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#21 kaosoe

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Posted 02 July 2014 - 07:31 AM

Added the following lengthy question(s). Thanks to Jegergryte for formatting it for me.

Vehicular Maneuvers as Actions

Question asked by  Jegergryte:

 

My questions concern pilot (planetary/space) checks.

 

1) As vehicle movement is a manoeuvre and doesn't normally require a check unless there's some sort of terrain or navigational hazards, I wonder if the Fly/Drive manoeuvre is "upgraded" to an action when speed, silhouette and terrain enters the equation. Or if such a pilot check is exempt from the skill check = Action convention?

2) This is sort of based on a negative response on the above, that manoeuvres stay as manoeuvres: Does the navigational hazard rules, either setback dice and/or the speed/silhouette rules, also come into play with other manoeuvres that involve movement, like evasive manoeuvres? Stay on target? Accelerate/decelerate? Punch it!? Basically any pilot only manoeuvre which in some way entails ship movement, whether relative to other ships or not.

 

3) Would it be within the intentions of the rules to add terrain modifiers, setback dice only (or silhouette or speed as upgrades too?), to the Gain the advantage action?

 

Answered by Sam Stewart:

To answer your first question, generally you would “upgrade” the maneuver to an action when piloting is something crucial to the plot, such as piloting through terrain. In this situation, a GM might have the vehicles in question make piloting checks on the first round, then have a chance to shoot one another on the second round (which would also give advantage to the PCs who have the Master Pilot talents). However, if the GM wishes to handle this differently, he is of course free to do so.

 

This should answer your second question. As to your third, it would absolutely be within the intentions of the rules to add terrain modifiers in the form of Setback dice to the Gain the Advantage action, or any other piloting action that might come up (it could conceivably be added to the Copilot action, for example). 

 

Question asked by  Jegergryte:

I guess the following rationale is tied to this quote "In this situation, a GM might have the vehicles in question make piloting checks on the first round, then have a chance to ...": Would a fair interpretation then be that when entering a hazardous area one is required to make a piloting check, which then allows manoeuvres and actions to be performed by the pilot until the end of the next round without further pilot checks (barring moving out of/through the area and using Gain the Advantage)?

 

So, for instance:

I'm flying my YV-545 into a 2 setback dice asteroid field terrain using the fly/drive manoeuvre, this then becomes an action and I make a piloting check.

I could then, for two system and character strain (or the copilot could so that it only requires 2 system strain) perform an Evasive Manoeuvre without this requiring a check (or of course the copilot could attack any targets)?

 

The second round I could perform a Stay on Target manoeuvre and then attack, or accelerate or evade without requiring a pilot check, even when within the hazardous terrain?

The third round then, it seems if I take you very literally, would require a pilot check, whether I'm moving out of the area or still within the area as long as I'm moving, which of course I am, since I haven't decelerated to 0 speed.

 

And one last question concerning Gain the Advantage. Am I being too literal when I interpret that Action to only apply to the Pilot (as the wording specifies), or should it also apply to any and all gunners aboard the starship? Considering the attack will happen in one round (unless you have the Master Pilot talent), the gunners cannot this round pick and choose defensive zone, unless the Pilot has to pick zone now - which opens for the defending starship to move angle deflector shields in between this action and the pilots attack action next round (if the target fails or cannot perform Gain the Advantage).

 

Answered by Sam Stewart:

Your interpretation of flying through difficult terrain is a fair one. Spending the first round making a piloting check, while performing evasive maneuvers as a maneuver that does not require additional checks, is completely reasonable (after all, your ability or inability to fly through the asteroid field has already been determined, so there's no reason to check it twice in a round). Then in the second round, as the GM has already established that you're flying through terrain, you could fly and fight as normal.

Whether you needed to make another piloting check during the third round is really up to the GM. If the situation is fairly dire (such as the Millennium Falcon flying through the Hoth Asteroid Field) then the GM could require multiple piloting checks to reinforce the idea that just staying in the asteroid field is extremely dangerous. However, if the encounter is over, and the GM feels that there's no need to keep testing, he can simply have one piloting check be enough.

 

The important thing in this situation is to remember that you don't always need to stick with the rules, when doing so could result in a tedious or even ridiculous encounter. If the GM and players like the idea of lots of piloting checks (which increases the odds of failure) then by all means, have them test often. If the GM and players feel that this is slowing down the combat too much, then maybe one piloting check the first time the pilot enters the terrain is enough.

 

To answer your final question; RAW does state that the pilot is the one who benefits from Gain the Advantage, however the GM would be well within his bounds to rule that gunners (especially gunners in a two-seater Y-wing, for example) benefit from it as well.


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#22 kaosoe

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Posted 02 July 2014 - 07:33 AM

If any mods out there would pin this topic, I would be very grateful.


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#23 Dbuntu

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Posted 02 July 2014 - 08:32 AM

If any mods out there would pin this topic, I would be very grateful.

While you're at it delete all the posts that aren't strictly question/answer. Including this post :P


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#24 Doc, the Weasel

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Posted 02 July 2014 - 10:05 AM

The important thing in this situation is to remember that you don't always need to stick with the rules, when doing so could result in a tedious or even ridiculous encounter. If the GM and players like the idea of lots of piloting checks (which increases the odds of failure) then by all means, have them test often. If the GM and players feel that this is slowing down the combat too much, then maybe one piloting check the first time the pilot enters the terrain is enough.

 

 

You should post this quote at the top of the list.


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#25 progressions

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Posted 02 July 2014 - 10:38 AM

 

The important thing in this situation is to remember that you don't always need to stick with the rules, when doing so could result in a tedious or even ridiculous encounter. If the GM and players like the idea of lots of piloting checks (which increases the odds of failure) then by all means, have them test often. If the GM and players feel that this is slowing down the combat too much, then maybe one piloting check the first time the pilot enters the terrain is enough.

 

 

You should post this quote at the top of the list.

 

 

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#26 Yepesnopes

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Posted 07 July 2014 - 09:25 AM

I don't know if this has been answered before.

 

Rule Question:
Dear,

Does a character wielding two Ryyk Blades (or two superior vibro swords) gain automatically two advantages with his melee checks? or just one?
Does he gain 2 points of melee defence (one per weapon) or just 1?

Kind regards,
Yepes
Hi Yepes,
 
Just one advantage, and just one melee defense. 
 
Hope that helps!
 
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Fantasy Flight Games

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#27 kaosoe

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Posted 07 July 2014 - 10:38 AM

Done!

 

Also another shameless plug to get this topic pinned. Perhaps I should message someone.


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#28 2P51

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Posted 07 July 2014 - 10:40 AM

Message the webmaster.


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#29 Venthrac

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Posted 08 July 2014 - 07:25 AM

Woot, it's pinned!

 

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#30 kaosoe

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Posted 08 July 2014 - 08:17 AM

Yeah. Took 2P51's suggestion and messaged The WebMaster directly.


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#31 kaosoe

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Posted 08 July 2014 - 08:34 AM

Added the following questions asked by HappyDaze as well as cleaned up the questions asked about the Loronar and YV-929.

Vehicle Attachments

Question asked by HappyDaze:

Can starships have multiple installations of Attachments like Enhanced Carbon-Durasteel Armor or High-Output Ion Turbine?
 

 

Answered by Sam Stewart:

Generally, no, they can only benefit from one of each type of attachment. Exceptions may be made for attachments such as weapons, however.

 

 

Limited Ammo and Linked Quality

Question asked by HappyDaze:

How do Limited Ammo and Linked interact?

If a Proton Torpedo Launcher has Limited Ammo 8 and Linked 1, which (A or B) is correct?

A) It can fire 8 times, each launching 2 torpedoes. The launcher holds a total of 16 torpedoes with the Limited Ammo saying how many salvos are available.

***OR***

B) It can fire 4 times, each launching 2 torpedoes. The launcher holds a total of 8 torpedoes with the Limited Ammo saying how many torpedoes are available and that number divided by the number of linked launchers.
 

 

Answered by Sam Stewart:

B is correct. You could also specify that you're only firing one shot, and choose not to even try and activate Linked. As long as the GM says its alright, then you'd fire a maximum of one torpedo.

 

 

 

 


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#32 scarab

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Posted 08 August 2014 - 02:03 PM

I have a question that may or may not be stupid concerning activating weapon qualities:

 

Certain Active qualities (Autofire, Burn, Blast, Guided and Linked) say explicitly that activating the quality is dependent on a successful hit. Other Active qualities (Concussive, Disorient, Ensnare, Knockdown, Stun and Sunder), only say "when [quality] is activated".

 

Does this mean that even if (for example) my Brawl attack is unsuccessful (ie causes no damage), I can spend any net advantages to knock my opponent down or disorient him (but not deal damage)? 



#33 2P51

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Posted 08 August 2014 - 02:22 PM

I have a question that may or may not be stupid concerning activating weapon qualities:

 

Certain Active qualities (Autofire, Burn, Blast, Guided and Linked) say explicitly that activating the quality is dependent on a successful hit. Other Active qualities (Concussive, Disorient, Ensnare, Knockdown, Stun and Sunder), only say "when [quality] is activated".

 

Does this mean that even if (for example) my Brawl attack is unsuccessful (ie causes no damage), I can spend any net advantages to knock my opponent down or disorient him (but not deal damage)? 

The main description of item qualities specifies weapon effects only can be activated when an attack is successful.


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#34 scarab

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Posted 08 August 2014 - 03:06 PM

Sorry, could I get a page number? The bit about Item Qualities on page 154 only says you need to spend Advantages to activate qualities, nothing about successes. 

 

Also when you look at the advantages table on page 206 it clearly states you need a successful hit that deals damage past soak to activate a critical, but nothing like that for activating weapon qualities.


Edited by scarab, 08 August 2014 - 03:10 PM.


#35 2P51

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Posted 08 August 2014 - 03:09 PM

It's 168 in AoR.  Haven't got EoE in front of me.  It's the last paragraph of the Item Qualities intro.  "Weapon qualities can only trigger on a successful attack, unless specified otherwise."


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#36 Donovan Morningfire

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Posted 08 August 2014 - 04:09 PM

A couple Force-related clarifications from Sam:

 

First Q: For the Sense power, could a PC with both the Ongoing Effect Control Upgrades activate them with a single Action, or would each Ongoing Effect require its own Action? I could honestly see this going either way, though I'm leaning towards the "single action to commit Force dice to each Ongoing Effect."

 

Answer: To your first question: no. Each ongoing effect requires an Action to activate (and you'd need the Force Rating to activate both as well).

 

Second Q: For talents that involve rolling Force dice, such as Overwhelm Emotions or Invigorate (AoR), can a PC spend a Destiny Point to convert any dark side points into light side points? My thought on this would be "no" given that for those talents, rolling dark side points has a specific effect and it's for a talent, not a Force power.

 

Answer: To your second question: also no. This talent is somewhat unique in that it doesn't use Force Points, but the Light Side and Dark Side results on the die itself. Since it's entirely dependent on the results and no points are generated, you can't flip a Destiny Point to generate Force Points with Dark Side results.


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#37 scarab

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Posted 08 August 2014 - 04:50 PM

Do AoR rules overrule EoE rules in general (ie should my group consider AoR as further errata of EoE?)


Edited by scarab, 08 August 2014 - 04:51 PM.


#38 2P51

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Posted 08 August 2014 - 04:53 PM

I would view them as refinement of existing rules, at the end of the day rules are ultimately subject to the discretion of each table and what works for them.


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#39 signoftheserpent

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Posted 09 August 2014 - 02:37 AM

Why is there no support for this game anymore?



#40 Josep Maria

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Posted 10 August 2014 - 02:12 PM

Greetings people!

 

A few weeks ago I made a question to understand game concept instead mechanics, and, I LOVED the answer.

 

I was one of those people that believed that combat hit probabilities where too high, even fighting minions. The answer satisfied me.

 

The aswer was too long (if do you want I will post it) but the main idea was that minion groups wouldn't be more than 3 per pack.

This way (with stats at 3) maximum dices against heroes would be 3 plus Boosts.

 

I liked a lot this answer. With nemesis/high rivals vs players hit% seems a bit high yet, but at least this solved the "minion problem".

 

Also there is another point that I have to remember and auto apply that ROUNDS AREN'T 6 SECONDS XD

 

A bit off-topic but, after re-watching 2 times Clone Wars and Movies (yes, I need a girlfriend XD) I discovered that I was wrong about Force and Jedi "level of power".

 

Of course they are strong, but, not so much as I thought. I found a lot of limitations and samples, plot is the main one XD, but there are a lot of them.


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