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Bertolac

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  1. Like
    Bertolac got a reaction from MonCal in Using X-Wing Miniature rules with Edge of the Empire experiences?   
    Right, I've got the Beginner Game box and I can now expand upon my original post.
    The Krayt's Fang is a standard YT-1300 using the Outer Rim Smuggler pilot card. The only difference is that the pilot skill on the card is changed to reflect the skill of the pilot which is equivalent to Agility + Pilot skill ranks (e.g. Pash would have a Pilot Skill of 5). Just as in the main game, the PC's take one of the following roles aboard the ship:
    Pilot (x1) - Chooses the direction and speed of the ship on the maneuver dial and may do one of the following actions:
    A successful Pilot test (difficulty is set by the arrow on the maneuver dial: green = easy, white = average, red = hard) will give the ship a Focus (gaining the advantage), Evade (evasive maneuvers) or Boost (punch it) token as long as the ship has access to those tokens (only Focus is available to the Krayt's Fang) - Pilot tests are affected by the ship's handling stat (bonuses are Boost die and penalties are Setback die) A successful Pilot test is needed to avoid taking damage from a collision (difficulty is set by the arrow on the maneuver dial: green = easy, white = average, red = hard) Any Gunner or Co-Pilot Action Gunner (x2) - Rolls the weapons dice for a single attack from the ship and may do one of the following actions:
    A successful Gunnery test will establish a Target Lock (difficulty is equal to the speed of the targetted ship) Switch to another position in the ship Engineer (x2) - Rolls the agility dice for the ship and may do one of the following actions:
    A successful Mechanics (hard) test will restore one of the ship's shields A successful Mechanics (hard) test will turn a critical damage card face down A successful Athletics (hard) test will remove one damage card Switch to another position in the ship Co-Pilot (x1) - Adds their ranks in Pilot to the ship's Pilot Skill (Oskara would raise Pash's pilot skill to 6) and may do one of the following actions:
    A successful Computers (average) test prevents one enemy ship from granting benefits to or gaining benefits from other ships A successful Perception (hard) test reveals the pilot and upgrade cards of one enemy ship A successful Astrogation (average) test will plot a hyperspace course, the ship may leave the battle by exiting the edge of the board in the following turn Switch to another position on the ship PC controlled ships do not receive upgrade cards unless they have ship related talents which are negated by the X-Wing rules. For example, with Pash, Skilled Jockey operates as normal, but Full Throttle might grant the equivalent of Engine Upgrades (allowing a ship to Boost) and Improved Full Throttle might grant Push the Limit (allowing Pash to do two actions)
    Stress would work as normal and enemy ships operate normally too (I figure that the lack of tests is balanced by the limit of a single action) to keep the action as quick as possible and reduce the GM's job. Destruction of a ship doesn't necessarily mean character death, just that the ship is effectively out of the fight (e.g. like Wedge in ANH), which can lead to crash landings, boarding actions and other excitement.
    I also used the TIE/LN, Y-Wing and YT-1300 to get a bead on how ships from the RPG should be statted in X-Wing and came up with the following:
    Thweek's Dunelizard:
    Pilot Skill: 4, Weapons: 2, Agility: 2, Hull: 3, Shields: 2
    Actions: Target Lock, Focus, Evade
    Upgrades: Missiles, Astromech, Elite Pilot (might be used to make him more of a threat)
    The Lucky Guess (Large):
    Pilot Skill: 5, Weapons: 2, Agility: 2, Hull: 3, Shields: 2
    Actions: Target Lock, Focus
    Upgrades: Must take a single Crew upgrade to represent the second Vio sibling
    This would be a develop it as you go system, but my first impressions are that it would be more dynamic that the ship combat in the book (which is essentially just dice rolling). I've already thought about how things would change for fighters. Essentially a Y-Wing could have a Pilot/Gunner and an Astromech as a Co-Pilot/Engineer. I'd rule that the ship can't jump to Hyperspace without an Astromech.
    Those re my ideas anyway. Hope they're useful.
  2. Like
    Bertolac got a reaction from k7e9 in Using X-Wing Miniature rules with Edge of the Empire experiences?   
    I've not actually had a chance to look at Edge of Empire yet but from what i've read, I'd imagine that it's fairly easy to simply replace the ship combat rules with X-Wing.
    The Krayt Fang uses the Outer Rim Smuggler profile and to keep everybody interested, PC's take specific roles on a ship and each character allows the Krayt Fang to take an action of some kind based on a specific test:
    Pilot - controls the movement dial and rolls defence dice, a successful Pilot check allows the ship to take an Evade action, the Pilot skill of the ship is set by the Pilot's dice pool for Pilot (how many times can I type Pilot in one sentence?), with Yellow dice counting for two (if Sasha is the pilot the ship has a Pilot Skill of 4)
    Gunner - rolls the dice for shooting one of the weapons, a successful Gunnery check allows the ship to take a Target Lock action
    Co-Pilot - Can use the ship's systems to aid the rest of the crew as appropriate with a Computers roll to allow the ship to take a Focus action or can plot a hyperspace jump with a successful Astrogation roll
    Engineer - can restore a shield with a successful Mechanics roll (maybe even allow a Boost action)
    Obviously this can be complicated by having other things going on on board - especially when the Fang starts taking hull damage. I'd need to test the ideas though and I've no idea what an appropriate level of difficulty would be - but I'd imagine tasks get harder as the situation gets worse.
    The fact that Escape from Mos Shuuta has a YT-1300 and TIE Fighters is a good reference point for assigning X-Wing Stats to other ships in the game (such as the Kubaz's Dunelizard). I also felt that some of the ship combat specific abilities on the talent trees can also be replaced with some of the upgrade cards from the X-Wing game.
    Anyway, that's my ideas so far…will expand on them once I've got the game in my hands.
    Using X-Wing should provide a quick and cinematic space battle in the middle of the game.
  3. Like
    Bertolac got a reaction from Alekzanter in What monsters might say.   
    Orc: "Waaaaarrrrrggggghhhh!"
    Ghost: "Woooooooooooooooooo!"
    Cultist of Slaanesh: "Ooh, that's a big weapon..."
    Fimir: "How far away do you think they are?"
    Skaven Arch-Villain: "And to make-make sure the manlings don't discover our plan-plan, we shall hide-hide in the sewers!  They'll never find-find us!"

  4. Like
    Bertolac got a reaction from willmanx in Using X-Wing Miniature rules with Edge of the Empire experiences?   
    Right, I've got the Beginner Game box and I can now expand upon my original post.
    The Krayt's Fang is a standard YT-1300 using the Outer Rim Smuggler pilot card. The only difference is that the pilot skill on the card is changed to reflect the skill of the pilot which is equivalent to Agility + Pilot skill ranks (e.g. Pash would have a Pilot Skill of 5). Just as in the main game, the PC's take one of the following roles aboard the ship:
    Pilot (x1) - Chooses the direction and speed of the ship on the maneuver dial and may do one of the following actions:
    A successful Pilot test (difficulty is set by the arrow on the maneuver dial: green = easy, white = average, red = hard) will give the ship a Focus (gaining the advantage), Evade (evasive maneuvers) or Boost (punch it) token as long as the ship has access to those tokens (only Focus is available to the Krayt's Fang) - Pilot tests are affected by the ship's handling stat (bonuses are Boost die and penalties are Setback die) A successful Pilot test is needed to avoid taking damage from a collision (difficulty is set by the arrow on the maneuver dial: green = easy, white = average, red = hard) Any Gunner or Co-Pilot Action Gunner (x2) - Rolls the weapons dice for a single attack from the ship and may do one of the following actions:
    A successful Gunnery test will establish a Target Lock (difficulty is equal to the speed of the targetted ship) Switch to another position in the ship Engineer (x2) - Rolls the agility dice for the ship and may do one of the following actions:
    A successful Mechanics (hard) test will restore one of the ship's shields A successful Mechanics (hard) test will turn a critical damage card face down A successful Athletics (hard) test will remove one damage card Switch to another position in the ship Co-Pilot (x1) - Adds their ranks in Pilot to the ship's Pilot Skill (Oskara would raise Pash's pilot skill to 6) and may do one of the following actions:
    A successful Computers (average) test prevents one enemy ship from granting benefits to or gaining benefits from other ships A successful Perception (hard) test reveals the pilot and upgrade cards of one enemy ship A successful Astrogation (average) test will plot a hyperspace course, the ship may leave the battle by exiting the edge of the board in the following turn Switch to another position on the ship PC controlled ships do not receive upgrade cards unless they have ship related talents which are negated by the X-Wing rules. For example, with Pash, Skilled Jockey operates as normal, but Full Throttle might grant the equivalent of Engine Upgrades (allowing a ship to Boost) and Improved Full Throttle might grant Push the Limit (allowing Pash to do two actions)
    Stress would work as normal and enemy ships operate normally too (I figure that the lack of tests is balanced by the limit of a single action) to keep the action as quick as possible and reduce the GM's job. Destruction of a ship doesn't necessarily mean character death, just that the ship is effectively out of the fight (e.g. like Wedge in ANH), which can lead to crash landings, boarding actions and other excitement.
    I also used the TIE/LN, Y-Wing and YT-1300 to get a bead on how ships from the RPG should be statted in X-Wing and came up with the following:
    Thweek's Dunelizard:
    Pilot Skill: 4, Weapons: 2, Agility: 2, Hull: 3, Shields: 2
    Actions: Target Lock, Focus, Evade
    Upgrades: Missiles, Astromech, Elite Pilot (might be used to make him more of a threat)
    The Lucky Guess (Large):
    Pilot Skill: 5, Weapons: 2, Agility: 2, Hull: 3, Shields: 2
    Actions: Target Lock, Focus
    Upgrades: Must take a single Crew upgrade to represent the second Vio sibling
    This would be a develop it as you go system, but my first impressions are that it would be more dynamic that the ship combat in the book (which is essentially just dice rolling). I've already thought about how things would change for fighters. Essentially a Y-Wing could have a Pilot/Gunner and an Astromech as a Co-Pilot/Engineer. I'd rule that the ship can't jump to Hyperspace without an Astromech.
    Those re my ideas anyway. Hope they're useful.
  5. Like
    Bertolac got a reaction from Jamin Rexx in Using X-Wing Miniature rules with Edge of the Empire experiences?   
    Right, I've got the Beginner Game box and I can now expand upon my original post.
    The Krayt's Fang is a standard YT-1300 using the Outer Rim Smuggler pilot card. The only difference is that the pilot skill on the card is changed to reflect the skill of the pilot which is equivalent to Agility + Pilot skill ranks (e.g. Pash would have a Pilot Skill of 5). Just as in the main game, the PC's take one of the following roles aboard the ship:
    Pilot (x1) - Chooses the direction and speed of the ship on the maneuver dial and may do one of the following actions:
    A successful Pilot test (difficulty is set by the arrow on the maneuver dial: green = easy, white = average, red = hard) will give the ship a Focus (gaining the advantage), Evade (evasive maneuvers) or Boost (punch it) token as long as the ship has access to those tokens (only Focus is available to the Krayt's Fang) - Pilot tests are affected by the ship's handling stat (bonuses are Boost die and penalties are Setback die) A successful Pilot test is needed to avoid taking damage from a collision (difficulty is set by the arrow on the maneuver dial: green = easy, white = average, red = hard) Any Gunner or Co-Pilot Action Gunner (x2) - Rolls the weapons dice for a single attack from the ship and may do one of the following actions:
    A successful Gunnery test will establish a Target Lock (difficulty is equal to the speed of the targetted ship) Switch to another position in the ship Engineer (x2) - Rolls the agility dice for the ship and may do one of the following actions:
    A successful Mechanics (hard) test will restore one of the ship's shields A successful Mechanics (hard) test will turn a critical damage card face down A successful Athletics (hard) test will remove one damage card Switch to another position in the ship Co-Pilot (x1) - Adds their ranks in Pilot to the ship's Pilot Skill (Oskara would raise Pash's pilot skill to 6) and may do one of the following actions:
    A successful Computers (average) test prevents one enemy ship from granting benefits to or gaining benefits from other ships A successful Perception (hard) test reveals the pilot and upgrade cards of one enemy ship A successful Astrogation (average) test will plot a hyperspace course, the ship may leave the battle by exiting the edge of the board in the following turn Switch to another position on the ship PC controlled ships do not receive upgrade cards unless they have ship related talents which are negated by the X-Wing rules. For example, with Pash, Skilled Jockey operates as normal, but Full Throttle might grant the equivalent of Engine Upgrades (allowing a ship to Boost) and Improved Full Throttle might grant Push the Limit (allowing Pash to do two actions)
    Stress would work as normal and enemy ships operate normally too (I figure that the lack of tests is balanced by the limit of a single action) to keep the action as quick as possible and reduce the GM's job. Destruction of a ship doesn't necessarily mean character death, just that the ship is effectively out of the fight (e.g. like Wedge in ANH), which can lead to crash landings, boarding actions and other excitement.
    I also used the TIE/LN, Y-Wing and YT-1300 to get a bead on how ships from the RPG should be statted in X-Wing and came up with the following:
    Thweek's Dunelizard:
    Pilot Skill: 4, Weapons: 2, Agility: 2, Hull: 3, Shields: 2
    Actions: Target Lock, Focus, Evade
    Upgrades: Missiles, Astromech, Elite Pilot (might be used to make him more of a threat)
    The Lucky Guess (Large):
    Pilot Skill: 5, Weapons: 2, Agility: 2, Hull: 3, Shields: 2
    Actions: Target Lock, Focus
    Upgrades: Must take a single Crew upgrade to represent the second Vio sibling
    This would be a develop it as you go system, but my first impressions are that it would be more dynamic that the ship combat in the book (which is essentially just dice rolling). I've already thought about how things would change for fighters. Essentially a Y-Wing could have a Pilot/Gunner and an Astromech as a Co-Pilot/Engineer. I'd rule that the ship can't jump to Hyperspace without an Astromech.
    Those re my ideas anyway. Hope they're useful.
  6. Like
    Bertolac got a reaction from Jamin Rexx in Using X-Wing Miniature rules with Edge of the Empire experiences?   
    I've not actually had a chance to look at Edge of Empire yet but from what i've read, I'd imagine that it's fairly easy to simply replace the ship combat rules with X-Wing.
    The Krayt Fang uses the Outer Rim Smuggler profile and to keep everybody interested, PC's take specific roles on a ship and each character allows the Krayt Fang to take an action of some kind based on a specific test:
    Pilot - controls the movement dial and rolls defence dice, a successful Pilot check allows the ship to take an Evade action, the Pilot skill of the ship is set by the Pilot's dice pool for Pilot (how many times can I type Pilot in one sentence?), with Yellow dice counting for two (if Sasha is the pilot the ship has a Pilot Skill of 4)
    Gunner - rolls the dice for shooting one of the weapons, a successful Gunnery check allows the ship to take a Target Lock action
    Co-Pilot - Can use the ship's systems to aid the rest of the crew as appropriate with a Computers roll to allow the ship to take a Focus action or can plot a hyperspace jump with a successful Astrogation roll
    Engineer - can restore a shield with a successful Mechanics roll (maybe even allow a Boost action)
    Obviously this can be complicated by having other things going on on board - especially when the Fang starts taking hull damage. I'd need to test the ideas though and I've no idea what an appropriate level of difficulty would be - but I'd imagine tasks get harder as the situation gets worse.
    The fact that Escape from Mos Shuuta has a YT-1300 and TIE Fighters is a good reference point for assigning X-Wing Stats to other ships in the game (such as the Kubaz's Dunelizard). I also felt that some of the ship combat specific abilities on the talent trees can also be replaced with some of the upgrade cards from the X-Wing game.
    Anyway, that's my ideas so far…will expand on them once I've got the game in my hands.
    Using X-Wing should provide a quick and cinematic space battle in the middle of the game.
  7. Like
    Bertolac got a reaction from brrak in Running the fight at the end of 'Eye for an Eye'   
    I'm going to be giving V3 a first run out next weekend (my group gets together for a whole weekend every couple of months) and I've been fiddling about with ways to run the beastmen fight which a) don't involve me rolling loads of combats between NPC's, and b) don't rely on me just making it up as I like the idea of not knowing how things will turn out.  So I came up with this:
    Each round roll a dice pool for the combatants (even if not directly engage with each other) using the following:
    The Wargor +1 Challenge Die
    Each Gor +1 Misfortune Die
    Each Ungor Henchman Group +1 Challenge die (my group will be four strong, so three dice here)
    Each Defending NPC +1 Characteristic die (assuming dinner's been served: Olver Gand, Pieter Koch, Albrecht Krug - the cultists are prtecting the ritual)
    Each Hound +1 Expertise die
    Any Beastmen who are engaged with or targeting the PC's (or are dead) do not contribute dice to the pool.  So assuming the PC's are cultist chasing, in round one it's a pool of 4 Challenge Dice, 6 Misfortune Dice, 3 Characteristic Dice, 3 Expertise Dice.
    At the end of each round roll the dice pool and apply the following results:
    Success = The Ungors have been prevented from slaughtering a drugged character
    Failure = The Ungors slaughter  a drugged character (see below for details)
    1 or more Boons = Gor killed, remove a Misfortune die (or Challenge dice if there are no Gors left)
    1 or more Banes = Hound killed, remove an Expertise die (or Characteristic die if there are no Hounds left)
    Sigmar's Comet = Ungors killed, remove a Challenge die OR cancel a Chaos Star OR count as Boon or Success
    Chaos Star = NPC killed or flees, remove a Characteristic die
    On failures one drugged character will be killed per turn, this will increase to two per turn if there are no defenders left. Characters are killed in the following order:
    1. Sven Bleuler, 2. Manfred Klammerer, 3. Ernst Bohne, 4. Captain Anders Blucher, 5. Fritz Lange, 6. Hans Kurtz, 7. Gertie Hochen, 8. Sister Sonja, 9. Korden Kurgansson, 10. The Injured Guards, 11. Vern Hendrick, 12. Lord Rickard Aschaffenberg
    If the dinner isn't drugged then the other Guards and Lord Rickard add another five Characteristic die to the defence, and Hendrick adds an enthusiastic fortune die.  The PC's can affect the outcome of the battle by drawing Beastmen onto themselves (improving the dice pool), or taking actions which benefit the defence (which will add Fortune dice).  The Beastmen will need to take a Discpline test on their highest WP when the Wargor is killed, the Daemon is destroyed, or they become outnumbered.
    I've rolled through this conflict several times and it turns out that generally the fight lasts about five or six rounds with the Beastmen winning, which to my mind is how it should be unless the PC's intervene.  However, the defenders did win once! If dinner isn't drugged the fight is very one sided and the Beastmen are routed quickly.
    Anyway, this is what I'll be doing, but I thought I'd share as a way of using the dice pools for large scale combats.
  8. Like
    Bertolac got a reaction from brrak in Tell us how your "eye for an eye " scenario went (spoliers)   
    In terms of the Beastmen fights, they were a bit repetitive, but they did present the players with an opportunity to try out tactics they'd learned in the first fight and really get to grips with the system in a similar situation.  In the Day Late fight they made mistakes such as the Wood Elf stood at long range using Extreme Shot with his Shortbow, not realising that he had the opportunity to move forward and use Ranged Shot more effectively, also the Sword Master allowed himself to be charged by the Wargor and almost got creamed because of it (in fact the Wargor took the SM down to 0 Wounds but took his final wound in the process from fatigue).  In the second fight they used the system to their advantage, the Mercenary and the Wood Elf fired at Ungors because they were more likely to do significant damage and the Sword Master made sure he got the first blow in against the Gors so the fight was swinging in his direction from the start.  The second fight was still slow, but so quickly after the first it was great practice.
    As to the Social combat, my players really enjoyed this and I feel it was much smoother than the one in A Day Late (unless everybody knows about the package, this is a bit weird).  Basically, they marched into dinner with an armful of Illegal Books, I had Rickard bring them to his study along with Hendrick and Piersson (the Captain might be appropriate too). I used the 10 space tracker that's used for the rest of the adventure.
    Taking it in turns players used Perform a Stunt (the only Social action in the party wasn't appropriate) to try to influence Rickard that he's got a serious problem.  They actually spoke to him and based on what they said I decided whether they were using Guile, Intimidate or Charm.  They gained Fortune for providing evidence and were able to assist the next speaker (although they had to do or say something that would count as an assist), and gained Misfortune for making spurious accusations or unsubstantiated claims. Likewise, Piersson spoke against the PC's accusations that there was a Chaos cult in the house .  Piersson using Guile is frightening.  
    A success moved the PC (or Piersson's) token one space, extra success (I think it's two on the card) moved it twoIf the PC's got to halfway first, Hendrick joined their side (if Piersson got there first, Hendrick would support him).  Chaos Stars knock you back one. If the PC's got to the end first, Rickard cancelled dinner, if Piersson got there first he goes back to dinner and says he'll look into it in the morning.
    I also threw in my own house rule about social standing.  Each character belongs to a tier; brass, silver or gold.  Trying to influence a character of a higher tier gains you one misfortune per difference, so the Mercenary (brass) trying to influence Rickard (gold) added two misfortune. It was for this reason that the FEL 2 Mercenary stayed quiet during the whole conversation simply nodding at appropriate moments counted as assisting).  I also through in a bit of discrimination in that the Elves always get 1 misfortune when talking to Humans.
    My players really like this, even though they said it felt weird in the conversation in  A Day Late.  Again, I think having the chance to try it out in the demo got them into it later.  It was interesting to see them handing off to each other in conversation, "My colleague from Ulthuan knows more of such things than I and can enlighten you," and turning the conversation to seek greater advantage, for example when the Burgher used Guile to move the conversation from the poisoning (about which they only had some circumstantial evidence) to the Cult for which they had more (a temple, for instance).
    I wouldn't use social combat in all situations, really only pivotal conversations are worth the effort, but I found this quite easy to come up with on the fly.  Indeed, I think it will push the players to look closer at the Social Action cards for character development as while the cut the Beastmen to bits, they almost dropped the ball in conversation.
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