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Everything posted by salamar_dree
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@EliasWindrider A) I always seem to forget trying alternate Hulls! Yes, the Transport Frame will work. (I still like the idea of "Storage Locker". I think that it could help tweak the Encumbrance values of vehicles to a minor degree, but it's probably not necessary.) B) Regardless if you call it "Stripped Down", "Reduced Protection", or maybe even "Shoddy Armor", I think it can be a general Crafting Defect for the Hull table that can be applied to any vehicle. No need to limit it to Speeder Bikes (after all, the AT-RT has Armor 0 as well). C) I'm still having a hard time figuring out exactly what you need and how to format it (the list is long). Can you show us with an example? Or would you prefer to start the spreadsheet/database with one or two examples? Cheers!
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610-AVA "Dart" Sil 2, Spd 2, Hnd +1, Def 0/0, Armor 0, HTT 2, SST 5; Sensors Close, Crew 1, Pass 1, Enc 9, Cost 2400/6, Cust HP 4; Collapsible ..Speeder Bike Frame (HP 4+2, Sil 2, HTT 2, Crew 1, Pass 0, Enc 1+9, Cost 250-125/1) ..Frame (6 Adv; Pass Qtrs, Extra HP, Efficient Construction) ..Single Ion Coil (-2 HP, Spd 1+1, Def 0/0, SST 4, Cost 500-250/2) ..Engine (5 Adv; Enhanced Output, Efficient Construction) ..Basic Hull (Armor 1, Hnd -2+3, Cost 2500-1250/2) ..Hull (1 Triumph, 12 Adv; Cargo Pod ×3, Maneuvering Fins ×3, Efficient Construction, Integrated Systems [Folding Design]) ..Assembly (Cost 1000-500; 6 Adv; Extra HP, Under Budget ×2) ..Basic Sensors (Cost 1000/3) ..Final: Armor 1 (RAW 0), Enc 10 (RAW 9), Cost 3125/3 (RAW 2400/6) ..Notes: Keep Folding Design at 2 HP (this allows it to be included with Integrated Systems). ..Suggestion: Add the following option to the Hull Table (this will help with a number of vehicles!): 2 Threat; Reduced Protection (Lower the vehicle's Armor by 1, to a minimum of 0). If implemented, the Hull adds this quality and adds 2 Threat to the needed results.
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@EliasWindrider 85-XS Odyssey Sil 2, Spd 2, Hnd +0, Def 0/0, Armor 1, HTT 3, SST 4; Sensors Close, Crew 1, Pass 1, Enc 15, Cost 4500/5, Cust HP 4 ..Speeder Bike Frame (HP 4+1+1, Sil 2, HTT 2+1, Crew 1, Pass 0+1, Enc 1+9, Cost 250/1) ..Frame (4 Adv; Pass Qtrs, Reinforced Construction, Extra HP) ..Single Ion Coil (-2 HP, Spd 1+1, Def 0/0, SST 4, Cost 500-250/2) ..Engine (5 Adv; Enhanced Output, Efficient Construction) ..Basic Hull (Armor 1, Hnd -2+2, Cost 2500/2) ..Hull (7 Adv; Cargo Pod ×3, Maneuvering Fins ×2) ..Assembly (Cost 1000-500; 6 Adv; Extra HP, Under Budget ×2) ..Basic Sensors (Cost 1000/3) ..Final: Enc 10 (RAW 15), Cost 4500/3 (RAW 4500/5) ..Notes: The Enc is off by 5. Rarity off by 2. ..Suggestion: Add the following option to the Assembly Table (this will help with a number of vehicles!): 2 Adv, Storage Locker (Add VSL Encumbrance. This may be taken Silhouette times.) If implemented, Assembly goes to 8 Adv, adds Storage Locker, and increases Enc to exactly 15.
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The Mandalorian Season 2! [Spoilers]
salamar_dree replied to P-47 Thunderbolt's topic in Star Wars: Edge of the Empire RPG
I never said it did. Just like a sublight speed war across a distance of 100+ LY doesn't make any sense, either. 😉 -
The Mandalorian Season 2! [Spoilers]
salamar_dree replied to P-47 Thunderbolt's topic in Star Wars: Edge of the Empire RPG
Yes. Apparently a galaxy far, far away is very tiny. But I think ESB is why the backup hyperdrive was invented... But the sublight issue always makes me think of Star Trek TOS and the episode "Balance of Terror". The Federation and Romulans fought a war before the Romulans had warp drive, and the Neutral Zone between them was 100 LY across... -
After answering a question about Coordination Dodge, I may have altered my opinion of how this works. I still want an official answer, but I noted a key difference in wording. As @Tramp Graphics has pointed out, Clanker Killer says, "add to the results". Coordination Dodge says, "add to the check". So maybe it is after the check is made (i.e.: add to results). I'm not sure.
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Coordination Dodge timing
salamar_dree replied to StriderZessei's topic in Star Wars: Force and Destiny RPG
Yes, it's added to the check before it's rolled. As someone with a character that has this talent, yes, sometimes it sucks when the NPC would have failed if you chose not to use it. But them's the breaks. When it does affect the outcome, it's awesome. But considering that another use of a DP is to simply Upgrade the attacker's Difficulty once, adding up to 5 Failures (depending upon ranks in Coordination), it's really nice. -
Supplement reviews
salamar_dree replied to Humantorch101's topic in Star Wars: Edge of the Empire RPG
The Order 66 Podcast has done in depth reviews of most (if not all) the books, often with at least one of the designers as guest hosts. -
And perhaps you are right. However, I'll reserve judgement until I have an official ruling. It's no skin off my teeth either way, as I'm not running or playing in any Clone Wars era games. I will say that I value @DarthGM 's opinion on it, and have asked him to reach out to someone involved in the design of the book. Hopefully, we can resolve this soon, as I don't put too much stock in getting an answer through FFG's rules question process since the dissolution of the RPG department.
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I did fire off a rules question about it to FFG, but whether or not they answer is a big "?" as they don't have an RPG department anymore.
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@Tramp Graphics You were going to give examples of other Talents that do the same thing (remove dice before, choose results after) as your proof. I couldn't find any, myself. As far as I can tell, Clanker Killer is unique. You could be right, but I don't feel the wording supports it. I asked a freelancer who worked on the book (but not the talents, so his opinion is not an official ruling), and he agrees that the Success/Advantage is added at the time that the Boost dice are removed. This is from a professional game designer. I do feel that they could have worded the talent better.
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Nope. Just mentioned in Episode 130, but GM Phil was very specific, and GM Chris agreed with his interpretation. Assigning a Boost to either Success or Advantage is a big benefit, when 1/3rd of the rolls will come up blank. You sacrifice the 1/6 Success+Advantage and the 1/6 Advantage+Advantage to eliminate those blanks. I really don't see a reason why you'd need to make the decision after rolling. Typically, you'll know what you want beforehand (extra Success for damage or extra Advantage for triggering special qualities).
