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  1. Something that I didn't see much in the way of explanation in the SotB book was the legality of carrying, or even openly carrying, firearms and other weapons in New Angeles. Earth Station has a backscatter arch looking for weapons. And there are rules and talents concerning Restricted (R) weapons. But nothing really touches on the general legality and attitude towards weapons in public. (I didn't see anything in The Worlds of Android either.) Can PCs, who generally don't have their own private transportation, just load up their gear and get on the metro without hassle? If they can't, will a taxi take them to their mission while toting all sorts of weapons? How do others handle this in their games?
  2. Madcap

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  3. If we do start in Onyx, when all of Rokugan has literally gone to hell, and all of the clans now have to retake the whole Empire, my wish is that the vanguard of the invasion of Rokugan is a Tortoise Clan fleet, armed to the gills with gaijin cannons and tanegashima ashigaru, and Kasuga Masaji making some off-hand comment similar to "Okay, we tried it your way. Now it's our turn." The thing that bugged me about the whole Spider Clan is that they, and Daigotsu, acknowledged that Fu-Leng was their kami. Fu-Leng... enemy of the Empire. When faced with a choice (accept the Spider Clan's help against the destroyers and acknowledge them as a clan OR fight an unwinnable battle and let the Empire die an honorable death), Rokugan chose to side with the Shadowlands. That choice never ends well. To me, it signaled the end of Rokugan. If the Empire chose to side with Fu-Leng, after a millennia of tradition and two Days of Thunder demonstrating why such a choice is a Bad Idea (TM), why should Rokugan keep any of its traditions or prohibitions? Thus a fleet of ships armed with cannons, tanegashima , and all sorts of gaijin advancements makes perfect sense to me. OR Start all over and let a new generation of players make decisions in a Rokugan with a clean slate, with a story team able to do whatever without being tied to 20 years of writing and tournament decisions. Restart the calendar to 1118 or so, pre-Clan War. There are so many decisions just in that first story arc. Do the Scorpion even have a coup? Or does another clan attempt a coup? Perhaps the Crab with bad advice from Kuni Yori? Or the Lion, frustrated with the Scorpion and Crane dominating the courts? Or the Three-Man/Yoritomo Alliance, who are tired of centuries of being overlooked by the Great Clans? Or does Yogo Junzo open the First Black Scroll before a coup even occurs? Or did Soshi Bantaro do it? Maybe Junzo is a good guy this time? With the Scorpion present as an official Clan during the Clan War and Second Day of Thunder, there are some new possibilities to consider. There are a lot of possibilities and much more room for creative writing if we just wipe the slate clean and start over. However, regardless of FFG's choice, I will still by the heck out of this on initial release and give it a go. If the mechanics are solid and the story is compelling, I will be a customer for a long time to come.
  4. For one's own Clan, Family, School lore, heraldry, etc., I could just see making a skilled (Insight+Intelligence)k(Intelligence) test if they don't have the requisite skill. I would assume that every samurai is taught about his own Clan, Family, and School at a very basic level.
  5. I like keeping it timeline neutral, but certain schools are more prevalent in certain time frames. Ex. 3E & 4E don't have the Shinjo bushi school in the core book, which was more prevalent than the Moto school prior to the return of Shinjo and the rise of the Moto family during the Lying Darkness timeline. I, too, tend to run games during the 1st Ed timeline (i.e. 1118 Topaz Championship forward), as it is the timeline with which I am the most familiar. It also lets the characters make history during the eventual Clan War. The players get to mold history by making story decisions, a la CCG tournament winners. (Ex. The Scorpion Clan Coup is successful. How does your clan react? Stay with the canon history, or something else?)
  6. I am putting this here only because I do not believe there is sufficient interest in a separate 3E thread. Because 4E physical rulebooks are very difficult to obtain without paying a premium, we are still using 3Er. I really like this rules set well enough. The only thing we have house-ruled thus far is to use the 4E dueling rules. I get that the 3Er rules try to simulate the tension of a duel (while giving the rules a feel similar to dueling in the CCG), but they are cumbersome.
  7. One can't go wrong with anything in the Criterion Collection. So many good ones. I really like Three Outlaw Samurai. It is a decent morality tale. Yojimbo/Sanjuro have to be my favorites. I wish my budget allowed me to own more, but they are pricey. I do like The Last Samurai and 47 Ronin. 13 Assassins is also very good.
  8. Lots of discussion on the LCG and RPG. What other products do people want to see? I would love a board game for the classic Scorpion Clan Coup-Clan War-Second Day of Thunder era. I am looking for a wargame/area control a la Ikusa/Samurai Swords/Shogun. It could be expandable with new eras of conflict, new units, etc. I saw a thread about a Decent/IA style game. That could be interesting, though with 7-9 clans (depending on era) plus Shadowlands, etc., how do you decide on the protagonists and the antagonists? There is this thread that covers some other thoughts. I like the idea of a GoT-style board game for L5R. Other ideas?
  9. I really hope FFG does do an RPG for L5R. That is what is most important to me. As far as rules, I would be okay with most any direction. Roll-and-keep is a very elegant system. I loved 3E®. I did not get a chance to play 4E (and probably won't since rulebooks are out of sight, both in availability and price). Comparing the two, I favor the skills list from 3E while appreciating the redesigned families and schools from 4E. I'd be happy if they reprinted 4E or developed 5E. I really like the Star Wars RPG rules & dice from FFG. I have been playing the RPG since Edge of the Empire Beta, and I really love the entirety of the system. I feel that the same or similar system (perhaps borrowing some ideas from Warhammer) with rebranded dice could be used for L5R. Jedi (jidai ?) are basically space samurai/shugenja/sohei. Whatever they choose, I just hope FFG creates/continues an L5R RPG.
  10. If we could only get Hobbie in a Y-Wing... I used Hobbie's pilot ability in Heroes of the Aturi Cluster with a Y-Wing & Targeting Astromech. Suddenly your ordnance hog and/or TLT platform becomes amazing. Add Vectored Thrusters to taste.
  11. I recently acquired MoM2 and Recurring Nightmares. I love the look and feel of the game, I am disappointed with the miniatures. Many have misshapen pegs that don't fit snugly into the stands. The larger figures, especially the star spawn, seem to have been mushed during transport. I plan to use a hobby knife and some hot/cold water to try to make things better. The bases themselves seem to have quality control issues. The chits barely fit into some bases, while keep sliding out of other bases. Reading threads here and over on BoardGameGeek, these seem to be common issues. I will either just play with the chits sans figures or glue the figures onto other, more manageable stands. The former solution wastes some of the price tag for the game (i.e. no minis), while the latter requires me to spend more to make better use of the figures. It is sad that a game with such a hefty price tag comes with subpar minis and stands. I am used to (spoiled by) other FFG minis games like Imperial Assault, Descent, and X-Wing. Hopefully the money went to making sure the app is excellent.
  12. I am actually thinking of dropping Predator on my Y-Wing. After listening to Shuttle Tydirium, I think I might swap it out for Stay On Target. This would trigger Targeting Astromech, which would trigger my Hobbie pilot talent. I'd be getting a Target Lock plus Focus on almost every attack. No real need for Predator.
  13. Pre-vets, I was running (IIRC) 3 Gamma Squadron Pilots with Extra Munitions, Homing Missiles and Seismic Charges (on 2) & Colonel Jendon with Weapons Engineer and Title. I really like it. I haven't had a chance to run it post-vets, but I am guessing the new Crew Options could help the shuttle. I will look at Gamma Vets, but I am not sure if they are needed.
  14. For an E-Wing, the addition of a Systems slot would help make up for the loss of an Elite slot. I could see this working. However, I do like that HotAC focuses on the "old school" ships. It gives them a chance to shine, whereas in competitive play they tend to be overshadowed by newer, better ships.
  15. About the E-Wing/K-Wing/T-70 being overall better, to the point of being unbalancing, I agree with everything stated. Another point is that all of these would be the nail in the coffin for A-Wings (and HWKs). Why would you take an A-Wing over an E-Wing? It is hard enough to justify taking an A-Wing as it is. An E-Wing (with Engine Upgrade) is vastly superior to an A-Wing (with Vectored Thrusters). Even a T-70 X-Wing is far better than an A-Wing; trading a 5 forward and a green die for 3 attack, an Astromech slot (plus Integrated Astromech), and a T-Roll is a great deal. The poor A-Wing needs something to make it work taking. It is under-powered, as reflected by its point cost. (Ex. PS 2 X-Wing is 21 points vs. "PS 2" A-Wing would be between 17 and 19 points (15-17 being closer to balanced). Yes, at high PS with the right Elites it can be effective, especially during escort missions. But 2 Red attack dice aren't great, and a single missile slot doesn't do much to help. Two hull and two shields require a lot of arc dodging; one mistake and it goes pop. You can take Mods to offset its flimsiness and Elites to give it some punch, but it always seems like it is playing catch-up to other ships. Then there is the HWK-290. It gives up a lot (hull, shields, attack dice, Astromech slot, K-Turn) to get a Crew slot and an Illicit slot. With the K-Wing in play, the HWK would see even less play. Even the ARC-170 (a fine ship for HotAC) overshadows the HWK. With Extra Munitions being a Modification in HotAC, the K-Wing would be an Ordnance juggernaut. If I had a fix for the A-Wing and HWK, I think giving them an extra starting Modification slot would help a bit. Taking an extra Hull Upgrade, a Shield Upgrade, or other Modification would help a lot with durability. If one were to allow T-70s/E-Wings/K-Wings, then one would need to upgrade the enemy. Some starting TIEs would be at least TIE/fos. Upgrade the occasional TIE Bomber to a TIE Punisher with more ordnance. Add some TIE Adv. Prototypes here and there. But I think adding all of this would distort HotAC beyond what it was meant to handle. This all being said, I look forward to trying an A-Wing in our next HotAC campaign. It will give me some great practice flying a fast, nimble ship. I will miss my Y-Wing.
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