Insal's shrine to RNGesus

Insalius

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Rolling for jump to barge;

1 to 2 - Easy Landing
3 to 6 - Rocky Landing
7 or higher - Miss the Barge

-1 for knowledge and experience
-1 for grapple gun

[dice]d10[/dice]
 

Insalius

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Rolling to grab Allard on the way. Bonuses negated by rocky landing;

1-4 Grab Allard on the way
5-8 Grab Allard but slam into barge for thread-long disadvantage
9-10 Miss Allard

[dice]d10[/dice]
 

Insalius

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Roll to cause temporary disruption of hyperdrive

1-4 success to give us two turns to get in

5-8 Success to give one turn to get in

9-10 Doesn't cause enough disruption

[dice]1d10[/dice]
 

Insalius

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Roll to seal opening with lightsaber before they enter Hyperspace. +1 for extra time gained from last roll, +2 for skill with lightsaber

1-4 Unable to fully seal this turn

5-7 Able to seal this turn but trips some sort of sensor by accident

8-10 Seals it this turn with no problems

[dice]1d10[/dice]
 

Insalius

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Roll to slice into the system security. +2 for being trained to slice.

1-4 Total of three turns needed to slice navicomputer, alerts 1d10 security droids to investigate

5-7 Total of two turns needed to slice navicomputer, alerts 1d6 security droids to investigate

8-10 Total of one turn needed to slice into navicomputer, no droids are alerted.

[dice]1d10[/dice]
 

Insalius

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rolling for number of droids.

[dice]1d6[/dice]
 

Insalius

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Rolling to see who the last droid fires at. 1-2 Allard, 3 Kal, 4 Chris. Allard has a higher chance for having downed most of the other droids at once.

[dice]1d4[/dice]
 

Insalius

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Rolling attack on Kal from the droid. Chances reflect unable to get clear shot on him. 1-3 direct hit, 4-6 grazing hit, 7-9 miss, 10 ricochet back to destroy self

[dice]1d10[/dice]
 
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