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Everything posted by salamar_dree
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The STAP Assault Platform has been added. It's a speeder bike frame with High Output Repulsor Coils. This actually gives it an altitude of 150m vs. 75m RAW. If you want to tweak that Attachment, maybe start it at 5× normal as the base level and add a few more Mods. It also ended up w/ SST 4 instead of the 3 RAW, but that seems acceptable. The Seltiss-2 Caravel isn't a speeder it's a Transport (spacecraft), it just comes without a Hyperdrive from the factory (although the fluff text mentions adding them aftermarket). As such, it should be bumped down on the list to the other Freighters/Transports. Cheers!
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@EliasWindrider The Medical Bay rewrite looks good (except that in the first sentence it says "repair bay"). The Modifiable perk from the Frame table says it applies to Attachments. Does this include aftermarket Attachments? I do have a question about Deceptive Advertising: As this can be applied to any vehicle, and the Silhouette alteration occurs after all Core Components (and technically any factory installed Attachments), does this mean the vehicle is considered a specific Sil for things such as Dedicated Bays and qualifying for weapons based on Sil, but afterwards has their Sil changed? For instance: I build a Carrier (Sil 6). During the Frame step I select Elegant Design and Ambiguously Small Silhouette. It is now (during the Frame step) Sil 5. After crafting the other core components, I install a Dedicated Hangar Bay. This grants 50 Sil-worth of subordinate craft, one of which can be Sil 4, the rest up to Sil 3. Now during Assembly I select Deceptive Advertising. My Carrier is now Sil 4, and can carry another Sil 4 ship (and 15 vehicles of Sil 3). Technically, this would allow a loophole where this Sil 4 Carrier can carry another Sil 4 Carrier, which itself can carry a Sil 4 Carrier.... I feel that this should be clarified, and that Dedicated Bays/Berths should be carefully weighed as to how they are affected by Deceptive Advertising. The Hangar Bays in particular have been very powerful in general, and that they could benefit from only providing the non-carrier values (i.e.: eliminating the carrier column). After all, they do gain the benefit of reduced HP cost, which is already an "increase" to the capacity provided. Cheers!
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Yeah. The Mk IV FCS is tricky. It allows you to fire all weapons in 1 firing arc, combining their features. But if the FCS is knocked offline, ALL ship's weapons are disabled. Definitely unique, but it's all or nothing. 🤔 The lancer has Fwd twin light lasers, Turret-mounted (FA All) triple light lasers, and a ventral-mounted (still FA All) light tractor beam. When fired together, the Fwd lasers change their Linked rtg to 4 and adds Tractor 2, but only this weapon can be fired.
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As it stands, Unusually Agile just allows a Patrol Ship to Punch It regardless of Sil. That's fine. The talent Supreme Pride and Joy (Ship Captain Universal Spec) allows you to: 1/session as an incidental, reduce your Sil by 2 for the rest of this round and the next. Not an all the time thing like Hera, but it's a 20 pt talent. I'm not sure letting a Sil 5+ ship act like it's smaller should be a feature of a vehicle. Those larger ships should be different. The 2 maneuvers for Sil 1-4 is what gives the smaller ships an edge. A Patrol Ship with Elegant Design and Ambiguously Large Silhouette is plenty boss. As for the Engines: I personally feel that they should all start at 0, so I'm good with dropping the Ion Turbine Engine to 0/0/0/0 base. Yes, giving it a mod to pick it back up is great. Deceptive Advertising... tricky.
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@EliasWindrider A couple clarifications: If during the Frame stage, if you have a Sil 2 Landspeeder (3 passengers) and select the Passenger Quarters option first, you add 1 passenger (4 total), correct? Then if you take 2×Larger Scope next, it doubles the passengers to 8 and then again to 16. Right?
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Bantha-II Cargo Skiff Sil 2, Spd 3, Hand 0, Def 0, Armor 0 HTT 6, SST 8 Max Alt 50m, Sensors: Short Crew: 1, Enc 250, Pass 16 Price 8000, Rarity 4 Cust HP 2 This vehicle... Even with Larger Scope, Ambiguously Large Silhouette, 3×Extra HP, the Transport Hull, 3×Cargo Pods, and an Integrated System [Dedicated Cargo Bay], this is 2 HP shy of the target HP, and the Enc (w/ 3 Cargo Pods and 6 Dedicated Cargo Bays) is only 215. On top of that, it carries 16 passengers. The YT-1300 only has a Cargo capacity of 165...
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Crafting weapons with both improvements and flaws?
salamar_dree replied to k7e9's topic in Star Wars: Edge of the Empire RPG
Per RAW, the only way to get both Advantage and Threat on a check is via the Creative Design talent (from the Shipwright spec in Fully Operational). Each rank of the talent allows the player to add an Advantage, but the GM gets to add a Threat equal to the amount of Advantage taken. As for the "Why?", it's simple. The crafting tables are meant to represent "unique" items crafted by an individual, not mass produced items. If you roll well, then yes, your custom handcrafted item is better. As for Attachments, per RAW, no restrictions. They are "plug and play". However, I apply common sense. Scopes and Custom Grips seem interchangeable. To me, Superior isn't really an Attachment, but a change to a weapon's quality, so I wouldn't allow that one. Cheers! -
The Mandalorian Season 2! [Spoilers]
salamar_dree replied to P-47 Thunderbolt's topic in Star Wars: Edge of the Empire RPG
I haven't. Just this thread. So Bo Katan looks 20 years younger, and Boba Fett looks 20 years older. It all balances out...
