Sarone

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  1. Tau and Eldar Sources

    I'll have to check it out, but I'm interested more in the various Tau "NPCs" as well as information for the various aliens in the Empire as well as the Farsight Enclave.
  2. Tau and Eldar Sources

    Thank you for the information. I just found out the forums were moved to the archive, which helps me save some time.
  3. Modding Vehicles of the opposing side.

    It would be awesome if they allow cross use of some units. That way people who favor one side of the other won't be stuck with units they would otherwise never use.
  4. Now this is what I am talking. Though the scale is a bit different, it's not a huge difference. Plus, bases can be changed out. If they also bring in some customs rules for the minis, it could grant new life to the figures already in IA until the Legion version comes out.
  5. Just checking. Too bad they haven't post a comparison article yet of the two.
  6. Has there been any discussion about modding some of the vehicles to be on the other side? I can see the Empire using the AT-RT for the scout troopers, while the Rebels can most likely get their hands on the speeder bikes. Heck, it might not be unusual for the Rebels to have a few AT-STs in their forces. Has any one else though about this?
  7. Has any one found out if there is a size difference between Imperial Assault minis and the Legion Minis? I would very much like to do some cross compatibility between games.
  8. WEG modules for AoR

    It has been a couple of months. How are you all doing?
  9. My responses in RED My Responses in Blue Ok, now that my responses are logged, I think that there might be a few more game mechanics added before additional facilities/rooms/Levels are added. Imperial detection: As seen in Empire Strikes Back, rebel bases will get detected. Depending on time frame, the base can either be logged for later missions or get attacked at the first chance. Smaller bases usually will avoid detection, but a successful group will quickly see themselves being hunted. As such, the base will dictate the battlefield and type of mission the Empire might use to attack with. Personnel: The manpower of the base, this will indicate how many people are on site. In addition, depending on the type of facilities being used, specialists such as mechanics and doctors might be brought in to help the base out and provide additional services and support. Two big limiting factors for the base are supplies and quarters. Having too few personnel, especially for critical activities and missions, can add setback dice to an NPC's combat check to represent the heavy workload. Supplies: Divided into different resources, the two biggest are parts and consumables, specifically food and ammunition. Supplies either have to made on site or acquired from else where. Quarters: This details how many people can stay on a base. There various levels, ranging from sparse population to overcrowded. Having too may people and not enough space can also add setback dice due to the overcrowded situation and strain on resources. Morale: A sliding scale, morale can go from terrible to great. This can be used either as grand sum of boost and setback dice or as a way to neutralize various dice. This also represents how committed the troops are to the cause should the Empire attack. Hopefully my responses come off good. While the argument could be made that the Rebellion wants to keep bases small, that isn't always the case. Especially on planets that are either known to be rebellious or are unknown to the Empire.
  10. What are your thoughts about my critique?
  11. One area that could use a boost for the game is an Imperial sided campaign, one with the PCs defecting to the Alliance. That seems likely to be covered here.
  12. On the surface, that might be true. However, one method of information extraction has been torture and discomfort of the target. Having access to the medical not only helps the interrogator keep the target alive longer, but it will also help in pushing the boundaries and limits of the target. Kind of scary to consider what talents the Interrogator might have access to. Makes it worse when the possibility of some Dark Side being based on them coming out later.
  13. Good job with this. Just curious, have you consulted with any military veterans on this? I have included some recommendations and ideas in case you want to use them. Hopefully this becomes helpful for you. For power generation: Hydro-electric power should be available, as well. It would be reliant on running water, either above or below ground. Coal/Fuel based generators should also be considered, especially in places that lack technology and other renewable forms of power. Basic Facilities: Hydroponics bay should also provide a morale boost or two. Not only would the food be fresher, but having a green space can be a place for meditation and comfort. Research area- like the version in the official books, a research area can be useful for a base. I'm putting it as a catch-all, but a research area will be dedicated to one specific skill area. Multiple research areas could stack, giving a better bonus for specialized topics, or be focused on wide range of information Minor Landing area/platform- Unlike the Hangar, this is an open air that is "outside". The biggest restriction is securing the area, but the trade off is that larger vehicles can land. To me, this should be ranked from 1, which represents fused earth/cleared field to ones used by various civilized planets for the large cargo liners and such. More the military, these tend to be small enough to avoid detection or dismissed as too small to hinder an operation. Core Server (Light)- A more specialized version of the Computer core, Core Servers are used to compile and coordinate information on a few topics. Usually, it is assigned to specific rooms that share a common theme (logistics, personnel, research, communication, and so on). Major Expansions Hydroponics Farm/facility- A larger version of the hydroponics bay, this is intended to provide long term sustenance. Some facilities are also used for export, especially items that are hard to find or extinct. Major Landing Area/Platform- Same as the Minor version, including the facility rank, a Major trades off concealment for capacity. Training range- The bigger cousin to a practice range, the training range is for vehicles and unit training. Has to be specifically designated for a unit type (troop, ground vehicle, artillery, and air vehicle). This boosts a facilities defense as it represents unit being extremely familiar with the terrain as well as provide a decoy for an invading force.
  14. Base Building

    What are you asking about specifically? For the campaign I ran, I used the concept of the NPCs being moved into an Old Republic research building. I had given it the reinforced advantage, since that would be the hardest modification to make (from my perspective). Otherwise, I would say use both the Edge base building options as well as the Age options.
  15. Ok, do you reread what you posted? And read what other's have posted? Let me recap: The main villain is trying to keep his future assault secret. He doesn't tell anyone but his adjutant, who happens to be a rebel spy. In regards to the other ships, this is supposed to be a training exercise. That is already a bad idea even if it succeeds. On the surface, the Imperials will have taken out the "shipyard" on the way in. During that time, the Adjutant flees, but whether anyone else will know about it or not is up in the air. At this time, one of the Raiders and several TIEs might be destroyed, rendering certain option unavailable for the IMPs. After landing the invasion force, in which the commander of the squadron leads the ground forces, the Imperials are engaged by opposition forces. These forces, at best, are made up of Mandalorians, pirates, slavers, and various civilians. The biggest IF is if or when the Imperials find the foundry. If they should not discover it by the times the Rebel Fleet arrives, the squadron will flee. In which case, the imperials on the surface are forced to surrender or be destroyed. That means a defeat for the Imperials. If the Imperials find the foundry, then that will need to be broadcasted to the squadron. That is never mentioned as happening. Now that is covered, here is why the Imperials might not investigate the battle, let alone send a "significantly larger force": The Imperial squadron manages to get their invasion force ambushed on the ground by Mercs and Pirates, then get ambushed by the rebel fleet. That is either a bad operation for the imperials or a good one for the rebels. Point goes to the rebels. The Rebel fleet might "stick around" to evacuate the "ground force". They can also make the battlefield more in their favor with mines, auto turrets, and other ambush specific tactics. This puts the battlefield advantage more in their favor. Now, Imperial command could send a larger force, but the clock is running. Ambush 101 states that the attacking force, the ambushers, need to move out before enemy reinforcements arrive as soon as possible. Usually this is about four hours minimum, up to twenty four hours. Assuming the Imperials can get a task force assembled, where will it be coming from? How many operations will be impacted? If ships and troops are assigned for a retaliation attack, could the rebels exploit it? This further delays the Imperial response. Depending on how the Grand Moff reacts, this operation may just as well be pinned on bad leader ship and bad intelligence. Losing up to one Raider Corvette, several TIEs, and a ground force is never easy, but trying to chase ghosts can very well cost more manpower and resources. Finally, should the Imperials attack, then they have to hit hard and fast. Otherwise, not only will the Imperials lose more, but it can also spread knowledge, manpower, and expertise of an experienced ship builders and modders into the galaxy. In essence, they may not be stupid, but the Imperials have bigger fish to fry than some foundry that may or may not be there based on possibly faulty intelligence. Especially if said rewards are outweighed by the risks of losing more ships, equipment, and personnel for the Imperials.