
8/20 chance the victims get an SOS call out as the attack is underway. A battle may be rolled after the raid has happened.
8/20 chance the victims cannot send an SOS but do put up a fight. No battle.
2/20 chance the victims are taken completely by surprise. +10% loot.
1-2, the defenders of Gumpalt are caught completely by surprise (+10% loot)
3-10, the raiders are able to prevent the victims from sending an SOS call
11-18, the victims get an SOS call, a battle may occur after the raid has begun
19-20, a battle will be rolled before the raid can happen.
Modifiers: -4 SOS (pirate), -5 SOS (Guerilla Warfare)
Rolled a 12 - 9 = 3. The raiders are able to prevent the victims from sending an SOS call and are able to loot the system before patrols can come help.
Loot: Trade income based on 4 trade lanes (Southern Merchant Lord). Total trade income is 150,000.
Rolled a 2, so [(2*4%) + 10% (traits)] = 18% of 150,000 Crowns is 27,000 Crowns Looted.