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Posts posted by torquemadaza

  1. The mines found in the H1 Evacuation Mission, that comes with the Rebel Transport expansion, confuse me.


    How do they work?

    When do they work?

    What's the effect of being under Imperial or Rebel control?

    Are they always active? Or are they once use items?


    And where in the rulebook is this all clarified? I feel like I missed a page or an explanation card somewhere.

  2. Casual SWLCG player here. Played this challenge deck last night and got totally trounced. 2 dark side players (navy and scum) and together we killed one LS card, and destroyed 2 objectives and revealed 2 more.

    EVERYTHING we played was countered with events. The LS unit cards punished us. We didn't even find Luke. Which reading jus card I'm kinda glad we didn't find him.

    Is a DS victory possible possible?


  3. What would a grenade do to a land speeder if you threw it into the cockpit? 


    1 success = 9 wounds. 

    So unless you rolled 2 advantages to trigger Blast (6) or the GM decided to auto-trigger the Blast quality because the interior of the speeder cannot evade the blast, the speeder suffers no damage. Kinda silly. Even with Blast, the speeder suffers only 1 damage, so... you're going to need 4 grenades to blow up a speeder. I'm not looking for verisimilitude, but that 1) doesn't ring true and 2) isn't very cinematic. 


    Tangent on grenades...

    A character could hold a frag grenade, have it go off in their hand, and RAW on 1 success suffer 9 wounds (less soak), so... ±5 wounds. It hurt, sure, but it didn't take your hand off. There are no other game mechanics attributed to the frag grenade that make you roll for crits or lose limbs. It might be more of a problem with the frag grenade damage in and of itself than the vehicle scale thing, but the must do 10 damage first doesn't help with the one weapon you'd think would be very effective against a vehicle. 


    I plan to solve these issues by keeping it narrative. If a player scores a triumph or critical on a vehicle (almost regardless of the weapon), he's going to hit the gas tank, the stabiliser armature, the oil valve, the brake line, a magnetic hyper coil compensator, what-have-you... which may or may not take the vehicle out of the scene, but regardless will have a dramatic visual impact as a result of their lucky hit. 


    We've all seen it time and time again in movies, heroes blowing up vehicles with all manner of weapons, so it only makes sense then that it "should" somehow be possible, as we're recreating cinematic action for the mind's eye, without having to pull out a missile launcher to do so. Blowing up vehicles is fun! That should be reason enough. :)


    With a grenade, the vehicle's going to lurch off-course, catch fire, bleed fuel, full the cockpit with smoke, become harder to pilot, blow up to smithereens, eject a passenger or do something equally spectacular. (Unless of course the vehicle has armour and is designed to deflect grenades and the like). I'll most likely house rule an increase to their damage or give them breach. 


    I also might separate planetary scale vehicles into 2 types. Big space ships that leave the planet can have the 10 to 1 scale (stormtrooper blaster fire ricocheting harmlessly off the millennium as it leaves tatooine),  but smaller planet-bound vehicles should perhaps have a  5 to 1 scale (stormtrooper blaster fire that destroyed the tracks of a jawa sand crawler) to represent the danger of small arms fire.


    Sand People were shooting a modded slug thrower rifle to destroy pod racers in a single shot. The single bullet didn't blow up the pod racer, but it definitely hit something important which sent the racer careening into the ground at a very fast speed, effectively destroying it. 

  4. Nope I made it. :) Glad you like it.


    Bought a 4' x 3' hard board, which I then trimmed to fit my table. 

    Bought a bunch of spray can colours (matte black x3, white, azure blue, electric blue, fireman red, daisy yellow).

    Watched a couple of youtube vids on spray painting space scenes.

    Looked at some NASA photography


    Which boils down to:


    1) spray lots of red and blue 

    2) hit small pockets of yellow

    3) cover it all with black (you won't be able to cover all of it, so blues and reds will shine through)

    4) use white to make milky ways (use torn cardboard to mask the spray so as to create hanging "curtain" clouds)

    5) spray stars (buy lodging a small piece of prestik or blue tac (sticky stuff that holds up posters on walls, don't know what you yanks call it ;) )) into the nozzle itself. this prevents you from pushing down too far, which limits the airflow and produces a fine spray of "dots" which work perfectly as stars.

    6) cover half of it up with blue, red and black (to knock it back some) (layers are your friend, keep adding as many as you like until you're satisfied with the overall composition). the more layers the deeper your space.

    7) add more stars. try for a mix of BIG ones and small ones. This too adds depth.

    8) add detritus (black "stars"... looks like asteroids or space junk far in the distance)





  5. Sorry if I waste your time with this non sw-eote post, but this is the forum where I'm posting and wanted to share my joy. There is an Age of Rebellion beta in there... so it "could" be related. ;)


    Christmas came early. :)


    I went on a BIG ordering spree and got a bunch of stuff that I've been wanting to get, but being in South Africa, makes it incredibly hard to get locally. So, one has to order from overseas, pay not a small amount in shipping and then get hit with import duties. But gosh darn it.... I've been patient. (And in the end it actually works out cheaper ordering for oneself.)


    I had to order from multiple shops to get everything I wanted, and some stuff (x-wing expansions) I'm still waiting for, but here's the pile. It took me the whole day to unbox, pack away neatly and read the rules. Was an epic day!




    I've made my own star field surface for x-wing. Looking forward to my first game!



  6. This is the first sketch of the droid. Ignore the hand-clamp.... very very wrong. ;)


    His name is A-4A. A barter droid built by the now defunct Trade Federation for establishing new trade routes with new customers. Now he is hunted by an unknown enemy that want those forgotten trade routes he's got buried deep in his memory banks.


    The face is made up of hundreds of tiny pins that move back and forth (like an executive pin art toy). His actual eye slot is the band about his forehead. He's had some modifications done (by the wookiee Huundar above) as he was chucked for scrap 30 years ago and the wookiee found him on a scrap heap. He hasn't been able to find suitable components that match his original styling, but the wookiee is more concerned with functionality over styling at this time. 


    The neck and stomach are accordion'd to allow A4-A to shrink or stretch to best match the height of those he interacts with. 



  7. So, I've been trying to draw one of my player's wookiee character. I'm experimenting with various styles, as I need a character sketch for each of the players that will be used in the eventual youtube channel we're setting up for our game sessions. The other characters are a droid with pin art for a face (the pins in his face move to match those he interacts with... he's an ex trader droid), a tall muscly gold skinned arkanian with the requisite goggles, a twi'lek fringer and Matwe! (newbie player didn't want to roll up a character right away). 


    Which do you like? 












  8. short answer: yes. 


    It's honestly one of, if not the, best rpg systems I've played in my almost 3 decade long hobby. It's the dice, they literally provide contextual story with every dice roll. I've had complete newbies to all manner of rpgs join in and instantly understand and love the system.


    You should like Story, you should like Improvisation and you should like Player Agency (they get to make up stuff too). For my group, its the perfect balance of rules crunch vs narrative and plot, where I'm continually engaged in cinematic hijinks without having to worry about miniature battles that take up the entire session. 


    And, its just the beginning... lots more to come. New rulebooks, new sourcebooks, new adventures... and if you like Star Wars, new movies and new animated tv series. It's a great time to jump in and enjoy all the tie ins over the next 4 years. 

  9. There are so many great resources on this thread, and I thank the creators and publicizers of all of them.


    Having said that, I'm looking for something that runs a little in the opposite direction of most FFG designed or inspired resources. Specifically, does anyone know of a clean, clear version of the character sheet which could be legibly printed out on a black and white laser printer?


    I played with mid tones of the official character sheet for my game. Maybe it suits you?

  10. The green bug swarm, as described in Beyond The Rim, isn't a threat to any characters... even brand new ones. What have you done, or think to do, to make players care about hundreds of crawling stinging insects?


    The bug swarm is described as a rival, with a brawn of 1 and a mêlée of 2. It does 1 damage. Critical of 5 (so, only a triumph). There is stinger poison, with an effect on a successful hit, which I assume means to have actually damaged the PC to trigger. The GM can also pay two advantages to cause 3 strain (yet again only triggers when damage is done above the target's soak). (Unless I'm reading it wrong, weapon qualities only trigger when damage is done, like crits, right?... although I'm beginning to doubt myself.)


    So, how does this swarm hurt a PC? 


    It rolls two dice to attack. It's max damage is 3. All of my players soak values are 4, and that's just wearing a "leather jacket".


    The encounter description specifically states that the player should be wearing fully enclosed protective gear or endure the stings, but the stats of the critter don't really allow me to play as written. I just don't see it mechanically?


    - - 


    Would you ignore armour?

    The bug swarm has agility 4 and coordination 2, so maybe make an average check for the bugs to swarm in under the armour? And then attack without adding armour to soak. Might even give the bugs a bonus to their attack.


    Would you have multiple swarms? One for each player? Two for each player?

    Doesn't really solve the soak issue. 


    Would you make them a minion and give them more dice, the larger the swarm?

    That way you could be rolling 6 dice and hope for damage above soak.


    Would you read "on a successful hit, trigger stinger poison" to mean the swarm needs only to his, and not to damage, for the poison to be effective.


    Would you treat the swarm like an environment effect, like fire or cloud of acid? Just being in the swarm is harmful and the player gets damage. (I don't think soak applies to environmental damage).

  11. Happened for the first time with a wookiee character fighting off a swarm of Chiru wasps. In his description the player had just triggered wookiee rage and described ripping the wasps bodily from his fur, tearing them in half, swatting them in front of him and even biting the heads off of others in his rage. 


    When the dice came up triumph and despair, he had perfectly provided both results in his description of his character's action prior his roll. With his extra successes and triumphs he killed 3 of the four swarms surrounding him (the triumph being used as a critical hit on a minion destroying it instantly), and the despair was used to force a resilience check for biting into the body of the venomous creature. He failed the resilience check, suffered some of the effect of the wasp's venom and had to speak (in character) with a lisp for the rest of the encounter to simulate the swollen lips, tongue and gums from the venom. 


    I'm finding it easier to adjudicate the dice results when the players adequately describe their character's actions. This particularly player is great, because he always goes into just the right amount of detail (not too long to hog the limelight and bore everyone and not too short to be mostly useless) ... he definitely makes my life as the GM easier as he's painted a picture with his words, where the consequences of threat, advantage, despair and triumph are obvious.


    I provide a boost die to any player who provides an awesome or clever description of their action. Which I award about a third to a half of the time.

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