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  1. I've looked at Evasive Manuvers and Stay on Target not as tests but as "stances" that you get into, like getting into cover. The difficulty caused by being evasive is accounted for as you have to upgrade a difficulty die to a challenge die when you're trying to shoot as well. The reverse for Stay on Target. I mean how you're reading it Demonic is exactly how I'm reading it.
  2. Kallabecca said: WittyDroog said: I wouldn't mind pdf's of the pregenerated characters much in the same way as the two extra characters. I've already ran this box with two groups of people and more want to play, so having disposable sheets is a lot cleaner than using scrap paper to not mess up the actual handouts. Kinkos is your friend… or Staples or any Office printing store. You can make copies or scan them to PDF. Except these won't be as clean as an original print master such as the two extra characters. More of a consistency issue. Also, while I don't have them in hand, it's not FFG's wishes to allow you to photocopy them (I could be wrong, but I don't remember seeing that anywhere on the booklets) And like others have said there's no real reason why they can't upload them.
  3. Mos Shuuta took us 5 1/2 hours, but we're a casual group that constantly pause to tell a joke or an unrelated story (the fresh made dinner by one of our players didn't help time-wise either as we took a break to eat, meaning it was a bit slow to jump back in). We're also a fairly roleplay heavy group so I let the players have fun arguing and scheming with each other (the junk job was a hoot because the group would litterally talk to the guy, then step a couple paces back and huddle to discuss their options, I mean the actual players leaned in and spoke in hushed voices.)
  4. There is a list of examples for advantages and threats in the Beta book that breaks it down more mechanically, telling you when enough is for a boost die and when you have enough to upgrade a die, etc. That said Space combat was the funnest part for my group, they really got into the zone with each person manning their station, barking back to each other what the ship should do. We translated advantages and threats like any other combat, being able to shirk off the bonus a Tie receives for Evasive Manuvers or great a setback die to Gunners when the Pilot gains a lot of threat to represent shakey handling. Tie Fighters themselves are paper thin so taking them out isn't a problem when you've got two gunners on board (we had to use three flights of two to make it a close match). I disagree about repairing one point of damage per mechanics check being lame, it makes sense to me. If your ship has a gaping hole in the side of it it's awfully hard to patch it up in a minute or two in such a way it would retain structural integrity as if it was new. Damage control is exactly what it says, it control the damage, not outright repairs it. The moral is to not get shot, which can be done by Evasive manuvers. Some example rolls and what we did are as follows: +During the fight with the Stormtroopers, the group was trying to run through the streets, exchanging a shot every block or two to deter the troopers. Pash swung his gun around and took a shot, scoring an impressive 4 advantages but no successes. I ruled that the shot missed the troopers but struck the awning of a streetside shop, causing a mountain of products and cloth to topple onto the group. They had to make Average Athletics checks to free themselves of the rubble, which gave the group enough time to get a head start for the starport. +When the group encountered Trex, they went the "We're here to install the Igniter" route, meeting Trex on the ramp. Talks broke down almost immediately, as they often do with my group, and it came to blows. Lowrick (sp?) ran up the ramp and got into fisticuffs with the lizard. On Trex's turn he succeded with a triumph, so in addition to slashing the wookie with his fearsome claws, he kicked the walking carpet down the ramp, pushing him to Short range and having him prone. +During the same fight, Matthas (holding the Igniter), decided that he would try to sneak past the fight between Trex and Lowrick and onto the ship. I deemed a Stealth check was all that was required as he's been around ships enough to know how to jump up onto the ramp from behind Trex's back. He succeeded but with 3 threat. While he had snuck onto the ship, now inches away from the victorius Trex chortling as the wookie rolled down the ramp, the Igniter was missing! It had fallen off his possession while trying to climb onto the ramp, laying in the dust below. To fix this, I had him make an althetics check to carefully and quietly reach down to grab it, which is barely succeded. +In the opening encounter in the Cantina, 41-VEX, against all odds, decided that he was going to plop down at a table and pretend nothing was wrong (the group was shocked, I was delighted). He passed his Cool check, but with 1 threat. I ruled that while it sat down with swagger at one of the tables, it was currently occupied by three gambling patrons. The aliens, partly upset, partly confused, stared at the droid. If it came down to it, this men would rat the droid out in the following encounter. +But they never got a chance to rat him out. In the first PC action 41-VEX took initiative and fired, sending one of the pigs over the barside. On this roll he rolled marvelously, tons of successes and a triumph. While explaining what a triumph could do the player interrupted me and said "Can I use it to make it tricky to determined where the shot came from? VEX was holding the pistol under the table, Han Solo style." Well how could I say no to that? Not only did the grunts fail to recognize 41-VEX was the source of the shot, but the patrons at his table suddenly felt less interested in ratting out the cold droid. Really when it comes to advantages and threats, triumphs and dispairs, we found it was better to not think about the mechanical implications first but rather the thematic implications. Then once you've found a good theme the group agrees on you can apply some mechanical benefit if it applies. Players constantly used their advantages to "set-up" shots for other players or to "cover" them as they ran across a gunfight (adding a boost die in both cases).Not only that but good roleplaying was often awarded in boost dice in my group and it worked out well.
  5. I wouldn't mind pdf's of the pregenerated characters much in the same way as the two extra characters. I've already ran this box with two groups of people and more want to play, so having disposable sheets is a lot cleaner than using scrap paper to not mess up the actual handouts.
  6. WittyDroog


    AtoMaki said: We play it this way, but I can see that this degree of cynicism and ruthlesness is unaccaptable for other people, but we think that this is the very essence of the Warhammer 40k universe (and despise the current change to a "heroic" theme) - the survival of the fittest with the end justifying the means. I just wanted to warn the OP that this could happen and is likely to happen with the Comrades. Well don't worry, there's nothing "heroic" about the style of play you do. But it's also just not realistic even in a game where demons pop out of portals and giant mechs held together with psychic energy are par the norm. Your style of play does not portray the overall behavior of ANY Imperial Guard regiment, rather it portrays the style of Traitor regiments such as the Vraksian Renegade Militia who constantly kick their fellow men around for the only argument of "I'm bigger and more important". Sure there are Guard Regiments such as the death Kreigers who are willing to sacrifice every man in order to win the war, but that doesn't mean they would so flippantly toss lives away. The whole point of a squadron is that you work as a cohesive unit, any squadron that uses it's spare men as simple armor is not going to have spare men for very long (at the least no Commander would send you replacements as you're obviously not capable of keeping them alive, if he decides to keep you in his Regiment at all). Do not translate the tone of 40k into "Everyone is willing to kill you at the drop of a hat" because there is much evidence to the contrary. Like others have said, play the game how you want. Hell turn it into "Only Tea Parties" for all I care, but don't be shocked when no one agrees with you in your perspective of the game.
  7. WittyDroog


    My biggest problem is that this assumes you can just grab a guy and throw him into the line of fire or a trap and he wouldn't fight back. That's just stupid and it's a player exploiting a resource for the game's advantage. "Oh no, something scary, I better pull out my eleven-foot pole to trigger the ten-foot trap." If your squad was worth its salt they would not allow any member of it to put the lives of any other commrade in danger regardless to how ambivelent you are to human life. Likely YOU would be the one to involuntarily volunteer if you kept that kind of shenanigans up. Not to mention the punishments that would be put upon you for your cowardice and lack of respect for the Emperor's resources including the solider and his possessions. Hell the Munnitorium could have you shot just for willfully putting a Guardsman's equipment into such blatent danger. Not exactly a "cohesive" unit if you're willing to kill your buddy at the drop of a hat. Imagine for a moment that you're THAT guardsman in question. You're serving your squad when suddenly your mate goes "Stay in front of me, we're getting shot and I want you to die for me" or something vaugely similar as he cowers behind you while pushing you forward. To hell with that, what's to stop me from shooting you in the rights of self-preservation?
  8. See I thought the benefit of having a weapon marked as a "Favored Weapon" meant that it was easier to requisition (small bonus) and that classes like the Weapon Specialist and Heavy Gunner had the option to take them at creation.
  9. After running the scenario last night, I used it whenever I remembered it because I honestly forget about the pool most of the time. I was too focused on making sure we were getting a hang of the rules.
  10. *slow clap* Excellent, a wonderful game aid. Reminds me of the great visual aid done for Paranoia's starter mission.
  11. Man I walk away for a day or two and the thread explodes. I'm not going to go with multiple tanks, period. It's not because of the logic of having multiple tanks but rather because it would go against the whole concept of the campaign. I want a single Russ to be their roaming base of operations, their home, and it's constantly under attack by insurgents taking advantage of an army ran razor thin. Adding a second Russ greatly reduces the inherent dangers of being a lone tank as you have someone watching your back. Sure, I could just write encounters that would put BOTH tanks in danger but it really lops off a lot of neat ideas I have for the group. This Russ should be a privledge, not a given, and I want the players to really feel the value it has. Ideally I want this game to eventually boil down to harvesting tread links and other nessesary bits from blown out vehicles littering the tight alleys, with the constant fear of ambushes while they try to steal some fuel or ammunition. I've pondered about dropping the comrades, but I think that takes a lot of teeth out of the squad considering some of the added abilities. Since making the thread I've been scribbling ideas and scratching them out and I think the most logical approach to take, in order to preserve the tone I want, is to remove the sponsons from the Russ so it's just the hull mounted guns and allow two players and their comrades to operate the vehicle and its weapons. The remaining four players and their members will have to tread lightly as being near the tank might open them up to fire, so they would be encouraged to form a tight unit that clears out buildings scounts ahead for the Russ to ensure the path is clear. I think that here I can steer the group to consider their tank more of an objective than an asset and really drive the missions and personal goals to helping the tank as much as possible. I'll fiddle with it some more and see what I come up with, but I'm going to agree that multiple tanks isn't the way I would want to go.
  12. I actually had no issue in having one Sentinel per squad, because it meant the player driving the Sentinel would have to go off disconnected from the group to get a flanking strike or some similar tactic (Use the Sentinel to coerce a Hunter-Killer target into the path of the rest of the squad who blow it up with heavy weapons, etc.). That said the issue of the Sentinel operator's comrade comes into question. Maybe he tags along with the Sentinel to act as a spotter/scout, maybe he stays with the main squad? Really my issue isn't that the vehicles provided by some Regimental choices don't provide enough capacity to house the whole squad, but rather what you do with the Comrades once that capacity is met. Operator classes get the added bonus that their comrade can operate vehicle weaponry while the Operator himself does something else, so it makes sense for Operators to put their comrades in something like a Leman Russ, but what about other choices? I'm thinking with this particular squad I'm going to rule that only Operators can effectively use their comrades for tank operation to encourage that only Operators are inside the tank. Then the rest of the players who opt to be other classes will act as the tank's "body guards" against hidden infantry trying to sneak up behind the tank. In the event that people want to get into the tank that are not Operator classes I'll say that they must accomodate for their comrade first to avoid exploiting the tank's internal armor and encouraging to use the tank's body more as cover during a firefight. Like I said I'm going to intense city-fight style action. And yes, I originally considered a Mechanized force to fill this role so that the Chimera held the whole squad (almost, but I was going to fudge it and say it was just more cramped than usual packing the men in). The reason I switched to using an Armored regiment style is mostly to tip the extremes of the battle in both directions: The players have a more powerful weapon at their disposal but at the same time the value of a Russ makes them a massive firemagnet for insurgents who either want to take the tank for themselves or simply blow it up. I want to try to force players to make difficult decisions of what streets to take their tank down as some won't allow the tank to turn around. Hell there might be a moment where the driver decides to simply plow through a building to get to the other side! Just thinking about unique encounters.
  13. So I'm compiling for my group a selection of custom Regiment choices for them to select from because I want them to have a say in the matter but I want to streamline character creation (plus I want to have a good idea what kind of campaign each of them would have). I'm trying to give them at least one choice in each "type" of Regiment so that the players can select what kind of campaign they want to run. For the Armored Regiment I wanted to shape a Regiment that serves as a standing police force in a recently reconqeured world. After centuries of civil war on a Hive World one side has finally earned the spoils but a planet doesn't just submit after all that fighting: the military has to constantly deal with insurgents that still riddle the blasted out ruins of shell-hammered spires. I picked an armored regiment because I felt it would be a neat change of pace to have a Leman Russ driving down tight streets and emptied out buildings, making it vulnerable to guerrilla tactics of when a captured vehicle outflanks it and traps it in. On some level I want the Russ to feel like as much of a death trap as it is a bastion of defense, a coffin of iron essentially. While building the Regiment I realized something: I have six players in the group, and each of those six players will have a commrade (no Specialities here, just the five "core"). A Leman Russ holds only five people, so I'm assuming the rest have to either ride on top or march alongside the tank (which has it's own interesting implications to scenario design, think of Full Metal Jacket when they're marching behind the tank, using the phone to talk to the crew.) This got me wondering how commrades would work in this situation. Obviously some of the players are going to want to ride IN the tank, but if their commrade comes along that takes up a slot, but it seems weird to let the players take advantage of the tank while leaving their commrades out in the cold. Normally this isn't really an issue in a regiment because your commrade is just hanging out in the same situation you are, but what happens when you enter a vehicle that can't hold everyone. What would you guys advise?
  14. I never got the chance to play the West End version, but I did play briefly in SAGA edition. SAGA edition is a decent game and you can have a lot of fun with it, but there was this feeling of "too many chefs in the kitchen" with having an ensemble cast. You'd think it would be fine considering the plot of the original trilogy but it's a bit of a mess in practise. I'm sure with a better GM we would have had a more cohesive game but it seemed like the one we had dealt with a lot of difficulty in tying all these mismatched characters into one story. That and the Jedi was a showboat because his powers were FAR too useful. That said SAGA is a fine system. When WFRP3e came out, I was in the camp of people recoiling in horror. After playing it I still didn't think it was a proper WarHammer game but I felt that the system was a really novel idea that would cater to a very cinematic game (which, to be fair, WarHammer fits that bill). The dice that I scoffed at first were neat in play (even if the idea of "storytelling" was completely lost due to "count the symbols to pay for this card's ability") and the abstracted mechanics really allowed for more handwaving for the sake of a good story. When I heard this star Wars game was going to use a system very similar to WFRP3e I was pretty excited because the Star Wars story seemed like a perfect fit for the cinematic action of the gameplay. The icing on the cake so far has been that the focus of the game is more streamline so groups feel a lot more logical and connected, the Obligation system is great, and even the way the dice are used have been tweaked to better serve story. It looks like FFG took what they learned from WFRP3e and applied it to SW, streamlining the mechanics and ditching the billions of tiny cards, and kudos to them because it's shaping up nicely. Am I going to say this is the BEST Star Wars game? No, because without playing the West End games I feel like it would be ignorant to make such a claim, but I will say that so far this seems a lot easier, more fluid, and overall more fun than SAGA edition.
  15. People are estimating around April it seems like. If you have an imagination you could do whatever the heck you want with the rules. It gives you all the skills, abilities, and a good heaping of useful talents upfront (Speaking about the Beta/Release game). That said it's going to require some work as there are no specific classes so you'd need to come up with that yourself. This particular game, Edge of the Empire, isn't really about an Imperial or Rebel perspective. Your group don't really represent one of the groups in the war but rather the "misc" category of smugglers, explorers, etc. You don't have to play the game as a bunch of moral goodytwo-shoes idealists, in fact it seems that this game has a slant to being a bunch of opportunistic jerks (But hey, maybe your smuggler is a rogue with a heart of gold who falls in love with a princess). This beginner game just teaches you how to play, and the story is pretty hammered down, but if you want to make your own encounters and start weaving a story that's more slanted to an evil campaign I think this game can accomodate for that easily. Even if you use the pregenerated characters you could play a story where the group is being bankrolled by a corrupt senator/planetary governor to cause trouble he can't personalyl get involved in for political reasons. I think the choice of setting and focus in Edge of Empire is great because it's very wide open to what kind of campaign types you can do, you're not pigeon-holed into being on one side or the other.
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