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How do interdictors work in the game?
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worfbacca
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PostPosted: Wed Mar 25, 2009 9:09 pm    Post subject: How do interdictors work in the game? Reply with quote

Does the interdictor stop all hyperspace travel in range or does it have to target individual ships in range?
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YodaWI
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PostPosted: Wed Mar 25, 2009 9:23 pm    Post subject: Reply with quote

Interdictors work with an 'area of effect'. Any ship attempting to pass through that area via hyperspace is brought back to realspace. Also, ships cannot return to hyperspace until clearing that area.
Depending on the size and strength of the interdicter and ship being interdicted, some moderate to major damage will probably occur to the hyperdrive and other systems. Ships will not have any warning before being drawn out of hyperspace either.
In order to clear the area, ships may attempt to put a planet, moon, or large asteroid between them and the interdictor to escape its gravitational pull. Also, a few times in the books, Luke and others tried a few different 'tricks' to avoid the tractor beams and interdictors and escape.
I have never used it in roleplaying so I am not sure of all the actual game mechanics.
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Lostboy
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PostPosted: Wed Mar 25, 2009 11:00 pm    Post subject: Reply with quote

Ships dropping out of hyperspace when they enter a gravity field is a safety feature so as not to collide with an object in space. so i wonder if a ship that has the gravity safeties disabled would be effected
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YodaWI
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PostPosted: Wed Mar 25, 2009 11:34 pm    Post subject: Reply with quote

good question. Of course, there is an awful lot of risk involved with that. If I was GM and the characters tried that repeatedly, eventually it would catch up with them. You would have to be a little more detailed or strict with astrogation rolls and difficulties I would think.
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vong
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PostPosted: Thu Mar 26, 2009 6:59 am    Post subject: Reply with quote

the safties are so the drives dont overheat i believe. you cant go to lightspeed in a gravity well either. So i believe gravity exerts a force in hyperspace that sucks the ship back into relapse.

to avoid a gravity well generator, they built something of a "skipper" in the books, where the ship had a few hypercells, and when one went (sucked into relapse) the second would trigger keeping hte ship in hyperspace.

cant remember what book, but i believe it was in the vong series.
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Luwingo_Spince
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PostPosted: Thu Mar 26, 2009 11:37 am    Post subject: Reply with quote

It was in the Corellian trilogy, the Bakurans developed it
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Lostboy
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PostPosted: Thu Mar 26, 2009 1:49 pm    Post subject: Reply with quote

I looked in truce at bakura and could not find it. I know iv seen the d6 stats somewhere.
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vong
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PostPosted: Thu Mar 26, 2009 2:31 pm    Post subject: Reply with quote

*sounds the horn of GRY*

he has stats for everything. all searches start and end with him Wink
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Luwingo_Spince
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PostPosted: Mon Jun 01, 2009 6:20 pm    Post subject: Reply with quote

It wasn't in the Truce at Bakura Sourcebook, but the Corellian Trilogy which was covered in Cracken's threat dossier.

Sorry about the late post but hadn't looked at this thread in awhile.
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Gry Sarth
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PostPosted: Mon Jun 01, 2009 6:51 pm    Post subject: Reply with quote

Blast... there must be something wrong with the horn of Gry... missed that one...

Anyway, better late than never.

Hyperwave Sustainer
Model: Bakuran hyperwave inertial momentum sustainer (HIMS)
Type: Anti-interdiction field hyperwave sustainer
Scale: Capital
Skill: Capital ship piloting
Cost: Not available for sale
Availability: Unique
Game Notes: The Bakuran hyperwave sustainer allows a ship to pass through an interdiction field. During an “interrupted jump” the pilot must make successful Very Difficult capital ship piloting rolls for each round the vessel is attempting to travel. In addition, the hyperdrive speed of the vessel is reduced to x12. Failure to make at least an Easy total on the required capital ship piloting checks results in a mishap; typically the ship is thrown off course or is damaged and must revert to sublight speeds (at the gamemaster’s discretion).
Source: Cracken’s Threat Dossier (page 135)
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Rerun941
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PostPosted: Tue Jun 02, 2009 10:09 am    Post subject: Reply with quote

Gry Sarth wrote:
Blast... there must be something wrong with the horn of Gry... missed that one...


*replaces the bulb in the Gry-signal*
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garhkal
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PostPosted: Tue Jun 02, 2009 5:39 pm    Post subject: Reply with quote

He might have forgot to take out his ear plugs... Rolling Eyes
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jmanski
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PostPosted: Thu Jun 04, 2009 7:57 am    Post subject: Reply with quote

Maybe we got the Gry horn and the Ricola horn switched?
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