Jump to content

lud

Members
  • Content Count

    11
  • Joined

  • Last visited

About lud

  • Rank
    Member

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    -
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    , Quebec, Canada
  1. Thus the cover part in the house rule. I have been told that you find very good cover, then you throw the grenade.
  2. A few days ago we completed our last Star Wars session of the year and we took a few minutes at the end to talk about a few rules that could be improved by house ruling. Here are some ideas I have in mind: 1. I would rather be surprised! At first the cool versus vigilance rule seems an interesting idea, but players and NPC soon realize they are better at one than the other. And when it is Vigilance, it bugs my PC a lot. (Note that this group has well over 100 years of collective RPG experience, they are not new players, they have seen a lot of different systems in play over the last 35+ years) House rule: Players and NPC choose if they want to use cool or vigilance to determine initiative. A high cool roll just mean that even in a surprise situation the PC or NPC doesn't panic and makes the best use of the situation. For example he could shoot first... 2. Don't worry it's only a heavy frag grenade! (Or also known as Don't worry it's only a SK-44 plasma missile!) A quick look at Wikipedia gives a deadly blast radius of 5 meters and an injury radius of 15 meters for a modern grenade. (I also asked a friend who has actually thrown the real thing...) To put thinks in perspective, a basketball court is 29 meters by 15. So, if a grenade explode in the center, you would be in the injury radius if you are standing anywhere in the court and probably dead if you are a few steps outside the center circle. The engaged range seems way too short! House rule: Blast radius is short range, if the blast quality activates, all targets in short range are affected unless they have cover from the original target, all engaged targets are affected without concern for cover. This will make all the grenades and rockets much scarier. Maybe a few weapons should have Blast[Engaged], I'll handle them in a case by case basis. 3. Don't worry, there are minions, they can't engage you... Since a minion group can only take 1 maneuver per turn and still take their action, they are limited in their tactical movement options. This makes melee minions useless unless they start the combat at short range and have initiative. Since otherwise they cannot engage a PC and attack. A PC just need to stay at medium range of the minions and their single maneuver will never be enough to get to engaged range. (Medium -> Short, Short-Engaged). The best they can achieve is 2 point of strain each time the PC moves away using 2 maneuvers. While taking damage from the PC! House Rule: Engage or disengage is a free maneuver for minion groups armed with melee weapons. A minion group must still respect the maximum of 2 maneuvers per turn. Note: This is for minion groups, a single minion would not get this free maneuver. If you have people coming at you from all direction, it is easier for them to get in position to threaten you. And it is easier for them to run away. 4. How far is far enough? And how long does it take? At the end of most missions, my PC are running away from a planet with anything their ennemies can throw at them in pursuit. It always come down to the same question, how quickly can we jump? The only indication in the book seems to be table 7-12 on page 246 of EotE. It states that 5 to 15 minutes are required to travel from a planet's orbit to a safe hyperspace jump distance. This translate into 5 to 15 turns at 1 minute per turn. House Rules 1: A ship must be at extreme range of a planet or other similar massive object to jump to hyperspace. It takes a Fly maneuver to jump to hyperspace. For a stopped ship in low orbit with a max speed of 2 or 3 this would look like this: 1 Accelerate 1 2 Accelerate 2 3 Short to Close 4 Close to Medium 5 Close to Medium 6 Medium to Long 7 Medium to Long 8 Long to Extreme 9 Long to Extreme 10 Jump 10 turns without strain, 5 with strain. A X-Wing could to it in 4 turns. The second question is how long does it take to perform the astrogation check. House Rule 2: The base duration of an astrogation check is 10 turns. House Rule 3: You can only do 1 astrogation calculation at a time per computer. Why 10 rounds? It is the average number of turns it take to get to the safe distance... Also: a. An additional success can reduce the time, so let's make it at least 3-4 turns so success have an use. b. The Galaxy mapper talent cuts the time in half. For this to have some value the base number should be greater than 4, even 6. But that roll is even trickier. For the best dramatic effect, I would roll only when they are ready to jump, but you cannot do this if you want to reduce the duration of the check with success. Aslo, if the ship is damaged the difficulty increase, or if they want to jump from long range the difficult is upgraded. House Rule 4?:For now I thing I will let them roll the positive dice and note the result. I'll roll the negative dice when they are ready to jump. Example: PC with the Galaxy mapper talent starts the calculation on turn 1 while the pilot is trying to escape incoming fighters. She roll 4 success, this give a total time of (10 /2 (Talent) - 3 (extra success)) => 2 turns, much quicker than the pilot can get to extreme range! By the time they get to long range they have taken heavy damage (> 25% of HT), they decide to jump right now and not wait until they get to extreme. The negative dice pool is now 1 red, 3 purple (1 base, 1 escaping, 2 heavy damage, jump too early) If at least 4 failures are rolled, then the PC need to start again, otherwise any failure just add a few turns while she adjust the calculation. Any critics or suggestions on these rules would be welcome.
  3. How do you group the Tie-Pilot minions in your games? Do you use them as minion groups or as individual? As individual they have gunnery and piloting pool of 3 ability dice (Green), but in group for 4 those turn into a more powerful 3 proficiency (Yellow)] dice pool. As a group it is a single initiative slot and a single attack, much easier to handle. On the other side, four lucky rolls on from 4 individuals against a ship with low defense could result in an impressive 48 points of damage. (4 x (6 + 6 linked) damage) For those using them as a minion group, how do you handle damage? (I couldn't find a rule section about minions in ships) If the groups receives 10 points of damage. Is it 1 tie destroyed and no left over (10 - 2 armor = 8, 6 goes to destroy the Tie the other 2 are stopped by the next Tie armor). or 1 Tie destroyed and 2 damage on the next one because you apply armor only once? What do you do with critical? Do the rules for minions in non-space combat also apply and a critical is an auto-kill? From a lore point of view, should the Tie fight in groups of 3 or 4? Side note/question: The order 66 podcast recently gave an example of capital ship combat using minions, are any of their choices of minion groups size based on something written in one of the books?
  4. This was about moving from medium to long range from the planet...
  5. It take TWO (2) maneuvers to go from medium to long...I was reading the individual speed entries and forgot the general statement at the start of the section: Moving between one range band and the next always takes two maneuvers regardless of speed, with the following exception... I was starting to think I made mistakes in the way I was running things in the past. Reading only the speed 3-4 and 5-6 entries made me think that without speed 5+ you could not move out of medium range in the time frame of a battle. And that would have changed things a lot!
  6. Thanks all for the comments. In what adventure was the 4 rounds example given? Question: How long does it take for a ship at speed 4 to go from medium to long range?
  7. In my next session, I am planning to task the players with boarding a cargo ship in order to retrieve a rebel agent and some key cargo. Since they don't have access to a Start Destroyer and cannot "just" pull-in the cargo ship in their landing bay, how would you handle this? A few questions related to this topic: - If you don't disable the hyperdrive, what stops the cargo ship from just running away in hyperspace? - Is it really supposed to take only 1 turn to make the astrogation calculation? The skill description states that a triumph can reduce the time to a minimum...but if it already takes only 1 turn this seems pointless. - Can you jump in hyperspace if you are under the effect of a tractor beam? At this point my boarding procedure looks like this: 1) Disable the hyperdrive 2) Disable the engine 3) Maneuver the ship into boarding position 4) Force open the other ship door (or cut a hole!) 5) Board! I don't want to hand-wave it too much, since this will be setting a precedent on ship boarding that will most probably affect the rest of the campaign.
  8. I missed something... Why is her pool only 4Y2G? With characteristics limited at 6 and skills at 5, I would expect a 5Y1G pool...
  9. Thank you both, this was nagging me a lot that I could find a rule for this in the book. I don't have the GM screen yet, so I could not look into it. It's funny that the lack of a reference on duty gain was not covered by the play testing.
  10. Simple question, but I cannot find the answer in the book... Where are the rules for increasing a character duty score during the game? Page 46 covers the starting values and how to decrease it during character creation to gain XP, and page 49 tells that it reset to 0 after reaching a party total of 100. But how do you get to 100?
  11. Playing with 4 heroes, I would also add 2 more sets. Less dices moving around, faster play, no need to re-roll brown or black dice to get the defense total.
×
×
  • Create New...