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About sigmazero13

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    Rules Geek
  • Birthday 07/04/1978

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    Thornton, Colorado, United States

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  1. In my session last night, one of the characters was pretty badly hurt (no crits, just a lot of wound). They made their way to a city on the planet they are on, and were looking for a medical facility. I figured this city was big enough that they would have the equivalent of a medical clinic, with medical droids and bacta tanks. One wanted to spend the night in the bacta tank, and it sounded reasonable for me. What I was NOT sure about was what a fair cost would be to "use" the bacta tank? They cost 4000cr to buy, but I thought that "using" one for the night could be cheaper. I decided on 20cr. (This assumes about 200 uses to "break even" with its cost, and that seemed OK to me in my head). Does this seem like a reasonable price? Did I overcharge/undercharge them? I didn't want to strip them of all their remaining credits, but wanted them to come into the next encounter not on the verge of death, either
  2. So when I write down the slots at the beginning of combat (PC vs NPC), I should keep track of what the scores are at that point, and insert the new initiative slots in the appropriate place? (Makes sense, I just want to make sure I understand). Thanks for the quick reply!
  3. I had a couple questions about Initiative slots in combat: - As NPCs (and, I guess, PCs, though less likely) fall during combat, do you remove any NPC slots? - If the above is "no" and it's an NPC's turn, can the GM pass that slot to wait until a later slot? Or must an NPC always be picked to act (making the last slots "useless" when NPCs die). - If new NPCs appear mid-combat, how are slots affected? Do they just get added to the bottom? Do you make some kind of roll to insert them mid-stream? (This is assuming they appear between rounds, like reinforcements coming or something like that). Thanks! Still a pretty green GM but am having fun so far!
  4. That's possible, I'd just need to find a way to get them back to the planet And I guess I need to read through the adventure to see if any of the character-specific notes could still apply to them all.
  5. How easy is it to "port" the Lure of the Lost adventure to a group that isn't using the beginner game? I introduced a group to the game a few weeks ago, using the beginner game and Mountaintop Rescue, and they liked it, but they wanted to make their own characters, and didn't have interest in keeping the pre-built ones. However, the little bit I've skimmed through Lure of the Lost seems interesting, and I'd hate to have that adventure go to waste :) Obviously, I'd need some kind of tie-in to get the players to Spintir to move forward (they don't really want to do the same adventure again), but I noticed throughout Lure of the Lost were references to the pre-built characters. Can those easily be ported to other characters? Would the story lose a lot by having non-Beginner Game characters go through it? Any ideas or suggestions? (I'm a pretty green GM for the game, still learning all the rules myself, but the group was pretty eager to move beyond the limits of the Beginner game, and we'll all be learning things together).
  6. I have to admit, I'm with neosmagus on this. I do my numbering differently than he, but it's not very "user friendly" for the app to use a completely different color scheme than the game provides. It obviously won't be a problem if there's only one instance of a group, but if there are multiple groups of Stormtroopers or Officers, for instance, having to create my own hacky workaround to try and keep track of which is which makes the app a bit less "usable" (not completely UNusable, just a pain to use).
  7. Not sure if this is a "bug" per-se, and I can't remember which quest it was, but there was a quest that had the Dispossessed as an enemy, and all their cards activates require them to either get the hero token, or use it. IE, none of the actions ever let them move on their own. This kind of made that quest really easy since all we had to do is stay out of their LOS and they would just stay put forever.
  8. More a typo then a bug, but in the "Pest Control" quest, one of the tiles it tells you to set aside is #2. However, Tile #2 is not used in the quest, but instead Tile #5 is.
  9. I saw the same bug, although I think for me, it said 1/4/2016 I'm thinking it was supposed to be "1-4", and got translated to a date. (The other options were 0 and 5+, so 1-4 as a range seems to fit. We were playing two heroes, so maybe with more heroes the range is 1-6?) I don't have my tablet handy, but I'm using the most recent version of this app (1.3.1 or 1.3.3? I can't recall right off).
  10. This is going to be a really dumb question, I'm sure, but I don't frequent these boards very often. What is the "CRRG" and where can I find it? Sounds like it would be a useful reference.
  11. Just starting a Corellian Conflict campaign with my daughter. In reading the rules, I had one question about resources and bases. Rebel bases cost 15, outposts cost 0. The rules say to mark it with presence on the map, but secretly record which it is. Does this mean resources are hidden info? If not, there would be no point to the secrecy, since the Empire would know which it is by the number of points spent. Same with gaining resources each round to a smaller degree. In that case you would just know how many outposts vs bases by the number of resources gained, not necessarily where they are, but as the game progresses it could be deduced. Thanks.
  12. Am I just blind, or are the PDF for the expansion rules not on the site? I like to have digital versions of them so they are easier to reference, but I just can't seem to find them.
  13. Very cool. One thing I may suggest, though, is change the "Roll" text to "Cast", as you aren't really "rolling" the tokens, but flipping them (and the game calls it "casting")
  14. I think for me, while I'm still waiting for this to arrive, is disappointment that unlike other small box expansions, this one doesn't have Rumor cards for the quests - so the only way to play them is in the mini-campaign.
  15. That's the biggest one, but there are a couple more: - Commanders cannot move out of activated areas (other heroes can) - Standing Commanders MUST participate in battles if they are in the area with friendly units (other Heroes can choose to not support)
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