Jump to content

salamar_dree

Members
  • Content Count

    758
  • Joined

  • Last visited

Everything posted by salamar_dree

  1. @EliasWindrider Just pricing for me, as pretty much Sil 1-5 are the most used/needed vehicles in most games. I feel that the rules are basically "there" for 95% matches to 95% of the vehicles. The passengers, etc. for larger vehicles isn't much of a priority to me personally, as PCs aren't likely to be building them. Even in a PBP I'm in, building a shuttle has taken up the downtime of many sessions! 😊
  2. Order 66 Podcast Episode 130, minutes 35 to 37 minutes in discusses Clanker Killer. GM Phil specifically mentions that the choice is made before the roll. I'm going to re-listen to Episode 126 to see if they answer it definitively in that episode.
  3. Just glanced through the Force Talents in the F&D CRB. I didn't notice any that said, "Remove 'X' from the pool...". They say, "Roll Force Dice up to your Force Rating... spend those results before resolving the effects of Success/Failure..." The Force Dice are part of the dice pool, and the Talents state specifically when and for what the results may be spent to achieve. Totally different.
  4. Also each Talent, unless it specifically references another Talent, is a modification of the base rules of the game. Only the Talent itself (and any it directly references) should be used to adjudicate how a Talent is intended to function. Using the mechanics of Talent A to justify a ruling on Talent B is not a valid argument.
  5. That may be the precedent for Force Talents, but Clanker Killer isn't a Force Talent. The whole text indicates that you remove Boost dice up to ranks in Clanker Killer and replace them with your choice of 1 Success or 1 Advantage per Boost die removed in any combination before rolling. Otherwise it would say something like remove the Boost dice before rolling, and then add Success or Advantage after the roll. I'm not sure why there's any confusion with this talent.
  6. I can see that: Sil 4 vs. 3 could be an additional 20,000 credits between Frame and Assembly. Still probably worth it.
  7. @Dazgrim As GM, you are well within your rights to assign any Difficulty you see fit to give them a challenge. But even "set" Difficulties, per RAW, Piloting a Silhouette 4 ship through an asteroid field at Speed 4 should be facing a RRPPKK check (Speed 4 = Difficulty 4, Silhouette 4÷2 = 2 Upgrades, with 2 Setbacks for a dense asteroid field). And if you flip a DP that becomes RRRPKK (although a Pilot is probably removing both Setbacks, so call it RRRP). Any group should want the Doctor to pump up the Pilot in that situation. Just take it into account. Make your players feel the need to have the Doctor stim them up. Having a player that chooses to be a Doctor means that they want to be a support character. Having everyone in the group want him to enhance them is a good thing. Builds teamwork. And if the Doctor is using his Actions to give someone else an extra Ability die instead of using his Action to do something else, that is just fine. But you have to make sure that they aren't just stimming everyone up outside of Initiative. The Doctor using his Action is part of the Talent's power level. Not every time, but in most cases it should be during Initiative. Just remember: If your players are having fun, it shouldn't be an issue. 😁
  8. That is a lot less Advantage, and only a single Triumph needed. Definitely more elegant than before!
  9. This is an excellent addition to the rules! Thank you! I look forward to downloading the updated version!
  10. Upon further reflection about Ambiguous Silhouette, I think it should either be a 2 Triumph option, or removed altogether. I realized that it could add 5 or more HP for 2 Advantage (for Elegant Design) + 3 Advantage. Way overpowered, considering a single +1 HP (limit 1) is 2 Advantage. (The fact that I really wanted to keep it as written is reason enough to change it.)
  11. AT-RT Sil 2, Spd 3, Handling +1, Def 1/0, Armor 0, HTT 4, SST 8 Crew 1, Pass 0, Enc 7 Weapons: 1 Customization HP: 2 Walker Frame (6 HP, HTT 5-2+1, Crew 1, Pass 0, Enc 10, Elegant Design, Reinforced Construction ×1) Ion Turbine Engine (-3 HP, Spd 1+1+1, SST 5+5-2, Def 1/0, Incr Spd ×1, Incr SST ×2, Fine-Tuned Circuits ×1) Race Ship Hull (-1 HP, Armor 1, Handling +1) Assembly (+1 HP, Extra HP) Weapons & Custom HP (-3 HP) Issues: Enc = 10 vs. 7 (Minor, not worth altering.) Armor 1 vs. 0 (Who would take Armor 0 over 1? Perhaps the Basic and Race Ship Hulls should start at 0 and have an additional +1 Armor mod?). Or: It has an "Exposed Cockpit". Perhaps make this a mod applicable to non-spaceships. Trades 1 Armor for +1 HP.
  12. AT-ST Sil 3, Spd 2, Handling +0, Def 0, Armor 3, HTT 15, SST 12 Crew 2, Pass 0, Enc 18 Weapons: 3 Customization HP: 1 Walker Frame (8 HP, HTT 10, Crew 1, Pass 0, Enc 10, Reinforced Construction ×2, Officers Quarters ×1) Single Ion Coil (-2 HP, Spd 1+1, SST 6+6, Incr Spd ×1, Incr SST by Sil ×2) Basic Hull (Armor 1+2, Handling -2+1+1, Incr Armor ×2, Incr Handling ×1; Maneuvering Fins ×1, Cargo Pod ×1) Reinforced Frame ×1 (-1 HP) Weapons & Custom HP (-4 HP) Actually had 1 HP left over! (Only uses 7 HP) However, by dropping an Incr SST engine mod and instead adding +1 HP to any sep that allows it, you can add an Auxillary Generator to have the HP come out just right. Simple build! The only thing off is 20 cargo vs. 18.
  13. PTB-625 Heavy Bomber Sil 4, Spd 2, Handling -2, Def 0, Armor 3, HTT 15, SST 15 Airspeeder, Sensors: Medium, Crew 5, Passenger 1, Enc 100 Weapons: 4 Custom HP: 2 Airspeeder Frame (10 HP, HTT 15, Crew 1+3+1, Passenger 3+9-1, Cargo 5; Larger Scope×2, Officers Quarters [+1 Crew/-1 Passenger], Note: I'm going to assume that you can always reduce the passengers by any amount without spending Advantage. There is no mechanical benefit to doing so. Single Ion Coil (-2 HP, Spd 1+1, SST 8+4+3; Increase Spd by 1, Increase SST by Sil; Fine-Tuned Circuits ×3) Basic Hull (Armor 1+2, Handling -2; ) Sensors (-1 HP) Life Support (-1 HP) Weapons ×4 (-4 HP) Custom HP ×2 (-2 HP) This is relatively easy to build, just using the base HP.
  14. Just checked the errata. The PTB-625 is Sil 4. And it's next on my list to stat. 😁 I'll work on the AT-ST and AT-RT after that!
  15. @EliasWindrider Sorry, I missed the Integrated Improvements note in ther entries, so that's all good! The only suggestion might be to either bold them, or give them their own paragraphs. Both are a little questionable from a layout perspective, so leaving them as is works. 😁
  16. @EliasWindrider Looks good except for these: I wasn't sure if you were going to allow Integrated Improvements more than once for Airspeeders (and/or Walkers). The Modular Pod Docking Clamp was going to be revised to Silhouette -1. P.S.: Have you had thoughts on pricing for the MPDC and Mothership Docking Clamps?
  17. AT-AT Sil 4, Spd 1, Handling -3, Def 0, Armor 5, HTT 40, SST 35 Crew 5, Passengers 40, Enc 100 Weapons: 2 Customization HP: 3 Walker Frame (10+1 HP, HTT 15+1, Crew 2+2+4, Passengers 0+10+10+20, Enc 5+90; Extra HP, Larger Scope, Reinforced Construction, Passengers Quarters ×5, Integrated Improvement [Double Passengers]) Single Ion Coil (-2 HP, Spd 1, SST 8+12+3, Increase System Strain by Sil ×3, Fine-Tuned Circuits ×3) Gunship Hull (+9 HP, Armor 3+, Handling -2-1, Add Sil HP & Double Crew ×2, Cargo Pod ×3, Extra HP, Integrated System [Auxillary Generator], Flies Like a Brick) Assembly (+1 HP, Extra HP) Weapons & Custom HP (-5 HP) Reinforced Frame ×6 (-6 HP) Passenger Berth ×2 (-6 HP) Auxillary Generator ×3 (-4 HP) Limit Max Speed to 1 instead of 2 (+2 HP) With your new mods (1 HP Reinforced Frame, and Extra HP for reducing max Spd to 1), this build works, except for the Crew being 8 instead of 5. Something to consider would be adding Officers Quarters, Passengers Quarters and Integrated Improvement to the Assemble table as well (with the caveat to both descriptions for Frame & Assembly that it can only be taken once per vehicle). This would take some of the Advantage strain off of the Frame roll.
  18. Sounds good. I like it. BTW: The AT-AT has a Handling of -3. None of the frames that can apply start that low.
  19. I posted the AT-TE right before the LAAT/i revision. It's on the previous page sandwiched between some other stuff. 😁 It actually came out okay because of the Gunship Hull.
  20. Regardless, I think you had the base HP for Air Speeders just right to begin with. I call it a win! 😁
  21. @EliasWindrider LAAT/i (using Gunship) Using Crew 1, Passengers 3 for Airspeeder (no other mods). Using the Crew/Passenger reduction for Deceptive Advertising. Airspeeder Frame (10 HP, HTT 15+1+4, Reinforced Construction, Larger Scope ×2, Deceptive Advertising, Crew 2+1+3, Passengers 6+4+10+10, Cargo 5+30; Officer's Quarters [+1 Crew], Passenger Quarters ×2 [+4], Integrated Improvement [Double Passengers] Single Ion Coil (-2 HP, Spd 1+3, SST 8+4+3, Increase Speed ×3, Increase SST by Sil ×1, Fine-tuned Circuits ×3, Enhanced Power to Deflectors) Gunship Hull (+8 HP, Armor 3, Handling -2+1, Add Sil HP & Double Crew ×2, Cargo Pods ×3, Integrated Systems [Reinforced Frame]) Assembly (+1 HP, Extra HP) Passenger Bay (-3 HP, +10 Pass) Sensors (-1 HP) Life Support (-1 HP) Bike Rack ×1 (-1 HP, Sil 4÷2 =2 bikes, +1 bike mods ×2) Reinforced Frame (0 HP) Weapons 9 (-9 HP) Custom HP 2 (-2 HP) It was my fault for not using the Gunship Hull or the Officers/Passengers Quarters correctly. No need to change the Airspeeder HP, and Deceptive Advertising can halve crew/passengers, and Cargo is applied as the final Silhouette. However, I had to treat it as Sil 4 for Passengers. Only used 1 Integrated Systems and 1 Extra HP.
  22. AT-TE Sil 4, Spd 1, Handling -2, Def 0, Armor 4 HTT 40, SST 35 Crew 8, Passengers 20, Enc 40 Weapons 5, Custom HP 2 Walker Frame (HP 10+1, HTT 15+1+24, Enc 5+, Crew 1+1+2+4, Pass 0+; Larger Scope, Reinforced Construction, Extra HP, Passenger Quarters ×5, Integrated Improvement [Pass]) Single Ion Coil (-2 HP, Spd 1, SST 8+12+3+12; Incr SST by 4 ×3, Fine-Tuned Circuits ×3) Gunship Hull (+8 HP, Armor 3+1, Handling -2; Armor Increase, Add 4 HP & double crew ×2) Assembly (+1 HP, Integrated Systems [Reinforced Frame ×1]) Mothership Docking Clamp (0 HP) Auxillary Generator ×3 (-6 HP) Reinforced Frame ×6 total (-10 HP) Weapons ×5, Custom HP ×2 (-7 HP) Needs 5 more HP, or more options to increase HTT and SST. However, the LAAT/i might work better with the Gunship Hull, as it could increase the HP and Crew with mods (potentially 8 more HP). Whichs means you might not need to tweak things as much. You might even be able to leave the Airspeeder HP at 2+(Sil×2).
  23. @EliasWindrider Yes, 3 Passenger default sounds good! I don't know if Integrated Improvements needs to be available three times (maybe twice?). The LAAT/i is definitely an outlier. The other LAAT variants are more doable, as they don't have so many weapons. I apologize about the Cargo Pod mistake (I wasn't applying the extra reduction). I didn't think about the Life Support because they didn't give them consumables. So you are definitely right. 1 HP for Life Support should be added. I think 4+(Sil×2) is better. This makes the Airspeeder slightly worse than the Starfighter at Sil 3+ (though the same at Sil 2).
×
×
  • Create New...